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| 6dc73982f9 |
@@ -0,0 +1,35 @@
|
|||||||
|
#This is a modified version of the clang format check used on Open-PS2-Loader
|
||||||
|
name: CI-cpp-check
|
||||||
|
|
||||||
|
on:
|
||||||
|
push:
|
||||||
|
paths:
|
||||||
|
- '**.hpp'
|
||||||
|
- '**.cpp'
|
||||||
|
- '**.'
|
||||||
|
- '**.h'
|
||||||
|
- './engine/inc/tyra'
|
||||||
|
- '.github/workflows/check-format.yml'
|
||||||
|
- '.clang-format'
|
||||||
|
pull_request:
|
||||||
|
paths:
|
||||||
|
- '**.hpp'
|
||||||
|
- '**.cpp'
|
||||||
|
- '**.'
|
||||||
|
- '**.h'
|
||||||
|
- './engine/inc/tyra'
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||||||
|
- '.github/workflows/check-format.yml'
|
||||||
|
- '.clang-format'
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
check-format:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v2
|
||||||
|
- uses: DoozyX/clang-format-lint-action@v0.12
|
||||||
|
with:
|
||||||
|
source: '.'
|
||||||
|
extensions: 'hpp, cpp, h'
|
||||||
|
clangFormatVersion: 12
|
||||||
|
inplace: False
|
||||||
@@ -10,11 +10,13 @@
|
|||||||
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/github-splash.png" alt="Logo" width="100%" height="auto">
|
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/github-splash.png" alt="Logo" width="100%" height="auto">
|
||||||
</a>
|
</a>
|
||||||
|
|
||||||
<h3 align="center">Tyra - 2.0.0</h3>
|
<h3 align="center">Tyra</h3>
|
||||||
|
|
||||||
<p align="center">
|
<p align="center">
|
||||||
Open source game engine for PlayStation 2™
|
Open source game engine for PlayStation 2™
|
||||||
<br />
|
<br />
|
||||||
|
<a href="https://www.youtube.com/watch?v=DGR4vWDjkmc"><strong>Showcase video »</strong></a>
|
||||||
|
|
||||||
<a href="https://youtube.com/playlist?list=PLdQVLBcXRRWvtMi-OqccDWLTEFEisD5RH"><strong>YouTube tutorials »</strong></a>
|
<a href="https://youtube.com/playlist?list=PLdQVLBcXRRWvtMi-OqccDWLTEFEisD5RH"><strong>YouTube tutorials »</strong></a>
|
||||||
|
|
||||||
<br />
|
<br />
|
||||||
@@ -56,7 +58,7 @@ Decision was simple - I need to create an engine which will handle 3D file loadi
|
|||||||
|
|
||||||
### Tutorials
|
### Tutorials
|
||||||
* 01 - Setup environment - [Text tutorial](https://github.com/h4570/tyra/tree/master/docs/install) or [Video](https://www.youtube.com/watch?v=9IXOU1SPdzc)
|
* 01 - Setup environment - [Text tutorial](https://github.com/h4570/tyra/tree/master/docs/install) or [Video](https://www.youtube.com/watch?v=9IXOU1SPdzc)
|
||||||
* 02 - Cooking game assets - [Video](https://www.youtube.com/watch?v=LjO71ovPFJs)
|
* 02 - Cooking game assets - [Video](https://www.youtube.com/watch?v=hpVDeTTLyjI)
|
||||||
* 03 - Create a game repository - [Video](https://www.youtube.com/watch?v=DKfIKar3GUM)
|
* 03 - Create a game repository - [Video](https://www.youtube.com/watch?v=DKfIKar3GUM)
|
||||||
* 04 - Run game from USB in PS2 - [Video](https://www.youtube.com/watch?v=ZX8fTQqiNho)
|
* 04 - Run game from USB in PS2 - [Video](https://www.youtube.com/watch?v=ZX8fTQqiNho)
|
||||||
---
|
---
|
||||||
@@ -118,7 +120,9 @@ Contributions are what make the open source community such an amazing place to b
|
|||||||
List of games developed with Tyra.
|
List of games developed with Tyra.
|
||||||
If you created one, please contact me - I will add it to the list :)
|
If you created one, please contact me - I will add it to the list :)
|
||||||
|
|
||||||
* [Tyracraft](https://github.com/Wellinator/tyracraft)
|
* [Tyracraft](https://github.com/Wellinator/tyracraft) by [Wellinator](https://github.com/Wellinator)
|
||||||
|
* [Rock, paper, scissors](https://github.com/GuidoDQR/my-ps2-game) by [GuidoDQR](https://github.com/GuidoDQR)
|
||||||
|
* [TyraTale](https://github.com/Br4k2n/TyraTale) by [Br4k2n](https://github.com/Br4k2n)
|
||||||
|
|
||||||
## License
|
## License
|
||||||
|
|
||||||
@@ -141,15 +145,14 @@ Distributed under the Apache License 2.0 License. See `LICENSE` for more informa
|
|||||||
## Credits
|
## Credits
|
||||||
|
|
||||||
Without these guys, Tyra would not happen:
|
Without these guys, Tyra would not happen:
|
||||||
* Dr Henry Fortuna - for code sources, PS2 academy tutorials
|
* [Dr Henry Fortuna](http://ps2-edu.tensioncore.com/index.html) - for code sources, PS2 academy tutorials
|
||||||
* Rick Gaiser, fjtrujy - for maintaining PS2DEV
|
* Whole [PS2DEV](https://github.com/ps2dev) team, and specially to [Rick Gaiser](https://github.com/rickgaiser), [fjtrujy](https://github.com/fjtrujy) - for a lot of good tips!
