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/* MP3 audio decoder. Choice of public domain or MIT-0. See license statements at the end of this file. dr_mp3 - v0.6.20 - 2020-11-21 David Reid - mackron@gmail.com GitHub: https://github.com/mackron/dr_libs Based on minimp3 (https://github.com/lieff/minimp3) which is where the real work was done. See the bottom of ...
#include "dr_opus.h" #include <stdlib.h> #include <string.h> #ifndef DR_OPUS_NO_STDIO #include <stdio.h> #include <wchar.h> /* For wcslen(), wcsrtombs() */ #endif /* CPU Architecture. */ #if defined(__x86_64__) || defined(_M_X64) #define DROPUS_X64 #elif defined(__i386) || defined(_M_IX86) #define DROPUS...
/* Opus audio decoder. Choice of public domain or MIT-0. See license statements at the end of this file. dr_opus - v0.0.0 (Unreleased) - xxxx-xx-xx David Reid - mackron@gmail.com */ /* ====== WORK-IN-PROGRESSS ====== */ #ifndef dr_opus_h #define dr_opus_h #include <stddef.h> /* For size_t. */ /* Sized types. Prefe...
#include "dr_wav.h" #ifndef dr_wav_c #define dr_wav_c #include <stdlib.h> #include <string.h> /* For memcpy(), memset() */ #include <limits.h> /* For INT_MAX */ #ifndef DR_WAV_NO_STDIO #include <stdio.h> #include <wchar.h> #endif /* Standard library stuff. */ #ifndef DRWAV_ASSERT #include <assert.h> #define DRWAV_A...
/* WAV audio loader and writer. Choice of public domain or MIT-0. See license statements at the end of this file. dr_wav - v0.12.15 - 2020-11-21 David Reid - mackron@gmail.com GitHub: https://github.com/mackron/dr_libs */ /* RELEASE NOTES - VERSION 0.12 ============================ Version 0.12 includes breaking cha...
// MIT License // // Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com) // Copyright(c) 2020 Contributors // // 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...
//============================================================================================================================== // // [A] SHADER PORTABILITY 1.20210629 // //====================================================================================================...
//_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // // AMD FidelityFX SUPER RESOLUTION [F...
// jpgd.cpp - C++ class for JPEG decompression. Written by Richard Geldreich <richgel99@gmail.com> between 1994-2020. // Supports progressive and baseline sequential JPEG image files, and the most common chroma subsampling factors: Y, H1V1, H2V1, H1V2, and H2V2. // Supports box and linear chroma upsampling. // // Relea...
// jpgd.h - C++ class for JPEG decompression. // Richard Geldreich <richgel99@gmail.com> // See jpgd.cpp for license (Public Domain or Apache 2.0). #ifndef JPEG_DECODER_H #define JPEG_DECODER_H #include <stdlib.h> #include <stdio.h> #include <setjmp.h> #include <assert.h> #include <stdint.h> #ifdef _MSC_VER #define J...
// Copyright 2009 Intel Corporation // All Rights Reserved // // Permission is granted to use, copy, distribute and prepare derivative works of this // software for any purpose and without fee, provided, that the above copyright notice // and this statement appear in all copies. Intel makes no representations about th...
/* SPDX-License-Identifier: (BSD-2-Clause AND libpng-2.0) */ #define SPNG__BUILD #include "spng.h" #include <limits.h> #include <string.h> #include <stdio.h> #include <math.h> #define SPNG_USE_MINIZ #define ZLIB_CONST #ifdef __FRAMAC__ #define SPNG_DISABLE_OPT #include "tests/framac_stubs.h" #else #ifd...
/* SPDX-License-Identifier: (BSD-2-Clause AND libpng-2.0) */ #ifndef SPNG_H #define SPNG_H #ifdef __cplusplus extern "C" { #endif #if (defined(_WIN32) || defined(__CYGWIN__)) && !defined(SPNG_STATIC) #if defined(SPNG__BUILD) #define SPNG_API __declspec(dllexport) #else #define SPNG_API __decls...
