tutorial 1 and 2

This commit is contained in:
h4570
2022-08-20 18:53:27 +02:00
parent d251df8704
commit b4b48ae479
31 changed files with 377 additions and 405 deletions
+5 -5
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@@ -1,9 +1,5 @@
------------ Tyra's v2.0 roadmap to publish on GitHub ------------ ------------ Tyra's v2.0 roadmap to publish on GitHub ------------
- [General] CI in Github via docker image
- [Tutorials] 1. Hello world! - explain init(), loop() and what should be inside them (every tutorial should be well commented!)
- [Tutorials] 2. 2D - explain beginFrame(), endFrame() - [Tutorials] 2. 2D - explain beginFrame(), endFrame()
- [Tutorials] 3. Minecraft cube - explain this pipeline, and explain that there are many 3D pipelines - [Tutorials] 3. Minecraft cube - explain this pipeline, and explain that there are many 3D pipelines
@@ -15,12 +11,15 @@ abstract 3D object class, and what it have (animation etc)
explain that this is lower-level abstract rendering, it have the all the features as Mesh rendering, explain that this is lower-level abstract rendering, it have the all the features as Mesh rendering,
because Mesh rendering uses only core.render() because Mesh rendering uses only core.render()
- [Tutorials] 6. Animation in Mesh rendering rendering, explain the API - [Tutorials] 6. Animation in Mesh rendering, explain the API
- [Tutorials] 7. Directional lights in Mesh rendering - [Tutorials] 7. Directional lights in Mesh rendering
- [Tutorials] 8. Render skybox, and show that stdPipOptions.noClipChecks must be set to false, to turn on clip algorithms (prevent glitches) - [Tutorials] 8. Render skybox, and show that stdPipOptions.noClipChecks must be set to false, to turn on clip algorithms (prevent glitches)
- own game
- usb
- [General] Check all left TODOs -> Github issues - [General] Check all left TODOs -> Github issues
- [General] Readme Credits: clipping, obj loader - [General] Readme Credits: clipping, obj loader
@@ -28,6 +27,7 @@ because Mesh rendering uses only core.render()
------------ Github issues for Tyra v2 ------------ ------------ Github issues for Tyra v2 ------------
- [Demo] porzadek z konstruktorami bbox - [Demo] porzadek z konstruktorami bbox
- [renderer] fog - [renderer] fog
- [General] CI in Github via docker image
- [renderer] bbox parts optimization - [renderer] bbox parts optimization
- [General] smart pointers and std::array instead of raw pointers - [General] smart pointers and std::array instead of raw pointers
- [md2] refactor - [md2] refactor
+9
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@@ -19,7 +19,16 @@ class FileUtils {
FileUtils(); FileUtils();
~FileUtils(); ~FileUtils();
/**
* Get current working directory.
* Example: "host:" or "mass:"
*/
static std::string getCwd(); static std::string getCwd();
/**
* Add current working directory prefix to path
* Example: "host:..." or "mass:..."
*/
static std::string fromCwd(const std::string& relativePath); static std::string fromCwd(const std::string& relativePath);
static std::string fromCwd(const char* relativePath); static std::string fromCwd(const char* relativePath);
+11
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@@ -18,6 +18,17 @@ namespace Tyra {
class Packet2TyraUtils { class Packet2TyraUtils {
public: public:
inline static void addUnpackData(packet2_t* packet2,
const u32& t_dest_address,
const void* t_data, const u32& t_size,
const u8& t_use_top) {
packet2_chain_ref(packet2, t_data, t_size, 0, 0, 0);
packet2_vif_stcycl(packet2, 0, 0x0101, 0);
packet2_vif_open_unpack(packet2, P2_UNPACK_V4_32, t_dest_address, t_use_top,
0, 1, 0);
packet2_vif_close_unpack_manual(packet2, t_size);
}
inline static void addM4x4(packet2_t* packet2, const M4x4& val) { inline static void addM4x4(packet2_t* packet2, const M4x4& val) {
*(reinterpret_cast<M4x4*>(packet2->next)) = val; *(reinterpret_cast<M4x4*>(packet2->next)) = val;
packet2_advance_next(packet2, sizeof(MATRIX)); packet2_advance_next(packet2, sizeof(MATRIX));
+2 -1
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@@ -21,7 +21,8 @@ class Renderer2D {
~Renderer2D(); ~Renderer2D();
void init(RendererCore* rendererCore); void init(RendererCore* rendererCore);
void render(Sprite* sprite); void render(const Sprite* sprite);
void render(const Sprite& sprite);
private: private:
RendererCore* core; RendererCore* core;
@@ -23,7 +23,7 @@ class DynPipColorBag {
~DynPipColorBag(); ~DynPipColorBag();
/** Mandatory */ /** Mandatory */
Color* single; const Color* single;
}; };
} // namespace Tyra } // namespace Tyra
@@ -45,7 +45,8 @@ class DynamicPipeline : public Renderer3DPipeline {
* Render dynamic model. * Render dynamic model.
* This render() method is a bridge to core.render() method. * This render() method is a bridge to core.render() method.
