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311
Fostbite2D/include/KHR/khrplatform.h
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311
Fostbite2D/include/KHR/khrplatform.h
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#ifndef __khrplatform_h_
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#define __khrplatform_h_
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/*
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** Copyright (c) 2008-2018 The Khronos Group Inc.
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||||
**
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||||
** Permission is hereby granted, free of charge, to any person obtaining a
|
||||
** copy of this software and/or associated documentation files (the
|
||||
** "Materials"), to deal in the Materials without restriction, including
|
||||
** without limitation the rights to use, copy, modify, merge, publish,
|
||||
** distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
** permit persons to whom the Materials are furnished to do so, subject to
|
||||
** the following conditions:
|
||||
**
|
||||
** The above copyright notice and this permission notice shall be included
|
||||
** in all copies or substantial portions of the Materials.
|
||||
**
|
||||
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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*/
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||||
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/* Khronos platform-specific types and definitions.
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*
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||||
* The master copy of khrplatform.h is maintained in the Khronos EGL
|
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* Registry repository at https://github.com/KhronosGroup/EGL-Registry
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* The last semantic modification to khrplatform.h was at commit ID:
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||||
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
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*
|
||||
* Adopters may modify this file to suit their platform. Adopters are
|
||||
* encouraged to submit platform specific modifications to the Khronos
|
||||
* group so that they can be included in future versions of this file.
|
||||
* Please submit changes by filing pull requests or issues on
|
||||
* the EGL Registry repository linked above.
|
||||
*
|
||||
*
|
||||
* See the Implementer's Guidelines for information about where this file
|
||||
* should be located on your system and for more details of its use:
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||||
* http://www.khronos.org/registry/implementers_guide.pdf
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*
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* This file should be included as
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* #include <KHR/khrplatform.h>
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* by Khronos client API header files that use its types and defines.
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*
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* The types in khrplatform.h should only be used to define API-specific types.
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*
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* Types defined in khrplatform.h:
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* khronos_int8_t signed 8 bit
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* khronos_uint8_t unsigned 8 bit
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* khronos_int16_t signed 16 bit
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* khronos_uint16_t unsigned 16 bit
|
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* khronos_int32_t signed 32 bit
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* khronos_uint32_t unsigned 32 bit
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||||
* khronos_int64_t signed 64 bit
|
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* khronos_uint64_t unsigned 64 bit
|
||||
* khronos_intptr_t signed same number of bits as a pointer
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* khronos_uintptr_t unsigned same number of bits as a pointer
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* khronos_ssize_t signed size
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* khronos_usize_t unsigned size
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* khronos_float_t signed 32 bit floating point
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||||
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
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* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
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* nanoseconds
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* khronos_stime_nanoseconds_t signed time interval in nanoseconds
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* khronos_boolean_enum_t enumerated boolean type. This should
|
||||
* only be used as a base type when a client API's boolean type is
|
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* an enum. Client APIs which use an integer or other type for
|
||||
* booleans cannot use this as the base type for their boolean.
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*
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* Tokens defined in khrplatform.h:
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*
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* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
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*
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* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
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* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
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*
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* Calling convention macros defined in this file:
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* KHRONOS_APICALL
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* KHRONOS_APIENTRY
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* KHRONOS_APIATTRIBUTES
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*
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* These may be used in function prototypes as:
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||||
*
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* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
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* int arg1,
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* int arg2) KHRONOS_APIATTRIBUTES;
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*/
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#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
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# define KHRONOS_STATIC 1
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#endif
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/*-------------------------------------------------------------------------
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* Definition of KHRONOS_APICALL
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*-------------------------------------------------------------------------
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* This precedes the return type of the function in the function prototype.
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*/
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#if defined(KHRONOS_STATIC)
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/* If the preprocessor constant KHRONOS_STATIC is defined, make the
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* header compatible with static linking. */
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# define KHRONOS_APICALL
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#elif defined(_WIN32)
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# define KHRONOS_APICALL __declspec(dllimport)
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#elif defined (__SYMBIAN32__)
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# define KHRONOS_APICALL IMPORT_C
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#elif defined(__ANDROID__)
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# define KHRONOS_APICALL __attribute__((visibility("default")))
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#else
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# define KHRONOS_APICALL
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#endif
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||||
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/*-------------------------------------------------------------------------
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* Definition of KHRONOS_APIENTRY
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*-------------------------------------------------------------------------
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* This follows the return type of the function and precedes the function
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* name in the function prototype.
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||||
*/
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#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
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/* Win32 but not WinCE */
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# define KHRONOS_APIENTRY __stdcall
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#else
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# define KHRONOS_APIENTRY
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#endif
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|
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/*-------------------------------------------------------------------------
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* Definition of KHRONOS_APIATTRIBUTES
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*-------------------------------------------------------------------------
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* This follows the closing parenthesis of the function prototype arguments.
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*/
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#if defined (__ARMCC_2__)
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#define KHRONOS_APIATTRIBUTES __softfp
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#else
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#define KHRONOS_APIATTRIBUTES
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#endif
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/*-------------------------------------------------------------------------
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* basic type definitions
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||||
*-----------------------------------------------------------------------*/
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#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
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/*
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* Using <stdint.h>
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*/
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#include <stdint.h>
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typedef int32_t khronos_int32_t;
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typedef uint32_t khronos_uint32_t;
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||||
typedef int64_t khronos_int64_t;
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||||
typedef uint64_t khronos_uint64_t;
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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/*
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||||
* To support platform where unsigned long cannot be used interchangeably with
|
||||
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
|
||||
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
|
||||
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
|
||||
* unsigned long long or similar (this results in different C++ name mangling).
|
||||
* To avoid changes for existing platforms, we restrict usage of intptr_t to
|
||||
* platforms where the size of a pointer is larger than the size of long.
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||||
*/
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||||
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
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#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
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||||
#define KHRONOS_USE_INTPTR_T
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||||
#endif
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||||
#endif
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||||
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||||
#elif defined(__VMS ) || defined(__sgi)
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||||
|
||||
/*
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||||
* Using <inttypes.h>
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||||
*/
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||||
#include <inttypes.h>
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||||
typedef int32_t khronos_int32_t;
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||||
typedef uint32_t khronos_uint32_t;
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||||
typedef int64_t khronos_int64_t;
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typedef uint64_t khronos_uint64_t;
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||||
#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
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||||
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||||
/*
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* Win32
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||||
*/
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||||
typedef __int32 khronos_int32_t;
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||||
typedef unsigned __int32 khronos_uint32_t;
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||||
typedef __int64 khronos_int64_t;
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||||
typedef unsigned __int64 khronos_uint64_t;
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||||
#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#elif defined(__sun__) || defined(__digital__)
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||||
|
||||
/*
|
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* Sun or Digital