// __ __ _ ______ _____ // | \/ | (_) | ____| / ____|_ _ // | \ / | __ _ __ _ _ ___ | |__ _ __ _ _ _ __ ___ | | _| |_ _| |_ // | |\/| |/ _` |/ _` | |/ __| | __| | '_ \| | | | '_ ` _ \ | | |_ _|_ _| // | | | |...
#include "miniz.h" /************************************************************************** * * Copyright 2013-2014 RAD Game Tools and Valve Software * Copyright 2010-2014 Rich Geldreich and Tenacious Software LLC * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining ...
#define MINIZ_EXPORT /* miniz.c 2.1.0 - public domain deflate/inflate, zlib-subset, ZIP reading/writing/appending, PNG writing See "unlicense" statement at the end of this file. Rich Geldreich <richgel99@gmail.com>, last updated Oct. 13, 2013 Implements RFC 1950: http://www.ietf.org/rfc/rfc1950.txt and RFC 195...
/*********************************************************************************** * rocket - lightweight & fast signal/slots & utility library * * * * v2.0 - public domain ...
#include "stb_image.h" #if defined(STBI_ONLY_JPEG) || defined(STBI_ONLY_PNG) || defined(STBI_ONLY_BMP) \ || defined(STBI_ONLY_TGA) || defined(STBI_ONLY_GIF) || defined(STBI_ONLY_PSD) \ || defined(STBI_ONLY_HDR) || defined(STBI_ONLY_PIC) || defined(STBI_ONLY_PNM) \ || defined(STBI_ONLY_ZLIB) #ifndef STBI_ONLY_...
/* stb_image - v2.26 - public domain image loader - http://nothings.org/stb no warranty implied; use at your own risk Do this: #define STB_IMAGE_IMPLEMENTATION before you include this file in *one* C or C++ file to create the implementation. // i.e. it should look like...
#include "stb_image_write.h" #ifdef _WIN32 #ifndef _CRT_SECURE_NO_WARNINGS #define _CRT_SECURE_NO_WARNINGS #endif #ifndef _CRT_NONSTDC_NO_DEPRECATE #define _CRT_NONSTDC_NO_DEPRECATE #endif #endif #ifndef STBI_WRITE_NO_STDIO #include <stdio.h> #endif // STBI_WRITE_NO_STDIO #include <stdarg.h> #inclu...
/* stb_image_write - v1.15 - public domain - http://nothings.org/stb writes out PNG/BMP/TGA/JPEG/HDR images to C stdio - Sean Barrett 2010-2015 no warranty implied; use at your own risk Before #including, #define STB_IMAGE_WRITE_IMPLEMENTATION in the file that you...
#include "stb_vorbis.h" // global configuration settings (e.g. set these in the project/makefile), // or just set them in this file at the top (although ideally the first few // should be visible when the header file is compiled too, although it's not // crucial) // STB_VORBIS_NO_PUSHDATA_API // does not compile ...
// Ogg Vorbis audio decoder - v1.20 - public domain // http://nothings.org/stb_vorbis/ // // Original version written by Sean Barrett in 2007. // // Originally sponsored by RAD Game Tools. Seeking implementation // sponsored by Phillip Bennefall, Marc Andersen, Aaron Baker, // Elias Software, Aras Pranckevicius, and S...
#include "tiny_dng.h" #if defined(_WIN32) #if defined(__MINGW32__) #include <windows.h> // wchar apis #else #include <Windows.h> #endif #endif #include <stdint.h> // for lj92 #include <cassert> #include <cmath> #include <cstdio> #include <cstdlib> #include <cstring> #include <iterator> #include <map> #include <sst...
