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43
README.de.md
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@ -1,41 +1,28 @@
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# ParadiSO - eine minimale 2D-Grafikengine
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# ParadisSO - eine minimale 2D-Grafikengine
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**ParadiSO** wurde als stark abgespeckte 2D-Version meiner `pixwerx`-Engine konzipiert. _ParadiSO_ verfolgt einen minimalistischen Ansatz für 2D-Grafik zu Bildungszwecken. Es verwendet modernes C++ und ein datengetriebenes Design, jedoch keine ECS (Entity Component System).
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**ParadiSO** wurde als stark abgespeckte 2D-Version meiner `pixwerx`-Engine konzipiert. *ParadiSO* verfolgt einen minimalistischen Ansatz für 2D-Grafik zu Bildungszwecken. Es verwendet modernes C++ und ein datengetriebenes Design, jedoch keine ECS (Entity Component System).
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## Bildungszwecke
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Einige Argumente für seinen Bildungsaspekt:
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Einige Argumente für seinen Bildungsaspekt:
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- Kombination verschiedener Konzepte und Paradigmen zur Erstellung ausdrucksstarker, aber knappen Codes
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- Stark von Rust-Code inspiriert
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- Für den mathematischen Code wird eine sofortige Auswertung verwendet (keine Expression-Templates), jedoch mit der Verwendung von `constexpr`, um eventuelle Performance-Overheads auszugleichen und optimale Vektorisierung zu erreichen.
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- Versteckt alte `C`-APIs hinter einer modernisierten Fassade
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- Es lehnt sich stark an die STL und ihre Algorithmen an
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- Kombination verschiedener Konzepte und Paradigmen zur Erstellung ausdrucksstarker, aber knappen Codes
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- Stark von Rust-Code inspiriert
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- Für den mathematischen Code wird eine sofortige Auswertung verwendet (keine Expression-Templates), jedoch mit der Verwendung von `constexpr`, um eventuelle Performance-Overheads auszugleichen und optimale Vektorisierung zu erreichen.
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- Versteckt alte `C`-APIs hinter einer modernisierten Fassade
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- Es lehnt sich stark an die STL und ihre Algorithmen an
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## Minimalistisch
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Da diese Engine einige Muster und Designkonzepte zeigen soll, versucht sie, unnötigen Ballast zu vermeiden.
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Da diese Engine einige Muster und Designkonzepte zeigen soll, versucht sie, unnötigen Ballast zu vermeiden.
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## Abhängigkeiten
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## Abhängigkeiten
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ParadiSO wird mit den notwendigen Komponenten geliefert. Diese sollte jedoch hier erwähnt werden:
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ParadiSO wird mit den notwendigen Komponenten geliefert. Diese sollte jedoch hier erwähnt werden:
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- [GLFW 3.3.8](https://github.com/glfw/glfw)
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- [GLAD](https://github.com/Dav1dde/glad)
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- [STB image](https://github.com/nothings/stb)
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- [GLFW 3.3.8](https://github.com/glfw/glfw)
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- [GLAD](https://github.com/Dav1dde/glad)
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## Toolchains
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## Zuarbeiten
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ParadiSO kann auf verschiedenen Plattformen gebaut werden
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- Windows (Visual Studio Build Tools 2022)
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- MacOS (clang 14 or later)
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- Linux (clang 14 or later, gcc 13.2.1)
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Andere Kombinationen sind möglich aber nicht getestet.
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## Beiträge
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- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
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- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
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- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone
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* [TimePlex](https://code.technotecture.net/Timeplex)
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33
README.md
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@ -1,16 +1,16 @@
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# ParadiSO - a minimal 2D graphics engine
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# ParadisSO - a minimal 2D graphics engine
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**ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. _ParadiSO_ mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS.
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**ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. *ParadiSO* mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS.
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## Educational
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Some arguments for its educational side:
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- mix and match of various concepts and paradigms to write expressive but concise code
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- heavily inspired by Rust code
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- math code is eager evaluation but `constexpr` to compensate overheads
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- hides old-style `C` APIs behind a renovated facade
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- it leans heavily on the STL and its algorithms
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* mix and match of various concepts and paradigms to write expressive but concise code
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* heavily inspired by Rust code
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* math code is eager evaluation but `constexpr` to compensate overheads
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* hides old-style `C` APIs behind a renovated facade
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* it leans heavily on the STL and its algorithms
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## Minimal
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@ -20,22 +20,9 @@ Because this engine should show some patterns and design concepts it tries to av
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ParadiSO comes with batteries included. However, it should be mentioned here:
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- [GLFW 3.3.8](https://github.com/glfw/glfw)
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- [GLAD](https://github.com/Dav1dde/glad)
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- [STB image](https://github.com/nothings/stb)
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## Toolchains
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ParadiSO is being developed to work on all major desktop systems.