|
||||||
* Wellington Carvalho - for testing, contributing to Tyra and sharing cool ideas!
|
* [Wellington Carvalho](https://github.com/Wellinator), [André Guilheme](https://github.com/wolfysdl) - for testing, contributing to Tyra and sharing cool ideas!
|
||||||
* Leonardo Ono - for software renderer example (with clipping!)
|
* [Leonardo Ono](https://github.com/leonardo-ono) - for software renderer example (with clipping!)
|
||||||
* Lukasz D.K. - for huge archive of PS2 stuff
|
* [Lukasz D.K.](https://github.com/lukaszdk) - for huge archive of PS2 stuff
|
||||||
* Guilherme Lampert - for code sources
|
* [Guilherme Lampert](https://github.com/glampert) - for code sources
|
||||||
* Jesper Svennevid, Daniel Collin - for openvcl's code samples
|
* [Jesper Svennevid](https://github.com/jsvennevid), [Daniel Collin](https://github.com/emoon) - for openvcl's code samples
|
||||||
* Whole PS2DEV team
|
* [Manieq](https://www.facebook.com/mvnieq) - for nice splash screens!
|
||||||
* Manieq - for nice splash screens!
|
|
||||||
* And so many other guys. Thanks!
|
* And so many other guys. Thanks!
|
||||||
|
|
||||||
Project Link: [https://github.com/h4570/tyra](https://github.com/h4570/tyra)
|
Project Link: [https://github.com/h4570/tyra](https://github.com/h4570/tyra)
|
||||||
|
|||||||
@@ -17,9 +17,10 @@
|
|||||||
docker pull h4570/tyra
|
docker pull h4570/tyra
|
||||||
git clone https://github.com/h4570/tyra.git
|
git clone https://github.com/h4570/tyra.git
|
||||||
```
|
```
|
||||||
3. Open `VSCode` and open previously cloned directory.
|
3. Download the [assets.zip](https://github.com/h4570/tyra/releases) file and unzip it into the tyra directory
|
||||||
4. In `VSCode` open `.vscode/configurations/windows-docker` and copy configuration files into `.vscode/`
|
4. Open `VSCode` and open previously cloned directory.
|
||||||
5. In `c_cpp_properties.json` fix all `YOUR-INTELLISENSE-PATH` with path from point 2.
|
5. In `VSCode` open `.vscode/configurations/windows-docker` and copy configuration files into `.vscode/`
|
||||||
6. Click `CTRL+SHIFT+P`, type `Tasks: Run task` and run `Start docker container` - Repeat this step every time you want to start working with Tyra (every reboot)
|
6. In `c_cpp_properties.json` fix all `YOUR-INTELLISENSE-PATH` with path from point 2.
|
||||||
7. Click `CTRL+SHIFT+P`, type `Tasks: Run build task`
|
7. Click `CTRL+SHIFT+P`, type `Tasks: Run task` and run `Start docker container` - Repeat this step every time you want to start working with Tyra (every reboot)
|
||||||
8. Tyra should automatically compile engine, `demo` game and run `PCSX2`. If you want to compile & run tutorials, please change `buildDirectory` in `settings.json` to example `tutorials/01-hello`
|
8. Click `CTRL+SHIFT+P`, type `Tasks: Run build task`
|
||||||
|
9. Tyra should automatically compile engine, `demo` game and run `PCSX2`. If you want to compile & run tutorials, please change `buildDirectory` in `settings.json` to example `tutorials/01-hello`
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ class Version {
|
|||||||
~Version() {}
|
~Version() {}
|
||||||
|
|
||||||
static const u8 major = 2;
|
static const u8 major = 2;
|
||||||
static const u8 minor = 0;
|
static const u8 minor = 2;
|
||||||
static const u8 patch = 0;
|
static const u8 patch = 0;
|
||||||
|
|
||||||
static std::string toString() {
|
static std::string toString() {
|
||||||
|
|||||||
@@ -13,6 +13,7 @@
|
|||||||
#include "debug/debug.hpp"
|
#include "debug/debug.hpp"
|
||||||
#include "renderer/core/2d/sprite/sprite.hpp"
|
#include "renderer/core/2d/sprite/sprite.hpp"
|
||||||
#include "renderer/core/texture/renderer_core_texture_buffers.hpp"
|
#include "renderer/core/texture/renderer_core_texture_buffers.hpp"
|
||||||
|
#include "renderer/3d/pipeline/shared/pipeline_texture_mapping_type.hpp"