// // TinyDNGLoader, single header only DNG/TIFF loader. // /* The MIT License (MIT) Copyright (c) 2016 - 2018 Syoyo Fujita and many contributors. 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...
#include "tiny_exr.h" #ifdef _WIN32 #ifndef NOMINMAX #define NOMINMAX #endif #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include <windows.h> // for UTF-8 #endif #include <algorithm> #include <cassert> #include <cstdio> #include <cstdlib> #include <cstring> #include <sstream> // #include <iostr...
#ifndef TINYEXR_H_ #define TINYEXR_H_ /* Copyright (c) 2014 - 2020, Syoyo Fujita and many contributors. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain th...
/* __ _____ _____ _____ __| | __| | | | JSON for Modern C++ | | |__ | | | | | | version 3.5.0 |_____|_____|_____|_|___| https://github.com/nlohmann/json Licensed under the MIT License <http://opensource.org/licenses/MIT>. SPDX-License-Identifier: MIT Copyright (c) 2013-2018 Niels Lohmann <http:/...
#include "tiny_gltf.h" #include <algorithm> //#include <cassert> #ifndef TINYGLTF_NO_FS #include <cstdio> #include <fstream> #endif #include <sstream> #ifdef __clang__ // Disable some warnings for external files. #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wfloat-equal" #pragma clang diagnostic i...
// // Header-only tiny glTF 2.0 loader and serializer. // // // The MIT License (MIT) // // Copyright (c) 2015 - 2020 Syoyo Fujita, Aurélien Chatelain and many // contributors. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the...
#include "tiny_msdf.hpp" #include <algorithm> #include <cmath> #include <vector> #include <string> #include <stdexcept> #include <ft2build.h> #include <optional> #include FT_FREETYPE_H #include FT_OUTLINE_H #ifndef M_PI #define M_PI 3.14159265358979323846 #endif namespace tinymsdf { class ArithmeticException : std:...
/** * Based on the C++ implementation by Viktor Chlumský. * https://github.com/Chlumsky/msdfgen */ #pragma once typedef struct FT_LibraryRec_ *FT_Library; typedef struct FT_FaceRec_ *FT_Face; namespace tinymsdf { using unicode_t = unsigned; /// A 2D image bitmap with N channels of type T. template<typename T, in...
#include "tiny_obj.h" #include <cassert> #include <cctype> #include <cmath> #include <cstddef> #include <cstdlib> #include <cstring> #include <fstream> #include <limits> #include <sstream> #include <utility> namespace tinyobj { MaterialReader::~MaterialReader() {} struct vertex_index_t { int v_idx, vt_idx, vn_idx...
/* The MIT License (MIT) Copyright (c) 2012-2018 Syoyo Fujita and many contributors. 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 t...
/* MIT License Copyright (c) 2019 Kenneth Troldal Balslev 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 u...
/* MIT License Copyright (c) 2019 Kenneth Troldal Balslev 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 u...
/* MIT License Copyright (c) 2019 Kenneth Troldal Balslev 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 u...
// // Created by Troldal on 2019-03-13. // #ifndef ZIPPY_H #define ZIPPY_H #include "ZipArchive.hpp" #include "ZipEntry.hpp" #include "ZipException.hpp" #endif //ZIPPY_H
// // Created by Kenneth Balslev on 08/06/2020. // #ifndef ZIPPY_ZIPUTILITIES_HPP #define ZIPPY_ZIPUTILITIES_HPP namespace Zippy::Impl { /** * @brief Generates a random filename, which is used to generate a temporary archive when modifying and saving * archive files. * @param length The length of ...
#pragma once #include "Animations/AnimatedMesh.hpp" #include "Animations/Animation/Animation.hpp" #include "Animations/Animation/AnimationLoader.hpp" #include "Animations/Animation/JointTransform.hpp" #include "Animations/Animation/Keyframe.hpp" #include "Animations/Animator.hpp" #include "Animations/Geometry/Geometry...