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- Windows (Visual Studio Build Tools 2022)
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- MacOS (clang 14 or later)
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- Linux (clang 14 or later, gcc 13.2.1)
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Other combinations might work but are untested.
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* [GLFW 3.3.8](https://github.com/glfw/glfw)
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* [GLAD](https://github.com/Dav1dde/glad)
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## Contributors
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- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
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- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
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- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone
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* [TimePlex](https://code.technotecture.net/Timeplex)
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@ -1,50 +0,0 @@
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# Todo
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Here some ideas for improving this tiny engine:
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## Rendering
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- [ ] replace the OpenGL renderer with a Vulkan backend
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- [ ] add animatable sprites (access to UV mapping and tiling)
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- [ ] add a SDF based renderer (parametric tiles and font rendering)
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## Game Support
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- [ ] audio!
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- [ ] some minimal animation system with tweening with different f-curves
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## System Level
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- [ ] add a `Asset` handler to load cache and manage assets
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- [ ] introspection of file system if we load assset
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## Design
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- [ ] replace some of the 'unkown source' assets
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## Build / Dev Support
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- [ ] add a test rig either with Snitch or Catch2
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- [ ] write some reasonable testcases
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- [ ] add CPU and GPU benchmarks to address various issues
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# Issues
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```sh
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Performance counter stats for 'bin/paradiso_pong':
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555,35 msec task-clock:u # 0,042 CPUs utilized
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0 context-switches:u # 0,000 /sec
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0 cpu-migrations:u # 0,000 /sec
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4.072 page-faults:u # 7,332 K/sec
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319.484.735 cycles:u # 0,575 GHz
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358.165.995 instructions:u # 1,12 insn per cycle
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86.037.942 branches:u # 154,926 M/sec
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2.469.068 branch-misses:u # 2,87% of all branches
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13,092775373 seconds time elapsed
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0,311565000 seconds user
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0,247491000 seconds sys
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```
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above run with `perf stat bin/paradiso_pong` shows some really bad performance issues.
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@ -1,3 +1,3 @@
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add_subdirectory(simple)
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add_subdirectory(pong)
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add_subdirectory(quickwings)
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add_subdirectory(flappy_bird)
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11
examples/flappy_bird/CMakeLists.txt
Normal file
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file(GLOB_RECURSE flappy_bird_src "*.cpp")
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file(GLOB_RECURSE flappy_bird_lib "lib/*.hpp" "lib/*.h")
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file(GLOB_RECURSE flappy_bird_assets "assets/*")
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add_executable(flappy_bird ${flappy_bird_src} ${flappy_bird_lib})
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target_link_libraries(flappy_bird paradiso_core)
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add_custom_command(TARGET flappy_bird POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_CURRENT_SOURCE_DIR}/assets/ $<TARGET_FILE_DIR:flappy_bird>/assets)
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BIN
examples/flappy_bird/assets/background-day.png
Normal file
After Width: | Height: | Size: 6.9 KiB |
BIN
examples/flappy_bird/assets/base.png
Normal file
After Width: | Height: | Size: 470 B |
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 426 B After Width: | Height: | Size: 426 B |
Before Width: | Height: | Size: 425 B After Width: | Height: | Size: 425 B |
Before Width: | Height: | Size: 427 B After Width: | Height: | Size: 427 B |
310
examples/flappy_bird/flappy_bird.cpp
Normal file
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/**
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* paradiso - Paradigmen der Softwareentwicklung
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*
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* (c) Copyright 2023 Hartmut Seichter
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*
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*/
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#include <paradiso/bitmap.hpp>
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#include <paradiso/context.hpp>
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#include <paradiso/geometry.hpp>
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#include <paradiso/renderer.hpp>
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#include <paradiso/shader.hpp>
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#include <paradiso/sprite.hpp>
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#include <paradiso/vector.hpp>
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#include <paradiso/window.hpp>
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#include <chrono>
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#include <iomanip>