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||||
*/
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||||
typedef int khronos_int32_t;
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||||
typedef unsigned int khronos_uint32_t;
|
||||
#if defined(__arch64__) || defined(_LP64)
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typedef long int khronos_int64_t;
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||||
typedef unsigned long int khronos_uint64_t;
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||||
#else
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||||
typedef long long int khronos_int64_t;
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typedef unsigned long long int khronos_uint64_t;
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#endif /* __arch64__ */
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#elif 0
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||||
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||||
/*
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||||
* Hypothetical platform with no float or int64 support
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||||
*/
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typedef int khronos_int32_t;
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typedef unsigned int khronos_uint32_t;
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#define KHRONOS_SUPPORT_INT64 0
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#define KHRONOS_SUPPORT_FLOAT 0
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#else
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||||
/*
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||||
* Generic fallback
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||||
*/
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#include <stdint.h>
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typedef int32_t khronos_int32_t;
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typedef uint32_t khronos_uint32_t;
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typedef int64_t khronos_int64_t;
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typedef uint64_t khronos_uint64_t;
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#define KHRONOS_SUPPORT_INT64 1
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#define KHRONOS_SUPPORT_FLOAT 1
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#endif
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||||
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||||
/*
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||||
* Types that are (so far) the same on all platforms
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||||
*/
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||||
typedef signed char khronos_int8_t;
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||||
typedef unsigned char khronos_uint8_t;
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||||
typedef signed short int khronos_int16_t;
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||||
typedef unsigned short int khronos_uint16_t;
|
||||
|
||||
/*
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||||
* Types that differ between LLP64 and LP64 architectures - in LLP64,
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||||
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
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||||
* to be the only LLP64 architecture in current use.
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||||
*/
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||||
#ifdef KHRONOS_USE_INTPTR_T
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typedef intptr_t khronos_intptr_t;
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typedef uintptr_t khronos_uintptr_t;
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||||
#elif defined(_WIN64)
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||||
typedef signed long long int khronos_intptr_t;
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||||
typedef unsigned long long int khronos_uintptr_t;
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||||
#else
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||||
typedef signed long int khronos_intptr_t;
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||||
typedef unsigned long int khronos_uintptr_t;
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||||
#endif
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||||
|
||||
#if defined(_WIN64)
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||||
typedef signed long long int khronos_ssize_t;
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||||
typedef unsigned long long int khronos_usize_t;
|
||||
#else
|
||||
typedef signed long int khronos_ssize_t;
|
||||
typedef unsigned long int khronos_usize_t;
|
||||
#endif
|
||||
|
||||
#if KHRONOS_SUPPORT_FLOAT
|
||||
/*
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||||
* Float type
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||||
*/
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||||
typedef float khronos_float_t;
|
||||
#endif
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||||
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||||
#if KHRONOS_SUPPORT_INT64
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||||
/* Time types
|
||||
*
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||||
* These types can be used to represent a time interval in nanoseconds or
|
||||
* an absolute Unadjusted System Time. Unadjusted System Time is the number
|
||||
* of nanoseconds since some arbitrary system event (e.g. since the last
|
||||
* time the system booted). The Unadjusted System Time is an unsigned
|
||||
* 64 bit value that wraps back to 0 every 584 years. Time intervals
|
||||
* may be either signed or unsigned.
|
||||
*/
|
||||
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
|
||||
typedef khronos_int64_t khronos_stime_nanoseconds_t;
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Dummy value used to pad enum types to 32 bits.
|
||||
*/
|
||||
#ifndef KHRONOS_MAX_ENUM
|
||||
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Enumerated boolean type
|
||||
*
|
||||
* Values other than zero should be considered to be true. Therefore
|
||||
* comparisons should not be made against KHRONOS_TRUE.
|
||||
*/
|
||||
typedef enum {
|
||||
KHRONOS_FALSE = 0,
|
||||
KHRONOS_TRUE = 1,
|
||||
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
|
||||
} khronos_boolean_enum_t;
|
||||
|
||||
#endif /* __khrplatform_h_ */
|
||||
216
Fostbite2D/include/fostbite2D/app/application.h
Normal file
216
Fostbite2D/include/fostbite2D/app/application.h
Normal file
@@ -0,0 +1,216 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/module/module.h>
|
||||
#include <fostbite2D/config/app_config.h>
|
||||
#include <fostbite2D/platform/window.h>
|
||||
#include <string>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
/**
|
||||
* @brief 应用程序类
|
||||
*/
|
||||
class Application {
|
||||
public:
|
||||
/**
|
||||
* @brief 获取单例实例
|
||||
* @return 应用程序实例引用
|
||||
*/
|
||||
static Application& get();
|
||||
|
||||
Application(const Application&) = delete;
|
||||
Application& operator=(const Application&) = delete;
|
||||
|
||||
/**
|
||||
* @brief 添加模块
|
||||
* @param m 模块引用
|
||||
*/
|
||||
void use(Module& m);
|
||||
|
||||
/**
|
||||
* @brief 批量添加模块
|
||||
* @param modules 模块指针列表
|
||||
*/
|
||||
void use(std::initializer_list<Module*> modules);
|
||||
|
||||
/**
|
||||
* @brief 使用默认配置初始化
|
||||
* @return 初始化成功返回 true
|
||||
*/
|
||||
bool init();
|
||||
|
||||
/**
|
||||
* @brief 使用指定配置初始化
|
||||
* @param config 应用配置
|
||||
* @return 初始化成功返回 true
|
||||
*/
|
||||
bool init(const AppConfig& config);
|
||||
|
||||
/**
|
||||
* @brief 使用配置文件初始化
|
||||
* @param configPath 配置文件路径
|
||||
* @return 初始化成功返回 true
|
||||
*/
|
||||
bool init(const std::string& configPath);
|
||||
|
||||
/**
|
||||
* @brief 关闭应用程序
|
||||
*/
|
||||
void shutdown();
|
||||
|
||||
/**
|
||||
* @brief 运行主循环
|
||||
*/
|
||||
void run();
|
||||
|
||||
/**
|
||||
* @brief 请求退出
|
||||
*/
|
||||
void quit();
|
||||
|
||||
/**
|
||||
* @brief 暂停应用程序
|
||||
*/
|
||||
void pause();
|
||||
|
||||
/**
|
||||
* @brief 恢复应用程序
|
||||
*/
|
||||
void resume();
|
||||
|
||||
/**
|
||||
* @brief 检查是否暂停
|
||||
* @return 暂停状态返回 true
|
||||
*/
|
||||
bool isPaused() const { return paused_; }
|
||||
|
||||
/**
|
||||
* @brief 检查是否运行中
|
||||
* @return 运行中返回 true
|
||||
*/
|
||||
bool isRunning() const { return running_; }
|
||||
|
||||
// /**
|
||||
// * @brief 获取窗口
|
||||
// * @return 窗口引用
|
||||
// */
|
||||
// IWindow& window() { return *window_; }
|
||||
|
||||
// /**
|
||||
// * @brief 获取渲染器
|
||||
// * @return 渲染器引用
|
||||
// */
|
||||
// RenderBackend& renderer();
|
||||
|
||||
// /**
|
||||
// * @brief 获取场景服务
|
||||
// * @return 场景服务共享指针
|
||||
// */
|
||||
// SharedPtr<class ISceneService> scenes();
|
||||
|
||||
// /**
|
||||
// * @brief 获取计时器服务
|
||||
// * @return 计时器服务共享指针
|
||||
// */
|
||||
// SharedPtr<class ITimerService> timers();
|
||||
|
||||
// /**
|
||||
// * @brief 获取事件服务
|
||||
// * @return 事件服务共享指针
|
||||
// */
|
||||
// SharedPtr<class IEventService> events();
|
||||
|
||||
// /**
|
||||
// * @brief 获取相机服务
|
||||
// * @return 相机服务共享指针
|
||||
// */
|
||||
// SharedPtr<class ICameraService> camera();
|
||||
|
||||
// /**
|
||||
// * @brief 进入场景
|
||||
// * @param scene 场景指针
|
||||
// */
|
||||
// void enterScene(Ptr<class Scene> scene);
|
||||
|
||||
/**
|
||||
* @brief 获取帧间隔时间
|
||||
* @return 帧间隔时间(秒)
|
||||
*/
|
||||
float deltaTime() const { return deltaTime_; }
|
||||
|
||||
/**
|
||||
* @brief 获取总运行时间
|
||||
* @return 总运行时间(秒)
|
||||
*/
|
||||
float totalTime() const { return totalTime_; }
|
||||
|
||||
/**
|
||||
* @brief 获取当前帧率
|
||||
* @return 帧率
|
||||
*/
|
||||
int fps() const { return currentFps_; }
|
||||
|
||||
/**
|
||||
* @brief 获取应用配置
|
||||
* @return 应用配置常量引用
|
||||
*/
|
||||
const AppConfig& getConfig() const;
|
||||
|
||||
private:
|
||||
Application() = default;
|
||||
~Application();
|
||||
|
||||
/**
|
||||
* @brief 初始化核心模块
|
||||
* @return 初始化成功返回 true
|
||||
*/
|
||||
bool initCoreModules();
|
||||
|
||||
/**
|
||||
* @brief 设置所有模块
|
||||
*/
|
||||
void setupAllModules();
|
||||
|
||||
/**
|
||||
* @brief 销毁所有模块
|
||||
*/
|
||||
void destroyAllModules();
|
||||
|
||||
/**
|
||||
* @brief 注册核心服务
|
||||
*/
|
||||
void registerCoreServices();
|
||||
|
||||
/**
|
||||
* @brief 主循环
|
||||
*/
|
||||
void mainLoop();
|
||||
|
||||
/**
|
||||
* @brief 更新
|
||||
*/
|
||||
void update();
|
||||
|
||||
/**
|
||||
* @brief 渲染
|
||||
*/
|
||||
void render();
|
||||
|
||||
std::vector<Module*> modules_;
|
||||
Window* window_ = nullptr;
|
||||
|
||||
bool initialized_ = false;
|
||||
bool running_ = false;
|
||||
bool paused_ = false;
|
||||
bool shouldQuit_ = false;
|
||||
|
||||
float deltaTime_ = 0.0f;
|
||||
float totalTime_ = 0.0f;
|
||||
double lastFrameTime_ = 0.0;
|
||||
int frameCount_ = 0;
|
||||
float fpsTimer_ = 0.0f;
|
||||
int currentFps_ = 0;
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
39
Fostbite2D/include/fostbite2D/config/app_config.h
Normal file
39
Fostbite2D/include/fostbite2D/config/app_config.h
Normal file
@@ -0,0 +1,39 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/config/platform_config.h>
|
||||
#include <fostbite2D/platform/window.h>
|
||||
#include <string>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
/**
|
||||
* @file app_config.h
|
||||
* @brief 应用级别配置
|
||||
*
|
||||
* 本文件仅包含应用级别的配置项,不包含任何模块特定配置。
|
||||
* 各模块应该在自己的模块文件中定义配置结构,并实现 IModuleConfig 接口。
|
||||
*
|
||||
* 模块配置通过 ModuleRegistry 注册,由 ConfigManager 统一管理。
|
||||
* 这种设计遵循开闭原则,新增模块无需修改引擎核心代码。
|
||||
*/
|
||||
|
||||
/**
|
||||
* @brief 应用配置结构体
|
||||
* 仅包含应用级别的配置项,模块配置由各模块自行管理
|
||||
*/
|
||||
struct AppConfig {
|
||||
std::string appName = "frostbite2D App";
|
||||
std::string appVersion = "1.0.0";
|
||||
std::string organization = "";
|
||||
std::string configFile = "config.json";
|
||||
WindowConfig windowConfig;
|
||||
PlatformType targetPlatform = PlatformType::Auto;
|
||||
|
||||
/**
|
||||
* @brief 创建默认配置
|
||||
* @return 默认的应用配置实例
|
||||
*/
|
||||
static AppConfig createDefault();
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
86
Fostbite2D/include/fostbite2D/config/platform_config.h
Normal file
86
Fostbite2D/include/fostbite2D/config/platform_config.h
Normal file
@@ -0,0 +1,86 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/types.h>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
/**
|
||||
* @file platform_config.h
|
||||
* @brief 平台配置接口
|
||||
*
|
||||
* 平台配置只提供平台能力信息,不再直接修改应用配置。
|
||||
* 各模块通过 IModuleConfig::applyPlatformConstraints() 处理平台约束。
|
||||
*/
|
||||
|
||||
/**
|
||||
* @brief 平台类型枚举
|
||||
*/
|
||||
enum class PlatformType {
|
||||
Auto,
|
||||
Windows,
|
||||
Switch,
|
||||
Linux,
|
||||
macOS
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief 平台能力结构
|
||||
*/
|
||||
struct PlatformCapabilities {
|
||||
bool supportsWindowed = true;
|
||||
bool supportsFullscreen = true;
|
||||
bool supportsBorderless = true;
|
||||
bool supportsCursor = true;
|
||||
bool supportsCursorHide = true;
|
||||
bool supportsDPIAwareness = true;
|
||||
bool supportsVSync = true;
|
||||
bool supportsMultiMonitor = true;
|
||||
bool supportsClipboard = true;
|
||||
bool supportsGamepad = true;
|
||||
bool supportsTouch = false;
|
||||
bool supportsKeyboard = true;
|
||||
bool supportsMouse = true;
|
||||
bool supportsResize = true;
|
||||
bool supportsHighDPI = true;
|
||||
int maxTextureSize = 16384;
|
||||
int preferredScreenWidth = 1920;
|
||||
int preferredScreenHeight = 1080;
|
||||
float defaultDPI = 96.0f;
|
||||
|
||||
bool hasWindowSupport() const { return supportsWindowed || supportsFullscreen || supportsBorderless; }
|
||||
bool hasInputSupport() const { return supportsKeyboard || supportsMouse || supportsGamepad || supportsTouch; }
|
||||
bool isDesktop() const { return supportsKeyboard && supportsMouse && supportsWindowed; }
|
||||
bool isConsole() const { return !supportsWindowed && supportsGamepad; }
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief 平台配置抽象接口
|
||||
*/
|
||||
class PlatformConfig {
|
||||
public:
|
||||
virtual ~PlatformConfig() = default;
|
||||
|
||||
virtual PlatformType platformType() const = 0;
|
||||
virtual const char* platformName() const = 0;
|
||||
virtual const PlatformCapabilities& capabilities() const = 0;
|
||||
|
||||
virtual int getRecommendedWidth() const = 0;
|
||||
virtual int getRecommendedHeight() const = 0;
|
||||
virtual bool isResolutionSupported(int width, int height) const = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief 创建平台配置实例
|
||||
* @param type 平台类型,默认为 Auto(自动检测)
|
||||
* @return 平台配置的智能指针
|
||||
*/
|
||||
UniquePtr<PlatformConfig> createPlatformConfig(PlatformType type = PlatformType::Auto);
|
||||
|
||||
/**
|
||||
* @brief 获取平台类型名称
|
||||
* @param type 平台类型枚举值
|
||||