*/ */
void render(DynamicMesh* mesh, const DynPipOptions* options = nullptr); void render(const DynamicMesh& mesh, const DynPipOptions* options = nullptr);
void render(const DynamicMesh* mesh, const DynPipOptions* options = nullptr);
private: private:
RendererCore* rendererCore; RendererCore* rendererCore;
@@ -57,29 +58,29 @@ class DynamicPipeline : public Renderer3DPipeline {
void sendRestOfBuffers(DynPipBag* buffers, u16* bufferIndex); void sendRestOfBuffers(DynPipBag* buffers, u16* bufferIndex);
void addVertices(MeshMaterialFrame* materialFrameFrom, void addVertices(const MeshMaterialFrame* materialFrameFrom,
MeshMaterialFrame* materialFrameTo, DynPipBag* bag, const MeshMaterialFrame* materialFrameTo, DynPipBag* bag,
const u32& startIndex) const; const u32& startIndex) const;
DynPipInfoBag* getInfoBag(DynamicMesh* mesh, const DynPipOptions* options, DynPipInfoBag* getInfoBag(const DynamicMesh* mesh,
M4x4* model) const; const DynPipOptions* options, M4x4* model) const;
DynPipColorBag* getColorBag(MeshMaterial* material) const; DynPipColorBag* getColorBag(const MeshMaterial* material) const;
DynPipTextureBag* getTextureBag(Texture* texture, DynPipTextureBag* getTextureBag(Texture* texture,
MeshMaterialFrame* materialFrameFrom, const MeshMaterialFrame* materialFrameFrom,
MeshMaterialFrame* materialFrameTo, const MeshMaterialFrame* materialFrameTo,
const u32& startIndex); const u32& startIndex);
DynPipLightingBag* getLightingBag(MeshMaterialFrame* materialFrameFrom, DynPipLightingBag* getLightingBag(const MeshMaterialFrame* materialFrameFrom,
MeshMaterialFrame* materialFrameTo, const MeshMaterialFrame* materialFrameTo,
M4x4* model, const DynPipOptions* options, M4x4* model, const DynPipOptions* options,
PipelineDirLightsBag* dirLightsBag, PipelineDirLightsBag* dirLightsBag,
const u32& startIndex) const; const u32& startIndex) const;
void setLightingColorsCache(PipelineLightingOptions* lightingOptions); void setLightingColorsCache(PipelineLightingOptions* lightingOptions);
void freeBuffer(DynPipBag* bag); void freeBuffer(DynPipBag* bag);
void setBuffersDefaultVars(DynPipBag* buffers, DynamicMesh* mesh, void setBuffersDefaultVars(DynPipBag* buffers, const DynamicMesh* mesh,
DynPipInfoBag* infoBag); DynPipInfoBag* infoBag);
void setBuffersColorBag(DynPipBag* buffers, DynPipColorBag* colorBag); void setBuffersColorBag(DynPipBag* buffers, DynPipColorBag* colorBag);
}; };
@@ -22,10 +22,10 @@ class StaPipBagPackage {
StaPipBag* bag; StaPipBag* bag;
Vec4* vertices; const Vec4* vertices;
Vec4* sts; const Vec4* sts;
Vec4* normals; const Vec4* normals;
Vec4* colors; const Vec4* colors;
/** maxVertCount is max value, because we decided to put max maxVertCount /** maxVertCount is max value, because we decided to put max maxVertCount
* verts to single quad buffer in VU1 */ * verts to single quad buffer in VU1 */
u16 size; u16 size;
@@ -23,10 +23,10 @@ class StaPipColorBag {
~StaPipColorBag(); ~StaPipColorBag();
/** Optional. Single color for all vertices. */ /** Optional. Single color for all vertices. */
Color* single; const Color* single;
/** Optional. Color per vertex. */ /** Optional. Color per vertex. */
Color* many; const Color* many;
}; };
} // namespace Tyra } // namespace Tyra
@@ -45,28 +45,30 @@ class StaticPipeline : public Renderer3DPipeline {
* Render static model * Render static model
* This render() method is a bridge to core.render() method. * This render() method is a bridge to core.render() method.
*/ */
void render(StaticMesh* mesh, const StaPipOptions* options = nullptr); void render(const StaticMesh& mesh, const StaPipOptions* options = nullptr);
void render(const StaticMesh* mesh, const StaPipOptions* options = nullptr);
private: private:
RendererCore* rendererCore; RendererCore* rendererCore;
Vec4* colorsCache; Vec4* colorsCache;
void addVertices(MeshMaterialFrame* materialFrame, StaPipBag* bag) const; void addVertices(const MeshMaterialFrame* materialFrame,
StaPipBag* bag) const;
StaPipInfoBag* getInfoBag(StaticMesh* mesh, const StaPipOptions* options, StaPipInfoBag* getInfoBag(const StaticMesh* mesh,
M4x4* model) const; const StaPipOptions* options, M4x4* model) const;
StaPipColorBag* getColorBag(MeshMaterial* material, StaPipColorBag* getColorBag(const MeshMaterial* material,
MeshMaterialFrame* materialFrame) const; const MeshMaterialFrame* materialFrame) const;
StaPipTextureBag* getTextureBag(MeshMaterial* material, StaPipTextureBag* getTextureBag(const MeshMaterial* material,
MeshMaterialFrame* materialFrame); const MeshMaterialFrame* materialFrame);
StaPipLightingBag* getLightingBag(MeshMaterialFrame* materialFrame, StaPipLightingBag* getLightingBag(const MeshMaterialFrame* materialFrame,
M4x4* model, M4x4* model,
const StaPipOptions* options) const; const StaPipOptions* options) const;
void deallocDrawBags(StaPipBag* bag, MeshMaterial* material) const; void deallocDrawBags(StaPipBag* bag, const MeshMaterial* material) const;
void setLightingColorsCache(PipelineLightingOptions* lightingOptions); void setLightingColorsCache(PipelineLightingOptions* lightingOptions);
}; };
@@ -27,8 +27,8 @@ class RendererCore2D {
void init(RendererSettings* settings, clutbuffer_t* clutBuffer); void init(RendererSettings* settings, clutbuffer_t* clutBuffer);
void render(Sprite* sprite, const RendererCoreTextureBuffers& texBuffers, void render(const Sprite& sprite,
Texture* texture); const RendererCoreTextureBuffers& texBuffers, Texture* texture);
private: private:
void setPrim(); void setPrim();
@@ -108,6 +108,8 @@ class TextureRepository {
* Texture IS destructed. * Texture IS destructed.
