initial engine commit

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# https://editorconfig.org
root = true
[*]
indent_style = space
end_of_line = lf
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = true
[*.{java,scala,groovy,kt,kts}]
indent_size = 4
[*.gradle]
indent_size = 2
[*.md]
trim_trailing_whitespace = false

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* text=auto eol=lf
*.bat text=auto eol=crlf

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## Gradle:
.gradle/
gradle-app.setting
/build/
/android/build/
/core/build/
/lwjgl2/build/
/lwjgl3/build/
/html/build/
/teavm/build/
/ios/build/
/ios-moe/build/
/headless/build/
/server/build/
/shared/build/
## Java:
*.class
*.war
*.ear
hs_err_pid*
.attach_pid*
## Android:
/android/libs/armeabi-v7a/
/android/libs/arm64-v8a/
/android/libs/x86/
/android/libs/x86_64/
/android/gen/
/android/out/
local.properties
com_crashlytics_export_strings.xml
## Robovm:
/ios/robovm-build/
## iOS:
/ios/xcode/*.xcodeproj/*
!/ios/xcode/*.xcodeproj/xcshareddata
!/ios/xcode/*.xcodeproj/project.pbxproj
/ios/xcode/native/
/ios/IOSLauncher.app
/ios/IOSLauncher.app.dSYM
## GWT:
/html/war/
/html/gwt-unitCache/
.apt_generated/
/html/war/WEB-INF/deploy/
/html/war/WEB-INF/classes/
.gwt/
gwt-unitCache/
www-test/
.gwt-tmp/
## TeaVM:
# Not sure yet...
## IntelliJ, Android Studio:
.idea/
*.ipr
*.iws
*.iml
## Eclipse:
.classpath
.project
.metadata/
/android/bin/
/core/bin/
/lwjgl2/bin/
/lwjgl3/bin/
/html/bin/
/teavm/bin/
/ios/bin/
/ios-moe/bin/
/headless/bin/
/server/bin/
/shared/bin/
*.tmp
*.bak
*.swp
*~.nib
.settings/
.loadpath
.externalToolBuilders/
*.launch
## NetBeans:
/nbproject/private/
/android/nbproject/private/
/core/nbproject/private/
/lwjgl2/nbproject/private/
/lwjgl3/nbproject/private/
/html/nbproject/private/
/teavm/nbproject/private/
/ios/nbproject/private/
/ios-moe/nbproject/private/
/headless/nbproject/private/
/server/nbproject/private/
/shared/nbproject/private/
/nbbuild/
/android/nbbuild/
/core/nbbuild/
/lwjgl2/nbbuild/
/lwjgl3/nbbuild/
/html/nbbuild/
/teavm/nbbuild/
/ios/nbbuild/
/ios-moe/nbbuild/
/headless/nbbuild/
/server/nbbuild/
/shared/nbbuild/
/dist/
/android/dist/
/core/dist/
/lwjgl2/dist/
/lwjgl3/dist/
/html/dist/
/teavm/dist/
/ios/dist/
/ios-moe/dist/
/headless/dist/
/server/dist/
/shared/dist/
/nbdist/
/android/nbdist/
/core/nbdist/
/lwjgl2/nbdist/
/lwjgl3/nbdist/
/html/nbdist/
/teavm/nbdist/
/ios/nbdist/
/ios-moe/nbdist/
/headless/nbdist/
/server/nbdist/
/shared/nbdist/
nbactions.xml
nb-configuration.xml
## OS-Specific:
.DS_Store
Thumbs.db
## Miscellaneous:
*~
*.*#
*#*#
/.kotlin/
/assets/assets.txt
## Special cases:
## There is a resource-config.json file generated by nativeimage.gradle if you use Graal Native Image.
## Some usage may need extra resource configuration in a different file with the same name.
## You could also add that configuration to the text in nativeimage.gradle .
## You should delete or comment out the next line if you have configuration in a different resource-config.json .
**/resource-config.json