* @return 平台名称字符串
|
||||
*/
|
||||
const char* getPlatformTypeName(PlatformType type);
|
||||
|
||||
}
|
||||
156
Fostbite2D/include/fostbite2D/core/color.h
Normal file
156
Fostbite2D/include/fostbite2D/core/color.h
Normal file
@@ -0,0 +1,156 @@
|
||||
#pragma once
|
||||
|
||||
#include <Fostbite2D/core/types.h>
|
||||
#include <algorithm>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
/// RGB 颜色(字节,每通道 0-255)
|
||||
struct Color3B {
|
||||
uint8_t r = 255;
|
||||
uint8_t g = 255;
|
||||
uint8_t b = 255;
|
||||
|
||||
constexpr Color3B() = default;
|
||||
constexpr Color3B(uint8_t r, uint8_t g, uint8_t b) : r(r), g(g), b(b) {}
|
||||
|
||||
constexpr bool operator==(const Color3B &other) const {
|
||||
return r == other.r && g == other.g && b == other.b;
|
||||
}
|
||||
|
||||
constexpr bool operator!=(const Color3B &other) const {
|
||||
return !(*this == other);
|
||||
}
|
||||
|
||||
Color3B operator+(const Color3B &other) const {
|
||||
return Color3B(
|
||||
static_cast<uint8_t>(std::min(255, static_cast<int>(r) + other.r)),
|
||||
static_cast<uint8_t>(std::min(255, static_cast<int>(g) + other.g)),
|
||||
static_cast<uint8_t>(std::min(255, static_cast<int>(b) + other.b)));
|
||||
}
|
||||
|
||||
Color3B operator-(const Color3B &other) const {
|
||||
return Color3B(
|
||||
static_cast<uint8_t>(std::max(0, static_cast<int>(r) - other.r)),
|
||||
static_cast<uint8_t>(std::max(0, static_cast<int>(g) - other.g)),
|
||||
static_cast<uint8_t>(std::max(0, static_cast<int>(b) - other.b)));
|
||||
}
|
||||
};
|
||||
|
||||
/// RGBA 颜色(浮点数,每通道 0.0 - 1.0)
|
||||
struct Color {
|
||||
float r = 0.0f;
|
||||
float g = 0.0f;
|
||||
float b = 0.0f;
|
||||
float a = 1.0f;
|
||||
|
||||
constexpr Color() = default;
|
||||
|
||||
constexpr Color(float r, float g, float b, float a = 1.0f)
|
||||
: r(r), g(g), b(b), a(a) {}
|
||||
|
||||
/// 从 0xRRGGBB 整数构造
|
||||
constexpr explicit Color(uint32_t rgb, float a = 1.0f)
|
||||
: r(static_cast<float>((rgb >> 16) & 0xFF) / 255.0f),
|
||||
g(static_cast<float>((rgb >> 8) & 0xFF) / 255.0f),
|
||||
b(static_cast<float>((rgb) & 0xFF) / 255.0f), a(a) {}
|
||||
|
||||
/// 从 0-255 整数构造
|
||||
static constexpr Color fromRGBA(uint8_t r, uint8_t g, uint8_t b,
|
||||
uint8_t a = 255) {
|
||||
return Color(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
|
||||
}
|
||||
|
||||
/// 转换为 glm::vec4
|
||||
glm::vec4 toVec4() const { return {r, g, b, a}; }
|
||||
|
||||
/// 线性插值
|
||||
static Color lerp(const Color &a, const Color &b, float t) {
|
||||
t = std::clamp(t, 0.0f, 1.0f);
|
||||
return Color(a.r + (b.r - a.r) * t, a.g + (b.g - a.g) * t,
|
||||
a.b + (b.b - a.b) * t, a.a + (b.a - a.a) * t);
|
||||
}
|
||||
|
||||
bool operator==(const Color &other) const {
|
||||
return r == other.r && g == other.g && b == other.b && a == other.a;
|
||||
}
|
||||
|
||||
bool operator!=(const Color &other) const { return !(*this == other); }
|
||||
|
||||
// 算术运算符
|
||||
Color operator+(const Color &other) const {
|
||||
return Color(r + other.r, g + other.g, b + other.b, a + other.a);
|
||||
}
|
||||
|
||||
Color operator-(const Color &other) const {
|
||||
return Color(r - other.r, g - other.g, b - other.b, a - other.a);
|
||||
}
|
||||
|
||||
Color operator*(float scalar) const {
|
||||
return Color(r * scalar, g * scalar, b * scalar, a * scalar);
|
||||
}
|
||||
|
||||
Color operator/(float scalar) const {
|
||||
return Color(r / scalar, g / scalar, b / scalar, a / scalar);
|
||||
}
|
||||
|
||||
Color &operator+=(const Color &other) {
|
||||
r += other.r;
|
||||
g += other.g;
|
||||
b += other.b;
|
||||
a += other.a;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Color &operator-=(const Color &other) {
|
||||
r -= other.r;
|
||||
g -= other.g;
|
||||
b -= other.b;
|
||||
a -= other.a;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Color &operator*=(float scalar) {
|
||||
r *= scalar;
|
||||
g *= scalar;
|
||||
b *= scalar;
|
||||
a *= scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Color &operator/=(float scalar) {
|
||||
r /= scalar;
|
||||
g /= scalar;
|
||||
b /= scalar;
|
||||
a /= scalar;
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
|
||||
// 命名颜色常量
|
||||
namespace Colors {
|
||||
inline constexpr Color White{1.0f, 1.0f, 1.0f, 1.0f};
|
||||
inline constexpr Color Black{0.0f, 0.0f, 0.0f, 1.0f};
|
||||
inline constexpr Color Red{1.0f, 0.0f, 0.0f, 1.0f};
|
||||
inline constexpr Color Green{0.0f, 1.0f, 0.0f, 1.0f};
|
||||
inline constexpr Color Blue{0.0f, 0.0f, 1.0f, 1.0f};
|
||||
inline constexpr Color Yellow{1.0f, 1.0f, 0.0f, 1.0f};
|
||||
inline constexpr Color Cyan{0.0f, 1.0f, 1.0f, 1.0f};
|
||||
inline constexpr Color Magenta{1.0f, 0.0f, 1.0f, 1.0f};
|
||||
inline constexpr Color Orange{1.0f, 0.647f, 0.0f, 1.0f};
|
||||
inline constexpr Color Purple{0.502f, 0.0f, 0.502f, 1.0f};
|
||||
inline constexpr Color Pink{1.0f, 0.753f, 0.796f, 1.0f};
|
||||
inline constexpr Color Gray{0.502f, 0.502f, 0.502f, 1.0f};
|
||||
inline constexpr Color LightGray{0.827f, 0.827f, 0.827f, 1.0f};
|
||||
inline constexpr Color DarkGray{0.412f, 0.412f, 0.412f, 1.0f};
|
||||
inline constexpr Color Brown{0.647f, 0.165f, 0.165f, 1.0f};
|
||||
inline constexpr Color Gold{1.0f, 0.843f, 0.0f, 1.0f};
|
||||
inline constexpr Color Silver{0.753f, 0.753f, 0.753f, 1.0f};
|
||||
inline constexpr Color SkyBlue{0.529f, 0.808f, 0.922f, 1.0f};
|
||||
inline constexpr Color LimeGreen{0.196f, 0.804f, 0.196f, 1.0f};
|
||||
inline constexpr Color Coral{1.0f, 0.498f, 0.314f, 1.0f};
|
||||
inline constexpr Color Transparent{0.0f, 0.0f, 0.0f, 0.0f};
|
||||
} // namespace Colors
|
||||
|
||||
} // namespace frostbite2D
|
||||
552
Fostbite2D/include/fostbite2D/core/math_types.h
Normal file
552
Fostbite2D/include/fostbite2D/core/math_types.h
Normal file
@@ -0,0 +1,552 @@
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/mat4x4.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 常量
|
||||
// ---------------------------------------------------------------------------
|
||||
constexpr float PI_F = 3.14159265358979323846f;
|
||||
constexpr float DEG_TO_RAD = PI_F / 180.0f;
|
||||
constexpr float RAD_TO_DEG = 180.0f / PI_F;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 2D 向量
|
||||
// ---------------------------------------------------------------------------
|
||||
struct Vec2 {
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
|
||||
constexpr Vec2() = default;
|
||||
constexpr Vec2(float x, float y) : x(x), y(y) {}
|
||||
explicit Vec2(const glm::vec2 &v) : x(v.x), y(v.y) {}
|
||||
|
||||
glm::vec2 toGlm() const { return {x, y}; }
|
||||
static Vec2 fromGlm(const glm::vec2 &v) { return {v.x, v.y}; }
|
||||
|
||||
// 基础运算
|
||||
Vec2 operator+(const Vec2 &v) const { return {x + v.x, y + v.y}; }
|
||||
Vec2 operator-(const Vec2 &v) const { return {x - v.x, y - v.y}; }
|
||||
Vec2 operator*(float s) const { return {x * s, y * s}; }
|
||||
Vec2 operator/(float s) const { return {x / s, y / s}; }
|
||||
Vec2 operator-() const { return {-x, -y}; }
|
||||
|
||||
Vec2 &operator+=(const Vec2 &v) {
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
return *this;
|
||||
}
|
||||
Vec2 &operator-=(const Vec2 &v) {
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
return *this;
|
||||
}
|
||||
Vec2 &operator*=(float s) {
|
||||
x *= s;
|
||||
y *= s;
|
||||
return *this;
|
||||
}
|
||||
Vec2 &operator/=(float s) {
|
||||
x /= s;
|
||||
y /= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool operator==(const Vec2 &v) const { return x == v.x && y == v.y; }
|
||||
bool operator!=(const Vec2 &v) const { return !(*this == v); }
|
||||
|
||||
// 向量运算
|
||||
float length() const { return std::sqrt(x * x + y * y); }
|
||||
float lengthSquared() const { return x * x + y * y; }
|
||||
|
||||
Vec2 normalized() const {
|
||||
float len = length();
|
||||
if (len > 0.0f)
|
||||
return {x / len, y / len};
|
||||
return {0.0f, 0.0f};
|
||||
}
|
||||
|
||||
float dot(const Vec2 &v) const { return x * v.x + y * v.y; }
|
||||
float cross(const Vec2 &v) const { return x * v.y - y * v.x; }
|
||||
|
||||
float distance(const Vec2 &v) const { return (*this - v).length(); }
|
||||
float angle() const { return std::atan2(y, x) * RAD_TO_DEG; }
|
||||
|
||||
static Vec2 lerp(const Vec2 &a, const Vec2 &b, float t) {
|
||||
return a + (b - a) * t;
|
||||
}
|
||||
|
||||
static constexpr Vec2 Zero() { return {0.0f, 0.0f}; }
|
||||
static constexpr Vec2 One() { return {1.0f, 1.0f}; }
|
||||
static constexpr Vec2 UnitX() { return {1.0f, 0.0f}; }
|
||||
static constexpr Vec2 UnitY() { return {0.0f, 1.0f}; }
|
||||
};
|
||||
|
||||
inline Vec2 operator*(float s, const Vec2 &v) { return v * s; }
|
||||
|
||||
using Point = Vec2;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 3D 向量 (用于3D动作)
|
||||
// ---------------------------------------------------------------------------
|
||||
struct Vec3 {
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
constexpr Vec3() = default;
|
||||
constexpr Vec3(float x, float y, float z) : x(x), y(y), z(z) {}
|
||||
explicit Vec3(const glm::vec3 &v) : x(v.x), y(v.y), z(v.z) {}
|
||||
|
||||
glm::vec3 toGlm() const { return {x, y, z}; }
|
||||
static Vec3 fromGlm(const glm::vec3 &v) { return {v.x, v.y, v.z}; }
|
||||
|
||||
Vec3 operator+(const Vec3 &v) const { return {x + v.x, y + v.y, z + v.z}; }
|
||||
Vec3 operator-(const Vec3 &v) const { return {x - v.x, y - v.y, z - v.z}; }
|
||||
Vec3 operator*(float s) const { return {x * s, y * s, z * s}; }
|
||||
Vec3 operator/(float s) const { return {x / s, y / s, z / s}; }
|
||||
Vec3 operator-() const { return {-x, -y, -z}; }
|
||||
|
||||
Vec3 &operator+=(const Vec3 &v) {
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
z += v.z;
|
||||
return *this;
|
||||
}
|
||||
Vec3 &operator-=(const Vec3 &v) {
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
z -= v.z;
|
||||
return *this;
|
||||
}
|
||||
Vec3 &operator*=(float s) {
|
||||
x *= s;
|
||||
y *= s;
|
||||
z *= s;
|
||||
return *this;
|
||||
}
|
||||
Vec3 &operator/=(float s) {
|
||||
x /= s;
|
||||
y /= s;
|
||||
z /= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool operator==(const Vec3 &v) const {
|
||||
return x == v.x && y == v.y && z == v.z;
|
||||
}
|
||||
bool operator!=(const Vec3 &v) const { return !(*this == v); }
|
||||
|
||||
float length() const { return std::sqrt(x * x + y * y + z * z); }
|
||||
float lengthSquared() const { return x * x + y * y + z * z; }
|
||||
|
||||
Vec3 normalized() const {
|
||||
float len = length();
|
||||
if (len > 0.0f)
|
||||
return {x / len, y / len, z / len};
|
||||
return {0.0f, 0.0f, 0.0f};
|
||||
}
|
||||
|
||||
float dot(const Vec3 &v) const { return x * v.x + y * v.y + z * v.z; }
|
||||
|
||||
static Vec3 lerp(const Vec3 &a, const Vec3 &b, float t) {
|
||||
return a + (b - a) * t;
|
||||
}
|
||||
|
||||
static constexpr Vec3 Zero() { return {0.0f, 0.0f, 0.0f}; }
|
||||
static constexpr Vec3 One() { return {1.0f, 1.0f, 1.0f}; }
|
||||
};
|
||||
|
||||
inline Vec3 operator*(float s, const Vec3 &v) { return v * s; }
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 2D 尺寸
|
||||
// ---------------------------------------------------------------------------
|
||||
struct Size {
|
||||
float width = 0.0f;
|
||||
float height = 0.0f;
|
||||
|
||||
constexpr Size() = default;
|
||||
constexpr Size(float w, float h) : width(w), height(h) {}
|
||||
|
||||
bool operator==(const Size &s) const {
|
||||
return width == s.width && height == s.height;
|
||||
}
|
||||
bool operator!=(const Size &s) const { return !(*this == s); }
|
||||
|
||||
float area() const { return width * height; }
|
||||
bool empty() const { return width <= 0.0f || height <= 0.0f; }
|
||||
|
||||
static constexpr Size Zero() { return {0.0f, 0.0f}; }
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 2D 矩形
|
||||
// ---------------------------------------------------------------------------
|
||||
struct Rect {
|
||||
Point origin;
|
||||
Size size;
|
||||
|
||||
constexpr Rect() = default;
|
||||
constexpr Rect(float x, float y, float w, float h)
|
||||
: origin(x, y), size(w, h) {}
|
||||
constexpr Rect(const Point &o, const Size &s) : origin(o), size(s) {}
|
||||
|
||||
float left() const { return origin.x; }
|
||||
float top() const { return origin.y; }
|
||||
float right() const { return origin.x + size.width; }
|
||||
float bottom() const { return origin.y + size.height; }
|
||||
float width() const { return size.width; }
|
||||
float height() const { return size.height; }
|
||||
Point center() const {
|
||||
return {origin.x + size.width * 0.5f, origin.y + size.height * 0.5f};
|
||||
}
|
||||
|
||||
bool empty() const { return size.empty(); }
|
||||
|
||||
bool containsPoint(const Point &p) const {
|
||||
return p.x >= left() && p.x <= right() && p.y >= top() && p.y <= bottom();
|
||||
}
|
||||
|
||||
bool contains(const Rect &r) const {
|
||||
return r.left() >= left() && r.right() <= right() && r.top() >= top() &&
|
||||
r.bottom() <= bottom();
|
||||
}
|
||||
|
||||
bool intersects(const Rect &r) const {
|
||||
return !(left() > r.right() || right() < r.left() || top() > r.bottom() ||
|
||||
bottom() < r.top());
|
||||
}
|
||||
|
||||
Rect intersection(const Rect &r) const {
|
||||
float l = std::max(left(), r.left());
|
||||
float t = std::max(top(), r.top());
|
||||
float ri = std::min(right(), r.right());
|
||||
float b = std::min(bottom(), r.bottom());
|
||||
if (l < ri && t < b)
|
||||
return {l, t, ri - l, b - t};
|
||||
return {};
|
||||
}
|
||||
|
||||
Rect unionWith(const Rect &r) const {
|
||||
if (empty())
|
||||
return r;
|
||||
if (r.empty())
|
||||
return *this;
|
||||
float l = std::min(left(), r.left());
|
||||
float t = std::min(top(), r.top());
|
||||
float ri = std::max(right(), r.right());
|
||||
float b = std::max(bottom(), r.bottom());
|
||||
return {l, t, ri - l, b - t};
|
||||
}
|
||||
|
||||
bool operator==(const Rect &r) const {
|
||||
return origin == r.origin && size == r.size;
|
||||
}
|
||||
bool operator!=(const Rect &r) const { return !(*this == r); }
|
||||
|
||||
static constexpr Rect Zero() { return {0, 0, 0, 0}; }
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 2D 变换矩阵(基于 glm::mat4,兼容 OpenGL)
|
||||
// ---------------------------------------------------------------------------
|
||||
struct Transform2D {
|
||||
glm::mat4 matrix{1.0f}; // 单位矩阵
|
||||
|
||||
Transform2D() = default;
|
||||
explicit Transform2D(const glm::mat4 &m) : matrix(m) {}
|
||||
|
||||
static Transform2D identity() { return Transform2D{}; }
|
||||
|
||||
static Transform2D translation(float x, float y) {
|
||||
Transform2D t;
|
||||
t.matrix = glm::translate(glm::mat4(1.0f), glm::vec3(x, y, 0.0f));
|
||||
return t;
|
||||
}
|
||||
|
||||
static Transform2D translation(const Vec2 &v) {
|
||||
return translation(v.x, v.y);
|
||||
}
|
||||
|
||||
static Transform2D rotation(float degrees) {
|
||||
Transform2D t;
|
||||
t.matrix = glm::rotate(glm::mat4(1.0f), degrees * DEG_TO_RAD,
|
||||
glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
return t;
|
||||
}
|
||||
|
||||
static Transform2D scaling(float sx, float sy) {
|
||||
Transform2D t;
|
||||
t.matrix = glm::scale(glm::mat4(1.0f), glm::vec3(sx, sy, 1.0f));
|
||||
return t;
|
||||
}
|
||||
|
||||
static Transform2D scaling(float s) { return scaling(s, s); }
|
||||
|
||||
static Transform2D skewing(float skewX, float skewY) {
|
||||
Transform2D t;
|
||||
t.matrix = glm::mat4(1.0f);
|
||||
t.matrix[1][0] = std::tan(skewX * DEG_TO_RAD);
|
||||
t.matrix[0][1] = std::tan(skewY * DEG_TO_RAD);
|
||||
return t;
|
||||
}
|
||||
|
||||
Transform2D operator*(const Transform2D &other) const {
|
||||
return Transform2D(matrix * other.matrix);
|
||||
}
|
||||
|
||||
Transform2D &operator*=(const Transform2D &other) {
|
||||
matrix *= other.matrix;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vec2 transformPoint(const Vec2 &p) const {
|
||||
glm::vec4 result = matrix * glm::vec4(p.x, p.y, 0.0f, 1.0f);
|
||||
return {result.x, result.y};
|
||||
}
|
||||
|
||||
Transform2D inverse() const { return Transform2D(glm::inverse(matrix)); }
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 数学工具函数
|
||||
// ---------------------------------------------------------------------------
|
||||
namespace math {
|
||||
|
||||
inline float clamp(float value, float minVal, float maxVal) {
|
||||
return std::clamp(value, minVal, maxVal);
|
||||
}
|
||||
|
||||
inline float lerp(float a, float b, float t) { return a + (b - a) * t; }
|
||||
|
||||
inline float degrees(float radians) { return radians * RAD_TO_DEG; }
|
||||
|
||||
inline float radians(float degrees) { return degrees * DEG_TO_RAD; }
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 角度工具函数
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief 规范化角度到 [0, 360) 范围
|
||||
* @param degrees 输入角度(度数)
|
||||
* @return 规范化后的角度,范围 [0, 360)
|
||||
*/
|
||||
inline float normalizeAngle360(float degrees) {
|
||||
degrees = std::fmod(degrees, 360.0f);
|
||||
if (degrees < 0.0f) {
|
||||
degrees += 360.0f;
|
||||
}
|
||||
return degrees;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 规范化角度到 [-180, 180) 范围
|
||||
* @param degrees 输入角度(度数)
|
||||
* @return 规范化后的角度,范围 [-180, 180)
|
||||
*/
|
||||
inline float normalizeAngle180(float degrees) {
|
||||
degrees = std::fmod(degrees + 180.0f, 360.0f);
|
||||
if (degrees < 0.0f) {
|
||||
degrees += 360.0f;
|
||||
}
|
||||
return degrees - 180.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 计算两个角度之间的最短差值
|
||||
* @param from 起始角度(度数)
|
||||
* @param to 目标角度(度数)
|
||||
* @return 从 from 到 to 的最短角度差,范围 [-180, 180]
|
||||
*/
|
||||
inline float angleDifference(float from, float to) {
|
||||
float diff = normalizeAngle360(to - from);
|
||||
if (diff > 180.0f) {
|
||||
diff -= 360.0f;
|
||||
}
|
||||
return diff;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 线性插值角度
|
||||
* @param from 起始角度(度数)
|
||||
* @param to 目标角度(度数)
|
||||
* @param t 插值因子 [0, 1]
|
||||
* @return 插值后的角度
|
||||
*/
|
||||
inline float lerpAngle(float from, float to, float t) {
|
||||
return from + angleDifference(from, to) * t;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 向量工具函数
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief 计算方向向量(从 from 指向 to 的单位向量)
|
||||
* @param from 起始点
|
||||
* @param to 目标点
|
||||
* @return 归一化的方向向量
|
||||
*/
|
||||
inline Vec2 direction(const Vec2 &from, const Vec2 &to) {
|
||||
return (to - from).normalized();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 计算两点之间的角度
|
||||
* @param from 起始点
|
||||
* @param to 目标点
|
||||
* @return 角度(度数),范围 [-180, 180]
|
||||
*/
|
||||
inline float angleBetween(const Vec2 &from, const Vec2 &to) {
|
||||
Vec2 dir = to - from;
|
||||
return std::atan2(dir.y, dir.x) * RAD_TO_DEG;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 根据角度创建方向向量
|
||||
* @param degrees 角度(度数),0度指向右方,逆时针为正
|
||||
* @return 单位方向向量
|
||||
*/
|
||||
inline Vec2 angleToVector(float degrees) {
|
||||
float rad = degrees * DEG_TO_RAD;
|
||||
return {std::cos(rad), std::sin(rad)};
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 将向量旋转指定角度
|
||||
* @param v 原始向量
|
||||
* @param degrees 旋转角度(度数),正值为逆时针旋转
|
||||
* @return 旋转后的向量
|
||||
*/
|
||||
inline Vec2 rotateVector(const Vec2 &v, float degrees) {
|
||||
float rad = degrees * DEG_TO_RAD;
|
||||
float cosA = std::cos(rad);
|
||||
float sinA = std::sin(rad);
|
||||
return {v.x * cosA - v.y * sinA, v.x * sinA + v.y * cosA};
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 坐标系转换工具
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief Y轴向上坐标转Y轴向下坐标
|
||||
* @param pos Y轴向上坐标系中的位置
|
||||
* @param height 画布/屏幕高度
|
||||
* @return Y轴向下坐标系中的位置
|
||||
*/
|
||||
inline Vec2 flipY(const Vec2 &pos, float height) {
|
||||
return {pos.x, height - pos.y};
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Y轴向下坐标转Y轴向上坐标
|
||||
* @param pos Y轴向下坐标系中的位置
|
||||
* @param height 画布/屏幕高度
|
||||
* @return Y轴向上坐标系中的位置
|
||||
*/
|
||||
inline Vec2 unflipY(const Vec2 &pos, float height) {
|
||||
return {pos.x, height - pos.y};
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 矩阵工具函数
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief 从变换矩阵提取位置
|
||||
* @param matrix 4x4变换矩阵
|
||||
* @return 提取的位置向量
|
||||
*/
|
||||
inline Vec2 extractPosition(const glm::mat4 &matrix) {
|
||||
return {matrix[3][0], matrix[3][1]};
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从变换矩阵提取缩放
|
||||
* @param matrix 4x4变换矩阵
|
||||
* @return 提取的缩放向量
|
||||
*/
|
||||
inline Vec2 extractScale(const glm::mat4 &matrix) {
|
||||
float scaleX =
|
||||
std::sqrt(matrix[0][0] * matrix[0][0] + matrix[0][1] * matrix[0][1]);
|
||||
float scaleY =
|
||||
std::sqrt(matrix[1][0] * matrix[1][0] + matrix[1][1] * matrix[1][1]);
|
||||
return {scaleX, scaleY};
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从变换矩阵提取旋转角度
|
||||
* @param matrix 4x4变换矩阵
|
||||
* @return 提取的旋转角度(度数)
|
||||
*/
|
||||
inline float extractRotation(const glm::mat4 &matrix) {
|
||||
return std::atan2(matrix[0][1], matrix[0][0]) * RAD_TO_DEG;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 碰撞检测工具
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief 判断点是否在矩形内
|
||||
* @param point 要检测的点
|
||||
* @param rect 矩形区域
|
||||
* @return 如果点在矩形内返回 true,否则返回 false
|
||||
*/
|
||||
inline bool pointInRect(const Vec2 &point, const Rect &rect) {
|
||||
return point.x >= rect.left() && point.x <= rect.right() &&
|
||||
point.y >= rect.top() && point.y <= rect.bottom();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 判断点是否在圆内
|
||||
* @param point 要检测的点
|
||||
* @param center 圆心
|
||||
* @param radius 圆的半径
|
||||
* @return 如果点在圆内返回 true,否则返回 false
|
||||
*/
|
||||
inline bool pointInCircle(const Vec2 &point, const Vec2 ¢er, float radius) {
|
||||
float dx = point.x - center.x;
|
||||
float dy = point.y - center.y;
|
||||
return (dx * dx + dy * dy) <= (radius * radius);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 判断两个矩形是否相交
|
||||
* @param a 第一个矩形
|
||||
* @param b 第二个矩形
|
||||
* @return 如果矩形相交返回 true,否则返回 false
|
||||
*/
|
||||
inline bool rectsIntersect(const Rect &a, const Rect &b) {
|
||||
return a.intersects(b);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 判断两个圆是否相交
|
||||
* @param center1 第一个圆的圆心
|
||||
* @param radius1 第一个圆的半径
|
||||
* @param center2 第二个圆的圆心
|
||||
* @param radius2 第二个圆的半径
|
||||
* @return 如果圆相交返回 true,否则返回 false
|
||||
*/
|
||||
inline bool circlesIntersect(const Vec2 ¢er1, float radius1,
|
||||
const Vec2 ¢er2, float radius2) {
|
||||
float dx = center2.x - center1.x;
|
||||
float dy = center2.y - center1.y;
|
||||
float distSq = dx * dx + dy * dy;
|
||||
float radiusSum = radius1 + radius2;
|
||||
return distSq <= (radiusSum * radiusSum);
|
||||
}
|
||||
|
||||
} // namespace math
|
||||
|
||||
} // namespace frostbite2D
|
||||
58
Fostbite2D/include/fostbite2D/core/types.h
Normal file
58
Fostbite2D/include/fostbite2D/core/types.h
Normal file
@@ -0,0 +1,58 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 宏定义
|
||||
// ---------------------------------------------------------------------------
|
||||
#define E2D_CONCAT_IMPL(a, b) a##b
|
||||
#define E2D_CONCAT(a, b) E2D_CONCAT_IMPL(a, b)
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 智能指针别名
|
||||
// ---------------------------------------------------------------------------
|
||||
template <typename T> using Ptr = std::shared_ptr<T>;
|
||||
template <typename T> using SharedPtr = std::shared_ptr<T>;
|
||||
|
||||
template <typename T> using UniquePtr = std::unique_ptr<T>;
|
||||
|
||||
template <typename T> using WeakPtr = std::weak_ptr<T>;
|
||||
|
||||
/// 创建 shared_ptr 的便捷函数
|
||||
template <typename T, typename... Args> inline Ptr<T> makePtr(Args &&...args) {
|
||||
return std::make_shared<T>(std::forward<Args>(args)...);
|
||||
}
|
||||
|
||||
template <typename T, typename... Args>
|
||||
inline SharedPtr<T> makeShared(Args &&...args) {
|
||||
return std::make_shared<T>(std::forward<Args>(args)...);
|
||||
}
|
||||
|
||||
/// 创建 unique_ptr 的便捷函数
|
||||
template <typename T, typename... Args>
|
||||
inline UniquePtr<T> makeUnique(Args &&...args) {
|
||||
return std::make_unique<T>(std::forward<Args>(args)...);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 函数别名
|
||||
// ---------------------------------------------------------------------------
|
||||
template <typename Sig> using Function = std::function<Sig>;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// 基础类型别名
|
||||
// ---------------------------------------------------------------------------
|
||||
using int8 = std::int8_t;
|
||||
using int16 = std::int16_t;
|
||||
using int32 = std::int32_t;
|
||||
using int64 = std::int64_t;
|
||||
using uint8 = std::uint8_t;
|
||||
using uint16 = std::uint16_t;
|
||||
using uint32 = std::uint32_t;
|
||||
using uint64 = std::uint64_t;
|
||||
|
||||
} // namespace frostbite2D
|
||||
93
Fostbite2D/include/fostbite2D/module/module.h
Normal file
93
Fostbite2D/include/fostbite2D/module/module.h
Normal file
@@ -0,0 +1,93 @@
|
||||
#pragma once
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
/**
|
||||
* @brief 模块基类
|
||||
* 所有模块只需继承此类,实现需要的生命周期方法
|
||||
*/
|
||||
class Module {
|
||||
public:
|
||||
/**
|
||||
* @brief 虚析构函数
|
||||
*/
|
||||
virtual ~Module() = default;
|
||||
|
||||
/**
|
||||
* @brief 设置模块(初始化)
|
||||
* 在 Application::run() 开始前调用
|
||||
*/
|
||||
virtual void setupModule() {}
|
||||
|
||||
/**
|
||||
* @brief 销毁模块
|
||||
* 在 Application 关闭时调用
|
||||
*/
|
||||
virtual void destroyModule() {}
|
||||
|
||||
/**
|
||||
* @brief 更新时
|
||||
* 每帧调用
|
||||
* @param ctx 更新上下文
|
||||
*/
|
||||
virtual void onUpdate() { }
|
||||
|
||||
/**
|
||||
* @brief 渲染前
|
||||
* 在渲染开始前调用
|
||||
* @param ctx 渲染上下文
|
||||
*/
|
||||
virtual void beforeRender() { }
|
||||
|
||||
/**
|
||||
* @brief 渲染时
|
||||
* 在渲染阶段调用
|
||||
* @param ctx 渲染上下文
|
||||
*/
|
||||
virtual void onRender() {}
|
||||
|
||||
/**
|
||||
* @brief 渲染后
|
||||
* 在渲染完成后调用
|
||||
* @param ctx 渲染上下文
|
||||
*/
|
||||
virtual void afterRender() { }
|
||||
|
||||
/**
|
||||
* @brief 事件处理
|
||||
* 处理系统事件
|
||||
* @param ctx 事件上下文
|
||||
*/
|
||||
virtual void handleEvent() { }
|
||||
|
||||
/**
|
||||
* @brief 获取模块名称
|
||||
* @return 模块名称字符串
|
||||
*/
|
||||
virtual const char *getName() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取模块优先级
|
||||
* 数值越小越先执行
|
||||
* @return 优先级值
|
||||
*/
|
||||
virtual int getPriority() const { return 0; }
|
||||
|
||||
/**
|
||||
* @brief 检查模块是否已初始化
|
||||
* @return 已初始化返回 true
|
||||
*/
|
||||
bool isInitialized() const { return initialized_; }
|
||||
|
||||
protected:
|
||||
friend class Application;
|
||||
|
||||
/**
|
||||
* @brief 设置初始化状态
|
||||
* @param initialized 初始化状态
|
||||
*/
|
||||
void setInitialized(bool initialized) { initialized_ = initialized; }
|
||||
|
||||
bool initialized_ = false;
|
||||
};
|
||||
} // namespace frostbite2D
|
||||
272
Fostbite2D/include/fostbite2D/platform/window.h
Normal file
272
Fostbite2D/include/fostbite2D/platform/window.h
Normal file
@@ -0,0 +1,272 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <fostbite2D/core/math_types.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <functional>
|
||||
#include <string>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
/**
|
||||
* \~chinese
|
||||
* @brief 鼠标指针类型
|
||||
*/
|
||||
enum class CursorType {
|
||||
Arrow, ///< 指针
|
||||
TextInput, ///< 文本
|
||||
Hand, ///< 手
|
||||
SizeAll, ///< 指向四个方向的箭头
|
||||
SizeWE, ///< 指向左右方向的箭头
|
||||
SizeNS, ///< 指向上下方向的箭头
|
||||
SizeNESW, ///< 指向左下到右上方向的箭头
|
||||
SizeNWSE, ///< 指向左上到右下方向的箭头
|
||||
No, ///< 禁止
|
||||
};
|
||||
|
||||
/**
|
||||
* \~chinese
|
||||
* @brief 分辨率
|
||||
*/
|
||||
struct Resolution {
|
||||
uint32_t width = 0; ///< 分辨率宽度
|
||||
uint32_t height = 0; ///< 分辨率高度
|
||||
uint32_t refresh_rate = 0; ///< 刷新率
|
||||
|
||||
Resolution() = default;
|
||||
|
||||
Resolution(uint32_t width, uint32_t height, uint32_t refresh_rate)
|
||||
: width(width), height(height), refresh_rate(refresh_rate) {}
|
||||
};
|
||||
|
||||
/**
|
||||
* \~chinese
|
||||
* @brief 图标
|
||||
*/
|
||||
struct Icon {
|
||||
Icon() = default;
|
||||
|
||||
Icon(std::string file_path) : file_path(file_path) {}
|
||||
|
||||
std::string file_path; ///< 文件路径
|
||||
|
||||
#if defined(_WIN32)
|
||||
uint32_t resource_id = 0; ///< 资源ID,仅在windows上生效
|
||||
|
||||
Icon(uint32_t resource_id) : resource_id(resource_id) {}
|
||||
#endif
|
||||
};
|
||||
|
||||
/**
|
||||
* \~chinese
|
||||
* @brief 窗口设置
|
||||
*/
|
||||
struct WindowConfig {
|
||||
uint32_t width = 640; ///< 窗口宽度
|
||||
uint32_t height = 480; ///< 窗口高度
|
||||
std::string title = "fostbite2D Game"; ///< 窗口标题
|
||||
Icon icon; ///< 窗口图标
|
||||
bool resizable = false; ///< 窗口大小可调整
|
||||
bool fullscreen = false; ///< 窗口全屏
|
||||
bool borderless = false; ///< 无边框窗口
|
||||
bool decorated = true; ///< 窗口装饰
|
||||
int multisamples = 0; ///< 多重采样数
|
||||
bool centered = true; ///< 窗口是否居中
|
||||
bool vsync = true; ///< 是否启用垂直同步
|
||||
bool showCursor = true; ///< 是否显示光标
|
||||
};
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window() = default;
|
||||
virtual ~Window() = default;
|
||||
|
||||
/**
|
||||
* @brief 创建窗口
|
||||
* @param cfg 窗口配置
|
||||
* @return 创建是否成功
|
||||
*/
|
||||
virtual bool create(const WindowConfig &cfg);
|
||||
|
||||
/**
|
||||
* @brief 销毁窗口
|
||||
*/
|
||||
virtual void destroy();
|
||||
|
||||
/**
|
||||
* @brief 轮询事件
|
||||
*/
|
||||
virtual void poll();
|
||||
|
||||
/**
|
||||
* @brief 交换缓冲区
|
||||
*/
|
||||
virtual void swap();
|
||||
|
||||
/**
|
||||
* @brief 设置窗口关闭标志
|
||||
*/
|
||||
virtual void close();
|
||||
|
||||
/**
|
||||
* @brief 设置窗口标题
|
||||
*/
|
||||
virtual void setTitle(const std::string &title);
|
||||
|
||||
/**
|
||||
* @brief 设置窗口大小
|
||||
*/
|
||||
virtual void setSize(int w, int h);
|
||||
|
||||
/**
|
||||
* @brief 设置窗口位置
|
||||
*/
|
||||
virtual void setPos(int x, int y);
|
||||
|
||||
/**
|
||||
* @brief 设置全屏模式
|
||||
*/
|
||||
virtual void setFullscreen(bool fs);
|
||||
|
||||