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#include <iostream>
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#include <unordered_map>
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#include "lib/image_loader.hpp"
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const int frame_rate = 60;
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struct Background {
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paradiso::Sprite backgroundLeft;
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paradiso::Sprite backgroundRight;
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paradiso::Sprite grassLeft;
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paradiso::Sprite grassRight;
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paradiso::Sprite* scrolling[2] = {&backgroundLeft, &backgroundRight};
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Background() {
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auto backgroundImage =
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image_loader::load(std::string("background-day.png"));
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backgroundLeft = paradiso::Sprite{
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.bitmap = backgroundImage,
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.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
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.scale = paradiso::Vector2<float>::make(1.01f, 1.0f)};
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backgroundRight = paradiso::Sprite{
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.bitmap = backgroundImage,
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.pivot = paradiso::Vector2<float>::make(2.0f, 0.0f),
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.scale = paradiso::Vector2<float>::make(1.01f, 1.0f)};
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auto grassImage = image_loader::load(std::string("base.png"));
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grassLeft = paradiso::Sprite{
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.bitmap = grassImage,
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.pivot = paradiso::Vector2<float>::make(0.0f, -1.0f),
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.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
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grassRight = paradiso::Sprite{
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.bitmap = grassImage,
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.pivot = paradiso::Vector2<float>::make(2.0f, -1.0f),
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.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
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}
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void draw(const paradiso::Shader& shader) {
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for (auto sprite : scrolling) {
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if (sprite->pivot.x() <= -2.0f) {
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sprite->pivot.x() += 4.0f;
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}
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sprite->pivot.x() -= 0.001f;
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shader.set_uniform("pivot", sprite->pivot);
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shader.set_uniform("scale", sprite->scale);
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shader.set_uniform("rotation", sprite->rotation);
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renderer.draw(*sprite, shader);
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}
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}
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paradiso::Renderer renderer{};
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};
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struct Grass {
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paradiso::Sprite grassLeft;
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paradiso::Sprite grassRight;
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paradiso::Sprite* scrolling[2] = {&grassLeft, &grassRight};
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Grass() {
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auto grassImage = image_loader::load(std::string("base.png"));
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grassLeft = paradiso::Sprite{
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.bitmap = grassImage,
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.pivot = paradiso::Vector2<float>::make(0.0f, -0.9f),
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.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
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grassRight = paradiso::Sprite{
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.bitmap = grassImage,
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.pivot = paradiso::Vector2<float>::make(2.0f, -0.9f),
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.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
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}
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void draw(const paradiso::Shader& shader) {
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for (auto sprite : scrolling) {
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if (sprite->pivot.x() <= -2.0f) {
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sprite->pivot.x() += 4.0f;
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}
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sprite->pivot.x() -= 0.035f;
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shader.set_uniform("pivot", sprite->pivot);
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shader.set_uniform("scale", sprite->scale);
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shader.set_uniform("rotation", sprite->rotation);
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renderer.draw(*sprite, shader);
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}
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}
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paradiso::Renderer renderer{};
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};
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struct FlappyBird {
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paradiso::Renderer renderer1{};
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paradiso::Renderer renderer2{};
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paradiso::Renderer renderer3{};
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std::array<paradiso::Sprite, 3> birds;
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unsigned int flap = 0;
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unsigned int flapSpeed = 15; // How many ticks per flap
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unsigned int flapCounter = 0; // How many ticks since last flap
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float velocity = 0.0f;