*/ */
void free(const u32& t_texId); void free(const u32& t_texId);
void free(const Texture* t_tex);
void free(const Texture& t_tex);
private: private:
std::vector<Texture*> textures; std::vector<Texture*> textures;
+5 -3
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@@ -17,11 +17,13 @@ Renderer2D::~Renderer2D() {}
void Renderer2D::init(RendererCore* t_rendererCore) { core = t_rendererCore; } void Renderer2D::init(RendererCore* t_rendererCore) { core = t_rendererCore; }
void Renderer2D::render(Sprite* sprite) { void Renderer2D::render(const Sprite* sprite) { render(*sprite); }
auto* texture = core->texture.repository.getBySpriteOrMesh(sprite->id);
void Renderer2D::render(const Sprite& sprite) {
auto* texture = core->texture.repository.getBySpriteOrMesh(sprite.id);
TYRA_ASSERT( TYRA_ASSERT(
texture, "Texture for sprite with id: ", sprite->id, texture, "Texture for sprite with id: ", sprite.id,
"Was not found in texture repository! Did you forget to add texture?"); "Was not found in texture repository! Did you forget to add texture?");
auto texBuffers = core->texture.useTexture(texture); auto texBuffers = core->texture.useTexture(texture);
@@ -11,6 +11,8 @@
#include "renderer/3d/pipeline/dynamic/core/dynpip_renderer.hpp" #include "renderer/3d/pipeline/dynamic/core/dynpip_renderer.hpp"
#include "renderer/3d/pipeline/dynamic/core/programs/dynpip_vu1_shared_defines.h" #include "renderer/3d/pipeline/dynamic/core/programs/dynpip_vu1_shared_defines.h"
#include <dma.h> #include <dma.h>
#include <utility>
#include "packet2/packet2_tyra_utils.hpp"
namespace Tyra { namespace Tyra {
@@ -114,7 +116,7 @@ void DynPipRenderer::sendObjectData(
if (singleColorEnabled) // Color is placed in 4th slot of if (singleColorEnabled) // Color is placed in 4th slot of
// VU1_LIGHTS_MATRIX_ADDR // VU1_LIGHTS_MATRIX_ADDR
packet2_utils_vu_add_unpack_data(objectDataPacket, VU1_SINGLE_COLOR_ADDR, Packet2TyraUtils::addUnpackData(objectDataPacket, VU1_SINGLE_COLOR_ADDR,
bag->color->single->rgba, 1, false); bag->color->single->rgba, 1, false);
packet2_utils_vu_open_unpack(objectDataPacket, VU1_OPTIONS_ADDR, false); packet2_utils_vu_open_unpack(objectDataPacket, VU1_OPTIONS_ADDR, false);
@@ -51,7 +51,13 @@ void DynamicPipeline::onUseEnd() {
core.deallocateOnUse(); core.deallocateOnUse();
} }
void DynamicPipeline::render(DynamicMesh* mesh, const DynPipOptions* options) { void DynamicPipeline::render(const DynamicMesh& mesh,
const DynPipOptions* options) {
render(&mesh, options);
}
void DynamicPipeline::render(const DynamicMesh* mesh,
const DynPipOptions* options) {
bool optionsManuallyAllocated = false; bool optionsManuallyAllocated = false;
if (!options) { if (!options) {
@@ -185,7 +191,7 @@ void DynamicPipeline::sendRestOfBuffers(DynPipBag* buffers, u16* bufferIndex) {
} }
void DynamicPipeline::setBuffersDefaultVars(DynPipBag* buffers, void DynamicPipeline::setBuffersDefaultVars(DynPipBag* buffers,
DynamicMesh* mesh, const DynamicMesh* mesh,
DynPipInfoBag* infoBag) { DynPipInfoBag* infoBag) {
for (u32 i = 0; i < buffersCount; i++) { for (u32 i = 0; i < buffersCount; i++) {
buffers[i].info = infoBag; buffers[i].info = infoBag;
@@ -210,7 +216,7 @@ void DynamicPipeline::freeBuffer(DynPipBag* bag) {
} }
} }
DynPipInfoBag* DynamicPipeline::getInfoBag(DynamicMesh* mesh, DynPipInfoBag* DynamicPipeline::getInfoBag(const DynamicMesh* mesh,
const DynPipOptions* options, const DynPipOptions* options,
M4x4* model) const { M4x4* model) const {
auto* result = new DynPipInfoBag(); auto* result = new DynPipInfoBag();
@@ -230,22 +236,23 @@ DynPipInfoBag* DynamicPipeline::getInfoBag(DynamicMesh* mesh,
return result; return result;
} }
void DynamicPipeline::addVertices(MeshMaterialFrame* materialFrameFrom, void DynamicPipeline::addVertices(const MeshMaterialFrame* materialFrameFrom,
MeshMaterialFrame* materialFrameTo, const MeshMaterialFrame* materialFrameTo,
DynPipBag* bag, const u32& startIndex) const { DynPipBag* bag, const u32& startIndex) const {
bag->verticesFrom = &materialFrameFrom->vertices[startIndex]; bag->verticesFrom = &materialFrameFrom->vertices[startIndex];
bag->verticesTo = &materialFrameTo->vertices[startIndex]; bag->verticesTo = &materialFrameTo->vertices[startIndex];
} }
DynPipColorBag* DynamicPipeline::getColorBag(MeshMaterial* material) const { DynPipColorBag* DynamicPipeline::getColorBag(
const MeshMaterial* material) const {
auto* result = new DynPipColorBag(); auto* result = new DynPipColorBag();
result->single = &material->ambient; result->single = &material->ambient;