/**
|
||||
* @brief 设置垂直同步
|
||||
*/
|
||||
virtual void setVSync(bool vsync);
|
||||
|
||||
/**
|
||||
* @brief 设置窗口可见性
|
||||
*/
|
||||
virtual void setVisible(bool visible);
|
||||
|
||||
/**
|
||||
* @brief 获取窗口宽度
|
||||
*/
|
||||
virtual int width() const;
|
||||
|
||||
/**
|
||||
* @brief 获取窗口高度
|
||||
*/
|
||||
virtual int height() const;
|
||||
|
||||
/**
|
||||
* @brief 获取窗口大小
|
||||
*/
|
||||
virtual Size size() const;
|
||||
|
||||
/**
|
||||
* @brief 获取窗口位置
|
||||
*/
|
||||
virtual Vec2 pos() const;
|
||||
|
||||
/**
|
||||
* @brief 是否全屏
|
||||
*/
|
||||
virtual bool fullscreen() const;
|
||||
|
||||
/**
|
||||
* @brief 是否启用垂直同步
|
||||
*/
|
||||
virtual bool vsync() const;
|
||||
|
||||
/**
|
||||
* @brief 窗口是否获得焦点
|
||||
*/
|
||||
virtual bool focused() const;
|
||||
|
||||
/**
|
||||
* @brief 窗口是否最小化
|
||||
*/
|
||||
virtual bool minimized() const;
|
||||
|
||||
/**
|
||||
* @brief 获取内容缩放X
|
||||
*/
|
||||
virtual float scaleX() const;
|
||||
|
||||
/**
|
||||
* @brief 获取内容缩放Y
|
||||
*/
|
||||
virtual float scaleY() const;
|
||||
|
||||
/**
|
||||
* @brief 设置光标形状
|
||||
*/
|
||||
virtual void setCursor(CursorType cursor);
|
||||
|
||||
/**
|
||||
* @brief 显示/隐藏光标
|
||||
*/
|
||||
virtual void showCursor(bool show);
|
||||
|
||||
/**
|
||||
* @brief 锁定/解锁光标
|
||||
*/
|
||||
virtual void lockCursor(bool lock);
|
||||
|
||||
/**
|
||||
* @brief 窗口大小改变回调
|
||||
*/
|
||||
using ResizeCb = std::function<void(int, int)>;
|
||||
|
||||
/**
|
||||
* @brief 窗口关闭回调
|
||||
*/
|
||||
using CloseCb = std::function<void()>;
|
||||
|
||||
/**
|
||||
* @brief 窗口焦点改变回调
|
||||
*/
|
||||
using FocusCb = std::function<void(bool)>;
|
||||
|
||||
/**
|
||||
* @brief 设置大小改变回调
|
||||
*/
|
||||
virtual void onResize(ResizeCb cb);
|
||||
|
||||
/**
|
||||
* @brief 设置关闭回调
|
||||
*/
|
||||
virtual void onClose(CloseCb cb);
|
||||
|
||||
/**
|
||||
* @brief 设置焦点改变回调
|
||||
*/
|
||||
virtual void onFocus(FocusCb cb);
|
||||
|
||||
/**
|
||||
* @brief 获取原生窗口句柄
|
||||
*/
|
||||
virtual void *native() const;
|
||||
|
||||
/**
|
||||
* @brief 获取 SDL 窗口句柄
|
||||
*/
|
||||
SDL_Window *sdlWindow() const { return sdlWindow_; }
|
||||
|
||||
/**
|
||||
* @brief 获取 OpenGL 上下文
|
||||
*/
|
||||
SDL_GLContext glContext() const { return glContext_; }
|
||||
|
||||
private:
|
||||
SDL_Window *sdlWindow_ = nullptr;
|
||||
SDL_GLContext glContext_ = nullptr;
|
||||
|
||||
int width_ = 1280;
|
||||
int height_ = 720;
|
||||
bool fullscreen_ = false;
|
||||
bool vsync_ = true;
|
||||
bool focused_ = true;
|
||||
bool minimized_ = false;
|
||||
bool shouldClose_ = false;
|
||||
float scaleX_ = 1.0f;
|
||||
float scaleY_ = 1.0f;
|
||||
bool cursorVisible_ = true;
|
||||
bool cursorLocked_ = false;
|
||||
|
||||
ResizeCb resizeCb_;
|
||||
CloseCb closeCb_;
|
||||
FocusCb focusCb_;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
92
Fostbite2D/include/fostbite2D/render/camera.h
Normal file
92
Fostbite2D/include/fostbite2D/render/camera.h
Normal file
@@ -0,0 +1,92 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/math_types.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <glm/mat4x4.hpp>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ============================================================================
|
||||
// 2D 正交相机 - 简化版本,无服务和模块依赖
|
||||
// ============================================================================
|
||||
class Camera {
|
||||
public:
|
||||
Camera();
|
||||
Camera(float left, float right, float bottom, float top);
|
||||
Camera(const Size &viewport);
|
||||
~Camera() = default;
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 位置和变换
|
||||
// ------------------------------------------------------------------------
|
||||
void setPosition(const Vec2 &position);
|
||||
void setPosition(float x, float y);
|
||||
Vec2 getPosition() const { return position_; }
|
||||
|
||||
void setRotation(float degrees);
|
||||
float getRotation() const { return rotation_; }
|
||||
|
||||
void setZoom(float zoom);
|
||||
float getZoom() const { return zoom_; }
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 视口设置
|
||||
// ------------------------------------------------------------------------
|
||||
void setViewport(float left, float right, float bottom, float top);
|
||||
void setViewport(const Rect &rect);
|
||||
Rect getViewport() const;
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 矩阵获取
|
||||
// ------------------------------------------------------------------------
|
||||
glm::mat4 getViewMatrix() const;
|
||||
glm::mat4 getProjectionMatrix() const;
|
||||
glm::mat4 getViewProjectionMatrix() const;
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 坐标转换
|
||||
// ------------------------------------------------------------------------
|
||||
Vec2 screenToWorld(const Vec2 &screenPos) const;
|
||||
Vec2 worldToScreen(const Vec2 &worldPos) const;
|
||||
Vec2 screenToWorld(float x, float y) const;
|
||||
Vec2 worldToScreen(float x, float y) const;
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 移动相机
|
||||
// ------------------------------------------------------------------------
|
||||
void move(const Vec2 &offset);
|
||||
void move(float x, float y);
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 边界限制
|
||||
// ------------------------------------------------------------------------
|
||||
void setBounds(const Rect &bounds);
|
||||
void clearBounds();
|
||||
void clampToBounds();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 快捷方法:看向某点
|
||||
// ------------------------------------------------------------------------
|
||||
void lookAt(const Vec2 &target);
|
||||
|
||||
private:
|
||||
Vec2 position_ = Vec2::Zero();
|
||||
float rotation_ = 0.0f;
|
||||
float zoom_ = 1.0f;
|
||||
|
||||
float left_ = -1.0f;
|
||||
float right_ = 1.0f;
|
||||
float bottom_ = -1.0f;
|
||||
float top_ = 1.0f;
|
||||
|
||||
Rect bounds_;
|
||||
bool hasBounds_ = false;
|
||||
|
||||
mutable glm::mat4 viewMatrix_;
|
||||
mutable glm::mat4 projMatrix_;
|
||||
mutable glm::mat4 vpMatrix_;
|
||||
mutable bool viewDirty_ = true;
|
||||
mutable bool projDirty_ = true;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
87
Fostbite2D/include/fostbite2D/render/font.h
Normal file
87
Fostbite2D/include/fostbite2D/render/font.h
Normal file
@@ -0,0 +1,87 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/color.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <fostbite2D/core/math_types.h>
|
||||
#include <string>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ============================================================================
|
||||
// 字形信息
|
||||
// ============================================================================
|
||||
struct Glyph {
|
||||
float u0, v0; // 纹理坐标左下角
|
||||
float u1, v1; // 纹理坐标右上角
|
||||
float width; // 字形宽度(像素)
|
||||
float height; // 字形高度(像素)
|
||||
float bearingX; // 水平偏移
|
||||
float bearingY; // 垂直偏移
|
||||
float advance; // 前进距离
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// 字体图集接口
|
||||
// ============================================================================
|
||||
class FontAtlas {
|
||||
public:
|
||||
virtual ~FontAtlas() = default;
|
||||
|
||||
/**
|
||||
* @brief 获取字形信息
|
||||
* @param codepoint Unicode码点
|
||||
* @return 字形信息指针
|
||||
*/
|
||||
virtual const Glyph *getGlyph(char32_t codepoint) const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取纹理
|
||||
* @return 纹理指针
|
||||
*/
|
||||
virtual class Texture *getTexture() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取字体大小
|
||||
* @return 字体大小(像素)
|
||||
*/
|
||||
virtual int getFontSize() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取字体上升高度
|
||||
* @return 上升高度
|
||||
*/
|
||||
virtual float getAscent() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取字体下降高度
|
||||
* @return 下降高度
|
||||
*/
|
||||
virtual float getDescent() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取行间距
|
||||
* @return 行间距
|
||||
*/
|
||||
virtual float getLineGap() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取行高
|
||||
* @return 行高
|
||||
*/
|
||||
virtual float getLineHeight() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 计算文字尺寸
|
||||
* @param text 要测量的文本
|
||||
* @return 文本的宽度和高度
|
||||
*/
|
||||
virtual Vec2 measureText(const std::string &text) = 0;
|
||||
|
||||
/**
|
||||
* @brief 是否支持 SDF 渲染
|
||||
* @return 支持SDF返回true
|
||||
*/
|
||||
virtual bool isSDF() const = 0;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
85
Fostbite2D/include/fostbite2D/render/opengl/gl_font_atlas.h
Normal file
85
Fostbite2D/include/fostbite2D/render/opengl/gl_font_atlas.h
Normal file
@@ -0,0 +1,85 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/color.h>
|
||||
#include <fostbite2D/core/math_types.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <fostbite2D/render/font.h>
|
||||
#include <fostbite2D/render/opengl/gl_texture.h>
|
||||
#include <fostbite2D/render/texture.h>
|
||||
#include <memory>
|
||||
#include <stb/stb_rect_pack.h>
|
||||
#include <stb/stb_truetype.h>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ============================================================================
|
||||
// OpenGL 字体图集实现 - 使用 stb_rect_pack 进行矩形打包
|
||||
// ============================================================================
|
||||
class GLFontAtlas : public FontAtlas {
|
||||
public:
|
||||
/**
|
||||
* @brief 构造函数,从字体文件初始化字体图集
|
||||
* @param filepath 字体文件路径
|
||||
* @param fontSize 字体大小(像素)
|
||||
* @param useSDF 是否使用有符号距离场渲染
|
||||
*/
|
||||
GLFontAtlas(const std::string &filepath, int fontSize, bool useSDF = false);
|
||||
|
||||
/**
|
||||
* @brief 析构函数
|
||||
*/
|
||||
~GLFontAtlas();
|
||||
|
||||
// FontAtlas 接口实现
|
||||
const Glyph *getGlyph(char32_t codepoint) const override;
|
||||
Texture *getTexture() const override { return texture_.get(); }
|
||||
int getFontSize() const override { return fontSize_; }
|
||||
float getAscent() const override { return ascent_; }
|
||||
float getDescent() const override { return descent_; }
|
||||
float getLineGap() const override { return lineGap_; }
|
||||
float getLineHeight() const override { return ascent_ - descent_ + lineGap_; }
|
||||
Vec2 measureText(const std::string &text) override;
|
||||
bool isSDF() const override { return useSDF_; }
|
||||
|
||||
private:
|
||||
// 图集配置 - 增大尺寸以支持更多字符
|
||||
static constexpr int ATLAS_WIDTH = 1024;
|
||||
static constexpr int ATLAS_HEIGHT = 1024;
|
||||
static constexpr int PADDING = 2; // 字形之间的间距
|
||||
|
||||
int fontSize_;
|
||||
bool useSDF_;
|
||||
mutable std::unique_ptr<GLTexture> texture_;
|
||||
mutable std::unordered_map<char32_t, Glyph> glyphs_;
|
||||
|
||||
// stb_rect_pack 上下文
|
||||
mutable stbrp_context packContext_;
|
||||
mutable std::vector<stbrp_node> packNodes_;
|
||||
mutable int currentY_;
|
||||
|
||||
std::vector<unsigned char> fontData_;
|
||||
stbtt_fontinfo fontInfo_;
|
||||
float scale_;
|
||||
float ascent_;
|
||||
float descent_;
|
||||
float lineGap_;
|
||||
|
||||
// 预分配字形位图缓冲区,避免每次动态分配
|
||||
mutable std::vector<uint8_t> glyphBitmapCache_;
|
||||
mutable std::vector<uint8_t> glyphRgbaCache_;
|
||||
|
||||
/**
|
||||
* @brief 创建字体图集纹理
|
||||
*/
|
||||
void createAtlas();
|
||||
|
||||
/**
|
||||
* @brief 缓存字形到图集
|
||||
* @param codepoint Unicode码点
|
||||
*/
|
||||
void cacheGlyph(char32_t codepoint) const;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
316
Fostbite2D/include/fostbite2D/render/opengl/gl_renderer.h
Normal file
316
Fostbite2D/include/fostbite2D/render/opengl/gl_renderer.h
Normal file
@@ -0,0 +1,316 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/color.h>
|
||||
#include <fostbite2D/core/math_types.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <fostbite2D/render/font.h>
|
||||
#include <fostbite2D/render/opengl/gl_sprite_batch.h>
|
||||
#include <fostbite2D/render/shader/shader_interface.h>
|
||||
#include <fostbite2D/render/texture.h>
|
||||
|
||||
#include <array>
|
||||
#include <glad/glad.h>
|
||||
#include <vector>
|
||||
|
||||
struct SDL_Window;
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// 混合模式枚举
|
||||
enum class BlendMode { None, Alpha, Additive, Multiply };
|
||||
|
||||
// 渲染统计信息
|
||||
struct RenderStats {
|
||||
uint32_t drawCalls = 0;
|
||||
uint32_t triangleCount = 0;
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// OpenGL 渲染器实现
|
||||
// ============================================================================
|
||||
class GLRenderer {
|
||||
public:
|
||||
GLRenderer();
|
||||
~GLRenderer();
|
||||
|
||||
/**
|
||||
* @brief 初始化OpenGL渲染器
|
||||
* @param window SDL窗口指针
|
||||
* @return 初始化成功返回true,失败返回false
|
||||
*/
|
||||
bool init(SDL_Window *window);
|
||||
|
||||
/**
|
||||
* @brief 关闭渲染器,释放所有GPU资源
|
||||
*/
|
||||
void shutdown();
|
||||
|
||||
/**
|
||||
* @brief 开始新帧,清除颜色缓冲区并重置统计信息
|
||||
* @param clearColor 清屏颜色
|
||||
*/
|
||||
void beginFrame(const Color &clearColor);
|
||||
|
||||
/**
|
||||
* @brief 结束当前帧,刷新所有待处理的渲染批次
|
||||
*/
|
||||
void endFrame();
|
||||
|
||||
/**
|
||||
* @brief 设置视口区域
|
||||
* @param x 视口左下角X坐标
|
||||
* @param y 视口左下角Y坐标
|
||||
* @param width 视口宽度
|
||||
* @param height 视口高度
|
||||
*/
|
||||
void setViewport(int x, int y, int width, int height);
|
||||
|
||||
/**
|
||||
* @brief 设置垂直同步
|
||||
* @param enabled true启用垂直同步,false禁用
|
||||
*/
|
||||
void setVSync(bool enabled);
|
||||
|
||||
/**
|
||||
* @brief 设置混合模式
|
||||
* @param mode 混合模式枚举值
|
||||
*/
|
||||
void setBlendMode(BlendMode mode);
|
||||
|
||||
/**
|
||||
* @brief 设置视图投影矩阵
|
||||
* @param matrix 4x4视图投影矩阵
|
||||
*/
|
||||
void setViewProjection(const glm::mat4 &matrix);
|
||||
|
||||
/**
|
||||
* @brief 压入变换矩阵到变换栈
|
||||
* @param transform 变换矩阵
|
||||
*/
|
||||
void pushTransform(const glm::mat4 &transform);
|
||||
|
||||
/**
|
||||
* @brief 从变换栈弹出顶部变换矩阵
|
||||
*/
|
||||
void popTransform();
|
||||
|
||||
/**
|
||||
* @brief 获取当前累积的变换矩阵
|
||||
* @return 当前变换矩阵,如果栈为空则返回单位矩阵
|
||||
*/
|
||||
glm::mat4 getCurrentTransform() const;
|
||||
|
||||
/**
|
||||
* @brief 创建纹理对象
|
||||
* @param width 纹理宽度
|
||||
* @param height 纹理高度
|
||||
* @param pixels 像素数据指针
|
||||
* @param channels 颜色通道数
|
||||
* @return 创建的纹理智能指针
|
||||
*/
|
||||
Ptr<Texture> createTexture(int width, int height, const uint8_t *pixels,
|
||||
int channels);
|
||||
|
||||
/**
|
||||
* @brief 从文件加载纹理
|
||||
* @param filepath 纹理文件路径
|
||||
* @return 加载的纹理智能指针
|
||||
*/
|
||||
Ptr<Texture> loadTexture(const std::string &filepath);
|
||||
|
||||
/**
|
||||
* @brief 开始精灵批处理
|
||||
*/
|
||||
void beginSpriteBatch();
|
||||
|
||||
/**
|
||||
* @brief 绘制精灵(带完整参数)
|
||||
* @param texture 纹理引用
|
||||
* @param destRect 目标矩形(屏幕坐标)
|
||||
* @param srcRect 源矩形(纹理坐标)
|
||||
* @param tint 着色颜色
|
||||
* @param rotation 旋转角度(度)
|
||||
* @param anchor 锚点位置(0-1范围)
|
||||
*/
|
||||
void drawSprite(const Texture &texture, const Rect &destRect,
|
||||
const Rect &srcRect, const Color &tint, float rotation,
|
||||
const Vec2 &anchor);
|
||||
|
||||
/**
|
||||
* @brief 绘制精灵(简化版本)
|
||||