|
||||||
#include "renderer/core/texture/models/texture.hpp"
|
#include "renderer/core/texture/models/texture.hpp"
|
||||||
#include "renderer/renderer_settings.hpp"
|
#include "renderer/renderer_settings.hpp"
|
||||||
#include <packet2_utils.h>
|
#include <packet2_utils.h>
|
||||||
@@ -30,6 +31,9 @@ class RendererCore2D {
|
|||||||
void render(const Sprite& sprite,
|
void render(const Sprite& sprite,
|
||||||
const RendererCoreTextureBuffers& texBuffers, Texture* texture);
|
const RendererCoreTextureBuffers& texBuffers, Texture* texture);
|
||||||
|
|
||||||
|
void setTextureMappingType(
|
||||||
|
const PipelineTextureMappingType textureMappingType);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void setPrim();
|
void setPrim();
|
||||||
void setLod();
|
void setLod();
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ class Sprite {
|
|||||||
~Sprite();
|
~Sprite();
|
||||||
|
|
||||||
u32 id;
|
u32 id;
|
||||||
Vec2 position, size;
|
Vec2 position, size, offset;
|
||||||
float scale;
|
float scale;
|
||||||
Color color;
|
Color color;
|
||||||
SpriteMode mode;
|
SpriteMode mode;
|
||||||
|
|||||||
@@ -6,7 +6,6 @@
|
|||||||
# Copyright 2022, tyra - https://github.com/h4570/tyra
|
# Copyright 2022, tyra - https://github.com/h4570/tyra
|
||||||
# Licensed under Apache License 2.0
|
# Licensed under Apache License 2.0
|
||||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "audio/audio.hpp"
|
#include "audio/audio.hpp"
|
||||||
|
|||||||
@@ -6,7 +6,6 @@
|
|||||||
# Copyright 2022, tyra - https://github.com/h4570/tyra
|
# Copyright 2022, tyra - https://github.com/h4570/tyra
|
||||||
# Licensed under Apache License 2.0
|
# Licensed under Apache License 2.0
|
||||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "audio/audio_adpcm.hpp"
|
#include "audio/audio_adpcm.hpp"
|
||||||
|
|||||||
@@ -6,7 +6,6 @@
|
|||||||
# Copyright 2022, tyra - https://github.com/h4570/tyra
|
# Copyright 2022, tyra - https://github.com/h4570/tyra
|
||||||
# Licensed under Apache License 2.0
|
# Licensed under Apache License 2.0
|
||||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
||||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "audio/audio_song.hpp"
|
#include "audio/audio_song.hpp"
|
||||||
|
|||||||
@@ -77,6 +77,10 @@ void StaticPipeline::render(const StaticMesh* mesh,
|
|||||||
if (frame->bbox->frustumCheck(
|
if (frame->bbox->frustumCheck(
|
||||||
rendererCore->renderer3D.frustumPlanes.getAll(), model) ==
|
rendererCore->renderer3D.frustumPlanes.getAll(), model) ==
|
||||||
CoreBBoxFrustum::OUTSIDE_FRUSTUM) {
|
CoreBBoxFrustum::OUTSIDE_FRUSTUM) {
|
||||||
|
if (options && optionsManuallyAllocated) {
|
||||||
|
delete options;
|
||||||
|
}
|
||||||
|
delete infoBag;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -84,10 +84,12 @@ void RendererCore2D::render(const 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 =
|
||||||
rect->t0.t = sprite.flipVertical ? texT : 0.0F;
|
sprite.flipHorizontal ? (texS + sprite.offset.x) : sprite.offset.x;
|
||||||
rect->t1.s = sprite.flipHorizontal ? 0.0F : texS;
|
rect->t0.t = sprite.flipVertical ? (texT + sprite.offset.y) : sprite.offset.y;
|
||||||
rect->t1.t = sprite.flipVertical ? 0.0F : texT;
|
rect->t1.s =
|
||||||
|
sprite.flipHorizontal ? sprite.offset.x : (texS + sprite.offset.x);
|
||||||
|
rect->t1.t = sprite.flipVertical ? sprite.offset.y : (texT + sprite.offset.y);
|
||||||
|
|
||||||
rect->color.r = sprite.color.r;
|
rect->color.r = sprite.color.r;
|
||||||
rect->color.g = sprite.color.g;
|
rect->color.g = sprite.color.g;
|
||||||
@@ -131,4 +133,10 @@ void RendererCore2D::render(const Sprite& sprite,
|
|||||||
context = !context;
|
context = !context;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void RendererCore2D::setTextureMappingType(
|
||||||
|