return result; return result;
} }
DynPipTextureBag* DynamicPipeline::getTextureBag( DynPipTextureBag* DynamicPipeline::getTextureBag(
Texture* texture, MeshMaterialFrame* materialFrameFrom, Texture* texture, const MeshMaterialFrame* materialFrameFrom,
MeshMaterialFrame* materialFrameTo, const u32& startIndex) { const MeshMaterialFrame* materialFrameTo, const u32& startIndex) {
if (!materialFrameFrom->textureCoords) return nullptr; if (!materialFrameFrom->textureCoords) return nullptr;
auto* result = new DynPipTextureBag(); auto* result = new DynPipTextureBag();
@@ -259,9 +266,10 @@ DynPipTextureBag* DynamicPipeline::getTextureBag(
} }
DynPipLightingBag* DynamicPipeline::getLightingBag( DynPipLightingBag* DynamicPipeline::getLightingBag(
MeshMaterialFrame* materialFrameFrom, MeshMaterialFrame* materialFrameTo, const MeshMaterialFrame* materialFrameFrom,
M4x4* model, const DynPipOptions* options, const MeshMaterialFrame* materialFrameTo, M4x4* model,
PipelineDirLightsBag* dirLightsBag, const u32& startIndex) const { const DynPipOptions* options, PipelineDirLightsBag* dirLightsBag,
const u32& startIndex) const {
if (!materialFrameFrom->normals || options == nullptr || if (!materialFrameFrom->normals || options == nullptr ||
options->lighting == nullptr) options->lighting == nullptr)
return nullptr; return nullptr;
@@ -43,7 +43,8 @@ StaPipBagPackage* StaPipBagPackager::create(u16* o_size, StaPipBag* data,
if (data->texture) result[i].sts = &data->texture->coordinates[i * size]; if (data->texture) result[i].sts = &data->texture->coordinates[i * size];
if (data->color->many) if (data->color->many)
result[i].colors = reinterpret_cast<Vec4*>(&data->color->many[i * size]); result[i].colors =
reinterpret_cast<const Vec4*>(&data->color->many[i * size]);
if (data->lighting) result[i].normals = &data->lighting->normals[i * size]; if (data->lighting) result[i].normals = &data->lighting->normals[i * size];
@@ -37,10 +37,12 @@ void StaPipQBuffer::fillByPointer(const StaPipBagPackage& pkg) {
deallocateDynamicData(); deallocateDynamicData();
vertices = pkg.vertices; // Too bad, but in reality const is not violated.
sts = pkg.sts; // This class needs refactor
colors = pkg.colors; vertices = const_cast<Vec4*>(pkg.vertices);
normals = pkg.normals; sts = const_cast<Vec4*>(pkg.sts);
colors = const_cast<Vec4*>(pkg.colors);
normals = const_cast<Vec4*>(pkg.normals);
size = pkg.size; size = pkg.size;
bag = pkg.bag; bag = pkg.bag;
} }
@@ -10,6 +10,7 @@
#include "renderer/3d/pipeline/static/core/stapip_qbuffer_renderer.hpp" #include "renderer/3d/pipeline/static/core/stapip_qbuffer_renderer.hpp"
#include "renderer/3d/pipeline/static/core/programs/stapip_vu1_shared_defines.h" #include "renderer/3d/pipeline/static/core/programs/stapip_vu1_shared_defines.h"
#include "packet2/packet2_tyra_utils.hpp"
// #define TYRA_QBUFF_RENDERER_VERBOSE_LOG 1 // #define TYRA_QBUFF_RENDERER_VERBOSE_LOG 1
@@ -135,7 +136,7 @@ void StaPipQBufferRenderer::sendObjectData(
if (singleColorEnabled) // Color is placed in 4th slot of if (singleColorEnabled) // Color is placed in 4th slot of
// VU1_LIGHTS_MATRIX_ADDR // VU1_LIGHTS_MATRIX_ADDR
packet2_utils_vu_add_unpack_data(objectDataPacket, VU1_SINGLE_COLOR_ADDR, Packet2TyraUtils::addUnpackData(objectDataPacket, VU1_SINGLE_COLOR_ADDR,
bag->color->single->rgba, 1, false); bag->color->single->rgba, 1, false);
packet2_utils_vu_open_unpack(objectDataPacket, VU1_OPTIONS_ADDR, false); packet2_utils_vu_open_unpack(objectDataPacket, VU1_OPTIONS_ADDR, false);
@@ -39,7 +39,13 @@ void StaticPipeline::onUseEnd() {
core.deallocateOnUse(); core.deallocateOnUse();
} }
void StaticPipeline::render(StaticMesh* mesh, const StaPipOptions* options) { void StaticPipeline::render(const StaticMesh& mesh,
const StaPipOptions* options) {
render(&mesh, options);
}
void StaticPipeline::render(const StaticMesh* mesh,
const StaPipOptions* options) {
bool optionsManuallyAllocated = false; bool optionsManuallyAllocated = false;
if (!options) { if (!options) {
@@ -89,13 +95,13 @@ void StaticPipeline::render(StaticMesh* mesh, const StaPipOptions* options) {
if (optionsManuallyAllocated) delete options; if (optionsManuallyAllocated) delete options;
} }
void StaticPipeline::addVertices(MeshMaterialFrame* materialFrame, void StaticPipeline::addVertices(const MeshMaterialFrame* materialFrame,
StaPipBag* bag) const { StaPipBag* bag) const {
bag->count = materialFrame->count; bag->count = materialFrame->count;
bag->vertices = materialFrame->vertices; bag->vertices = materialFrame->vertices;