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const float max_velocity = 0.05f;
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const float gravity = -0.004f;
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const float move_up_velocity = 0.0055f;
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bool move_up = false;
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bool paused = true;
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const float max_pos = 0.95f;
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const float min_pos = -0.5f;
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float pos = 0.0f;
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float rotation = 0.0f;
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FlappyBird() {
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float scaleh = 0.07f;
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float scalew = scaleh * 1.416666666666667f;
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birds = {
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paradiso::Sprite{
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.bitmap =
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image_loader::load(std::string("yellowbird-downflap.png")),
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.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
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.scale = paradiso::Vector2<float>::make(scalew, scaleh)},
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paradiso::Sprite{
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.bitmap =
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image_loader::load(std::string("yellowbird-midflap.png")),
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.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
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.scale = paradiso::Vector2<float>::make(scalew, scaleh)},
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paradiso::Sprite{
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.bitmap =
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image_loader::load(std::string("yellowbird-upflap.png")),
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.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
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.scale = paradiso::Vector2<float>::make(scalew, scaleh)}};
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}
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void draw(const paradiso::Shader& shader) {
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// Update flap state
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if (flapCounter < flapSpeed) {
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flapCounter++;
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} else {
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flapCounter = 0;
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flap = (flap + 1) % birds.size();
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}
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auto bird = birds[flap];
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bird.pivot.y() = pos;
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bird.rotation = rotation;
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shader.set_uniform("pivot", bird.pivot);
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shader.set_uniform("scale", bird.scale);
|
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shader.set_uniform("rotation", bird.rotation);
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||||
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switch (flap) {
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case 0:
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renderer1.draw(bird, shader);
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break;
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case 1:
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renderer2.draw(bird, shader);
|
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break;
|
||||
case 2:
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renderer3.draw(bird, shader);
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break;
|
||||
}
|
||||
}
|
||||
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||||
void update() {
|
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// Stop game
|
||||
if (paused)
|
||||
return;
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||||
|
||||
// Apply gravity
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velocity += gravity;
|
||||
|
||||
if (move_up)
|
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velocity += move_up_velocity - gravity;
|
||||
|
||||
// Cap velocity
|
||||
if (velocity > max_velocity)
|
||||
velocity = max_velocity;
|
||||
if (velocity < -max_velocity)
|
||||
velocity = -max_velocity;
|
||||
|
||||
// Cap position
|
||||
pos += velocity;
|
||||
if (pos < min_pos) {
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pos = min_pos;
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||||
velocity = 0.0f;
|
||||
}
|
||||
if (pos > max_pos) {
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||||
pos = max_pos;
|
||||
velocity = 0.0f;
|
||||
}
|
||||
|
||||
// Update rotation
|
||||
rotation = velocity * 15.0f;
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||||
}
|
||||
|
||||
// keyboard handler
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||||
void on_keyboard(const paradiso::Window::KeyboardInputStack& input) {
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if (input.size()) {
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paused = false;
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bool pressed_up = input.top().key == ' ' || input.top().key == 'W';
|
||||
|
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if (input.top().action == 1 && pressed_up) {
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move_up = true;
|
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} else if (input.top().action == 0 && pressed_up) {
|
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move_up = false;
|
||||
}
|
||||
}
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||||
}
|
||||
};
|
||||
|
||||
auto main() -> int {
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||||
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||||
// Ausgabefenster ... sieht aus als wäre es auf dem Stack
|
||||
auto window = paradiso::Window();
|
||||
|
||||
auto size = paradiso::Size{.width = 500, .height = 700};
|
||||
|
||||
/*
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||||
window.set_resizecallback([](auto& w) -> void {
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||||
w.set_size(paradiso::Size{.width = 405, .height = 720});
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||||
});
|
||||
|
||||
*/
|
||||
window
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||||
.set_size(size) // ... Grösse
|
||||
.set_position(paradiso::Point{.x = 100, .y = 100}) // ... Position
|
||||
.set_title("PardiSO.FlappyBird") // ... Titel
|
||||
.set_visible(true); // ... und jetzt anzeigen!