* @param texture 纹理引用
|
||||
* @param position 绘制位置
|
||||
* @param tint 着色颜色
|
||||
*/
|
||||
void drawSprite(const Texture &texture, const Vec2 &position,
|
||||
const Color &tint);
|
||||
|
||||
/**
|
||||
* @brief 结束精灵批处理并提交绘制
|
||||
*/
|
||||
void endSpriteBatch();
|
||||
|
||||
/**
|
||||
* @brief 绘制线段
|
||||
* @param start 起点坐标
|
||||
* @param end 终点坐标
|
||||
* @param color 线条颜色
|
||||
* @param width 线条宽度
|
||||
*/
|
||||
void drawLine(const Vec2 &start, const Vec2 &end, const Color &color,
|
||||
float width);
|
||||
|
||||
/**
|
||||
* @brief 绘制矩形边框
|
||||
* @param rect 矩形区域
|
||||
* @param color 边框颜色
|
||||
* @param width 线条宽度
|
||||
*/
|
||||
void drawRect(const Rect &rect, const Color &color, float width);
|
||||
|
||||
/**
|
||||
* @brief 填充矩形
|
||||
* @param rect 矩形区域
|
||||
* @param color 填充颜色
|
||||
*/
|
||||
void fillRect(const Rect &rect, const Color &color);
|
||||
|
||||
/**
|
||||
* @brief 绘制圆形边框
|
||||
* @param center 圆心坐标
|
||||
* @param radius 半径
|
||||
* @param color 边框颜色
|
||||
* @param segments 分段数
|
||||
* @param width 线条宽度
|
||||
*/
|
||||
void drawCircle(const Vec2 ¢er, float radius, const Color &color,
|
||||
int segments, float width);
|
||||
|
||||
/**
|
||||
* @brief 填充圆形
|
||||
* @param center 圆心坐标
|
||||
* @param radius 半径
|
||||
* @param color 填充颜色
|
||||
* @param segments 分段数
|
||||
*/
|
||||
void fillCircle(const Vec2 ¢er, float radius, const Color &color,
|
||||
int segments);
|
||||
|
||||
/**
|
||||
* @brief 绘制三角形边框
|
||||
* @param p1 第一个顶点
|
||||
* @param p2 第二个顶点
|
||||
* @param p3 第三个顶点
|
||||
* @param color 边框颜色
|
||||
* @param width 线条宽度
|
||||
*/
|
||||
void drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3,
|
||||
const Color &color, float width);
|
||||
|
||||
/**
|
||||
* @brief 填充三角形
|
||||
* @param p1 第一个顶点
|
||||
* @param p2 第二个顶点
|
||||
* @param p3 第三个顶点
|
||||
* @param color 填充颜色
|
||||
*/
|
||||
void fillTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3,
|
||||
const Color &color);
|
||||
|
||||
/**
|
||||
* @brief 绘制多边形边框
|
||||
* @param points 顶点数组
|
||||
* @param color 边框颜色
|
||||
* @param width 线条宽度
|
||||
*/
|
||||
void drawPolygon(const std::vector<Vec2> &points, const Color &color,
|
||||
float width);
|
||||
|
||||
/**
|
||||
* @brief 填充多边形
|
||||
* @param points 顶点数组
|
||||
* @param color 填充颜色
|
||||
*/
|
||||
void fillPolygon(const std::vector<Vec2> &points, const Color &color);
|
||||
|
||||
/**
|
||||
* @brief 绘制文本
|
||||
* @param font 字体图集引用
|
||||
* @param text 文本内容
|
||||
* @param position 绘制位置
|
||||
* @param color 文本颜色
|
||||
*/
|
||||
void drawText(const FontAtlas &font, const std::string &text,
|
||||
const Vec2 &position, const Color &color);
|
||||
|
||||
/**
|
||||
* @brief 绘制文本(使用浮点坐标)
|
||||
* @param font 字体图集引用
|
||||
* @param text 文本内容
|
||||
* @param x X坐标
|
||||
* @param y Y坐标
|
||||
* @param color 文本颜色
|
||||
*/
|
||||
void drawText(const FontAtlas &font, const std::string &text, float x,
|
||||
float y, const Color &color);
|
||||
|
||||
/**
|
||||
* @brief 获取渲染统计信息
|
||||
* @return 渲染统计信息
|
||||
*/
|
||||
RenderStats getStats() const { return stats_; }
|
||||
|
||||
/**
|
||||
* @brief 重置渲染统计信息
|
||||
*/
|
||||
void resetStats();
|
||||
|
||||
private:
|
||||
// 形状批处理常量
|
||||
static constexpr size_t MAX_CIRCLE_SEGMENTS = 128;
|
||||
static constexpr size_t MAX_SHAPE_VERTICES = 8192; // 最大形状顶点数
|
||||
static constexpr size_t MAX_LINE_VERTICES = 16384; // 最大线条顶点数
|
||||
|
||||
// 形状顶点结构(包含颜色)
|
||||
struct ShapeVertex {
|
||||
float x, y;
|
||||
float r, g, b, a;
|
||||
};
|
||||
|
||||
SDL_Window *window_;
|
||||
GLSpriteBatch spriteBatch_;
|
||||
Ptr<IShader> shapeShader_;
|
||||
|
||||
GLuint shapeVao_;
|
||||
GLuint shapeVbo_;
|
||||
GLuint lineVao_; // 线条专用 VAO
|
||||
GLuint lineVbo_; // 线条专用 VBO
|
||||
|
||||
glm::mat4 viewProjection_;
|
||||
std::vector<glm::mat4> transformStack_;
|
||||
RenderStats stats_;
|
||||
bool vsync_;
|
||||
|
||||
// 形状批处理缓冲区(预分配,避免每帧内存分配)
|
||||
std::array<ShapeVertex, MAX_SHAPE_VERTICES> shapeVertexCache_;
|
||||
size_t shapeVertexCount_ = 0;
|
||||
GLenum currentShapeMode_ = GL_TRIANGLES;
|
||||
|
||||
// 线条批处理缓冲区
|
||||
std::array<ShapeVertex, MAX_LINE_VERTICES> lineVertexCache_;
|
||||
size_t lineVertexCount_ = 0;
|
||||
float currentLineWidth_ = 1.0f;
|
||||
|
||||
// OpenGL 状态缓存
|
||||
BlendMode cachedBlendMode_ = BlendMode::None;
|
||||
bool blendEnabled_ = false;
|
||||
|
||||
void initShapeRendering();
|
||||
void flushShapeBatch();
|
||||
void flushLineBatch();
|
||||
void addShapeVertex(float x, float y, const Color &color);
|
||||
void addLineVertex(float x, float y, const Color &color);
|
||||
void submitShapeBatch(GLenum mode);
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
194
Fostbite2D/include/fostbite2D/render/opengl/gl_shader.h
Normal file
194
Fostbite2D/include/fostbite2D/render/opengl/gl_shader.h
Normal file
@@ -0,0 +1,194 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/color.h>
|
||||
#include <fostbite2D/render/shader/shader_interface.h>
|
||||
#include <glad/glad.h>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
class GLShader : public IShader {
|
||||
public:
|
||||
/**
|
||||
* @brief 构造函数
|
||||
*/
|
||||
GLShader();
|
||||
|
||||
/**
|
||||
* @brief 析构函数
|
||||
*/
|
||||
~GLShader() override;
|
||||
|
||||
/**
|
||||
* @brief 绑定Shader程序
|
||||
*/
|
||||
void bind() const override;
|
||||
|
||||
/**
|
||||
* @brief 解绑Shader程序
|
||||
*/
|
||||
void unbind() const override;
|
||||
|
||||
/**
|
||||
* @brief 设置布尔类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 布尔值
|
||||
*/
|
||||
void setBool(const std::string &name, bool value) override;
|
||||
|
||||
/**
|
||||
* @brief 设置整数类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 整数值
|
||||
*/
|
||||
void setInt(const std::string &name, int value) override;
|
||||
|
||||
/**
|
||||
* @brief 设置浮点类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 浮点值
|
||||
*/
|
||||
void setFloat(const std::string &name, float value) override;
|
||||
|
||||
/**
|
||||
* @brief 设置二维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 二维向量值
|
||||
*/
|
||||
void setVec2(const std::string &name, const glm::vec2 &value) override;
|
||||
|
||||
/**
|
||||
* @brief 设置三维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 三维向量值
|
||||
*/
|
||||
void setVec3(const std::string &name, const glm::vec3 &value) override;
|
||||
|
||||
/**
|
||||
* @brief 设置四维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 四维向量值
|
||||
*/
|
||||
void setVec4(const std::string &name, const glm::vec4 &value) override;
|
||||
|
||||
/**
|
||||
* @brief 设置4x4矩阵类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 4x4矩阵值
|
||||
*/
|
||||
void setMat4(const std::string &name, const glm::mat4 &value) override;
|
||||
|
||||
/**
|
||||
* @brief 设置颜色类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param color 颜色值
|
||||
*/
|
||||
void setColor(const std::string &name, const Color &color) override;
|
||||
|
||||
/**
|
||||
* @brief 检查Shader是否有效
|
||||
* @return 有效返回true,否则返回false
|
||||
*/
|
||||
bool isValid() const override { return programID_ != 0; }
|
||||
|
||||
/**
|
||||
* @brief 获取原生句柄(OpenGL程序ID)
|
||||
* @return OpenGL程序ID
|
||||
*/
|
||||
uint32_t getNativeHandle() const override { return programID_; }
|
||||
|
||||
/**
|
||||
* @brief 获取Shader名称
|
||||
* @return Shader名称
|
||||
*/
|
||||
const std::string &getName() const override { return name_; }
|
||||
|
||||
/**
|
||||
* @brief 设置Shader名称
|
||||
* @param name Shader名称
|
||||
*/
|
||||
void setName(const std::string &name) override { name_ = name; }
|
||||
|
||||
/**
|
||||
* @brief 从源码编译Shader
|
||||
* @param vertexSource 顶点着色器源码
|
||||
* @param fragmentSource 片段着色器源码
|
||||
* @return 编译成功返回true,失败返回false
|
||||
*/
|
||||
bool compileFromSource(const char *vertexSource, const char *fragmentSource);
|
||||
|
||||
/**
|
||||
* @brief 从二进制数据创建Shader
|
||||
* @param binary 二进制数据
|
||||
* @return 创建成功返回true,失败返回false
|
||||
*/
|
||||
bool compileFromBinary(const std::vector<uint8_t> &binary);
|
||||
|
||||
/**
|
||||
* @brief 获取Shader二进制数据
|
||||
* @param outBinary 输出的二进制数据
|
||||
* @return 成功返回true,失败返回false
|
||||
*/
|
||||
bool getBinary(std::vector<uint8_t> &outBinary);
|
||||
|
||||
/**
|
||||
* @brief 获取OpenGL程序ID
|
||||
* @return OpenGL程序ID
|
||||
*/
|
||||
GLuint getProgramID() const { return programID_; }
|
||||
|
||||
private:
|
||||
GLuint programID_ = 0;
|
||||
std::string name_;
|
||||
std::unordered_map<std::string, GLint> uniformCache_;
|
||||
|
||||
/**
|
||||
* @brief 编译单个着色器
|
||||
* @param type 着色器类型
|
||||
* @param source 着色器源码
|
||||
* @return 着色器ID,失败返回0
|
||||
*/
|
||||
GLuint compileShader(GLenum type, const char *source);
|
||||
|
||||
/**
|
||||
* @brief 获取uniform位置
|
||||
* @param name uniform变量名
|
||||
* @return uniform位置
|
||||
*/
|
||||
GLint getUniformLocation(const std::string &name);
|
||||
};
|
||||
|
||||
class GLShaderFactory : public IShaderFactory {
|
||||
public:
|
||||
/**
|
||||
* @brief 从源码创建Shader
|
||||
* @param name Shader名称
|
||||
* @param vertSource 顶点着色器源码
|
||||
* @param fragSource 片段着色器源码
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
Ptr<IShader> createFromSource(const std::string &name,
|
||||
const std::string &vertSource,
|
||||
const std::string &fragSource) override;
|
||||
|
||||
/**
|
||||
* @brief 从缓存二进制创建Shader
|
||||
* @param name Shader名称
|
||||
* @param binary 编译后的二进制数据
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
Ptr<IShader> createFromBinary(const std::string &name,
|
||||
const std::vector<uint8_t> &binary) override;
|
||||
|
||||
/**
|
||||
* @brief 获取Shader的二进制数据
|
||||
* @param shader Shader实例
|
||||
* @param outBinary 输出的二进制数据
|
||||
* @return 成功返回true,失败返回false
|
||||
*/
|
||||
bool getShaderBinary(const IShader &shader,
|
||||
std::vector<uint8_t> &outBinary) override;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
@@ -0,0 +1,98 @@
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <fostbite2D/core/color.h>
|
||||
#include <fostbite2D/core/math_types.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <fostbite2D/render/shader/shader_interface.h>
|
||||
#include <fostbite2D/render/texture.h>
|
||||
#include <glm/mat4x4.hpp>
|
||||
#include <vector>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ============================================================================
|
||||
// OpenGL 精灵批渲染器 - 优化版本
|
||||
// ============================================================================
|
||||
class GLSpriteBatch {
|
||||
public:
|
||||
static constexpr size_t MAX_SPRITES = 10000;
|
||||
static constexpr size_t VERTICES_PER_SPRITE = 4;
|
||||
static constexpr size_t INDICES_PER_SPRITE = 6;
|
||||
static constexpr size_t MAX_VERTICES = MAX_SPRITES * VERTICES_PER_SPRITE;
|
||||
static constexpr size_t MAX_INDICES = MAX_SPRITES * INDICES_PER_SPRITE;
|
||||
|
||||
struct Vertex {
|
||||
glm::vec2 position;
|
||||
glm::vec2 texCoord;
|
||||
glm::vec4 color;
|
||||
};
|
||||
|
||||
struct SpriteData {
|
||||
glm::vec2 position;
|
||||
glm::vec2 size;
|
||||
glm::vec2 texCoordMin;
|
||||
glm::vec2 texCoordMax;
|
||||
glm::vec4 color;
|
||||
float rotation;
|
||||
glm::vec2 anchor;
|
||||
bool isSDF = false;
|
||||
};
|
||||
|
||||
GLSpriteBatch();
|
||||
~GLSpriteBatch();
|
||||
|
||||
bool init();
|
||||
void shutdown();
|
||||
|
||||
void begin(const glm::mat4 &viewProjection);
|
||||
void draw(const Texture &texture, const SpriteData &data);
|
||||
void end();
|
||||
|
||||
// 批量绘制接口 - 用于自动批处理
|
||||
void drawBatch(const Texture &texture,
|
||||
const std::vector<SpriteData> &sprites);
|
||||
|
||||
// 立即绘制(不缓存)
|
||||
void drawImmediate(const Texture &texture, const SpriteData &data);
|
||||
|
||||
// 统计
|
||||
uint32_t getDrawCallCount() const { return drawCallCount_; }
|
||||
uint32_t getSpriteCount() const { return spriteCount_; }
|
||||
uint32_t getBatchCount() const { return batchCount_; }
|
||||
|
||||
// 检查是否需要刷新
|
||||
bool needsFlush(const Texture &texture, bool isSDF) const;
|
||||
|
||||
private:
|
||||
GLuint vao_;
|
||||
GLuint vbo_;
|
||||
GLuint ibo_;
|
||||
Ptr<IShader> shader_;
|
||||
|
||||
// 使用固定大小数组减少内存分配
|
||||
std::array<Vertex, MAX_VERTICES> vertexBuffer_;
|
||||
size_t vertexCount_;
|
||||
|
||||
const Texture *currentTexture_;
|
||||
bool currentIsSDF_;
|
||||
glm::mat4 viewProjection_;
|
||||
|
||||
// 缓存上一帧的 viewProjection,避免重复设置
|
||||
glm::mat4 cachedViewProjection_;
|
||||
bool viewProjectionDirty_ = true;
|
||||
|
||||
uint32_t drawCallCount_;
|
||||
uint32_t spriteCount_;
|
||||
uint32_t batchCount_;
|
||||
|
||||
void flush();
|
||||
void setupShader();
|
||||
|
||||
// 添加顶点到缓冲区
|
||||
void addVertices(const SpriteData &data);
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
79
Fostbite2D/include/fostbite2D/render/opengl/gl_texture.h
Normal file
79
Fostbite2D/include/fostbite2D/render/opengl/gl_texture.h
Normal file
@@ -0,0 +1,79 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/color.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <fostbite2D/render/texture.h>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ============================================================================
|
||||
// OpenGL 纹理实现
|
||||
// ============================================================================
|
||||
class GLTexture : public Texture {
|
||||
public:
|
||||
GLTexture(int width, int height, const uint8_t *pixels, int channels);
|
||||
GLTexture(const std::string &filepath);
|
||||
~GLTexture();
|
||||
|
||||
// Texture 接口实现
|
||||
int getWidth() const override { return width_; }
|
||||
int getHeight() const override { return height_; }
|
||||
Size getSize() const override {
|
||||
return Size(static_cast<float>(width_), static_cast<float>(height_));
|
||||
}
|
||||
int getChannels() const override { return channels_; }
|
||||
PixelFormat getFormat() const override;
|
||||
void *getNativeHandle() const override {
|
||||
return reinterpret_cast<void *>(static_cast<uintptr_t>(textureID_));
|
||||
}
|
||||
bool isValid() const override { return textureID_ != 0; }
|
||||
void setFilter(bool linear) override;
|
||||
void setWrap(bool repeat) override;
|
||||
|
||||
// 从参数创建纹理的工厂方法
|
||||
static Ptr<Texture> create(int width, int height, PixelFormat format);
|
||||
|
||||
// 加载压缩纹理(KTX/DDS 格式)
|
||||
bool loadCompressed(const std::string &filepath);
|
||||
|
||||
// OpenGL 特定
|
||||
GLuint getTextureID() const { return textureID_; }
|
||||
void bind(unsigned int slot = 0) const;
|
||||
void unbind() const;
|
||||
|
||||
// 获取纹理数据大小(字节),用于 VRAM 跟踪
|
||||
size_t getDataSize() const { return dataSize_; }
|
||||
|
||||
// Alpha 遮罩
|
||||
bool hasAlphaMask() const {
|
||||
return alphaMask_ != nullptr && alphaMask_->isValid();
|
||||
}
|
||||
const AlphaMask *getAlphaMask() const { return alphaMask_.get(); }
|
||||
void generateAlphaMask(); // 从当前纹理数据生成遮罩
|
||||
|
||||
private:
|
||||
GLuint textureID_;
|
||||
int width_;
|
||||
int height_;
|
||||
int channels_;
|
||||
PixelFormat format_;