} }
StaPipInfoBag* StaticPipeline::getInfoBag(StaticMesh* mesh, StaPipInfoBag* StaticPipeline::getInfoBag(const StaticMesh* mesh,
const StaPipOptions* options, const StaPipOptions* options,
M4x4* model) const { M4x4* model) const {
auto* result = new StaPipInfoBag(); auto* result = new StaPipInfoBag();
@@ -117,7 +123,8 @@ StaPipInfoBag* StaticPipeline::getInfoBag(StaticMesh* mesh,
} }
StaPipColorBag* StaticPipeline::getColorBag( StaPipColorBag* StaticPipeline::getColorBag(
MeshMaterial* material, MeshMaterialFrame* materialFrame) const { const MeshMaterial* material,
const MeshMaterialFrame* materialFrame) const {
auto* result = new StaPipColorBag(); auto* result = new StaPipColorBag();
if (material->lightmapFlag) { if (material->lightmapFlag) {
@@ -130,7 +137,7 @@ StaPipColorBag* StaticPipeline::getColorBag(
} }
StaPipTextureBag* StaticPipeline::getTextureBag( StaPipTextureBag* StaticPipeline::getTextureBag(
MeshMaterial* material, MeshMaterialFrame* materialFrame) { const MeshMaterial* material, const MeshMaterialFrame* materialFrame) {
if (!materialFrame->textureCoords) return nullptr; if (!materialFrame->textureCoords) return nullptr;
auto* result = new StaPipTextureBag(); auto* result = new StaPipTextureBag();
@@ -149,7 +156,7 @@ StaPipTextureBag* StaticPipeline::getTextureBag(
} }
StaPipLightingBag* StaticPipeline::getLightingBag( StaPipLightingBag* StaticPipeline::getLightingBag(
MeshMaterialFrame* materialFrame, M4x4* model, const MeshMaterialFrame* materialFrame, M4x4* model,
const StaPipOptions* options) const { const StaPipOptions* options) const {
if (!materialFrame->normals || options == nullptr || if (!materialFrame->normals || options == nullptr ||
options->lighting == nullptr) options->lighting == nullptr)
@@ -181,7 +188,7 @@ void StaticPipeline::setLightingColorsCache(
} }
void StaticPipeline::deallocDrawBags(StaPipBag* bag, void StaticPipeline::deallocDrawBags(StaPipBag* bag,
MeshMaterial* material) const { const MeshMaterial* material) const {
if (bag->texture) { if (bag->texture) {
delete bag->texture; delete bag->texture;
} }
@@ -62,15 +62,15 @@ void RendererCore2D::init(RendererSettings* t_settings,
clutBuffer = t_clutBuffer; clutBuffer = t_clutBuffer;
} }
void RendererCore2D::render(Sprite* sprite, void RendererCore2D::render(const Sprite& sprite,
const RendererCoreTextureBuffers& texBuffers, const RendererCoreTextureBuffers& texBuffers,
Texture* texture) { Texture* texture) {
auto* rect = rects[context]; auto* rect = rects[context];
float sizeX, sizeY; float sizeX, sizeY;
if (sprite->mode == MODE_REPEAT) { if (sprite.mode == MODE_REPEAT) {
sizeX = sprite->size.x; sizeX = sprite.size.x;
sizeY = sprite->size.y; sizeY = sprite.size.y;
} else { } else {
sizeX = static_cast<float>(texture->getWidth()); sizeX = static_cast<float>(texture->getWidth());
sizeY = static_cast<float>(texture->getHeight()); sizeY = static_cast<float>(texture->getHeight());
@@ -84,24 +84,24 @@ void RendererCore2D::render(Sprite* sprite,
else if (sizeY > sizeX) else if (sizeY > sizeX)
texS = texMax / (sizeY / sizeX); texS = texMax / (sizeY / sizeX);
rect->t0.s = sprite->flipHorizontal ? texS : 0.0F; rect->t0.s = sprite.flipHorizontal ? texS : 0.0F;
rect->t0.t = sprite->flipVertical ? texT : 0.0F; rect->t0.t = sprite.flipVertical ? texT : 0.0F;
rect->t1.s = sprite->flipHorizontal ? 0.0F : texS; rect->t1.s = sprite.flipHorizontal ? 0.0F : texS;
rect->t1.t = sprite->flipVertical ? 0.0F : texT; rect->t1.t = sprite.flipVertical ? 0.0F : texT;
rect->color.r = sprite->color.r; rect->color.r = sprite.color.r;
rect->color.g = sprite->color.g; rect->color.g = sprite.color.g;
rect->color.b = sprite->color.b; rect->color.b = sprite.color.b;
rect->color.a = sprite->color.a; rect->color.a = sprite.color.a;
rect->color.q = 0; rect->color.q = 0;
rect->v0.x = sprite->position.x; rect->v0.x = sprite.position.x;
rect->v0.y = sprite->position.y; rect->v0.y = sprite.position.y;
// rect->v0.y /= 2.0F; // interlacing // rect->v0.y /= 2.0F; // interlacing
rect->v0.z = (u32)-1; rect->v0.z = (u32)-1;
rect->v1.x = (sprite->size.x * sprite->scale) + sprite->position.x; rect->v1.x = (sprite.size.x * sprite.scale) + sprite.position.x;
rect->v1.y = (sprite->size.y * sprite->scale) + sprite->position.y; rect->v1.y = (sprite.size.y * sprite.scale) + sprite.position.y;
// rect->v1.y /= 2.0F; // interlacing // rect->v1.y /= 2.0F; // interlacing
rect->v1.z = (u32)-1; rect->v1.z = (u32)-1;
@@ -56,6 +56,10 @@ void TextureRepository::removeById(const u32& t_texId) {