|
||||
|
||||
// der Fenster Kontext
|
||||
auto ctx = paradiso::Context{};
|
||||
|
||||
// ein Shader (Schattierungsprogramm)
|
||||
auto shader = paradiso::Shader{};
|
||||
|
||||
// wir nutzen einen vorgefertigten shader
|
||||
shader.load_preset(paradiso::Shader::Preset::Sprite);
|
||||
|
||||
// ein viewport stellt die Sicht der Kamera dar, d.h. bei quadratischen
|
||||
// Pixeln sollte hier auch eine dementsprechende Grösse eingestellt
|
||||
// werden
|
||||
ctx.set_viewport(paradiso::Rectangle{
|
||||
.position = paradiso::Point{.x = 0, .y = 0}, .size = size});
|
||||
|
||||
// nothing beats a classic look
|
||||
ctx.set_clearcolor(paradiso::RGBA::from_rgb(0x00, 0x00, 0x00));
|
||||
|
||||
// Load
|
||||
auto background = Background{};
|
||||
auto grass = Grass{};
|
||||
|
||||
auto flappyBird = FlappyBird{};
|
||||
|
||||
// timer
|
||||
|
||||
// das update führt den hier mitgegebnen Ausdruck innerhalb der internen
|
||||
// Updates des Fensters auf. Es wird hier auch explizit ein bool gefordert
|
||||
// damit das update auch zu jederzeit unterbrochen werden kann
|
||||
while (window.update([&](paradiso::Window& w) -> bool {
|
||||
ctx.set_viewport(paradiso::Rectangle{
|
||||
.position = paradiso::Point{.x = 0, .y = 0}, .size = size});
|
||||
|
||||
ctx.clear();
|
||||
auto t1 = std::chrono::high_resolution_clock::now();
|
||||
|
||||
// Keyboard and state change
|
||||
flappyBird.on_keyboard(w.keyboard_input());
|
||||
flappyBird.update();
|
||||
|
||||
// Draw
|
||||
background.draw(shader);
|
||||
grass.draw(shader);
|
||||
flappyBird.draw(shader);
|
||||
|
||||
// wait for frame rate
|
||||
auto t2 = std::chrono::high_resolution_clock::now();
|
||||
auto duration =
|
||||
std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1);
|
||||
auto wait = std::chrono::microseconds(1000000 / frame_rate) - duration;
|
||||
std::this_thread::sleep_for(wait);
|
||||
|
||||
// Quit
|
||||
return !(w.keyboard_input().size() &&
|
||||
w.keyboard_input().top().key == 'Q');
|
||||
})) {
|
||||
};
|
||||
|
||||
return 0;
|
||||
}
|
72
examples/flappy_bird/image_loader.cpp
Normal file
|
@ -0,0 +1,72 @@
|
|||
#include <paradiso/rgba.hpp>
|
||||
#include <paradiso/sprite.hpp>
|
||||
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <optional>
|
||||
#include <unordered_map>
|
||||
|
||||
// STB image loading
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "lib/stb_image.h"
|
||||
|
||||
#include "lib/image_loader.hpp"
|
||||
|
||||
std::unordered_map<std::string, paradiso::Bitmap> image_loader::image_cache =
|
||||
std::unordered_map<std::string, paradiso::Bitmap>();
|
||||
|
||||
paradiso::Bitmap image_loader::load(const std::string& filename) {
|
||||
if (image_cache.find(filename) == image_cache.end()) {
|
||||
std::string path = ASSET_PATH + filename;
|
||||
std::cout << "Loading " << path << std::endl;
|
||||
auto data = readBMP(path);
|
||||
image_cache[filename] = data;
|
||||
}
|
||||
return image_cache[filename];
|
||||
}
|
||||
|
||||
paradiso::Bitmap image_loader::readBMP(std::string& filename) {
|
||||
// Load with stb_image
|
||||
stbi_set_flip_vertically_on_load(true); // flip y axis for OpenGL
|
||||
int width, height, channels;
|
||||
unsigned char* image =
|
||||
stbi_load(filename.c_str(), &width, &height, &channels, 4);
|
||||
int size = width * height;
|
||||
|
||||
if (!image)
|
||||
throw std::runtime_error("Error loading image");
|
||||
|
||||
// Convert to Vector of RGBA
|
||||
std::vector<paradiso::RGBA> rgba = std::vector<paradiso::RGBA>(size);
|
||||
for (int i = 0; i < size; i++) {
|
||||
// get rgba values
|
||||
int pos = i * 4;
|
||||
int r = image[pos + 0];
|
||||
int g = image[pos + 1];
|
||||
int b = image[pos + 2];
|
||||
int a = image[pos + 3];
|
||||
|
||||
// bug in from_rgba. it expects bgra, not rgba
|
||||
auto val = paradiso::RGBA::from_rgba(b, g, r, a);
|
||||
rgba[i] = val;
|
||||
}
|
||||
|
||||
// rotate image by 90 degrees CW
