This commit is contained in:
Xertis
2024-06-06 13:00:51 +03:00
7 changed files with 123 additions and 65 deletions
+48
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@@ -0,0 +1,48 @@
name: Windows Build
on:
push:
branches: [ "main" ]
pull_request:
branches: [ "main" ]
jobs:
build-windows:
strategy:
matrix:
include:
- os: windows-latest
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v2
with:
submodules: 'true'
- name: Set up vcpkg
run: |
git clone https://github.com/microsoft/vcpkg.git
cd vcpkg
.\bootstrap-vcpkg.bat
.\vcpkg integrate install
cd ..
- name: Configure and build project with CMake and vcpkg
run: |
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DVOXELENGINE_BUILD_WINDOWS_VCPKG=ON ..
Remove-Item -Path CMakeFiles -Recurse -Force
cmake -DCMAKE_BUILD_TYPE=Release -DVOXELENGINE_BUILD_WINDOWS_VCPKG=ON ..
cmake --build . --config Release
- name: Package for Windows
run: |
mkdir packaged
cp -r build/* packaged/
working-directory: ${{ github.workspace }}
- uses: actions/upload-artifact@v2
with:
name: Windows-Build
path: 'packaged/Release/*'
+1 -1
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@@ -58,7 +58,7 @@ inline void create_channel(Engine* engine, std::string name, NumberSetting& sett
} }
engine->keepAlive(setting.observe([=](auto value) { engine->keepAlive(setting.observe([=](auto value) {
audio::get_channel(name)->setVolume(value*value); audio::get_channel(name)->setVolume(value*value);
})); }, true));
} }
Engine::Engine(EngineSettings& settings, SettingsHandler& settingsHandler, EnginePaths* paths) Engine::Engine(EngineSettings& settings, SettingsHandler& settingsHandler, EnginePaths* paths)
+11 -10
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@@ -13,19 +13,18 @@ Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
{2}, {2}, {4}, {0} {2}, {2}, {4}, {0}
}; };
buffer = new float[capacity * B2D_VERTEX_SIZE]; buffer = std::make_unique<float[]>(capacity * B2D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer, 0, attrs); mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
index = 0; index = 0;
ubyte pixels[] = { ubyte pixels[] = {
0xFF, 0xFF, 0xFF, 0xFF 0xFF, 0xFF, 0xFF, 0xFF
}; };
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888); blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr; currentTexture = nullptr;
} }
Batch2D::~Batch2D(){ Batch2D::~Batch2D(){
delete[] buffer;
} }
void Batch2D::setPrimitive(DrawPrimitive primitive) { void Batch2D::setPrimitive(DrawPrimitive primitive) {
@@ -37,7 +36,7 @@ void Batch2D::setPrimitive(DrawPrimitive primitive) {
} }
void Batch2D::begin(){ void Batch2D::begin(){
_texture = nullptr; currentTexture = nullptr;
blank->bind(); blank->bind();
color = glm::vec4(1.0f); color = glm::vec4(1.0f);
primitive = DrawPrimitive::triangle; primitive = DrawPrimitive::triangle;
@@ -73,14 +72,16 @@ void Batch2D::vertex(
} }
void Batch2D::texture(Texture* new_texture){ void Batch2D::texture(Texture* new_texture){
if (_texture == new_texture) if (currentTexture == new_texture) {
return; return;
}
flush(); flush();
_texture = new_texture; currentTexture = new_texture;
if (new_texture == nullptr) if (new_texture == nullptr) {
blank->bind(); blank->bind();
else } else {
new_texture->bind(); new_texture->bind();
}
} }
void Batch2D::untexture() { void Batch2D::untexture() {
@@ -327,7 +328,7 @@ void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index
void Batch2D::flush() { void Batch2D::flush() {
if (index == 0) if (index == 0)
return; return;
mesh->reload(buffer, index / B2D_VERTEX_SIZE); mesh->reload(buffer.get(), index / B2D_VERTEX_SIZE);
mesh->draw(gl::to_glenum(primitive)); mesh->draw(gl::to_glenum(primitive));