removeByIndex(index); removeByIndex(index);
} }
void TextureRepository::free(const Texture* t_tex) { free(t_tex->id); }
void TextureRepository::free(const Texture& t_tex) { free(t_tex.id); }
void TextureRepository::free(const u32& t_texId) { void TextureRepository::free(const u32& t_texId) {
s32 index = getIndexOf(t_texId); s32 index = getIndexOf(t_texId);
auto* tex = textures[index]; auto* tex = textures[index];
+11 -35
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@@ -10,54 +10,30 @@
#pragma once #pragma once
#include <engine.hpp> /** We can include all of Tyra classes via this single line: */
#include <game.hpp> #include <tyra>
#include "renderer/3d/pipeline/minecraft/minecraft_pipeline.hpp"
#include "renderer/3d/pipeline/static/static_pipeline.hpp"
#include "renderer/3d/pipeline/dynamic/dynamic_pipeline.hpp"
#include "renderer/3d/mesh/static/static_mesh.hpp"
namespace Tyra { namespace Tyra {
/** Tutorial01 is a name of our game class */
class Tutorial01 : public Game { class Tutorial01 : public Game {
public: public:
Tutorial01(Engine* engine); Tutorial01(Engine* engine);
~Tutorial01(); ~Tutorial01();
/**
* This function will be called once,
* immediatly after initializing Tyra features
*/
void init(); void init();
/**
* This function will be called every frame
*/
void loop(); void loop();
private: private:
Engine* engine; Engine* engine;
StaticMesh* skybox;
DynamicMesh* cube;
StaticMesh* staticMesh;
DynamicMesh* warrior;
u8 warriorsCount;
DynamicMesh** warriors;
u32 picturesCount;
Sprite** pictures;
audsrv_adpcm_t* adpcmSample;
Timer adpcmTimer;
Vec4 cameraPosition, cameraLookAt;
MinecraftPipeline mcPip;
DynamicPipeline dynpip;
StaticPipeline stapip;
StaPipOptions* skyboxOptions;
StaPipOptions* staOptions;
DynPipOptions* dynOptions;
Texture* warriorTex;
Texture* blocksTex;
Texture* blocksTex2;
u32 blocksCount;
std::vector<McpipBlock*> blocks;
M4x4* translations;
M4x4* rotations;
M4x4* scales;
}; };
} // namespace Tyra } // namespace Tyra
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#include "engine.hpp" #include "engine.hpp"
#include "tutorial_01.hpp" #include "tutorial_01.hpp"
/**
* Hello, thank you for choosing Tyra engine!
*
* In this tutorial we will learn how to:
* - Initialize engine and game class
* - Use debug functions
* - Print "Hello world" to the screen
*/
int main() { int main() {
/**
* This is a class which contains
* all features of Tyra.
*/
Tyra::Engine engine; Tyra::Engine engine;
/**
* This is a class with our game code.
*/
Tyra::Tutorial01 game(&engine); Tyra::Tutorial01 game(&engine);
/**
* We need to insert our game class into engine.
*/
engine.run(&game); engine.run(&game);
SleepThread();
/** Continuation in file tutorial_01.hpp */
return 0; return 0;
} }
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# Sandro Sobczyński <sandro.sobczynski@gmail.com> # Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/ */
#include <tyra>
#include "tutorial_01.hpp" #include "tutorial_01.hpp"
#include "file/file_utils.hpp"
#include "loaders/3d/md2_loader/md2_loader.hpp"
#include "loaders/3d/obj_loader/obj_loader.hpp"
#include "thread/threading.hpp"
namespace Tyra { namespace Tyra {
float getRandomFloat(float a, float b) { /** Lets save pointer to engine class */
float random = ((float)rand()) / (float)RAND_MAX; Tutorial01::Tutorial01(Engine* t_engine) : engine(t_engine) {}
float diff = b - a;
float r = random * diff;
return a + r;
}
int getRandomInt(int a, int b) { return (rand() % (b - a + 1)) + a; }
Tutorial01 ::Tutorial01(Engine* t_engine) { engine = t_engine; }
Tutorial01::~Tutorial01() {} Tutorial01::~Tutorial01() {}
StaticMesh* getStaticMesh(Renderer* renderer);
DynamicMesh* getWarrior(Renderer* renderer);
StaticMesh* getSkybox(Renderer* renderer);
DynamicMesh* getCube(Renderer* renderer);
StaPipOptions* getStaPipOptions();
DynPipOptions* getDynPipOptions();
void setPipelineOptions(PipelineOptions* options);
Sprite* get2DPicture(Renderer* renderer);
void Tutorial01::init() { void Tutorial01::init() {
// Song /**
engine->audio.song.load(FileUtils::fromCwd("mafikizolo-loot.wav")); * There are 5 debug functions in Tyra engine.
engine->audio.song.inLoop = true; *
engine->audio.song.setVolume(30); * TYRA_LOG() -> Prints log message
*
* TYRA_WARN() -> Prints warning message
*
* TYRA_ERROR() -> Prints error message
*
* TYRA_ASSERT() -> Checks if condition is true, otherwise prints error
* message
*
* TYRA_BREAKPOINT() -> Freeze program in current place
*
* Every function has infinite number of various-typed arguments.