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# retro-renderer
A [libGDX](https://libgdx.com/) project generated with [gdx-liftoff](https://github.com/libgdx/gdx-liftoff).
This project was generated with a template including simple application launchers and an `ApplicationAdapter` extension that draws libGDX logo.
## Platforms
- `core`: Main module with the application logic shared by all platforms.
- `lwjgl3`: Primary desktop platform using LWJGL3; was called 'desktop' in older docs.
## Gradle
This project uses [Gradle](https://gradle.org/) to manage dependencies.
The Gradle wrapper was included, so you can run Gradle tasks using `gradlew.bat` or `./gradlew` commands.
Useful Gradle tasks and flags:
- `--continue`: when using this flag, errors will not stop the tasks from running.
- `--daemon`: thanks to this flag, Gradle daemon will be used to run chosen tasks.
- `--offline`: when using this flag, cached dependency archives will be used.
- `--refresh-dependencies`: this flag forces validation of all dependencies. Useful for snapshot versions.
- `build`: builds sources and archives of every project.
- `cleanEclipse`: removes Eclipse project data.
- `cleanIdea`: removes IntelliJ project data.
- `clean`: removes `build` folders, which store compiled classes and built archives.
- `eclipse`: generates Eclipse project data.
- `idea`: generates IntelliJ project data.
- `lwjgl3:jar`: builds application's runnable jar, which can be found at `lwjgl3/build/libs`.
- `lwjgl3:run`: starts the application.
- `test`: runs unit tests (if any).
Note that most tasks that are not specific to a single project can be run with `name:` prefix, where the `name` should be replaced with the ID of a specific project.
For example, `core:clean` removes `build` folder only from the `core` project.

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buildscript {
repositories {
mavenCentral()
gradlePluginPortal()
mavenLocal()
google()
maven { url 'https://central.sonatype.com/repository/maven-snapshots/' }
}
dependencies {
}
}
allprojects {
apply plugin: 'eclipse'
apply plugin: 'idea'
// This allows you to "Build and run using IntelliJ IDEA", an option in IDEA's Settings.
idea {
module {
outputDir file('build/classes/java/main')
testOutputDir file('build/classes/java/test')
}
}
}
configure(subprojects) {
apply plugin: 'java-library'
sourceCompatibility = 17
// From https://lyze.dev/2021/04/29/libGDX-Internal-Assets-List/
// The article can be helpful when using assets.txt in your project.
tasks.register('generateAssetList') {
inputs.dir("${project.rootDir}/assets/")
// projectFolder/assets
File assetsFolder = new File("${project.rootDir}/assets/")
// projectFolder/assets/assets.txt
File assetsFile = new File(assetsFolder, "assets.txt")
// delete that file in case we've already created it
assetsFile.delete()
// iterate through all files inside that folder
// convert it to a relative path
// and append it to the file assets.txt
fileTree(assetsFolder).collect { assetsFolder.relativePath(it) }.sort().each {
assetsFile.append(it + "\n")
}
}
processResources.dependsOn 'generateAssetList'
compileJava {
options.incremental = true
}
}
subprojects {
version = "$projectVersion"
ext.appName = 'retro-renderer'
repositories {
mavenCentral()
// maven { url 'https://s01.oss.sonatype.org' }
// You may want to remove the following line if you have errors downloading dependencies.
mavenLocal()
// maven { url 'https://oss.sonatype.org/content/repositories/snapshots/' }
// maven { url 'https://s01.oss.sonatype.org/content/repositories/snapshots/' }
maven { url 'https://central.sonatype.com/repository/maven-snapshots/' }
maven { url 'https://jitpack.io' }
}
}
eclipse.project.name = 'retro-renderer' + '-parent'

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[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
eclipse.project.name = appName + '-core'
dependencies {
api "com.badlogicgames.gdx-controllers:gdx-controllers-core:$gdxControllersVersion"
api "com.badlogicgames.gdx:gdx-bullet:$gdxVersion"
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
api "com.badlogicgames.gdx:gdx:$gdxVersion"
if(enableGraalNative == 'true') {
implementation "io.github.berstanio:gdx-svmhelper-annotations:$graalHelperVersion"
}
}