#include "AnimatedMesh.hpp" #include "Maths/Maths.hpp" #include "Files/Xml/Xml.hpp" #include "Files/File.hpp" #include "Maths/Matrix4.hpp" #include "Scenes/Entity.hpp" #include "Animation/AnimationLoader.hpp" #include "Skeleton/SkeletonLoader.hpp" #include "Skin/SkinLoader.hpp" #include "Geometry/GeometryLoader.hpp" #...
#pragma once #include "Materials/Material.hpp" #include "Models/Model.hpp" #include "Scenes/Component.hpp" #include "Graphics/Buffers/StorageHandler.hpp" #include "Geometry/VertexAnimated.hpp" #include "Animator.hpp" namespace acid { /** * @brief Class that represents an animated armature with a skin mesh. */ class...
#include "Animator.hpp" #include "Engine/Engine.hpp" #include "Utils/Enumerate.hpp" namespace acid { void Animator::Update(const Joint &rootJoint, std::vector<Matrix4> &jointMatrices) { if (!currentAnimation) return; IncreaseAnimationTime(); auto currentPose = CalculateCurrentAnimationPose(); CalculateJointPose(...
#pragma once #include "Maths/Time.hpp" #include "Animation/Animation.hpp" #include "Skeleton/Joint.hpp" namespace acid { /** * @brief Class that contains all the functionality to apply an animation to an animated entity. * An Animator instance is associated with just one animated entity. * It also keeps track of t...
#include "Animation.hpp" namespace acid { Animation::Animation(const Time &length, std::vector<Keyframe> keyframes) : length(length), keyframes(std::move(keyframes)) { } const Node &operator>>(const Node &node, Animation &animation) { node["length"].Get(animation.length); node["keyframes"].Get(animation.keyframes...
#pragma once #include "Maths/Time.hpp" #include "Keyframe.hpp" namespace acid { /** * @brief Class that represents an animation that can be carried out by an animated entity. * It contains the length of the animation in seconds, and a list of {@link Keyframe}s. */ class ACID_EXPORT Animation { public: /** * Cre...
#include "AnimationLoader.hpp" #include "Animations/AnimatedMesh.hpp" #include "Utils/Enumerate.hpp" namespace acid { AnimationLoader::AnimationLoader(NodeConstView &&libraryAnimations, NodeConstView &&libraryVisualScenes, const Matrix4 &correction) : libraryAnimations(std::move(libraryAnimations)), libraryVisualSc...
#pragma once #include "Maths/Matrix4.hpp" #include "Files/Node.hpp" #include "Animation.hpp" namespace acid { class ACID_EXPORT AnimationLoader { public: AnimationLoader(NodeConstView &&libraryAnimations, NodeConstView &&libraryVisualScenes, const Matrix4 &correction); const Time &GetLengthSeconds() const { return...
#include "JointTransform.hpp" namespace acid { JointTransform::JointTransform(const Vector3f &position, const Quaternion &rotation) : position(position), rotation(rotation) { } JointTransform::JointTransform(const Matrix4 &localTransform) : position(localTransform[3]), rotation(localTransform) { } Matrix4 JointT...
#pragma once #include "Maths/Quaternion.hpp" namespace acid { /** * @brief Class that represents the local bone-space transform of a joint at a certain keyframe during an animation. * This includes the position and rotation of the joint, relative to the parent joint (or relative to the model's origin if it's the ro...
#include "Keyframe.hpp" namespace acid { Keyframe::Keyframe(const Time &timeStamp, std::map<std::string, JointTransform> pose) : timeStamp(timeStamp), pose(std::move(pose)) { } void Keyframe::AddJointTransform(const std::string &jointNameId, const Matrix4 &jointLocalTransform) { pose.emplace(jointNameId, jointLoca...