*/
adpcmSample = engine->audio.adpcm.load(FileUtils::fromCwd("walk.adpcm")); short positiveNumber = -1; // Change it to -1 and see what happen!
engine->audio.adpcm.setVolume(80, 1);
engine->renderer.setClearScreenColor(Color(64.0F, 64.0F, 64.0F)); TYRA_LOG("Hello world!");
staticMesh = getStaticMesh(&engine->renderer); TYRA_WARN("Something weird happened! ",
skybox = getSkybox(&engine->renderer); "Number should be positive, but is: ", -1);
cube = getCube(&engine->renderer); TYRA_ERROR("Something really bad happened!");
warrior = getWarrior(&engine->renderer); /** First argument is our check argument */
warriorTex = engine->renderer.core.texture.repository.getBySpriteOrMesh( TYRA_ASSERT(positiveNumber > 0, "Number should be positive!",
warrior->materials[0]->id); "Please check the code!", "Current value:", (int)positiveNumber);
warriorsCount = 22;
warriors = new DynamicMesh*[warriorsCount];
for (u8 i = 0; i < warriorsCount; i++) {
warriors[i] = new DynamicMesh(*warrior);
warriors[i]->translation.translateX(-40.0F + static_cast<float>(i) * 4);
warriors[i]->translation.translateY(30.0F);
warriors[i]->translation.translateZ(-10.0F);
warriors[i]->translation.rotateX(-1.5F);
warriorTex->addLink(warriors[i]->materials[0]->id);
warriors[i]->animation.speed = getRandomFloat(0.1F, 0.9F);
} }
staOptions = getStaPipOptions();
skyboxOptions = new StaPipOptions();
skyboxOptions->fullClipChecks = true;
skyboxOptions->frustumCulling = PipelineFrustumCulling_Precise;
dynOptions = getDynPipOptions();
cameraPosition = Vec4(0.0F, 0.0F, 20.0F);
cameraLookAt = *warrior->getPosition();
blocksTex = engine->renderer.core.texture.repository.add(
FileUtils::fromCwd("blocks.png"));
blocksTex2 = engine->renderer.core.texture.repository.add(
FileUtils::fromCwd("texture_atlas.png"));
mcPip.setRenderer(&engine->renderer.core);
dynpip.setRenderer(&engine->renderer.core);
stapip.setRenderer(&engine->renderer.core);
picturesCount = 3;
pictures = new Sprite*[picturesCount];
for (u32 i = 0; i < picturesCount; i++)
pictures[i] = get2DPicture(&engine->renderer);
u32 rows = 4; // 64
u32 columns = 4; // 64
blocksCount = rows * columns;
float offset = 4.0F;
translations = new M4x4[blocksCount];
rotations = new M4x4[blocksCount];
scales = new M4x4[blocksCount];
float center = (rows / 2.0F) * offset;
auto* color = new Color(128.0F, 128.0F, 128.0F, 128.0F);
for (u32 i = 0; i < blocksCount; i++) {
u32 column = i % columns;
u32 row = i / rows;
translations[i].identity();
rotations[i].identity();
scales[i].identity();
translations[i].translateX(row * offset - center);
translations[i].translateY(column * offset - center);
translations[i].translateZ(-10.0F);
// u32 randRow = rand() % (rows + 1);
// u32 randColumn = rand() % (columns + 1);
u32 randRow = 0;
u32 randColumn = 0;
McpipBlock* block = new McpipBlock();
block->textureOffset =
new Vec4(mcPip.getTextureOffset() * randRow,
mcPip.getTextureOffset() * randColumn, 0.0F, 1.0F);
block->color = color;
blocks.push_back(block);
}
// engine->audio.play();
// engine->renderer.setFrameLimit(false);
}
u32 counter = 0;
void Tutorial01::loop() { void Tutorial01::loop() {
if (counter++ > 100) { /** Uncomment following line, to check the game loop! */
TYRA_LOG("Free RAM: ", engine->info.getAvailableRAM(), " MB");
TYRA_LOG("FPS: ", engine->info.getFps());
counter = 0;
}
for (u8 i = 0; i < warriorsCount; i++) warriors[i]->update(); // TYRA_LOG("Loop!");
cube->update();
skybox->rotation.rotateY(0.02F);
engine->renderer.beginFrame(CameraInfo3D(&cameraPosition, &cameraLookAt));
{
for (u32 i = 0; i < blocksCount; i++) {
// rotations[i].rotateX(0.04F);
rotations[i].rotateY(0.04F);
// rotations[i].rotateZ(0.01F);
if (blocks[i]->model) {
delete blocks[i]->model;
}
blocks[i]->model = new M4x4(translations[i] * rotations[i] * scales[i]);
}
for (u32 i = 0; i < picturesCount; i++)
engine->renderer.renderer2D.render(pictures[i]);
engine->renderer.renderer3D.usePipeline(&stapip);
{
stapip.render(staticMesh, staOptions);
stapip.render(skybox, skyboxOptions);
}
engine->renderer.renderer3D.usePipeline(&dynpip);
{
// dynpip.render(cube);
Threading::switchThread();
for (u8 i = 0; i < warriorsCount; i++) {
dynpip.render(warriors[i], dynOptions);
if (i == 5) Threading::switchThread();
if (i == 10) Threading::switchThread();
if (i == 15) Threading::switchThread();
}
}
engine->renderer.renderer3D.usePipeline(&mcPip);
{ mcPip.render(blocks, blocksTex2, true); }
}
engine->renderer.endFrame();
}
StaticMesh* getStaticMesh(Renderer* renderer) {
MD2Loader loader;
MD2LoaderOptions options;
options.scale = .08F;
auto* data = loader.load(FileUtils::fromCwd("warrior.md2"), options);
auto* result = new StaticMesh(*data);
// result->translation.translateZ(-30.0F);
delete data;
renderer->core.texture.repository.addByMesh(result, FileUtils::getCwd(),
"png");
return result;
}
StaticMesh* getSkybox(Renderer* renderer) {
ObjLoader loader;
ObjLoaderOptions options;
options.flipUVs = true;
options.scale = 200.0F;
auto* data = loader.load(FileUtils::fromCwd("skybox/skybox.obj"), options);
auto* result = new StaticMesh(*data);
// result->translation.translateZ(-30.0F);
delete data;
renderer->core.texture.repository.addByMesh(
result, FileUtils::fromCwd("skybox/"), "png");
return result;
}
DynamicMesh* getWarrior(Renderer* renderer) {
MD2Loader loader;