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package wtf.beatrice.retrorender;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalShadowLight;
import com.badlogic.gdx.graphics.g3d.utils.DepthShaderProvider;
import com.badlogic.gdx.graphics.glutils.FrameBuffer;
import wtf.beatrice.retrorender.engine.DebugHud;
import wtf.beatrice.retrorender.engine.FpsCameraController;
import wtf.beatrice.retrorender.engine.World3D;
public class GameScreen implements Screen {
private final Main game;
private PerspectiveCamera camera;
private ModelBatch modelBatch;
private Environment environment;
private FpsCameraController cameraController;
private World3D world;
private DebugHud hud;
// Shadow Mapping
private ModelBatch shadowBatch;
private DirectionalShadowLight shadowLight;
// Retro rendering
private FrameBuffer frameBuffer;
private TextureRegion frameRegion;
private SpriteBatch screenBatch;
private static final int RETRO_WIDTH = 320;
private static final int RETRO_HEIGHT = 180;
public GameScreen(Main game) {
this.game = game;
}
private void initCamera() {
camera = new PerspectiveCamera(
67f,
Gdx.graphics.getWidth(),
Gdx.graphics.getHeight()
);
// near/far + initial direction handled in controller constructor
cameraController = new FpsCameraController(camera);
}
private void initEnvironment() {
environment = new Environment();
// ambient color
environment.set(
new ColorAttribute(ColorAttribute.AmbientLight,
0.4f, 0.4f, 0.5f, 1f)
);
// shadow-casting directional light
shadowLight = new DirectionalShadowLight(
1024, 1024, // shadow map resolution
60f, 60f, // viewport size (render distance)
1f, 50f // near/far for the light camera
);
shadowLight.set(
1.0f, 0.85f, 0.9f, // casting light color
-0.7f, -1.0f, -0.3f // direction
);
environment.add(shadowLight);
environment.shadowMap = shadowLight;
shadowBatch = new ModelBatch(new DepthShaderProvider());
}
private void initWorld() {
world = new World3D();
}
private void initHud() {
hud = new DebugHud();
}
// --- Screen methods ---
private void initRetroBuffer() {
// RGB + depth
frameBuffer = new FrameBuffer(
com.badlogic.gdx.graphics.Pixmap.Format.RGBA8888,
RETRO_WIDTH,
RETRO_HEIGHT,
true
);
Texture fbTex = frameBuffer.getColorBufferTexture();
frameRegion = new TextureRegion(fbTex);
fbTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
// FBO textures are Y-flipped in libGDX, so flip once here
frameRegion.flip(false, true);
screenBatch = new com.badlogic.gdx.graphics.g2d.SpriteBatch();
}
@Override
public void show() {
modelBatch = new ModelBatch();
initCamera();
initEnvironment();
initWorld();
initHud();
initRetroBuffer();
cameraController.onShow();
}
@Override
public void render(float delta) {
cameraController.update(delta, world);
world.update(delta);
// --- shadow pass: render depth from light's point of view
// point to center the shadow camera on;
// can be adjusted this later (e.g. follow player).
shadowLight.begin(new com.badlogic.gdx.math.Vector3(0f, 0f, 0f), camera.direction);
shadowBatch.begin(shadowLight.getCamera());
world.render(shadowBatch, environment); // depth-only pass
shadowBatch.end();
shadowLight.end();
// --- render scene into low res framebuffer
frameBuffer.begin();
Gdx.gl.glViewport(0, 0, RETRO_WIDTH, RETRO_HEIGHT);
Gdx.gl.glClearColor(0.5f, 0.6f, 1.0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
camera.update();
modelBatch.begin(camera);
world.render(modelBatch, environment); // DefaultShader uses shadowLight + env.shadowMap
modelBatch.end();
// --- HUD
hud.render(RETRO_WIDTH, RETRO_HEIGHT, camera);
frameBuffer.end();
// -- scale framebuffer to screen
int screenW = Gdx.graphics.getWidth();
int screenH = Gdx.graphics.getHeight();
int fbWidth = Gdx.graphics.getBackBufferWidth();
int fbHeight = Gdx.graphics.getBackBufferHeight();
Gdx.gl.glViewport(0, 0, fbWidth, fbHeight);
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
screenBatch.begin();
// draw retro texture stretched to window size
screenBatch.draw(frameRegion, 0, 0, screenW, screenH);
screenBatch.end();
}
@Override
public void resize(int width, int height) {
camera.viewportWidth = width;
camera.viewportHeight = height;
camera.update();
cameraController.resize(width, height);
}
@Override public void pause() { }
@Override public void resume() { }
@Override
public void hide() {
cameraController.onHide();
}
@Override
public void dispose() {
cameraController.dispose();
world.dispose();
modelBatch.dispose();
hud.dispose();
if (shadowBatch != null) shadowBatch.dispose();
if (shadowLight != null) shadowLight.dispose();
}
}