const PipelineTextureMappingType textureMappingType) {
|
||||||
|
lod.mag_filter = textureMappingType;
|
||||||
|
lod.min_filter = textureMappingType;
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Tyra
|
} // namespace Tyra
|
||||||
|
|||||||
@@ -18,6 +18,7 @@ Sprite::Sprite() {
|
|||||||
flipVertical = false;
|
flipVertical = false;
|
||||||
size.set(32.0F, 32.0F);
|
size.set(32.0F, 32.0F);
|
||||||
position.set(100.0F, 100.0F);
|
position.set(100.0F, 100.0F);
|
||||||
|
offset.set(0.0F, 0.0F);
|
||||||
scale = 1.0F;
|
scale = 1.0F;
|
||||||
mode = MODE_REPEAT;
|
mode = MODE_REPEAT;
|
||||||
setDefaultColor();
|
setDefaultColor();
|
||||||
|
|||||||
@@ -26,10 +26,10 @@ class Tutorial08 : public Game {
|
|||||||
void loadCupMesh();
|
void loadCupMesh();
|
||||||
void loadSkyboxMesh();
|
void loadSkyboxMesh();
|
||||||
|
|
||||||
Vec4 cameraPosition, cameraLookAt;
|
Vec4 cameraPosition;
|
||||||
|
Vec4 cameraLookAt;
|
||||||
|
|
||||||
Engine* engine;
|
Engine* engine;
|
||||||
|
|
||||||
u8 fpsCounter;
|
u8 fpsCounter;
|
||||||
|
|
||||||
StaticPipeline stapip;
|
StaticPipeline stapip;
|
||||||
|
|||||||
@@ -0,0 +1,24 @@
|
|||||||
|
TARGET := tutorial_10.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
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
# Ignore everything in this directory
|
||||||
|
*
|
||||||
|
# Except this file
|
||||||
|
!.gitignore
|
||||||
@@ -0,0 +1,37 @@
|
|||||||
|
/*
|
||||||
|
# _____ ____ ___
|
||||||
|
# | \/ ____| |___|
|
||||||
|
# | | | \ | |
|
||||||
|
#-----------------------------------------------------------------------
|
||||||
|
# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
|
||||||
|
# Licensed under Apache License 2.0
|
||||||
|
# Guido Diego Quispe Robles
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <tyra>
|
||||||
|
|
||||||
|
#define FONT_CHAR_SIZE 96
|
||||||
|
|
||||||
|
namespace Tyra {
|
||||||
|
|
||||||
|
class Font {
|
||||||
|
public:
|
||||||
|
Font();
|
||||||
|
void load(TextureRepository& repository, Renderer2D* renderer);
|
||||||
|
void free(TextureRepository& repository);
|
||||||
|
void drawText(const char* text, const int& x, const int& y, Color color);
|
||||||
|
void drawText(const std::string& text, const int& x, const int& y,
|
||||||
|
Color color);
|
||||||
|
|
||||||
|
private:
|
||||||
|
const static int chars[FONT_CHAR_SIZE];
|
||||||
|
const static int charWidths[FONT_CHAR_SIZE];
|
||||||
|
|
||||||
|
Renderer2D* renderer2D;
|
||||||
|
Sprite allFont;
|
||||||
|
std::array<Sprite, FONT_CHAR_SIZE> font;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Tyra
|
||||||
@@ -0,0 +1,45 @@
|
|||||||
|
/*
|
||||||
|
# _____ ____ ___
|
||||||
|
# | \/ ____| |___|
|
||||||
|
# | | | \ | |
|
||||||
|
#-----------------------------------------------------------------------
|
||||||
|
# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
|
||||||
|
# Licensed under Apache License 2.0
|
||||||
|
# Guido Diego Quispe Robles
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <tyra>
|
||||||
|
#include "font_sprite.hpp"
|
||||||
|
|
||||||
|
namespace Tyra {
|
||||||
|
|
||||||
|
class Tutorial10 : public Game {
|
||||||
|
public:
|
||||||
|
explicit Tutorial10(Engine* engine);
|
||||||
|
~Tutorial10();
|
||||||
|
|
||||||
|
void init();
|
||||||
|
void loop();
|
||||||
|
|
||||||
|
private:
|
||||||
|
void loadTexture();
|
||||||
|
void loadSprite();
|
||||||
|
void handlePad();
|
||||||
|
|
||||||
|
int padTimer;
|
||||||
|
Engine* engine;
|
||||||
|
Pad* pad;
|
||||||
|
Font font;
|
||||||
|
|
||||||
|
Sprite sprite;
|
||||||
|
Sprite spriteFlip;
|
||||||
|
Sprite spriteScale;
|
||||||
|
Sprite spriteStretch;
|
||||||
|
std::string strFilter;
|
||||||
|
|
||||||
|
PipelineTextureMappingType textureFilter;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Tyra