MD2LoaderOptions options;
options.scale = .08F;
auto* data = loader.load(FileUtils::fromCwd("warrior.md2"), options);
auto* result = new DynamicMesh(*data);
// result->translation.translateZ(-30.0F);
delete data;
renderer->core.texture.repository.addByMesh(result, FileUtils::getCwd(),
"png");
result->animation.speed = 0.15F;
return result;
}
DynamicMesh* getCube(Renderer* renderer) {
ObjLoader loader;
ObjLoaderOptions options;
options.animation.count = 2;
options.scale = 3.0F;
auto* data = loader.load(FileUtils::fromCwd("untitled.obj"), options);
data->normalsEnabled = false;
data->textureCoordsEnabled = false;
auto* result = new DynamicMesh(*data);
result->translation.translateZ(-30.0F);
delete data;
result->animation.speed = 0.15F;
return result;
}
Sprite* get2DPicture(Renderer* renderer) {
auto* sprite = new Sprite;
sprite->size.set(128.0F, 128.0F);
sprite->position.set(300.0F, 280.0F);
renderer->core.texture.repository.add(FileUtils::fromCwd("reward.png"))
->addLink(sprite->id);
return sprite;
}
StaPipOptions* getStaPipOptions() {
auto* options = new StaPipOptions();
setPipelineOptions(options);
return options;
}
DynPipOptions* getDynPipOptions() {
auto* options = new DynPipOptions();
setPipelineOptions(options);
return options;
}
void setPipelineOptions(PipelineOptions* options) {
auto* ambientColor = new Color(32.0F, 32.0F, 32.0F, 32.0F);
auto* directionalColors = new Color[3];
for (int i = 0; i < 3; i++) directionalColors[i].set(0.0F, 0.0F, 0.0F, 1.0F);
auto* directionalDirections = new Vec4[3];
for (int i = 0; i < 3; i++)
directionalDirections[i].set(1.0F, 1.0F, 1.0F, 1.0F);
auto* lightingOptions = new PipelineLightingOptions(); // Memory leak!
lightingOptions->ambientColor = ambientColor;
lightingOptions->directionalColors = directionalColors;
lightingOptions->directionalDirections = directionalDirections;
options->shadingType = Tyra::TyraShadingGouraud;
options->blendingEnabled = true;
options->antiAliasingEnabled = false;
options->lighting = lightingOptions;
directionalDirections[0].set(-1.0F, 0.0F, 0.0F);
directionalColors[0].set(0.0F, 96.0F, 0.0F);
directionalDirections[1].set(1.0F, 0.0F, 0.0F);
directionalColors[1].set(96.0F, 0.0F, 0.0F);
} }
} // namespace Tyra } // namespace Tyra
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TARGET := tutorial_01.elf
ENGINEDIR := ../../engine
#The Directories, Source, Includes, Objects, Binary and Resources
SRCDIR := src
INCDIR := inc
BUILDDIR := obj
TARGETDIR := bin
RESDIR := res
SRCEXT := cpp
VSMEXT := vsm
VCLEXT := vcl
VCLPPEXT := vclpp
DEPEXT := d
OBJEXT := o
#Flags, Libraries and Includes
CFLAGS :=
LIB :=
LIBDIRS :=
INC := -I$(INCDIR)
INCDEP := -I$(INCDIR)
include ../Makefile.tutorials-base
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# Ignore everything in this directory
*
# Except this file
!.gitignore
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/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#pragma once
#include <tyra>
#include <memory.h>
namespace Tyra {
class Tutorial02 : public Game {
public:
Tutorial02(Engine* engine);
~Tutorial02();
void init();
void loop();
private:
void loadTexture();
void loadSprite();
Engine* engine;
Sprite sprite;
Texture* texture;
};
} // namespace Tyra
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# Ignore everything in this directory
*
# Except this file
!.gitignore
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# Ignore everything in this directory
*
# Except this file
!.gitignore
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$ConfigFile = Join-Path $PSScriptRoot '../../windows-pcsx2.ps1'
. $ConfigFile
RunPCSX2
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/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include "engine.hpp"
#include "tutorial_02.hpp"
/**
* In this tutorial we will learn how to:
* - Load png file and create texture from it
* - Create sprite class
* - Clear screen and render sprite
*/
int main() {
Tyra::Engine engine;
Tyra::Tutorial02 game(&engine);
engine.run(&game);
return 0;
}
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/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#include <tyra>
#include "tutorial_02.hpp"
namespace Tyra {
Tutorial02::Tutorial02(Engine* t_engine) : engine(t_engine) {
texture = nullptr;
}
Tutorial02::~Tutorial02() {
if (texture != nullptr) {
engine->renderer.core.texture.repository.free(texture);
}
}
void Tutorial02::init() {
engine->renderer.setClearScreenColor(Color(32.0F, 32.0F, 32.0F));
loadSprite();
loadTexture();
}
void Tutorial02::loop() {
auto& renderer = engine->renderer;
renderer.beginFrame();
renderer.renderer2D.render(sprite);
renderer.endFrame();
}
void Tutorial02::loadSprite() {
const auto& screenSettings = engine->renderer.core.getSettings();
sprite.mode = SpriteMode::MODE_STRETCH;
sprite.size = Vec2(256.0F, 128.0F);
sprite.position =
Vec2(screenSettings.getWidth() / 2.0F - sprite.size.x / 2.0F,
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
TYRA_LOG("Sprite created!");
}
void Tutorial02::loadTexture() {
auto& renderer = engine->renderer;
auto& rendererCore = renderer.core;
auto& textureRepository = rendererCore.texture.repository;
auto filepath = FileUtils::fromCwd("tyra.png");
texture = textureRepository.add(filepath);
texture->addLink(sprite.id);
TYRA_LOG("Texture loaded!");
}
} // namespace Tyra