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package wtf.beatrice.retrorender;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.*;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g3d.*;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.ScreenUtils;
/** {@link com.badlogic.gdx.ApplicationListener} implementation shared by all platforms. */
public class Main extends Game
{
@Override
public void create()
{
setScreen(new GameScreen(this));
}
}

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package wtf.beatrice.retrorender.engine;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
public class DebugHud {
private final SpriteBatch batch;
private final BitmapFont font;
public DebugHud() {
batch = new SpriteBatch();
FreeTypeFontGenerator generator =
new FreeTypeFontGenerator(Gdx.files.internal("fonts/red-hat-mono.ttf"));
FreeTypeFontGenerator.FreeTypeFontParameter param =
new FreeTypeFontGenerator.FreeTypeFontParameter();
param.size = 10; // size in defined scaled framebuffer
param.color = Color.WHITE;
// reduce aliasing and smoothing
param.mono = true; // 1-bit glyphs, no grayscale AA
param.hinting = FreeTypeFontGenerator.Hinting.None; // no font hinting
param.borderWidth = 0.2f;
param.borderColor = Color.WHITE;
param.shadowOffsetX = 0;
param.shadowOffsetY = 0;
// sample font texture as pixels
param.minFilter = Texture.TextureFilter.Nearest;
param.magFilter = Texture.TextureFilter.Nearest;
font = generator.generateFont(param);
generator.dispose();
}
// render HUD in virtual resolution
public void render(int width, int height, PerspectiveCamera camera) {
// set up orthographic projection matching target size
batch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
batch.begin();
String fpsText = Gdx.graphics.getFramesPerSecond() + " FPS";
font.draw(batch, fpsText, 5f, height - 5f);
if (camera != null) {
float x = camera.position.x;
float y = camera.position.y;
float z = camera.position.z;
String posText = String.format("X: %.2f Y: %.2f Z: %.2f", x, y, z);
font.draw(batch, posText, 5f, height - 15f);
}
batch.end();
}
public void dispose() {
batch.dispose();
font.dispose();
}
}