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
# Ignore everything in this directory
|
||||||
|
*
|
||||||
|
# Except this file
|
||||||
|
!.gitignore
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
# Ignore everything in this directory
|
||||||
|
*
|
||||||
|
# Except this file
|
||||||
|
!.gitignore
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
$ConfigFile = Join-Path $PSScriptRoot '../../windows-pcsx2.ps1'
|
||||||
|
. $ConfigFile
|
||||||
|
|
||||||
|
RunPCSX2
|
||||||
@@ -0,0 +1,109 @@
|
|||||||
|
/*
|
||||||
|
# _____ ____ ___
|
||||||
|
# | \/ ____| |___|
|
||||||
|
# | | | \ | |
|
||||||
|
#-----------------------------------------------------------------------
|
||||||
|
# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
|
||||||
|
# Licensed under Apache License 2.0
|
||||||
|
# Guido Diego Quispe Robles
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "font_sprite.hpp"
|
||||||
|
|
||||||
|
namespace Tyra {
|
||||||
|
|
||||||
|
const int Font::chars[FONT_CHAR_SIZE]{
|
||||||
|
' ', '!', '"', ' ', '$', '%', ' ', '{', '(', ')', ' ', '+', ',', '-',
|
||||||
|
'.', '/', '0', '1', '2', '3', '4', '5', '6', '2', '8', '9', ':', ';',
|
||||||
|
'<', '=', '>', '?', ' ', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I',
|
||||||
|
'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W',
|
||||||
|
'X', 'Y', 'Z', ' ', ' ', ' ', ' ', ' ', ' ', 'a', 'b', 'c', 'd', 'e',
|
||||||
|
'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's',
|
||||||
|
't', 'u', 'v', 'w', 'x', 'y', 'z', '[', '}', ']', '~', ' '};
|
||||||
|
|
||||||
|
const int Font::charWidths[FONT_CHAR_SIZE]{
|
||||||
|
0, 1, 3, 0, 5, 9, 0, 9, 3, 3, 0, 5, 2, 2, 1, 4, 4, 2, 4, 4, 5, 4, 4, 4,
|
||||||
|
4, 4, 1, 2, 4, 5, 4, 4, 0, 6, 5, 5, 5, 4, 4, 5, 5, 1, 4, 5, 4, 7, 5, 5,
|
||||||
|
5, 5, 5, 5, 5, 5, 6, 7, 5, 5, 4, 0, 0, 0, 0, 0, 0, 5, 4, 4, 4, 4, 3, 4,
|
||||||
|
4, 1, 2, 4, 1, 7, 4, 4, 4, 4, 3, 4, 3, 4, 5, 7, 4, 4, 4, 2, 5, 2, 6, 0,
|
||||||
|
};
|
||||||
|
|
||||||
|
Font::Font() {}
|
||||||
|
|
||||||
|
void Font::load(TextureRepository& repository, Renderer2D* renderer) {
|
||||||
|
renderer2D = renderer;
|
||||||
|
|
||||||
|
float height = 16.0F;
|
||||||
|
float width = 16.0F;
|
||||||
|
|
||||||
|
allFont.mode = MODE_REPEAT;
|
||||||
|
allFont.size = Vec2(255, 127);
|
||||||
|
|
||||||
|
auto filepath = FileUtils::fromCwd("earthbound-Font.png");
|
||||||
|
auto* texture = repository.add(filepath);
|
||||||
|
texture->addLink(allFont.id);
|
||||||
|
|
||||||
|
int column = 0;
|
||||||
|
int arrow = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < FONT_CHAR_SIZE; i++) {
|
||||||
|
font[i].id = allFont.id;
|
||||||
|
font[i].mode = MODE_REPEAT;
|
||||||
|
font[i].size = Vec2(width, height);
|
||||||
|
font[i].offset = Vec2(width * column, height * arrow);
|
||||||
|
column++;
|
||||||
|
|
||||||
|
if (column == 16) {
|
||||||
|
arrow++;
|
||||||
|
column = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Font::free(TextureRepository& repository) {
|
||||||
|
repository.freeBySprite(allFont);
|
||||||
|
for (int i = 0; i < FONT_CHAR_SIZE; i++) {
|
||||||
|
repository.freeBySprite(font[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Font::drawText(const char* text, const int& x, const int& y, Color color) {
|
||||||
|
drawText(std::string(text), x, y, color);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Font::drawText(const std::string& text, const int& x, const int& y,
|
||||||
|
Color color) {
|
||||||
|
int sizeText = text.size();
|
||||||
|
|
||||||
|
int offsetY = 0;
|
||||||
|
int offsetX = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < sizeText; i++) {
|
||||||
|
int fontPos = text[i];
|
||||||
|
Sprite fontSpr = font[0];
|
||||||
|
|
||||||
|
for (int j = 0; j < FONT_CHAR_SIZE; j++) {
|
||||||
|
if (fontPos == chars[j]) {