index = 0; index = 0;
} }
+2 -2
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@@ -12,13 +12,13 @@ class Texture;
struct UVRegion; struct UVRegion;
class Batch2D { class Batch2D {
float* buffer; std::unique_ptr<float[]> buffer;
size_t capacity; size_t capacity;
std::unique_ptr<Mesh> mesh; std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank; std::unique_ptr<Texture> blank;
size_t index; size_t index;
glm::vec4 color; glm::vec4 color;
Texture* _texture; Texture* currentTexture;
DrawPrimitive primitive = DrawPrimitive::triangle; DrawPrimitive primitive = DrawPrimitive::triangle;
void setPrimitive(DrawPrimitive primitive); void setPrimitive(DrawPrimitive primitive);
+24 -17
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@@ -14,28 +14,29 @@ Batch3D::Batch3D(size_t capacity)
{3}, {2}, {4}, {0} {3}, {2}, {4}, {0}
}; };
buffer = new float[capacity * B3D_VERTEX_SIZE]; buffer = std::make_unique<float[]>(capacity * B3D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer, 0, attrs); mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
index = 0; index = 0;
ubyte pixels[] = { ubyte pixels[] = {
255, 255, 255, 255, 255, 255, 255, 255,
}; };
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888); blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr; currentTexture = nullptr;
} }
Batch3D::~Batch3D(){ Batch3D::~Batch3D(){
delete[] buffer;
} }
void Batch3D::begin(){ void Batch3D::begin(){
_texture = nullptr; currentTexture = nullptr;
blank->bind(); blank->bind();
} }
void Batch3D::vertex(float x, float y, float z, float u, float v, void Batch3D::vertex(
float r, float g, float b, float a) { float x, float y, float z, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = x; buffer[index++] = x;
buffer[index++] = y; buffer[index++] = y;
buffer[index++] = z; buffer[index++] = z;
@@ -46,8 +47,10 @@ void Batch3D::vertex(float x, float y, float z, float u, float v,
buffer[index++] = b; buffer[index++] = b;
buffer[index++] = a; buffer[index++] = a;
} }
void Batch3D::vertex(glm::vec3 coord, float u, float v, void Batch3D::vertex(
float r, float g, float b, float a) { glm::vec3 coord, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = coord.x; buffer[index++] = coord.x;
buffer[index++] = coord.y; buffer[index++] = coord.y;
buffer[index++] = coord.z; buffer[index++] = coord.z;
@@ -58,9 +61,11 @@ void Batch3D::vertex(glm::vec3 coord, float u, float v,
buffer[index++] = b; buffer[index++] = b;
buffer[index++] = a; buffer[index++] = a;
} }
void Batch3D::vertex(glm::vec3 point, void Batch3D::vertex(
glm::vec2 uvpoint, glm::vec3 point,
float r, float g, float b, float a) { glm::vec2 uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x; buffer[index++] = point.x;
buffer[index++] = point.y; buffer[index++] = point.y;
buffer[index++] = point.z; buffer[index++] = point.z;
@@ -99,10 +104,10 @@ void Batch3D::face(
} }
void Batch3D::texture(Texture* new_texture){ void Batch3D::texture(Texture* new_texture){
if (_texture == new_texture) if (currentTexture == new_texture)
return; return;
flush(); flush();
_texture = new_texture; currentTexture = new_texture;
if (new_texture == nullptr) if (new_texture == nullptr)
blank->bind(); blank->bind();
else else
@@ -166,7 +171,9 @@ inline glm::vec4 do_tint(float value) {
return glm::vec4(value, value, value, 1.0f); return glm::vec4(value, value, value, 1.0f);
} }
void Batch3D::xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading) { void Batch3D::xSprite(
float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading
) {
face( face(
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f), glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