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package wtf.beatrice.retrorender.engine;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Cursor;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.math.Vector3;
public class FpsCameraController {
private final PerspectiveCamera camera;
// movement + look
private float moveSpeed = 5f; // units / second
private float mouseSensitivity = 0.15f;
private float yaw = 0f;
private float pitch = 0f;
private float eyeHeight = 1.6f;
private float velocityY = 0f;
private float gravity = -50f;
private float jumpSpeed = 12f;
private boolean grounded = false;
private final Vector3 tmpForward = new Vector3();
private final Vector3 tmpRight = new Vector3();
// mouse capture / centering
private boolean mouseCaptured = true;
private int centerX;
private int centerY;
private int captureWarmupFrames = 0;
private static final int WARMUP_FRAMES = 6; // frames to ignore after capture
private Cursor invisibleCursor;
public FpsCameraController(PerspectiveCamera camera) {
this.camera = camera;
// default camera setup
camera.position.set(0f, eyeHeight, 6f);
camera.near = 0.1f;
camera.far = 100f;
yaw = 180f;
pitch = -15f;
updateCameraDirection();
centerX = Gdx.graphics.getWidth() / 2;
centerY = Gdx.graphics.getHeight() / 2;
grounded = true;
}
/** Call from Screen.show() */
public void onShow() {
mouseCaptured = true;
centerX = Gdx.graphics.getWidth() / 2;
centerY = Gdx.graphics.getHeight() / 2;
Gdx.input.setCursorPosition(centerX, centerY);
ensureInvisibleCursor();
Gdx.graphics.setCursor(invisibleCursor);
captureWarmupFrames = WARMUP_FRAMES;
}
/** Call from Screen.hide() */
public void onHide() {
mouseCaptured = false;
Gdx.graphics.setSystemCursor(Cursor.SystemCursor.Arrow);
}
/** Call from Screen.resize() */
public void resize(int width, int height) {
centerX = width / 2;
centerY = height / 2;
if (mouseCaptured) {
Gdx.input.setCursorPosition(centerX, centerY);
}
// after resize, skip frames to avoid mouse skew
captureWarmupFrames = WARMUP_FRAMES;
}
/** Update each frame with delta time */
public void update(float delta, World3D world) {
// --- ESC: release mouse, stop movement / camera
if (Gdx.input.isKeyJustPressed(Input.Keys.ESCAPE)) {
mouseCaptured = false;
Gdx.graphics.setSystemCursor(Cursor.SystemCursor.Arrow);
}
// only capture inputs if focused/captured
if (!mouseCaptured) {
if (Gdx.input.justTouched()) { // if clicked
mouseCaptured = true;
centerX = Gdx.graphics.getWidth() / 2;
centerY = Gdx.graphics.getHeight() / 2;
Gdx.input.setCursorPosition(centerX, centerY);
ensureInvisibleCursor();
Gdx.graphics.setCursor(invisibleCursor);
captureWarmupFrames = WARMUP_FRAMES;
}
return;
}
// skip a few frames after capture to avoid mouse skew
// teleport cursor to center
if (captureWarmupFrames > 0) {
captureWarmupFrames--;
Gdx.input.setCursorPosition(centerX, centerY);
return;
}
// --- mouse look: keep cursor centred
int mouseX = Gdx.input.getX();
int mouseY = Gdx.input.getY();
int dx = mouseX - centerX;
int dy = mouseY - centerY;
// recenter for next frame
Gdx.input.setCursorPosition(centerX, centerY);
float deltaX = -dx * mouseSensitivity;
float deltaY = -dy * mouseSensitivity;
yaw += deltaX;
pitch += deltaY;
// clamp pitch to avoid flipping
pitch = Math.max(-89f, Math.min(89f, pitch));
// keep yaw in [0, 360)
if (yaw >= 360f) yaw -= 360f;
if (yaw < 0f) yaw += 360f;
updateCameraDirection();
// --- keyboard movement
// forward vector (flattened on XZ)
tmpForward.set(camera.direction.x, 0f, camera.direction.z).nor();
// right vector (perpendicular)
tmpRight.set(tmpForward.z, 0f, -tmpForward.x).nor();
float moveAmount = moveSpeed * delta;
float moveX = 0f;
float moveZ = 0f;
if (Gdx.input.isKeyPressed(Input.Keys.W)) {
moveX += tmpForward.x * moveAmount;
moveZ += tmpForward.z * moveAmount;
}
if (Gdx.input.isKeyPressed(Input.Keys.S)) {
moveX -= tmpForward.x * moveAmount;
moveZ -= tmpForward.z * moveAmount;
}
if (Gdx.input.isKeyPressed(Input.Keys.A)) {
moveX += tmpRight.x * moveAmount;
moveZ += tmpRight.z * moveAmount;
}
if (Gdx.input.isKeyPressed(Input.Keys.D)) {
moveX -= tmpRight.x * moveAmount;
moveZ -= tmpRight.z * moveAmount;
}
float playerRadius = 0.4f;
// --- try to move in X/Z with collision
float newX = camera.position.x + moveX;
float newZ = camera.position.z + moveZ;
float curY = camera.position.y;
if (!world.collidesAt(newX, curY, camera.position.z, playerRadius, eyeHeight)) {
camera.position.x = newX;
}
if (!world.collidesAt(camera.position.x, curY, newZ, playerRadius, eyeHeight)) {
camera.position.z = newZ;
}
boolean jumpHeld = Gdx.input.isKeyPressed(Input.Keys.SPACE);
// apply gravity
velocityY += gravity * delta;
float proposedY = camera.position.y + velocityY * delta;
// feet position if we accept this Y
float feetY = proposedY - eyeHeight;
// find ground at current X/Z
float groundY = world.getGroundHeightAt(camera.position.x, camera.position.z, 0f);
if (feetY <= groundY) {
// ground or other surface below feet
grounded = true;
velocityY = 0f;
camera.position.y = groundY + eyeHeight;
} else {
grounded = false;
camera.position.y = proposedY;
}
// start jump again if holding down key
if (grounded && jumpHeld) {
velocityY = jumpSpeed;
grounded = false;
}
}
private void updateCameraDirection() {
// build direction vector from yaw/pitch
float yawRad = (float) Math.toRadians(yaw);
float pitchRad = (float) Math.toRadians(pitch);
float x = (float) (Math.cos(pitchRad) * Math.sin(yawRad));
float y = (float) Math.sin(pitchRad);
float z = (float) (Math.cos(pitchRad) * Math.cos(yawRad));
camera.direction.set(x, y, z).nor();
}
private void ensureInvisibleCursor() {
if (invisibleCursor == null) {
Pixmap pm = new Pixmap(16, 16, Pixmap.Format.RGBA8888);
pm.setColor(0, 0, 0, 0);
pm.fill();
invisibleCursor = Gdx.graphics.newCursor(pm, 0, 0);
pm.dispose();
}
}
public void dispose() {
if (invisibleCursor != null) {
invisibleCursor.dispose();
invisibleCursor = null;
}
}
public void setMoveSpeed(float moveSpeed) { this.moveSpeed = moveSpeed; }
public void setMouseSensitivity(float mouseSensitivity) { this.mouseSensitivity = mouseSensitivity; }
}