|
||||||
|
fontPos = j;
|
||||||
|
fontSpr = font[j];
|
||||||
|
fontSpr.color = color;
|
||||||
|
fontSpr.position = Vec2(x + offsetX, y + offsetY);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fontPos == '\n') {
|
||||||
|
offsetY += 18;
|
||||||
|
offsetX = 0.0f;
|
||||||
|
} else {
|
||||||
|
if ((fontPos != ' ') && (fontPos != '\t')) {
|
||||||
|
renderer2D->render(fontSpr);
|
||||||
|
offsetX += charWidths[fontPos] + 2;
|
||||||
|
} else {
|
||||||
|
offsetX += 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace Tyra
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
/*
|
||||||
|
# _____ ____ ___
|
||||||
|
# | \/ ____| |___|
|
||||||
|
# | | | \ | |
|
||||||
|
#-----------------------------------------------------------------------
|
||||||
|
# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
|
||||||
|
# Licensed under Apache License 2.0
|
||||||
|
# Guido Diego Quispe Robles
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "engine.hpp"
|
||||||
|
#include "tutorial_10.hpp"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* In this tutorial we will learn:
|
||||||
|
* - How works the offset of the sprite
|
||||||
|
* - How works the texture mapping
|
||||||
|
* - How to write text (font)
|
||||||
|
*/
|
||||||
|
|
||||||
|
int main() {
|
||||||
|
Tyra::Engine engine;
|
||||||
|
Tyra::Tutorial10 game(&engine);
|
||||||
|
engine.run(&game);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@@ -0,0 +1,290 @@
|
|||||||
|
/*
|
||||||
|
# _____ ____ ___
|
||||||
|
# | \/ ____| |___|
|
||||||
|
# | | | \ | |
|
||||||
|
#-----------------------------------------------------------------------
|
||||||
|
# Copyright 2022-2023, tyra - https://github.com/h4570/tyra
|
||||||
|
# Licensed under Apache License 2.0
|
||||||
|
# Guido Diego Quispe Robles
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <tyra>
|
||||||
|
#include "tutorial_10.hpp"
|
||||||
|
|
||||||
|
namespace Tyra {
|
||||||
|
|
||||||
|
Tutorial10::Tutorial10(Engine* t_engine)
|
||||||
|
: padTimer(0), engine(t_engine), pad(&t_engine->pad) {}
|
||||||
|
|
||||||
|
Tutorial10::~Tutorial10() {
|
||||||
|
engine->renderer.getTextureRepository().freeBySprite(sprite);
|
||||||
|
engine->renderer.getTextureRepository().freeBySprite(spriteFlip);
|
||||||
|
engine->renderer.getTextureRepository().freeBySprite(spriteScale);
|
||||||
|
engine->renderer.getTextureRepository().freeBySprite(spriteStretch);
|
||||||
|
font.free(engine->renderer.getTextureRepository());
|
||||||
|
}
|
||||||
|
|
||||||
|
void Tutorial10::init() {
|
||||||
|
engine->renderer.setClearScreenColor(Color(32.0F, 32.0F, 32.0F));
|
||||||
|
|
||||||
|
/** Load all the sprites of the sprite sheet. */
|
||||||
|
font.load(engine->renderer.getTextureRepository(),
|
||||||
|
&engine->renderer.renderer2D);
|
||||||
|
|
||||||
|
/** Sprite contains rectangle information. */
|
||||||
|
loadSprite();
|
||||||
|
|
||||||
|
/** Texture contains png image. */
|
||||||
|
loadTexture();
|
||||||
|
|
||||||
|
/** Set the texture filtering. */
|
||||||
|
textureFilter = TyraNearest;
|
||||||
|
|
||||||
|
engine->renderer.core.renderer2D.setTextureMappingType(textureFilter);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Tutorial10::loop() {
|
||||||
|
auto& renderer = engine->renderer;
|
||||||
|
|
||||||
|
/** Change the texture filtering of the texture.
|
||||||
|
*
|
||||||
|
* The options are:
|
||||||
|
* TyraNearest (Point Sampling):
|
||||||
|
* uses the color of the texel closest to the pixel center for the pixel
|
||||||
|
* color.
|
||||||
|
*
|
||||||
|
* TyraLinear (Bilinear Sampling):
|
||||||
|
* the four nearest texels to the pixel center are sampled
|
||||||
|
* and their colors are combined by weighted average according to distance.
|
||||||
|
*
|
||||||
|
* By default it is linear.
