tutorial 10
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TARGET := tutorial_10.elf
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ENGINEDIR := ../../engine
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#The Directories, Source, Includes, Objects, Binary and Resources
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SRCDIR := src
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INCDIR := inc
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BUILDDIR := obj
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TARGETDIR := bin
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RESDIR := res
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SRCEXT := cpp
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VSMEXT := vsm
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VCLEXT := vcl
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VCLPPEXT := vclpp
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DEPEXT := d
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OBJEXT := o
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#Flags, Libraries and Includes
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CFLAGS :=
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LIB :=
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LIBDIRS :=
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INC := -I$(INCDIR)
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INCDEP := -I$(INCDIR)
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include ../Makefile.tutorials-base
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#pragma once
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#include <tyra>
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namespace Tyra {
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class Tutorial10 : public Game {
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public:
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Tutorial10(Engine* engine);
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~Tutorial10();
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void init();
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void loop();
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private:
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void loadTexture();
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void loadSprite();
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Engine* engine;
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Sprite sprite;
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};
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} // namespace Tyra
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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@@ -0,0 +1,4 @@
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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$ConfigFile = Join-Path $PSScriptRoot '../../windows-pcsx2.ps1'
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. $ConfigFile
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RunPCSX2
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "engine.hpp"
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#include "tutorial_10.hpp"
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/**
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* In this tutorial we will learn how to:
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* - Load png file and create texture from it
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* - Create sprite class
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* - Clear screen and render sprite
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*/
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int main() {
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Tyra::Engine engine;
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Tyra::Tutorial10 game(&engine);
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engine.run(&game);
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return 0;
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}
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include <tyra>
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#include "tutorial_10.hpp"
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namespace Tyra {
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Tutorial10::Tutorial10(Engine* t_engine) : engine(t_engine) {}
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Tutorial10::~Tutorial10() {
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engine->renderer.getTextureRepository().freeBySprite(sprite);
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}
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void Tutorial10::init() {
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engine->renderer.setClearScreenColor(Color(32.0F, 32.0F, 32.0F));
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/** Sprite contains rectangle information. */
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loadSprite();
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/** Texture contains png image. */
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loadTexture();
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}
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void Tutorial10::loop() {
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auto& renderer = engine->renderer;
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/** Begin frame will clear our screen. */
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renderer.beginFrame();
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/** Render sprite. */
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renderer.renderer2D.render(sprite);
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/** End frame will perform vsync. */
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renderer.endFrame();
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}
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void Tutorial10::loadSprite() {
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const auto& screenSettings = engine->renderer.core.getSettings();
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sprite.mode = SpriteMode::MODE_STRETCH;
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/** Let's scale it down */
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sprite.size = Vec2(256.0F, 256.0F);
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/** Set it in screen center */
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sprite.position =
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Vec2(screenSettings.getWidth() / 2.0F - sprite.size.x / 2.0F,
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screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
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TYRA_LOG("Sprite created!");
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}
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void Tutorial10::loadTexture() {
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/**
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* Renderer has high layer functions,
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* which allows to render:
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* - Sprite (2D)
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* - Mesh (3D)
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*
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* It uses ONLY low layer functions which are in renderer.core
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*/
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auto& renderer = engine->renderer;
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/**
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* TextureRepository is a repository of textures.
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* It is a singleton class, with all game textures.
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* We are linking these textures with sprite's (2D) and mesh (3D) materials.
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*/
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auto& textureRepository = renderer.getTextureRepository();
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/**
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* Texture is stored in "res" directory.
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* Content of "res" directory is automatically copied into
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* "bin" directory, which contains our final game.
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*
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* File utils automatically add's device prefix to the path,
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* based on current working directory.
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*
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* In PS2 world:
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* - USB has a "mass:" prefix
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* - Our PC in PS2Link has a "host:" prefix
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* - Our PC in PCSX2 has a "host:" prefix
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*/
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auto filepath = FileUtils::fromCwd("atlas.png");
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/**
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* Tyra supports following PNG formats:
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* 32bpp (RGBA)
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* 24bpp (RGB)
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* 8bpp, palletized (RGBA)
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* 4bpp, palletized (RGBA)
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*
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* 8bpp and 4bpp are the fastest.
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* All of these formats can be easily exported via GIMP.
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*/
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auto* texture = textureRepository.add(filepath);
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/** Let's assign this texture to sprite. */
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texture->addLink(sprite.id);
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TYRA_LOG("Texture loaded!");
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}
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} // namespace Tyra
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