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package wtf.beatrice.retrorender.engine;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.g3d.*;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Vector3;
import java.util.ArrayList;
import java.util.List;
public class World3D {
// textures
private final Texture groundTexture;
// models (base mesh)
private final Model groundModel;
private final Model cubeModel;
// instances
private final ModelInstance groundInstance;
private final List<ModelInstance> cubeInstances = new ArrayList<>();
public World3D() {
ModelBuilder modelBuilder = new ModelBuilder();
// --- load floor texture
groundTexture = new Texture(Gdx.files.internal("textures/paving.png"));
groundTexture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
groundTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
// --- create ground material
Material groundMat = new Material(
ColorAttribute.createDiffuse(1f, 1f, 1f, 1f),
TextureAttribute.createDiffuse(groundTexture)
);
// plane size (halfSize in X/Z)
float halfSize = 20f;
// times the texture repeats across the whole plane
float tileScale = 8f;
modelBuilder.begin();
MeshPartBuilder mpb = modelBuilder.part(
"ground",
GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position
| VertexAttributes.Usage.Normal
| VertexAttributes.Usage.TextureCoordinates, // 👈 important
groundMat
);
// set UV range so texture repeats tileScale times
mpb.setUVRange(0f, 0f, tileScale, tileScale);
// build the quad
mpb.rect(
-halfSize, 0f, halfSize, // top-left
halfSize, 0f, halfSize, // top-right
halfSize, 0f, -halfSize, // bottom-right
-halfSize, 0f, -halfSize, // bottom-left
0f, 1f, 0f // normal up
);
groundModel = modelBuilder.end();
groundInstance = new ModelInstance(groundModel);
// --- create reusable cube model
cubeModel = modelBuilder.createBox(
2f, 2f, 2f,
new Material(ColorAttribute.createDiffuse(1f, 1f, 1f, 1f)),
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal
);
// --- place random cubes in the world
// center
cubeInstances.add(new ModelInstance(cubeModel)); // at origin
// four around
cubeInstances.add(new ModelInstance(cubeModel));
cubeInstances.get(1).transform.setToTranslation(8f, 1f, 8f);
cubeInstances.add(new ModelInstance(cubeModel));
cubeInstances.get(2).transform.setToTranslation(-8f, 1f, 8f);
cubeInstances.add(new ModelInstance(cubeModel));
cubeInstances.get(3).transform.setToTranslation(8f, 1f, -8f);
cubeInstances.add(new ModelInstance(cubeModel));
cubeInstances.get(4).transform.setToTranslation(-8f, 1f, -8f);
// one tall pillar in front of you
ModelInstance pillar = new ModelInstance(cubeModel);
pillar.transform
.setToScaling(1f, 3f, 1f)
.translate(0f, 3f, -10f);
cubeInstances.add(pillar);
}
public void update(float delta) {
// rotate cubes around y axis
for (ModelInstance instance : cubeInstances) {
instance.transform.rotate(Vector3.Y, 20f * delta);
}
}
public void render(ModelBatch batch, Environment environment) {
// draw ground
batch.render(groundInstance, environment);
// draw cubes
for (ModelInstance instance : cubeInstances) {
batch.render(instance, environment);
}
}
/**
* Returns the ground height (y) at a given XZ position.
* Starts from baseHeight (e.g. 0) and checks if you're standing on top of any cube.
*/
public float getGroundHeightAt(float x, float z, float baseHeight) {
float maxY = baseHeight; // ground plane at y = 0
// a cube is 2 units tall, from y = 0 to y = 2
float cubeHalfSize = 1f;
float cubeTopY = 2f;
Vector3 tmp = new Vector3();
for (ModelInstance cube : cubeInstances) {
cube.transform.getTranslation(tmp);
float minX = tmp.x - cubeHalfSize;
float maxX = tmp.x + cubeHalfSize;
float minZ = tmp.z - cubeHalfSize;
float maxZ = tmp.z + cubeHalfSize;
if (x >= minX && x <= maxX && z >= minZ && z <= maxZ) {
if (cubeTopY > maxY) {
maxY = cubeTopY;
}
}
}
return maxY;
}
/**
* Simple horizontal collision check between a player and cube sides.
* Player is approximated as a capsule: radius in XZ, height = eyeHeight.
*/
public boolean collidesAt(float x, float y, float z, float radius, float eyeHeight) {
float feetY = y - eyeHeight;
float headY = y;
float cubeHalfSize = 1f;
float cubeBottomY = 0f;
float cubeTopY = 2f;
Vector3 tmp = new Vector3();
for (ModelInstance cube : cubeInstances) {
cube.transform.getTranslation(tmp);
float minX = tmp.x - cubeHalfSize;
float maxX = tmp.x + cubeHalfSize;
float minZ = tmp.z - cubeHalfSize;
float maxZ = tmp.z + cubeHalfSize;
// no vertical overlap -> ignore
if (headY <= cubeBottomY || feetY >= cubeTopY) {
continue;
}
// circle (player) vs AABB (cube) in XZ
boolean overlapX = (x + radius > minX) && (x - radius < maxX);
boolean overlapZ = (z + radius > minZ) && (z - radius < maxZ);
if (overlapX && overlapZ) {
return true;
}
}
return false;
}
public void dispose() {
groundModel.dispose();
cubeModel.dispose();
groundTexture.dispose();
}
}