#pragma once #include "Maths/Time.hpp" #include "JointTransform.hpp" namespace acid { /** * @brief Class that represents one keyframe of an animation. This contains the timestamp of the keyframe, * which is the time (in seconds) from the start of the animation when this keyframe occurs. * * It also contains the d...
#include "GeometryLoader.hpp" #include "Animations/AnimatedMesh.hpp" namespace acid { GeometryLoader::GeometryLoader(NodeConstView &&libraryGeometries, std::vector<VertexWeights> vertexWeights, const Matrix4 &correction) : meshData(libraryGeometries["geometry"]["mesh"]), vertexWeights(std::move(vertexWeights)), co...
#pragma once #include "Maths/Matrix4.hpp" #include "Maths/Vector3.hpp" #include "Utils/NonCopyable.hpp" #include "Animations/Skin/VertexWeights.hpp" #include "VertexAnimated.hpp" namespace acid { class ACID_EXPORT GeometryLoader : NonCopyable { public: GeometryLoader(NodeConstView &&libraryGeometries, std::vector<Ve...
#pragma once #include "Maths/Vector2.hpp" #include "Maths/Vector3.hpp" #include "Graphics/Pipelines/Shader.hpp" namespace acid { class ACID_EXPORT VertexAnimated { public: VertexAnimated() = default; VertexAnimated(const Vector3f &position, const Vector2f &uv, const Vector3f &normal, const Vector3ui &jointId, cons...
#include "Joint.hpp" namespace acid { Joint::Joint(uint32_t index, std::string name, const Matrix4 &bindLocalTransform) : index(index), name(std::move(name)), localBindTransform(bindLocalTransform) { } void Joint::CalculateInverseBindTransform(const Matrix4 &parentBindTransform) { auto bindTransform = parentBindT...
#pragma once #include "Maths/Matrix4.hpp" namespace acid { /** * @brief Class that represents a joint in a "skeleton". It contains the index of the joint which determines where in the vertex shader uniform array the joint matrix for this joint is loaded up to. * It also contains the name of the bone, and a list of ...
#include "SkeletonLoader.hpp" #include "Animations/AnimatedMesh.hpp" #include "Utils/Enumerate.hpp" namespace acid { SkeletonLoader::SkeletonLoader(NodeConstView &&libraryControllers, std::vector<std::string> boneOrder, const Matrix4 &correction) : armatureData(libraryControllers["visual_scene"]["node"].GetPropertyW...
#pragma once #include "Files/Node.hpp" #include "Joint.hpp" namespace acid { class ACID_EXPORT SkeletonLoader { public: SkeletonLoader(NodeConstView &&libraryControllers, std::vector<std::string> boneOrder, const Matrix4 &correction); uint32_t GetJointCount() const { return jointCount; } const Joint &GetHeadJoint...
#include "SkinLoader.hpp" #include "Utils/Enumerate.hpp" namespace acid { SkinLoader::SkinLoader(NodeConstView &&libraryControllers, uint32_t maxWeights) : skinData(libraryControllers["controller"]["skin"]), maxWeights(maxWeights) { LoadJointsList(); auto weights = LoadWeights(); auto weightsDataNode = skinData[...
#pragma once #include "Files/Node.hpp" #include "VertexWeights.hpp" namespace acid { class ACID_EXPORT SkinLoader { public: SkinLoader(NodeConstView &&libraryControllers, uint32_t maxWeights); const std::vector<std::string> &GetJointOrder() const { return jointOrder; } const std::vector<VertexWeights> &GetVertexW...
#include "VertexWeights.hpp" #include "Utils/Enumerate.hpp" namespace acid { void VertexWeights::AddJointEffect(uint32_t jointId, float jointWeight) { for (auto &&[i, weight] : Enumerate(weights)) { if (jointWeight > weight) { jointIds[i] = jointId; weight = jointWeight; return; } } jointIds.emplace_...