|
||||||
|
*/
|
||||||
|
|
||||||
|
renderer.core.renderer2D.setTextureMappingType(textureFilter);
|
||||||
|
|
||||||
|
handlePad();
|
||||||
|
|
||||||
|
/** Begin frame will clear our screen. */
|
||||||
|
renderer.beginFrame();
|
||||||
|
|
||||||
|
/** Render sprite. */
|
||||||
|
renderer.renderer2D.render(sprite);
|
||||||
|
renderer.core.renderer2D.setTextureMappingType(TyraLinear);
|
||||||
|
renderer.renderer2D.render(spriteFlip);
|
||||||
|
renderer.core.renderer2D.setTextureMappingType(textureFilter);
|
||||||
|
renderer.renderer2D.render(spriteScale);
|
||||||
|
renderer.renderer2D.render(spriteStretch);
|
||||||
|
|
||||||
|
font.drawText("tests with sprite sheet", (512 / 2) - 60, 10,
|
||||||
|
Color(255, 255, 255));
|
||||||
|
font.drawText("Press Cross for nearest filter", (512 / 2) - 70, 50,
|
||||||
|
Color(255, 255, 255));
|
||||||
|
font.drawText("Press Circle for linear filter", (512 / 2) - 65, 70,
|
||||||
|
Color(255, 255, 255));
|
||||||
|
font.drawText("Use left stick for move the offsets of the sprites",
|
||||||
|
(512 / 2) - 110, 90, Color(255, 255, 255));
|
||||||
|
font.drawText("sprite 32x32\n scaled x3", sprite.position.x + 16,
|
||||||
|
sprite.position.y - 40, Color(255, 255, 255));
|
||||||
|
font.drawText("sprite 32x32\nscaled x3 with flip", spriteFlip.position.x + 4,
|
||||||
|
spriteFlip.position.y - 40, Color(255, 255, 255));
|
||||||
|
font.drawText("sprite 96x96 with\n repeat mode", spriteScale.position.x + 6,
|
||||||
|
spriteScale.position.y - 40, Color(255, 255, 255));
|
||||||
|
font.drawText("sprite 96x96 with\n stretch mode",
|
||||||
|
spriteStretch.position.x + 6, spriteStretch.position.y - 40,
|
||||||
|
Color(255, 255, 255));
|
||||||
|
|
||||||
|
if (textureFilter == TyraLinear) {
|
||||||
|
strFilter = "Filter: Linear";
|
||||||
|
} else {
|
||||||
|
strFilter = "Filter: Nearest";
|
||||||
|
}
|
||||||
|
|
||||||
|
int posX1 = sprite.position.x + 16;
|
||||||
|
int posX2 = spriteFlip.position.x + 16;
|
||||||
|
int posX3 = spriteStretch.position.x + 16;
|
||||||
|
int posX4 = spriteScale.position.x + 16;
|
||||||
|
|
||||||
|
int posY1 = sprite.position.y + (sprite.size.y * sprite.scale) + 16;
|
||||||
|
int posY2 =
|
||||||
|
spriteFlip.position.y + (spriteFlip.size.y * spriteFlip.scale) + 16;
|
||||||
|
int posY3 = spriteStretch.position.y +
|
||||||
|
(spriteStretch.size.y * spriteStretch.scale) + 16;
|
||||||
|
int posY4 =
|
||||||
|
spriteScale.position.y + (spriteScale.size.y * spriteScale.scale) + 16;
|
||||||
|
|
||||||
|
font.drawText(strFilter, posX1, posY1, Color(255, 255, 255));
|
||||||
|
font.drawText("Filter: Linear", posX2, posY2, Color(255, 255, 255));
|
||||||
|
font.drawText(strFilter, posX3, posY3, Color(255, 255, 255));
|
||||||
|
font.drawText(strFilter, posX4, posY4, Color(255, 255, 255));
|
||||||
|
|
||||||
|
/** End frame will perform vsync. */
|
||||||
|
renderer.endFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Tutorial10::handlePad() {
|
||||||
|
if (engine->pad.getClicked().Cross) {
|
||||||
|
textureFilter = TyraNearest;
|
||||||
|
} else if (engine->pad.getClicked().Circle) {
|
||||||
|
textureFilter = TyraLinear;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Move the offset of the sprites.
|
||||||
|
*
|
||||||
|
* The offset of the sprite need to be equal or greater to zero
|
||||||
|
* or a graphical error occurs.
|
||||||
|
*
|
||||||
|
* And the sum of the sprite size and the offset must be less than 1024
|
||||||
|
* or a graphical error occurs.
|
||||||
|
*
|
||||||
|
* Sum with repeat mode:
|
||||||
|
* Max = sprite.size + sprite.offset.
|
||||||
|
*
|
||||||
|
* Sum with strecth mode:
|
||||||
|
* Max = original size of the image + sprite.offset.
|
||||||
|
*
|
||||||
|
* If it continues moving past these values
|
||||||
|
* in a moment it will return to normal but
|
||||||
|
* the error will be repeated with another value.