20
gradle.properties Normal file
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# This doesn't need to be false, and some projects may be able to take advantage of setting daemon to true.
# We set it to false by default in order to avoid too many daemons from being created and persisting; each needs RAM.
org.gradle.daemon=false
# Sets starting memory usage to 512MB, maximum memory usage to 1GB, and tries to set as much to use Unicode as we can.
org.gradle.jvmargs=-Xms512M -Xmx1G -Dfile.encoding=UTF-8 -Dconsole.encoding=UTF-8
# "Configure on-demand" must be false because it breaks projects that have Android modules. The default is also false.
org.gradle.configureondemand=false
# The logging level determines which messages get shown about how Gradle itself is working, such as if build.gradle
# files are fully future-proof (which they never are, because Gradle constantly deprecates working APIs).
# You can change 'quiet' below to 'lifecycle' to use Gradle's default behavior, which shows some confusing messages.
# You could instead change 'quiet' below to 'info' to see info that's important mainly while debugging build files.
# Note that if you want to use Gradle Build Scans, you should set the below logging level to 'lifecycle', otherwise
# the link to the scan won't get shown at all.
# Documented at: https://docs.gradle.org/current/userguide/command_line_interface.html#sec:command_line_logging
org.gradle.logging.level=quiet
gdxControllersVersion=2.2.3
enableGraalNative=false
graalHelperVersion=2.0.1
gdxVersion=1.14.0
projectVersion=0.0.1

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#This file is generated by updateDaemonJvm
toolchainUrl.FREE_BSD.AARCH64=https\://api.foojay.io/disco/v3.0/ids/65aaef917b9f394804f058f1861225c9/redirect
toolchainUrl.FREE_BSD.X86_64=https\://api.foojay.io/disco/v3.0/ids/c728c5388b044fbdbbc44b0c6acee0df/redirect
toolchainUrl.LINUX.AARCH64=https\://api.foojay.io/disco/v3.0/ids/65aaef917b9f394804f058f1861225c9/redirect
toolchainUrl.LINUX.X86_64=https\://api.foojay.io/disco/v3.0/ids/c728c5388b044fbdbbc44b0c6acee0df/redirect
toolchainUrl.MAC_OS.AARCH64=https\://api.foojay.io/disco/v3.0/ids/dc463b4a8183dbcaa1b32544189c7f03/redirect
toolchainUrl.MAC_OS.X86_64=https\://api.foojay.io/disco/v3.0/ids/cb7dc109dd590ebca2d703734d23c9d3/redirect
toolchainUrl.UNIX.AARCH64=https\://api.foojay.io/disco/v3.0/ids/65aaef917b9f394804f058f1861225c9/redirect
toolchainUrl.UNIX.X86_64=https\://api.foojay.io/disco/v3.0/ids/c728c5388b044fbdbbc44b0c6acee0df/redirect
toolchainUrl.WINDOWS.AARCH64=https\://api.foojay.io/disco/v3.0/ids/43ee83889b87bacad5d3071ae7bbd349/redirect
toolchainUrl.WINDOWS.X86_64=https\://api.foojay.io/disco/v3.0/ids/2d57bdd1e17a18f83ff073919daa35ba/redirect
toolchainVersion=17