#pragma once #include <cstdint> #include <vector> #include "Export.hpp" namespace acid { class ACID_EXPORT VertexWeights { public: void AddJointEffect(uint32_t jointId, float jointWeight); void LimitJointNumber(uint32_t max); void FillEmptyWeights(uint32_t max); float SaveTopWeights(std::vector<float> &topWeight...
#include "Audio.hpp" #include <iomanip> #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #include <OpenAL/alc.h> #else #include <al.h> #include <alc.h> #endif #include "Scenes/Scenes.hpp" namespace acid { struct Audio::_intern { ALCdevice *device = nullptr; ALCcontext *context = nullptr; }; Audio::Audio() : impl(s...
#pragma once #include <rocket.hpp> #include "Engine/Engine.hpp" namespace acid { /** * @brief Module used for loading, managing and playing a variety of different sound types. */ class ACID_EXPORT Audio : public Module::Registrar<Audio> { inline static const bool Registered = Register(Stage::Pre); public: enum c...
#include "Sound.hpp" #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #else #include <al.h> #endif #include "Maths/Transform.hpp" #include "Scenes/Entity.hpp" namespace acid { Sound::Sound(const std::string &filename, const Audio::Type &type, bool begin, bool loop, float gain, float pitch) : buffer(SoundBuffer::Create...
#pragma once #include "Maths/Vector3.hpp" #include "Scenes/Component.hpp" #include "SoundBuffer.hpp" #include "Audio.hpp" namespace acid { /** * @brief Class that represents a playable sound. */ class ACID_EXPORT Sound : public Component::Registrar<Sound> { inline static const bool Registered = Register("sound"...
#include "SoundBuffer.hpp" #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #else #include <al.h> #endif #include "Files/Files.hpp" #include "Resources/Resources.hpp" namespace acid { std::shared_ptr<SoundBuffer> SoundBuffer::Create(const Node &node) { if (auto resource = Resources::Get()->Find<SoundBuffer>(node)) r...
#pragma once #include <unordered_map> #include "Maths/Vector3.hpp" #include "Resources/Resource.hpp" #include "Audio.hpp" namespace acid { template<typename Base> class SoundBufferFactory { public: using TLoadMethod = std::function<void(Base &, const std::filesystem::path &)>; using TWriteMethod = std::function<vo...
#include "FlacSoundBuffer.hpp" #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #else #include <al.h> #endif #include <dr_flac.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void FlacSoundBuffer::Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto d...
#pragma once #include "Audio/SoundBuffer.hpp" namespace acid { class ACID_EXPORT FlacSoundBuffer : public SoundBuffer::Registrar<FlacSoundBuffer> { inline static const bool Registered = Register(".flac"); public: static void Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename); static void Write(c...
#include "Mp3SoundBuffer.hpp" #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #else #include <al.h> #endif #include <dr_mp3.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void Mp3SoundBuffer::Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto debu...
#pragma once #include "Audio/SoundBuffer.hpp" namespace acid { class ACID_EXPORT Mp3SoundBuffer : public SoundBuffer::Registrar<Mp3SoundBuffer> { inline static const bool Registered = Register(".mp3"); public: static void Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename); static void Write(cons...
#include "OggSoundBuffer.hpp" #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #else #include <al.h> #endif #include <stb_vorbis.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void OggSoundBuffer::Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto ...
#pragma once #include "Audio/SoundBuffer.hpp" namespace acid { class ACID_EXPORT OggSoundBuffer : public SoundBuffer::Registrar<OggSoundBuffer> { inline static const bool Registered = Register(".ogg"); public: static void Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename); static void Write(cons...
#include "OpusSoundBuffer.hpp" #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #else #include <al.h> #endif #include <dr_opus.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void OpusSoundBuffer::Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto d...
#pragma once #include "Audio/SoundBuffer.hpp" namespace acid { class ACID_EXPORT OpusSoundBuffer : public SoundBuffer::Registrar<OpusSoundBuffer> { inline static const bool Registered = Register(".opus"); public: static void Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename); static void Write(c...