w, h, w, h,
@@ -244,13 +251,13 @@ void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
} }
void Batch3D::flush() { void Batch3D::flush() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE); mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->draw(); mesh->draw();
index = 0; index = 0;
} }
void Batch3D::flushPoints() { void Batch3D::flushPoints() {
mesh->reload(buffer, index / B3D_VERTEX_SIZE); mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->draw(GL_POINTS); mesh->draw(GL_POINTS);
index = 0; index = 0;
} }
+20 -13
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@@ -12,28 +12,35 @@ class Mesh;
class Texture; class Texture;
class Batch3D { class Batch3D {
float* buffer; std::unique_ptr<float[]> buffer;
size_t capacity; size_t capacity;
std::unique_ptr<Mesh> mesh; std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank; std::unique_ptr<Texture> blank;
size_t index; size_t index;
Texture* _texture; Texture* currentTexture;
void vertex(float x, float y, float z, void vertex(
float u, float v, float x, float y, float z,
float r, float g, float b, float a); float u, float v,
void vertex(glm::vec3 coord, float r, float g, float b, float a
float u, float v, );
float r, float g, float b, float a); void vertex(
void vertex(glm::vec3 point, glm::vec2 uvpoint, glm::vec3 coord,
float r, float g, float b, float a); float u, float v,
float r, float g, float b, float a
void face(const glm::vec3& coord, float w, float h, );
void vertex(
glm::vec3 point, glm::vec2 uvpoint,
float r, float g, float b, float a
);
void face(
const glm::vec3& coord, float w, float h,
const glm::vec3& axisX, const glm::vec3& axisX,
const glm::vec3& axisY, const glm::vec3& axisY,
const UVRegion& region, const UVRegion& region,
const glm::vec4& tint); const glm::vec4& tint
);
public: public:
Batch3D(size_t capacity); Batch3D(size_t capacity);
+17 -22
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@@ -68,30 +68,25 @@ void GUI::updateTooltip(float delta) {
if (hover == nullptr || !hover->isInside(Events::cursor)) { if (hover == nullptr || !hover->isInside(Events::cursor)) {
return resetTooltip(); return resetTooltip();
} }
float mouseDelta = glm::length(Events::delta); if (tooltipTimer + delta >= hover->getTooltipDelay()) {
if (mouseDelta < 1.0f || tooltipTimer >= hover->getTooltipDelay()) { auto label = std::dynamic_pointer_cast<gui::Label>(get("tooltip.label"));
if (tooltipTimer + delta >= hover->getTooltipDelay()) { const auto& text = hover->getTooltip();
auto label = std::dynamic_pointer_cast<gui::Label>(get("tooltip.label")); if (text.empty() && tooltip->isVisible()) {
const auto& text = hover->getTooltip(); return resetTooltip();
if (text.empty() && tooltip->isVisible()) { }
return resetTooltip(); if (label && !text.empty()) {
} tooltip->setVisible(true);
if (label && !text.empty()) { label->setText(langs::get(text));
tooltip->setVisible(true); auto size = label->getSize()+glm::vec2(4.0f);
label->setText(langs::get(text)); auto pos = Events::cursor+glm::vec2(10.0f);
auto size = label->getSize()+glm::vec2(4.0f); auto rootSize = container->getSize();
auto pos = Events::cursor+glm::vec2(10.0f); pos.x = glm::min(pos.x, rootSize.x-size.x);
auto rootSize = container->getSize(); pos.y = glm::min(pos.y, rootSize.y-size.y);
pos.x = glm::min(pos.x, rootSize.x-size.x); tooltip->setSize(size);
pos.y = glm::min(pos.y, rootSize.y-size.y); tooltip->setPos(pos);
tooltip->setSize(size);
tooltip->setPos(pos);
}
} }
tooltipTimer += delta;
} else {
resetTooltip();
} }
tooltipTimer += delta;
} }
/// @brief Mouse related input and logic handling /// @brief Mouse related input and logic handling