Godot initialization

This commit is contained in:
ShyProton 2025-04-22 01:34:16 -04:00
parent ca64248ace
commit ddd6c15292
20 changed files with 62 additions and 13171 deletions

4
.editorconfig Normal file
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root = true
[*]
charset = utf-8

2
.gitattributes vendored Normal file
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

10
.gitignore vendored
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# Build artifacts
build/
# Direnv stuff for the flake
.envrc
.direnv
# Godot 4+ specific ignores
.godot/
/android/

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CC=g++
CFLAGS= -c -g -Wall
LDLIBS = -lglfw
TARGET := untap
BUILD_DIR := ./build
SRC_DIRS := ./src
SRCS := $(shell find $(SRC_DIRS) -name '*.cpp')
SRCS += $(shell find $(SRC_DIRS) -name '*.c')
OBJS := $(SRCS:%=$(BUILD_DIR)/%.o)
$(BUILD_DIR)/$(TARGET): $(OBJS)
$(CC) $(OBJS) -o $@ $(LDLIBS)
cp -r $(SRC_DIRS)/shaders $(BUILD_DIR)/
cp -r $(SRC_DIRS)/textures $(BUILD_DIR)/
$(BUILD_DIR)/%.cpp.o: %.cpp
mkdir -p $(dir $@)
$(CC) $(CFLAGS) -c $< -o $@
$(BUILD_DIR)/%.c.o: %.c
mkdir -p $(dir $@)
$(CC) $(CFLAGS) -c $< -o $@
.PHONY: clean
clean:
rm -rf $(BUILD_DIR)

61
flake.lock generated
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{
"nodes": {
"flake-utils": {
"inputs": {
"systems": "systems"
},
"locked": {
"lastModified": 1731533236,
"narHash": "sha256-l0KFg5HjrsfsO/JpG+r7fRrqm12kzFHyUHqHCVpMMbI=",
"owner": "numtide",
"repo": "flake-utils",
"rev": "11707dc2f618dd54ca8739b309ec4fc024de578b",
"type": "github"
},
"original": {
"owner": "numtide",
"repo": "flake-utils",
"type": "github"
}
},
"nixpkgs": {
"locked": {
"lastModified": 1744868846,
"narHash": "sha256-5RJTdUHDmj12Qsv7XOhuospjAjATNiTMElplWnJE9Hs=",
"owner": "NixOS",
"repo": "nixpkgs",
"rev": "ebe4301cbd8f81c4f8d3244b3632338bbeb6d49c",
"type": "github"
},
"original": {
"owner": "NixOS",
"ref": "nixpkgs-unstable",
"repo": "nixpkgs",
"type": "github"
}
},
"root": {
"inputs": {
"flake-utils": "flake-utils",
"nixpkgs": "nixpkgs"
}
},
"systems": {
"locked": {
"lastModified": 1681028828,
"narHash": "sha256-Vy1rq5AaRuLzOxct8nz4T6wlgyUR7zLU309k9mBC768=",
"owner": "nix-systems",
"repo": "default",
"rev": "da67096a3b9bf56a91d16901293e51ba5b49a27e",
"type": "github"
},
"original": {
"owner": "nix-systems",
"repo": "default",
"type": "github"
}
}
},
"root": "root",
"version": 7
}

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{
description = "Template node project";
inputs = {
nixpkgs.url = "github:NixOS/nixpkgs/nixpkgs-unstable";
flake-utils.url = "github:numtide/flake-utils";
};
outputs = {
self,
nixpkgs,
flake-utils,
}:
flake-utils.lib.eachDefaultSystem (
system: let
pkgs = import nixpkgs {
inherit system;
};
in {
devShell = pkgs.mkShell {
buildInputs = with pkgs; [
gnumake
glfw
pkg-config
glib.dev
];
};
}
);
}

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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>

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37
icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://nrgr3sfkdosx"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

15
project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="mtg-tabletop"
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg"

1140
src/glad.c

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#ifndef SHADER_H
#define SHADER_H
#include "glad.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
class Shader
{
public:
// program ID
unsigned int ID;
// constructor reads and builds the shader
Shader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// setup exceptions for bad files
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try {
// open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// read file buffers into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
} catch (std::ifstream::failure& e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ:" << e.what() << "\n";
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
unsigned int vertex, fragment;
int success;
char infoLog[512];
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << "\n";
}
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << "\n";
}
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(ID, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << "\n";
}
// delete shaders, no longer needed
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// use/activate the shader
void use()
{
glUseProgram(ID);
}
// utility uniform functions
void setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value);
}
void setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};
#endif

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#include "include/glad.h"
#include "include/shader.h"
#include "include/stb_image.h"
#include <GLFW/glfw3.h>
#include <iostream>
#include <math.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void setupGLFW(GLFWwindow** window);
typedef struct {
int width, height, nrChannels;
unsigned char* data;
} texture_t;
float vertices[] = {
// positions colours texture coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // bottom left
};
unsigned int indices[] = {
0, 1, 3, 1, 2, 3,
};
bool wireframe = false;
int main()
{
GLFWwindow* window;
setupGLFW(&window);
Shader myShader("shaders/shader.vs", "shaders/shader.fs");
texture_t tex;
stbi_set_flip_vertically_on_load(true);
tex.data = stbi_load("textures/wg.jpg", &tex.width, &tex.height, &tex.nrChannels, 0);
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (tex.data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width, tex.height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cout << "Failed to load texture\n";
}
stbi_image_free(tex.data);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
unsigned int EBO;
glGenBuffers(1, &EBO);
// bind Vertex Array Object
glBindVertexArray(VAO);
// copy our vertices into a buffer for opengl to use
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// copy our indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// set the vertex attributes pointers
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
myShader.use();
myShader.setInt("tex", 0);
while (!glfwWindowShouldClose(window)) {
// input
processInput(window);
// rendering
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
myShader.use();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
// check and call events and swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
void setupGLFW(GLFWwindow** window)
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window\n";
glfwTerminate();
exit(-1);
}
glfwMakeContextCurrent(*window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to init GLAD\n";
exit(-1);
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}

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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D tex;
void main()
{
FragColor = texture(tex, TexCoord);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
}

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#define STB_IMAGE_IMPLEMENTATION
#include "include/stb_image.h"

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