#include "WaveSoundBuffer.hpp" #ifdef ACID_BUILD_MACOS #include <OpenAL/al.h> #else #include <al.h> #endif #include <dr_wav.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void WaveSoundBuffer::Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto de...
#pragma once #include "Audio/SoundBuffer.hpp" namespace acid { class ACID_EXPORT WaveSoundBuffer : public SoundBuffer::Registrar<WaveSoundBuffer> { inline static const bool Registered = Register(".wav", ".wave"); public: static void Load(SoundBuffer &soundBuffer, const std::filesystem::path &filename); static void...
#include "Bitmap.hpp" #include <stb_image.h> #include <stb_image_write.h> #include "Engine/Log.hpp" #include "Files/Files.hpp" namespace acid { Bitmap::Bitmap(std::filesystem::path filename) : filename(std::move(filename)) { Load(this->filename); } Bitmap::Bitmap(const Vector2ui &size, uint32_t bytesPerPixel) : ...
#pragma once #include <unordered_map> #include <functional> #include "Maths/Vector2.hpp" namespace acid { template<typename Base> class BitmapFactory { public: using TLoadMethod = std::function<void(Base &, const std::filesystem::path &)>; using TWriteMethod = std::function<void(const Base &, const std::filesystem...
#include "DngBitmap.hpp" #include <cstring> #include <tiny_dng.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void DngBitmap::Load(Bitmap &bitmap, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto debugStart = Time::Now(); #endif auto fileLoaded = Files::Read(filename); ...
#pragma once #include "Bitmaps/Bitmap.hpp" namespace acid { class ACID_EXPORT DngBitmap : public Bitmap::Registrar<DngBitmap> { inline static const bool Registered = Register(".dng", ".tiff"); public: static void Load(Bitmap &bitmap, const std::filesystem::path &filename); static void Write(const Bitmap &bitmap, c...
#include "ExrBitmap.hpp" #include <cstring> #include <tiny_exr.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void ExrBitmap::Load(Bitmap &bitmap, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto debugStart = Time::Now(); #endif auto fileLoaded = Files::Read(filename); ...
#pragma once #include "Bitmaps/Bitmap.hpp" namespace acid { class ACID_EXPORT ExrBitmap : public Bitmap::Registrar<ExrBitmap> { inline static const bool Registered = Register(".exr"); public: static void Load(Bitmap &bitmap, const std::filesystem::path &filename); static void Write(const Bitmap &bitmap, const std:...
#include "JpgBitmap.hpp" #include <cstring> #include <jpgd.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void JpgBitmap::Load(Bitmap &bitmap, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto debugStart = Time::Now(); #endif auto fileLoaded = Files::Read(filename); if (...
#pragma once #include "Bitmaps/Bitmap.hpp" namespace acid { class ACID_EXPORT JpgBitmap : public Bitmap::Registrar<JpgBitmap> { inline static const bool Registered = Register(".jpg", ".jpeg"); public: static void Load(Bitmap &bitmap, const std::filesystem::path &filename); static void Write(const Bitmap &bitmap, c...
#include "PngBitmap.hpp" #include <cstring> #include <spng.h> #include "Files/Files.hpp" #include "Maths/Time.hpp" namespace acid { void PngBitmap::Load(Bitmap &bitmap, const std::filesystem::path &filename) { #ifdef ACID_DEBUG auto debugStart = Time::Now(); #endif auto fileLoaded = Files::Read(filename); if (...
#pragma once #include "Bitmaps/Bitmap.hpp" namespace acid { class ACID_EXPORT PngBitmap : public Bitmap::Registrar<PngBitmap> { inline static const bool Registered = Register(".png"); public: static void Load(Bitmap &bitmap, const std::filesystem::path &filename); static void Write(const Bitmap &bitmap, const std:...