|
||||
size_t dataSize_;
|
||||
|
||||
// 原始像素数据(用于生成遮罩)
|
||||
std::vector<uint8_t> pixelData_;
|
||||
std::unique_ptr<AlphaMask> alphaMask_;
|
||||
|
||||
void createTexture(const uint8_t *pixels);
|
||||
|
||||
// KTX 文件加载
|
||||
bool loadKTX(const std::string &filepath);
|
||||
// DDS 文件加载
|
||||
bool loadDDS(const std::string &filepath);
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
151
Fostbite2D/include/fostbite2D/render/shader/shader_interface.h
Normal file
151
Fostbite2D/include/fostbite2D/render/shader/shader_interface.h
Normal file
@@ -0,0 +1,151 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <glm/mat4x4.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// 前向声明
|
||||
struct Color;
|
||||
|
||||
// ============================================================================
|
||||
// Shader抽象接口 - 渲染后端无关
|
||||
// ============================================================================
|
||||
class IShader {
|
||||
public:
|
||||
virtual ~IShader() = default;
|
||||
|
||||
/**
|
||||
* @brief 绑定Shader程序
|
||||
*/
|
||||
virtual void bind() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 解绑Shader程序
|
||||
*/
|
||||
virtual void unbind() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置布尔类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 布尔值
|
||||
*/
|
||||
virtual void setBool(const std::string &name, bool value) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置整数类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 整数值
|
||||
*/
|
||||
virtual void setInt(const std::string &name, int value) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置浮点类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 浮点值
|
||||
*/
|
||||
virtual void setFloat(const std::string &name, float value) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置二维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 二维向量值
|
||||
*/
|
||||
virtual void setVec2(const std::string &name, const glm::vec2 &value) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置三维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 三维向量值
|
||||
*/
|
||||
virtual void setVec3(const std::string &name, const glm::vec3 &value) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置四维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 四维向量值
|
||||
*/
|
||||
virtual void setVec4(const std::string &name, const glm::vec4 &value) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置4x4矩阵类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 4x4矩阵值
|
||||
*/
|
||||
virtual void setMat4(const std::string &name, const glm::mat4 &value) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置颜色类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param color 颜色值
|
||||
*/
|
||||
virtual void setColor(const std::string &name, const Color &color) = 0;
|
||||
|
||||
/**
|
||||
* @brief 检查Shader是否有效
|
||||
* @return 有效返回true,否则返回false
|
||||
*/
|
||||
virtual bool isValid() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取原生句柄(如OpenGL程序ID)
|
||||
* @return 原生句柄值
|
||||
*/
|
||||
virtual uint32_t getNativeHandle() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取Shader名称
|
||||
* @return Shader名称
|
||||
*/
|
||||
virtual const std::string &getName() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置Shader名称
|
||||
* @param name Shader名称
|
||||
*/
|
||||
virtual void setName(const std::string &name) = 0;
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// Shader工厂接口 - 用于创建渲染后端特定的Shader实例
|
||||
// ============================================================================
|
||||
class IShaderFactory {
|
||||
public:
|
||||
virtual ~IShaderFactory() = default;
|
||||
|
||||
/**
|
||||
* @brief 从源码创建Shader
|
||||
* @param name Shader名称
|
||||
* @param vertSource 顶点着色器源码
|
||||
* @param fragSource 片段着色器源码
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
virtual Ptr<IShader> createFromSource(const std::string &name,
|
||||
const std::string &vertSource,
|
||||
const std::string &fragSource) = 0;
|
||||
|
||||
/**
|
||||
* @brief 从缓存二进制创建Shader
|
||||
* @param name Shader名称
|
||||
* @param binary 编译后的二进制数据
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
virtual Ptr<IShader> createFromBinary(const std::string &name,
|
||||
const std::vector<uint8_t> &binary) = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取Shader的二进制数据(用于缓存)
|
||||
* @param shader Shader实例
|
||||
* @param outBinary 输出的二进制数据
|
||||
* @return 成功返回true,失败返回false
|
||||
*/
|
||||
virtual bool getShaderBinary(const IShader &shader,
|
||||
std::vector<uint8_t> &outBinary) = 0;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
129
Fostbite2D/include/fostbite2D/render/shader/shader_manager.h
Normal file
129
Fostbite2D/include/fostbite2D/render/shader/shader_manager.h
Normal file
@@ -0,0 +1,129 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/types.h>
|
||||
#include <fostbite2D/render/shader/shader_interface.h>
|
||||
#include <filesystem>
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ============================================================================
|
||||
// Shader重载回调
|
||||
// ============================================================================
|
||||
using ShaderReloadCallback = std::function<void(Ptr<IShader> newShader)>;
|
||||
|
||||
// ============================================================================
|
||||
// Shader管理器 - 统一入口
|
||||
// ============================================================================
|
||||
class ShaderManager {
|
||||
public:
|
||||
/**
|
||||
* @brief 获取单例实例
|
||||
* @return Shader管理器实例引用
|
||||
*/
|
||||
static ShaderManager &getInstance();
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 初始化和关闭
|
||||
// ------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief 初始化Shader系统
|
||||
* @param factory 渲染后端Shader工厂
|
||||
* @return 初始化成功返回true,失败返回false
|
||||
*/
|
||||
bool init(Ptr<IShaderFactory> factory);
|
||||
|
||||
/**
|
||||
* @brief 关闭Shader系统
|
||||
*/
|
||||
void shutdown();
|
||||
|
||||
/**
|
||||
* @brief 检查是否已初始化
|
||||
* @return 已初始化返回true,否则返回false
|
||||
*/
|
||||
bool isInitialized() const { return initialized_; }
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// Shader加载
|
||||
// ------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* @brief 从源码加载Shader
|
||||
* @param name Shader名称
|
||||
* @param vertSource 顶点着色器源码
|
||||
* @param fragSource 片段着色器源码
|
||||
* @return 加载的Shader实例
|
||||
*/
|
||||
Ptr<IShader> loadFromSource(const std::string &name,
|
||||
const std::string &vertSource,
|
||||
const std::string &fragSource);
|
||||
|
||||
/**
|
||||
* @brief 从文件加载Shader
|
||||
* @param name Shader名称
|
||||
* @param vertPath 顶点着色器文件路径
|
||||
* @param fragPath 片段着色器文件路径
|
||||
* @return 加载的Shader实例,失败返回nullptr
|
||||
*/
|
||||
Ptr<IShader> loadFromFile(const std::string &name,
|
||||
const std::filesystem::path &vertPath,
|
||||
const std::filesystem::path &fragPath);
|
||||
|
||||
/**
|
||||
* @brief 获取已加载的Shader
|
||||
* @param name Shader名称
|
||||
* @return Shader实例,不存在返回nullptr
|
||||
*/
|
||||
Ptr<IShader> get(const std::string &name) const;
|
||||
|
||||
/**
|
||||
* @brief 检查Shader是否存在
|
||||
* @param name Shader名称
|
||||
* @return 存在返回true,否则返回false
|
||||
*/
|
||||
bool has(const std::string &name) const;
|
||||
|
||||
/**
|
||||
* @brief 移除Shader
|
||||
* @param name Shader名称
|
||||
*/
|
||||
void remove(const std::string &name);
|
||||
|
||||
/**
|
||||
* @brief 清除所有Shader
|
||||
*/
|
||||
void clear();
|
||||
|
||||
/**
|
||||
* @brief 注册重载回调
|
||||
* @param name Shader名称
|
||||
* @param callback 重载回调函数
|
||||
*/
|
||||
void setReloadCallback(const std::string &name,
|
||||
ShaderReloadCallback callback);
|
||||
|
||||
private:
|
||||
ShaderManager() = default;
|
||||
~ShaderManager() = default;
|
||||
ShaderManager(const ShaderManager &) = delete;
|
||||
ShaderManager &operator=(const ShaderManager &) = delete;
|
||||
|
||||
Ptr<IShaderFactory> factory_;
|
||||
|
||||
struct ShaderInfo {
|
||||
Ptr<IShader> shader;
|
||||
ShaderReloadCallback reloadCallback;
|
||||
std::string vertSource;
|
||||
std::string fragSource;
|
||||
std::filesystem::path vertPath;
|
||||
std::filesystem::path fragPath;
|
||||
};
|
||||
std::unordered_map<std::string, ShaderInfo> shaders_;
|
||||
|
||||
bool initialized_ = false;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
154
Fostbite2D/include/fostbite2D/render/texture.h
Normal file
154
Fostbite2D/include/fostbite2D/render/texture.h
Normal file
@@ -0,0 +1,154 @@
|
||||
#pragma once
|
||||
|
||||
#include <fostbite2D/core/math_types.h>
|
||||
#include <fostbite2D/core/types.h>
|
||||
|
||||
namespace frostbite2D {
|
||||
|
||||
// ============================================================================
|
||||
// 像素格式枚举
|
||||
// ============================================================================
|
||||
enum class PixelFormat {
|
||||
R8, // 单通道灰度
|
||||
RG8, // 双通道
|
||||
RGB8, // RGB
|
||||
RGBA8, // RGBA
|
||||
R16F, // 半精度浮点单通道
|
||||
RG16F, // 半精度浮点双通道
|
||||
RGB16F, // 半精度浮点RGB
|
||||
RGBA16F, // 半精度浮点RGBA
|
||||
R32F, // 单精度浮点单通道
|
||||
RG32F, // 单精度浮点双通道
|
||||
RGB32F, // 单精度浮点RGB
|
||||
RGBA32F, // 单精度浮点RGBA
|
||||
// 压缩格式
|
||||
ETC2_RGB8,
|
||||
ETC2_RGBA8,
|
||||
ASTC_4x4,
|
||||
ASTC_6x6,
|
||||
ASTC_8x8,
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// 纹理抽象基类
|
||||
// ============================================================================
|
||||
class Texture {
|
||||
public:
|
||||
virtual ~Texture() = default;
|
||||
|
||||
/**
|
||||
* @brief 获取纹理宽度
|
||||
* @return 纹理宽度(像素)
|
||||
*/
|
||||
virtual int getWidth() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取纹理高度
|
||||
* @return 纹理高度(像素)
|
||||
*/
|
||||
virtual int getHeight() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取纹理尺寸
|
||||
* @return 纹理尺寸
|
||||
*/
|
||||
virtual Size getSize() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取颜色通道数
|
||||
* @return 颜色通道数
|
||||
*/
|
||||
virtual int getChannels() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取像素格式
|
||||
* @return 像素格式
|
||||
*/
|
||||
virtual PixelFormat getFormat() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 获取原生句柄
|
||||
* @return 原生句柄(如OpenGL纹理ID)
|
||||
*/
|
||||
virtual void *getNativeHandle() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 检查纹理是否有效
|
||||
* @return 有效返回true,否则返回false
|
||||
*/
|
||||
virtual bool isValid() const = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置纹理过滤模式
|
||||
* @param linear true使用线性过滤,false使用最近邻过滤
|
||||
*/
|
||||
virtual void setFilter(bool linear) = 0;
|
||||
|
||||
/**
|
||||
* @brief 设置纹理环绕模式
|
||||
* @param repeat true使用重复模式,false使用边缘拉伸模式
|
||||
*/
|
||||
virtual void setWrap(bool repeat) = 0;
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// Alpha遮罩 - 用于像素级碰撞检测
|
||||
// ============================================================================
|
||||
class AlphaMask {
|
||||
public:
|
||||
AlphaMask() = default;
|
||||
AlphaMask(AlphaMask &&) = default;
|
||||
AlphaMask &operator=(AlphaMask &&) = default;
|
||||
|
||||
/**
|
||||
* @brief 从像素数据创建Alpha遮罩
|
||||
* @param pixels 像素数据指针
|
||||
* @param width 宽度
|
||||
* @param height 高度
|
||||
* @param channels 通道数
|
||||
* @return 创建的AlphaMask
|
||||
*/
|
||||
static AlphaMask createFromPixels(const uint8_t *pixels, int width,
|
||||
int height, int channels);
|
||||
|
||||
/**
|
||||
* @brief 检查遮罩是否有效
|
||||
* @return 有效返回true
|
||||
*/
|
||||
bool isValid() const { return !data_.empty() && width_ > 0 && height_ > 0; }
|
||||
|
||||
/**
|
||||
* @brief 获取指定位置的透明度
|
||||
* @param x X坐标
|
||||
* @param y Y坐标
|
||||
* @return 透明度值(0-255)
|
||||
*/
|
||||
uint8_t getAlpha(int x, int y) const;
|
||||
|
||||
/**
|
||||
* @brief 检查指定位置是否不透明
|
||||
* @param x X坐标
|
||||
* @param y Y坐标
|
||||
* @return 不透明返回true
|
||||
*/
|
||||
bool isOpaque(int x, int y) const;
|
||||
|
||||
/**
|
||||
* @brief 获取宽度
|
||||
* @return 宽度
|
||||
*/
|
||||
int getWidth() const { return width_; }
|
||||
|
||||
/**
|
||||
* @brief 获取高度
|
||||
* @return 高度
|
||||
*/
|
||||
int getHeight() const { return height_; }
|
||||
|
||||
private:
|
||||
std::vector<uint8_t> data_;
|
||||
int width_ = 0;
|
||||
int height_ = 0;
|
||||
};
|
||||
|
||||
} // namespace frostbite2D
|
||||
7028
Fostbite2D/include/glad/glad.h
Normal file
7028
Fostbite2D/include/glad/glad.h
Normal file
File diff suppressed because one or more lines are too long
7988
Fostbite2D/include/stb/stb_image.h
Normal file
7988
Fostbite2D/include/stb/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
10601
Fostbite2D/include/stb/stb_image_resize2.h
Normal file
10601
Fostbite2D/include/stb/stb_image_resize2.h
Normal file
File diff suppressed because it is too large
Load Diff
1724
Fostbite2D/include/stb/stb_image_write.h
Normal file
1724
Fostbite2D/include/stb/stb_image_write.h
Normal file
File diff suppressed because it is too large
Load Diff
428
Fostbite2D/include/stb/stb_perlin.h
Normal file
428
Fostbite2D/include/stb/stb_perlin.h
Normal file
@@ -0,0 +1,428 @@
|
||||
// stb_perlin.h - v0.5 - perlin noise
|
||||
// public domain single-file C implementation by Sean Barrett
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file.
|
||||
//
|
||||
//
|
||||
// to create the implementation,
|
||||
// #define STB_PERLIN_IMPLEMENTATION
|
||||
// in *one* C/CPP file that includes this file.
|
||||
//
|
||||
//
|
||||
// Documentation:
|
||||
//
|
||||
// float stb_perlin_noise3( float x,
|
||||
// float y,
|
||||
// float z,
|
||||
// int x_wrap=0,
|
||||
// int y_wrap=0,
|
||||
// int z_wrap=0)
|
||||
//
|
||||
// This function computes a random value at the coordinate (x,y,z).
|
||||
// Adjacent random values are continuous but the noise fluctuates
|
||||
// its randomness with period 1, i.e. takes on wholly unrelated values
|
||||
// at integer points. Specifically, this implements Ken Perlin's
|
||||
// revised noise function from 2002.
|
||||
//
|
||||
// The "wrap" parameters can be used to create wraparound noise that
|
||||
// wraps at powers of two. The numbers MUST be powers of two. Specify
|
||||
// 0 to mean "don't care". (The noise always wraps every 256 due
|
||||
// details of the implementation, even if you ask for larger or no
|
||||
// wrapping.)
|
||||
//
|
||||
// float stb_perlin_noise3_seed( float x,
|
||||
// float y,
|
||||
// float z,
|
||||
// int x_wrap=0,
|
||||
// int y_wrap=0,
|
||||
// int z_wrap=0,
|
||||
// int seed)
|
||||
//
|
||||
// As above, but 'seed' selects from multiple different variations of the
|
||||
// noise function. The current implementation only uses the bottom 8 bits
|
||||
// of 'seed', but possibly in the future more bits will be used.
|
||||
//
|
||||
//
|
||||
// Fractal Noise:
|
||||
//
|
||||
// Three common fractal noise functions are included, which produce
|
||||
// a wide variety of nice effects depending on the parameters
|
||||
// provided. Note that each function will call stb_perlin_noise3
|
||||
// 'octaves' times, so this parameter will affect runtime.