|
||||
std::vector<paradiso::RGBA> rotated = std::vector<paradiso::RGBA>(size);
|
||||
for (int x = 0; x < width; x++) {
|
||||
for (int y = 0; y < height; y++) {
|
||||
|
||||
int pos = y * width + x;
|
||||
int pos_rotated = x * height + (height - y - 1);
|
||||
rotated[pos_rotated] = rgba[pos];
|
||||
}
|
||||
}
|
||||
|
||||
// free image
|
||||
stbi_image_free(image);
|
||||
|
||||
return paradiso::Bitmap::from_data(
|
||||
paradiso::Size{static_cast<unsigned int>(height),
|
||||
static_cast<unsigned int>(width)},
|
||||
rotated);
|
||||
}
|
24
examples/flappy_bird/lib/image_loader.hpp
Normal file
|
@ -0,0 +1,24 @@
|
|||
#pragma once
|
||||
|
||||
#include <paradiso/bitmap.hpp>
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
class image_loader {
|
||||
public:
|
||||
/**
|
||||
* @brief loads an Image from a file
|
||||
* @param[in] filename path to file
|
||||
* @return bitmap from file
|
||||
*/
|
||||
static paradiso::Bitmap load(const std::string& filename);
|
||||
|
||||
private:
|
||||
static inline const std::string ASSET_PATH = "assets/";
|
||||
|
||||
static std::unordered_map<std::string, paradiso::Bitmap> image_cache;
|
||||
|
||||
static paradiso::Bitmap readBMP(std::string& filename);
|
||||
};
|
|
@ -1,7 +1,7 @@
|
|||
/**
|
||||
* paradiso - Paradigmen der Softwareentwicklung
|
||||
*
|
||||
* (c) Copyright 2023-2024 Hartmut Seichter
|
||||
* (c) Copyright 2023 Hartmut Seichter
|
||||
*
|
||||
*/
|
||||
|
||||
|
@ -16,6 +16,7 @@
|
|||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <iomanip>
|
||||
#include <iostream>
|
||||
|
||||
struct PongStage {
|
||||
|
@ -85,7 +86,7 @@ struct PongPaddle {
|
|||
velocity_horizontal *= whoopiness;
|
||||
sprite.pivot.x() += velocity_horizontal;
|
||||
|
||||
sprite.pivot.x() = std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
|
||||
std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
|
||||
|
||||
// update shader uniforms
|
||||
shader.set_uniform("pivot", sprite.pivot);
|
||||
|
@ -150,7 +151,7 @@ struct PongBall {
|
|||
|
||||
void draw(const paradiso::Shader& shader) {
|
||||
|
||||
sprite.pivot.x() = std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
|
||||
std::clamp(sprite.pivot.x(), -0.5f, 0.5f);
|
||||
|
||||
// update shader uniforms
|
||||
shader.set_uniform("pivot", sprite.pivot);
|
||||
|
@ -165,9 +166,6 @@ struct PongBall {
|
|||
paradiso::Renderer renderer{};
|
||||
|
||||
constexpr void push(const auto& impulse) noexcept { velocity += impulse; }
|
||||
|
||||
constexpr void whoop(const auto& whoopiness) noexcept { velocity *= whoopiness; }
|
||||
|
||||
};
|
||||
|
||||
auto main() -> int {
|
||||
|
@ -236,19 +234,6 @@ auto main() -> int {
|
|||
ball.sprite.pivot.x() = 0.0f;
|
||||
ball.sprite.pivot.y() = 0.9f;
|
||||
}
|
||||
// speed adjust
|
||||
if (w.keyboard_input().top().key == 'N') {
|
||||
|
||||
std::cout << "Speed Up!\n";
|
||||
|
||||
ball.push(paradiso::Vector2<float>::make(0.f,0.01f));
|
||||
|
||||
} else if (w.keyboard_input().top().key == 'M') {
|
||||
|
||||
ball.push(paradiso::Vector2<float>::make(0.f,-0.01f));
|
||||
|
||||
std::cout << "Speed Lower!\n";
|
||||
}
|
||||
}
|
||||
|
||||
ball.interact(stage);
|
||||
|
|
|
@ -1,20 +0,0 @@
|
|||
set(quickwings_srcs quickwings.cpp)
|
||||
set(quickwings_assets
|
||||
assets/background-day.png
|
||||
assets/base.png
|
||||
assets/pipe-green.png
|
||||
assets/yellowbird-downflap.png
|
||||
assets/yellowbird-midflap.png
|
||||
assets/yellowbird-upflap.png
|
||||
)
|
||||
|
||||
set_source_files_properties(${quickwings_assets} PROPERTIES HEADER_FILE_ONLY TRUE)
|
||||
|
||||
add_executable(quickwings ${quickwings_srcs} ${quickwings_assets})
|
||||
|
||||
target_link_libraries(quickwings paradiso_core)
|
||||
|
||||
add_custom_command(TARGET quickwings POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/assets/ $<TARGET_FILE_DIR:quickwings>/assets)
|
||||
|
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