|
||||||
|
*/
|
||||||
|
|
||||||
|
if (padTimer <= 0) {
|
||||||
|
if (pad->getLeftJoyPad().v <= 100) { // up
|
||||||
|
sprite.offset -= Vec2(0, 16);
|
||||||
|
spriteFlip.offset -= Vec2(0, 16);
|
||||||
|
spriteScale.offset -= Vec2(0, 16);
|
||||||
|
spriteStretch.offset -= Vec2(0, 16);
|
||||||
|
padTimer = 20;
|
||||||
|
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||||
|
} else if (pad->getLeftJoyPad().v >= 200) { // down
|
||||||
|
sprite.offset += Vec2(0, 16);
|
||||||
|
spriteFlip.offset += Vec2(0, 16);
|
||||||
|
spriteScale.offset += Vec2(0, 16);
|
||||||
|
spriteStretch.offset += Vec2(0, 16);
|
||||||
|
padTimer = 20;
|
||||||
|
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (pad->getLeftJoyPad().h <= 100) { // left
|
||||||
|
sprite.offset -= Vec2(16, 0);
|
||||||
|
spriteFlip.offset -= Vec2(16, 0);
|
||||||
|
spriteScale.offset -= Vec2(16, 0);
|
||||||
|
spriteStretch.offset -= Vec2(16, 0);
|
||||||
|
padTimer = 20;
|
||||||
|
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||||
|
} else if (pad->getLeftJoyPad().h >= 200) { // right
|
||||||
|
sprite.offset += Vec2(16, 0);
|
||||||
|
spriteFlip.offset += Vec2(16, 0);
|
||||||
|
spriteScale.offset += Vec2(16, 0);
|
||||||
|
spriteStretch.offset += Vec2(16, 0);
|
||||||
|
padTimer = 20;
|
||||||
|
printf("New offset: %f,%f\n", sprite.offset.x, sprite.offset.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
padTimer--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Tutorial10::loadSprite() {
|
||||||
|
const auto& screenSettings = engine->renderer.core.getSettings();
|
||||||
|
|
||||||
|
int offset = 25;
|
||||||
|
|
||||||
|
sprite.mode = SpriteMode::MODE_REPEAT;
|
||||||
|
|
||||||
|
/** Let's scale it down */
|
||||||
|
sprite.size = Vec2(32.0F, 32.0F);
|
||||||
|
sprite.scale = 3;
|
||||||
|
|
||||||
|
/** Set the position */
|
||||||
|
sprite.position =
|
||||||
|
Vec2(offset, screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||||
|
|
||||||
|
spriteFlip.mode = SpriteMode::MODE_REPEAT;
|
||||||
|
|
||||||
|
spriteFlip.flipHorizontal = true;
|
||||||
|
spriteFlip.flipVertical = true;
|
||||||
|
|
||||||
|
spriteFlip.size = Vec2(32.0F, 32.0F);
|
||||||
|
|
||||||
|
spriteFlip.scale = 3;
|
||||||
|
|
||||||
|
spriteFlip.position =
|
||||||
|
Vec2(((offset * 2) + (32.0F * 3)),
|
||||||
|
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||||
|
|
||||||
|
spriteScale.mode = SpriteMode::MODE_REPEAT;
|
||||||
|
|
||||||
|
spriteScale.size = Vec2(96.0F, 96.0F);
|
||||||
|
|
||||||
|
spriteScale.position =
|
||||||
|
Vec2(((offset * 3) + ((32.0F * 3) * 2)),
|
||||||
|
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||||
|
|
||||||
|
spriteStretch.mode = SpriteMode::MODE_STRETCH;
|
||||||
|
|
||||||
|
spriteStretch.size = Vec2(96.0F, 96.0F);
|
||||||
|
|
||||||
|
spriteStretch.position =
|
||||||
|
Vec2(((offset * 4) + ((32.0F * 3) * 3)),
|
||||||
|
screenSettings.getHeight() / 2.0F - sprite.size.y / 2.0F);
|
||||||
|
|
||||||
|
TYRA_LOG("Sprite created!");
|
||||||
|
}
|
||||||
|
|
||||||
|
void Tutorial10::loadTexture() {
|
||||||
|
/**
|
||||||
|
* Renderer has high layer functions,
|
||||||
|
* which allows to render:
|
||||||
|
* - Sprite (2D)
|
||||||
|
* - Mesh (3D)
|
||||||
|
*
|
||||||
|
* It uses ONLY low layer functions which are in renderer.core
|
||||||
|
*/
|
||||||
|
auto& renderer = engine->renderer;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* TextureRepository is a repository of textures.
|
||||||
|
* It is a singleton class, with all game textures.
|
||||||
|
* We are linking these textures with sprite's (2D) and mesh (3D) materials.
|
||||||
|
*/
|
||||||
|
auto& textureRepository = renderer.getTextureRepository();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Texture is stored in "res" directory.
|
||||||
|
* Content of "res" directory is automatically copied into
|
||||||
|
* "bin" directory, which contains our final game.
|
||||||
|
*
|
||||||
|
* File utils automatically add's device prefix to the path,
|
||||||
|
* based on current working directory.
|
||||||
|
*
|
||||||
|
* In PS2 world:
|
||||||
|
* - USB has a "mass:" prefix
|
||||||
|
* - Our PC in PS2Link has a "host:" prefix
|
||||||
|
* - Our PC in PCSX2 has a "host:" prefix
|
||||||
|
*/
|
||||||
|
auto filepath = FileUtils::fromCwd("atlas.png");
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Tyra supports following PNG formats:
|
||||||
|
* 32bpp (RGBA)
|
||||||
|
* 24bpp (RGB)
|
||||||
|
* 8bpp, palletized (RGBA)
|
||||||
|
* 4bpp, palletized (RGBA)
|
||||||
|
*
|
||||||
|
* 8bpp and 4bpp are the fastest.
|
||||||
|
* All of these formats can be easily exported via GIMP.
|
||||||
|
*/
|
||||||
|
auto* texture = textureRepository.add(filepath);
|
||||||
|
|
||||||
|
/** Let's assign this texture to sprite. */
|
||||||
|
texture->addLink(sprite.id);
|
||||||
|
|
||||||
|
spriteFlip.id = sprite.id;
|
||||||
|
spriteScale.id = sprite.id;
|
||||||
|
spriteStretch.id = sprite.id;
|
||||||
|
|
||||||
|
TYRA_LOG("Texture loaded!");
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace Tyra
|
||||||
Reference in New Issue
Block a user