|
||||
//
|
||||
// float stb_perlin_ridge_noise3(float x, float y, float z,
|
||||
// float lacunarity, float gain, float offset, int octaves)
|
||||
//
|
||||
// float stb_perlin_fbm_noise3(float x, float y, float z,
|
||||
// float lacunarity, float gain, int octaves)
|
||||
//
|
||||
// float stb_perlin_turbulence_noise3(float x, float y, float z,
|
||||
// float lacunarity, float gain, int octaves)
|
||||
//
|
||||
// Typical values to start playing with:
|
||||
// octaves = 6 -- number of "octaves" of noise3() to sum
|
||||
// lacunarity = ~ 2.0 -- spacing between successive octaves (use exactly 2.0 for wrapping output)
|
||||
// gain = 0.5 -- relative weighting applied to each successive octave
|
||||
// offset = 1.0? -- used to invert the ridges, may need to be larger, not sure
|
||||
//
|
||||
//
|
||||
// Contributors:
|
||||
// Jack Mott - additional noise functions
|
||||
// Jordan Peck - seeded noise
|
||||
//
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
extern float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap);
|
||||
extern float stb_perlin_noise3_seed(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, int seed);
|
||||
extern float stb_perlin_ridge_noise3(float x, float y, float z, float lacunarity, float gain, float offset, int octaves);
|
||||
extern float stb_perlin_fbm_noise3(float x, float y, float z, float lacunarity, float gain, int octaves);
|
||||
extern float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves);
|
||||
extern float stb_perlin_noise3_wrap_nonpow2(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed);
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef STB_PERLIN_IMPLEMENTATION
|
||||
|
||||
#include <math.h> // fabs()
|
||||
|
||||
// not same permutation table as Perlin's reference to avoid copyright issues;
|
||||
// Perlin's table can be found at http://mrl.nyu.edu/~perlin/noise/
|
||||
static unsigned char stb__perlin_randtab[512] =
|
||||
{
|
||||
23, 125, 161, 52, 103, 117, 70, 37, 247, 101, 203, 169, 124, 126, 44, 123,
|
||||
152, 238, 145, 45, 171, 114, 253, 10, 192, 136, 4, 157, 249, 30, 35, 72,
|
||||
175, 63, 77, 90, 181, 16, 96, 111, 133, 104, 75, 162, 93, 56, 66, 240,
|
||||
8, 50, 84, 229, 49, 210, 173, 239, 141, 1, 87, 18, 2, 198, 143, 57,
|
||||
225, 160, 58, 217, 168, 206, 245, 204, 199, 6, 73, 60, 20, 230, 211, 233,
|
||||
94, 200, 88, 9, 74, 155, 33, 15, 219, 130, 226, 202, 83, 236, 42, 172,
|
||||
165, 218, 55, 222, 46, 107, 98, 154, 109, 67, 196, 178, 127, 158, 13, 243,
|
||||
65, 79, 166, 248, 25, 224, 115, 80, 68, 51, 184, 128, 232, 208, 151, 122,
|
||||
26, 212, 105, 43, 179, 213, 235, 148, 146, 89, 14, 195, 28, 78, 112, 76,
|
||||
250, 47, 24, 251, 140, 108, 186, 190, 228, 170, 183, 139, 39, 188, 244, 246,
|
||||
132, 48, 119, 144, 180, 138, 134, 193, 82, 182, 120, 121, 86, 220, 209, 3,
|
||||
91, 241, 149, 85, 205, 150, 113, 216, 31, 100, 41, 164, 177, 214, 153, 231,
|
||||
38, 71, 185, 174, 97, 201, 29, 95, 7, 92, 54, 254, 191, 118, 34, 221,
|
||||
131, 11, 163, 99, 234, 81, 227, 147, 156, 176, 17, 142, 69, 12, 110, 62,
|
||||
27, 255, 0, 194, 59, 116, 242, 252, 19, 21, 187, 53, 207, 129, 64, 135,
|
||||
61, 40, 167, 237, 102, 223, 106, 159, 197, 189, 215, 137, 36, 32, 22, 5,
|
||||
|
||||
// and a second copy so we don't need an extra mask or static initializer
|
||||
23, 125, 161, 52, 103, 117, 70, 37, 247, 101, 203, 169, 124, 126, 44, 123,
|
||||
152, 238, 145, 45, 171, 114, 253, 10, 192, 136, 4, 157, 249, 30, 35, 72,
|
||||
175, 63, 77, 90, 181, 16, 96, 111, 133, 104, 75, 162, 93, 56, 66, 240,
|
||||
8, 50, 84, 229, 49, 210, 173, 239, 141, 1, 87, 18, 2, 198, 143, 57,
|
||||
225, 160, 58, 217, 168, 206, 245, 204, 199, 6, 73, 60, 20, 230, 211, 233,
|
||||
94, 200, 88, 9, 74, 155, 33, 15, 219, 130, 226, 202, 83, 236, 42, 172,
|
||||
165, 218, 55, 222, 46, 107, 98, 154, 109, 67, 196, 178, 127, 158, 13, 243,
|
||||
65, 79, 166, 248, 25, 224, 115, 80, 68, 51, 184, 128, 232, 208, 151, 122,
|
||||
26, 212, 105, 43, 179, 213, 235, 148, 146, 89, 14, 195, 28, 78, 112, 76,
|
||||
250, 47, 24, 251, 140, 108, 186, 190, 228, 170, 183, 139, 39, 188, 244, 246,
|
||||
132, 48, 119, 144, 180, 138, 134, 193, 82, 182, 120, 121, 86, 220, 209, 3,
|
||||
91, 241, 149, 85, 205, 150, 113, 216, 31, 100, 41, 164, 177, 214, 153, 231,
|
||||
38, 71, 185, 174, 97, 201, 29, 95, 7, 92, 54, 254, 191, 118, 34, 221,
|
||||
131, 11, 163, 99, 234, 81, 227, 147, 156, 176, 17, 142, 69, 12, 110, 62,
|
||||
27, 255, 0, 194, 59, 116, 242, 252, 19, 21, 187, 53, 207, 129, 64, 135,
|
||||
61, 40, 167, 237, 102, 223, 106, 159, 197, 189, 215, 137, 36, 32, 22, 5,
|
||||
};
|
||||
|
||||
|
||||
// perlin's gradient has 12 cases so some get used 1/16th of the time
|
||||
// and some 2/16ths. We reduce bias by changing those fractions
|
||||
// to 5/64ths and 6/64ths
|
||||
|
||||
// this array is designed to match the previous implementation
|
||||
// of gradient hash: indices[stb__perlin_randtab[i]&63]
|
||||
static unsigned char stb__perlin_randtab_grad_idx[512] =
|
||||
{
|
||||
7, 9, 5, 0, 11, 1, 6, 9, 3, 9, 11, 1, 8, 10, 4, 7,
|
||||
8, 6, 1, 5, 3, 10, 9, 10, 0, 8, 4, 1, 5, 2, 7, 8,
|
||||
7, 11, 9, 10, 1, 0, 4, 7, 5, 0, 11, 6, 1, 4, 2, 8,
|
||||
8, 10, 4, 9, 9, 2, 5, 7, 9, 1, 7, 2, 2, 6, 11, 5,
|
||||
5, 4, 6, 9, 0, 1, 1, 0, 7, 6, 9, 8, 4, 10, 3, 1,
|
||||
2, 8, 8, 9, 10, 11, 5, 11, 11, 2, 6, 10, 3, 4, 2, 4,
|
||||
9, 10, 3, 2, 6, 3, 6, 10, 5, 3, 4, 10, 11, 2, 9, 11,
|
||||
1, 11, 10, 4, 9, 4, 11, 0, 4, 11, 4, 0, 0, 0, 7, 6,
|
||||
10, 4, 1, 3, 11, 5, 3, 4, 2, 9, 1, 3, 0, 1, 8, 0,
|
||||
6, 7, 8, 7, 0, 4, 6, 10, 8, 2, 3, 11, 11, 8, 0, 2,
|
||||
4, 8, 3, 0, 0, 10, 6, 1, 2, 2, 4, 5, 6, 0, 1, 3,
|
||||
11, 9, 5, 5, 9, 6, 9, 8, 3, 8, 1, 8, 9, 6, 9, 11,
|
||||
10, 7, 5, 6, 5, 9, 1, 3, 7, 0, 2, 10, 11, 2, 6, 1,
|
||||
3, 11, 7, 7, 2, 1, 7, 3, 0, 8, 1, 1, 5, 0, 6, 10,
|
||||
11, 11, 0, 2, 7, 0, 10, 8, 3, 5, 7, 1, 11, 1, 0, 7,
|
||||
9, 0, 11, 5, 10, 3, 2, 3, 5, 9, 7, 9, 8, 4, 6, 5,
|
||||
|
||||
// and a second copy so we don't need an extra mask or static initializer
|
||||
7, 9, 5, 0, 11, 1, 6, 9, 3, 9, 11, 1, 8, 10, 4, 7,
|
||||
8, 6, 1, 5, 3, 10, 9, 10, 0, 8, 4, 1, 5, 2, 7, 8,
|
||||
7, 11, 9, 10, 1, 0, 4, 7, 5, 0, 11, 6, 1, 4, 2, 8,
|
||||
8, 10, 4, 9, 9, 2, 5, 7, 9, 1, 7, 2, 2, 6, 11, 5,
|
||||
5, 4, 6, 9, 0, 1, 1, 0, 7, 6, 9, 8, 4, 10, 3, 1,
|
||||
2, 8, 8, 9, 10, 11, 5, 11, 11, 2, 6, 10, 3, 4, 2, 4,
|
||||
9, 10, 3, 2, 6, 3, 6, 10, 5, 3, 4, 10, 11, 2, 9, 11,
|
||||
1, 11, 10, 4, 9, 4, 11, 0, 4, 11, 4, 0, 0, 0, 7, 6,
|
||||
10, 4, 1, 3, 11, 5, 3, 4, 2, 9, 1, 3, 0, 1, 8, 0,
|
||||
6, 7, 8, 7, 0, 4, 6, 10, 8, 2, 3, 11, 11, 8, 0, 2,
|
||||
4, 8, 3, 0, 0, 10, 6, 1, 2, 2, 4, 5, 6, 0, 1, 3,
|
||||
11, 9, 5, 5, 9, 6, 9, 8, 3, 8, 1, 8, 9, 6, 9, 11,
|
||||
10, 7, 5, 6, 5, 9, 1, 3, 7, 0, 2, 10, 11, 2, 6, 1,
|
||||
3, 11, 7, 7, 2, 1, 7, 3, 0, 8, 1, 1, 5, 0, 6, 10,
|
||||
11, 11, 0, 2, 7, 0, 10, 8, 3, 5, 7, 1, 11, 1, 0, 7,
|
||||
9, 0, 11, 5, 10, 3, 2, 3, 5, 9, 7, 9, 8, 4, 6, 5,
|
||||
};
|
||||
|
||||
static float stb__perlin_lerp(float a, float b, float t)
|
||||
{
|
||||
return a + (b-a) * t;
|
||||
}
|
||||
|
||||
static int stb__perlin_fastfloor(float a)
|
||||
{
|
||||
int ai = (int) a;
|
||||
return (a < ai) ? ai-1 : ai;
|
||||
}
|
||||
|
||||
// different grad function from Perlin's, but easy to modify to match reference
|
||||
static float stb__perlin_grad(int grad_idx, float x, float y, float z)
|
||||
{
|
||||
static float basis[12][4] =
|
||||
{
|
||||
{ 1, 1, 0 },
|
||||
{ -1, 1, 0 },
|
||||
{ 1,-1, 0 },
|
||||
{ -1,-1, 0 },
|
||||
{ 1, 0, 1 },
|
||||
{ -1, 0, 1 },
|
||||
{ 1, 0,-1 },
|
||||
{ -1, 0,-1 },
|
||||
{ 0, 1, 1 },
|
||||
{ 0,-1, 1 },
|
||||
{ 0, 1,-1 },
|
||||
{ 0,-1,-1 },
|
||||
};
|
||||
|
||||
float *grad = basis[grad_idx];
|
||||
return grad[0]*x + grad[1]*y + grad[2]*z;
|
||||
}
|
||||
|
||||
float stb_perlin_noise3_internal(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed)
|
||||
{
|
||||
float u,v,w;
|
||||
float n000,n001,n010,n011,n100,n101,n110,n111;
|
||||
float n00,n01,n10,n11;
|
||||
float n0,n1;
|
||||
|
||||
unsigned int x_mask = (x_wrap-1) & 255;
|
||||
unsigned int y_mask = (y_wrap-1) & 255;
|
||||
unsigned int z_mask = (z_wrap-1) & 255;
|
||||
int px = stb__perlin_fastfloor(x);
|
||||
int py = stb__perlin_fastfloor(y);
|
||||
int pz = stb__perlin_fastfloor(z);
|
||||
int x0 = px & x_mask, x1 = (px+1) & x_mask;
|
||||
int y0 = py & y_mask, y1 = (py+1) & y_mask;
|
||||
int z0 = pz & z_mask, z1 = (pz+1) & z_mask;
|
||||
int r0,r1, r00,r01,r10,r11;
|
||||
|
||||
#define stb__perlin_ease(a) (((a*6-15)*a + 10) * a * a * a)
|
||||
|
||||
x -= px; u = stb__perlin_ease(x);
|
||||
y -= py; v = stb__perlin_ease(y);
|
||||
z -= pz; w = stb__perlin_ease(z);
|
||||
|
||||
r0 = stb__perlin_randtab[x0+seed];
|
||||
r1 = stb__perlin_randtab[x1+seed];
|
||||
|
||||
r00 = stb__perlin_randtab[r0+y0];
|
||||
r01 = stb__perlin_randtab[r0+y1];
|
||||
r10 = stb__perlin_randtab[r1+y0];
|
||||
r11 = stb__perlin_randtab[r1+y1];
|
||||
|
||||
n000 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z0], x , y , z );
|
||||
n001 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z1], x , y , z-1 );
|
||||
n010 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z0], x , y-1, z );
|
||||
n011 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z1], x , y-1, z-1 );
|
||||
n100 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z0], x-1, y , z );
|
||||
n101 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z1], x-1, y , z-1 );
|
||||
n110 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z0], x-1, y-1, z );
|
||||
n111 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z1], x-1, y-1, z-1 );
|
||||
|
||||
n00 = stb__perlin_lerp(n000,n001,w);
|
||||
n01 = stb__perlin_lerp(n010,n011,w);
|
||||
n10 = stb__perlin_lerp(n100,n101,w);
|
||||
n11 = stb__perlin_lerp(n110,n111,w);
|
||||
|
||||
n0 = stb__perlin_lerp(n00,n01,v);
|
||||
n1 = stb__perlin_lerp(n10,n11,v);
|
||||
|
||||
return stb__perlin_lerp(n0,n1,u);
|
||||
}
|
||||
|
||||
float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap)
|
||||
{
|
||||
return stb_perlin_noise3_internal(x,y,z,x_wrap,y_wrap,z_wrap,0);
|
||||
}
|
||||
|
||||
float stb_perlin_noise3_seed(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, int seed)
|
||||
{
|
||||
return stb_perlin_noise3_internal(x,y,z,x_wrap,y_wrap,z_wrap, (unsigned char) seed);
|
||||
}
|
||||
|
||||
float stb_perlin_ridge_noise3(float x, float y, float z, float lacunarity, float gain, float offset, int octaves)
|
||||
{
|
||||
int i;
|
||||
float frequency = 1.0f;
|
||||
float prev = 1.0f;
|
||||
float amplitude = 0.5f;
|
||||
float sum = 0.0f;
|
||||
|
||||
for (i = 0; i < octaves; i++) {
|
||||
float r = stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i);
|
||||
r = offset - (float) fabs(r);
|
||||
r = r*r;
|
||||
sum += r*amplitude*prev;
|
||||
prev = r;
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float stb_perlin_fbm_noise3(float x, float y, float z, float lacunarity, float gain, int octaves)
|
||||
{
|
||||
int i;
|
||||
float frequency = 1.0f;
|
||||
float amplitude = 1.0f;
|
||||
float sum = 0.0f;
|
||||
|
||||
for (i = 0; i < octaves; i++) {
|
||||
sum += stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i)*amplitude;
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves)
|
||||
{
|
||||
int i;
|
||||
float frequency = 1.0f;
|
||||
float amplitude = 1.0f;
|
||||
float sum = 0.0f;
|
||||
|
||||
for (i = 0; i < octaves; i++) {
|
||||
float r = stb_perlin_noise3_internal(x*frequency,y*frequency,z*frequency,0,0,0,(unsigned char)i)*amplitude;
|
||||
sum += (float) fabs(r);
|
||||
frequency *= lacunarity;
|
||||
amplitude *= gain;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
float stb_perlin_noise3_wrap_nonpow2(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap, unsigned char seed)
|
||||
{
|
||||
float u,v,w;
|
||||
float n000,n001,n010,n011,n100,n101,n110,n111;
|
||||
float n00,n01,n10,n11;
|
||||
float n0,n1;
|
||||
|
||||
int px = stb__perlin_fastfloor(x);
|
||||
int py = stb__perlin_fastfloor(y);
|
||||
int pz = stb__perlin_fastfloor(z);
|
||||
int x_wrap2 = (x_wrap ? x_wrap : 256);
|
||||
int y_wrap2 = (y_wrap ? y_wrap : 256);
|
||||
int z_wrap2 = (z_wrap ? z_wrap : 256);
|
||||
int x0 = px % x_wrap2, x1;
|
||||
int y0 = py % y_wrap2, y1;
|
||||
int z0 = pz % z_wrap2, z1;
|
||||
int r0,r1, r00,r01,r10,r11;
|
||||
|
||||
if (x0 < 0) x0 += x_wrap2;
|
||||
if (y0 < 0) y0 += y_wrap2;
|
||||
if (z0 < 0) z0 += z_wrap2;
|
||||
x1 = (x0+1) % x_wrap2;
|
||||
y1 = (y0+1) % y_wrap2;
|
||||
z1 = (z0+1) % z_wrap2;
|
||||
|
||||
#define stb__perlin_ease(a) (((a*6-15)*a + 10) * a * a * a)
|
||||
|
||||
x -= px; u = stb__perlin_ease(x);
|
||||
y -= py; v = stb__perlin_ease(y);
|
||||
z -= pz; w = stb__perlin_ease(z);
|
||||
|
||||
r0 = stb__perlin_randtab[x0];
|
||||
r0 = stb__perlin_randtab[r0+seed];
|
||||
r1 = stb__perlin_randtab[x1];
|
||||
r1 = stb__perlin_randtab[r1+seed];
|
||||
|
||||
r00 = stb__perlin_randtab[r0+y0];
|
||||
r01 = stb__perlin_randtab[r0+y1];
|
||||
r10 = stb__perlin_randtab[r1+y0];
|
||||
r11 = stb__perlin_randtab[r1+y1];
|
||||
|
||||
n000 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z0], x , y , z );
|
||||
n001 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r00+z1], x , y , z-1 );
|
||||
n010 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z0], x , y-1, z );
|
||||
n011 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r01+z1], x , y-1, z-1 );
|
||||
n100 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z0], x-1, y , z );
|
||||
n101 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r10+z1], x-1, y , z-1 );
|
||||
n110 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z0], x-1, y-1, z );
|
||||
n111 = stb__perlin_grad(stb__perlin_randtab_grad_idx[r11+z1], x-1, y-1, z-1 );
|
||||
|
||||
n00 = stb__perlin_lerp(n000,n001,w);
|
||||
n01 = stb__perlin_lerp(n010,n011,w);
|
||||
n10 = stb__perlin_lerp(n100,n101,w);
|
||||
n11 = stb__perlin_lerp(n110,n111,w);
|
||||
|
||||
n0 = stb__perlin_lerp(n00,n01,v);
|
||||
n1 = stb__perlin_lerp(n10,n11,v);
|
||||
|
||||
return stb__perlin_lerp(n0,n1,u);
|
||||
}
|
||||
#endif // STB_PERLIN_IMPLEMENTATION
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
623
Fostbite2D/include/stb/stb_rect_pack.h
Normal file
623
Fostbite2D/include/stb/stb_rect_pack.h
Normal file
@@ -0,0 +1,623 @@
|
||||
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Before #including,
|
||||
//
|
||||
// #define STB_RECT_PACK_IMPLEMENTATION
|
||||
//
|
||||
// in the file that you want to have the implementation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
typedef int stbrp_coord;
|
||||
|
||||
#define STBRP__MAXVAL 0x7fffffff
|
||||
// Mostly for internal use, but this is the maximum supported coordinate value.
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
context->extra[1].y = (1<<30);
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
5079
Fostbite2D/include/stb/stb_truetype.h
Normal file
5079
Fostbite2D/include/stb/stb_truetype.h
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user