#pragma once #include "Engine/Engine.hpp" namespace acid { class ACID_EXPORT Context { public: }; }
#include "Cursor.hpp" #include <GLFW/glfw3.h> #include "Bitmaps/Bitmap.hpp" namespace acid { Cursor::Cursor(const std::filesystem::path &filename, CursorHotspot hotspot) { Bitmap bitmap(filename); if (!bitmap) return; GLFWimage image[1]; image[0].width = bitmap.GetSize().x; image[0].height = bitmap.GetSize().y;...
#pragma once #include <filesystem> #include "Export.hpp" #include "Utils/NonCopyable.hpp" struct GLFWcursor; namespace acid { enum class CursorHotspot : uint8_t { UpperLeft, UpperRight, BottomLeft, BottomRight, Centered }; enum class CursorStandard : uint32_t { Arrow = 0x00036001, IBeam = 0x00036002, Cross...
#include "Joysticks.hpp" #include <GLFW/glfw3.h> namespace acid { static_assert(GLFW_JOYSTICK_LAST == static_cast<int16_t>(JoystickPort::_16), "GLFW joystick port count does not match our joystick port enum count."); void CallbackJoystick(int32_t id, int32_t event) { auto joystick = Joysticks::Get()->GetJoystick(st...
#pragma once #include "Devices/Windows.hpp" #include "Engine/Engine.hpp" namespace acid { enum class JoystickHatValue : uint8_t { Centered = 0, Up = 1, Right = 2, Down = 4, Left = 8 }; ENABLE_BITMASK_OPERATORS(JoystickHatValue) enum class JoystickPort : uint8_t { _1 = 0, _2 = 1, _3 = 2, _4 = 3, _5 = 4, _6...
#include "Monitor.hpp" #include <GLFW/glfw3.h> #include "Windows.hpp" namespace acid { Monitor::Monitor(GLFWmonitor *monitor) : monitor(monitor) { } bool Monitor::IsPrimary() const { return monitor == glfwGetPrimaryMonitor(); } Vector2ui Monitor::GetWorkareaSize() const { int32_t width; int32_t height; glfwGet...
#pragma once #include "Maths/Vector2.hpp" struct GLFWmonitor; namespace acid { /** * @brief Class used to describe the video mode for a monitor. */ class ACID_EXPORT VideoMode { public: /// The width, in screen coordinates, of the video mode. int32_t width; /// The height, in screen coordinates, of the video mo...
#include "Windows.hpp" #include <algorithm> #include <GLFW/glfw3.h> #include "Graphics/Graphics.hpp" namespace acid { static_assert(GLFW_KEY_LAST == static_cast<int16_t>(Key::Menu), "GLFW keys count does not match our keys enum count."); static_assert(GLFW_MOUSE_BUTTON_LAST == static_cast<int16_t>(MouseButton::_8), ...
#pragma once #include <volk.h> #include <bitmask.hpp> #include <rocket.hpp> #include "Maths/Vector2.hpp" #include "Cursor.hpp" #include "Monitor.hpp" struct GLFWwindow; namespace acid { enum class Key : int16_t { Unknown = -1, Space = 32, Apostrophe = 39, Comma = 44, Minus = 45, Period = 46, Slash = 47, _0 ...
#include "Windows.hpp" #include <algorithm> #include <GLFW/glfw3.h> namespace acid { void CallbackError(int32_t error, const char *description) { Windows::CheckGlfw(error); Log::Error("GLFW error: ", description, ", ", error, '\n'); } void CallbackMonitor(GLFWmonitor *glfwMonitor, int32_t event) { auto &monitors ...
#pragma once #include "Engine/Engine.hpp" #include "Window.hpp" namespace acid { /** * @brief Module used for managing a window. */ class ACID_EXPORT Windows : public Module::Registrar<Windows> { inline static const bool Registered = Register(Stage::Pre); public: Windows(); ~Windows(); void Update() override; ...