BIN
gradle/wrapper/gradle-wrapper.jar vendored Normal file

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distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.14.3-bin.zip
networkTimeout=10000
validateDistributionUrl=true
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

251
gradlew vendored Executable file
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#!/bin/sh
#
# Copyright © 2015-2021 the original authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# SPDX-License-Identifier: Apache-2.0
#
##############################################################################
#
# Gradle start up script for POSIX generated by Gradle.
#
# Important for running:
#
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
# noncompliant, but you have some other compliant shell such as ksh or
# bash, then to run this script, type that shell name before the whole
# command line, like:
#
# ksh Gradle
#
# Busybox and similar reduced shells will NOT work, because this script
# requires all of these POSIX shell features:
# * functions;
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
# * compound commands having a testable exit status, especially «case»;
# * various built-in commands including «command», «set», and «ulimit».
#
# Important for patching:
#
# (2) This script targets any POSIX shell, so it avoids extensions provided
# by Bash, Ksh, etc; in particular arrays are avoided.
#
# The "traditional" practice of packing multiple parameters into a
# space-separated string is a well documented source of bugs and security
# problems, so this is (mostly) avoided, by progressively accumulating
# options in "$@", and eventually passing that to Java.
#
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
# see the in-line comments for details.
#
# There are tweaks for specific operating systems such as AIX, CygWin,
# Darwin, MinGW, and NonStop.
#
# (3) This script is generated from the Groovy template
# https://github.com/gradle/gradle/blob/HEAD/platforms/jvm/plugins-application/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
# within the Gradle project.
#
# You can find Gradle at https://github.com/gradle/gradle/.
#
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
app_path=$0
# Need this for daisy-chained symlinks.
while
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
[ -h "$app_path" ]
do
ls=$( ls -ld "$app_path" )
link=${ls#*' -> '}
case $link in #(
/*) app_path=$link ;; #(
*) app_path=$APP_HOME$link ;;
esac
done
# This is normally unused
# shellcheck disable=SC2034
APP_BASE_NAME=${0##*/}
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
APP_HOME=$( cd -P "${APP_HOME:-./}" > /dev/null && printf '%s\n' "$PWD" ) || exit
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD=maximum
warn () {
echo "$*"
} >&2
die () {
echo
echo "$*"
echo
exit 1
} >&2
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "$( uname )" in #(
CYGWIN* ) cygwin=true ;; #(
Darwin* ) darwin=true ;; #(
MSYS* | MINGW* ) msys=true ;; #(
NONSTOP* ) nonstop=true ;;
esac
CLASSPATH="\\\"\\\""
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD=$JAVA_HOME/jre/sh/java
else
JAVACMD=$JAVA_HOME/bin/java
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD=java
if ! command -v java >/dev/null 2>&1
then
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
fi
# Increase the maximum file descriptors if we can.
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
case $MAX_FD in #(
max*)
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
MAX_FD=$( ulimit -H -n ) ||
warn "Could not query maximum file descriptor limit"
esac
case $MAX_FD in #(
'' | soft) :;; #(
*)
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
ulimit -n "$MAX_FD" ||
warn "Could not set maximum file descriptor limit to $MAX_FD"
esac
fi
# Collect all arguments for the java command, stacking in reverse order:
# * args from the command line
# * the main class name
# * -classpath
# * -D...appname settings
# * --module-path (only if needed)
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
# For Cygwin or MSYS, switch paths to Windows format before running java
if "$cygwin" || "$msys" ; then
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
CLASSPATH=$( cygpath --path --mixed "$CLASSPATH" )
JAVACMD=$( cygpath --unix "$JAVACMD" )
# Now convert the arguments - kludge to limit ourselves to /bin/sh
for arg do
if
case $arg in #(
-*) false ;; # don't mess with options #(
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
[ -e "$t" ] ;; #(
*) false ;;
esac
then
arg=$( cygpath --path --ignore --mixed "$arg" )
fi
# Roll the args list around exactly as many times as the number of
# args, so each arg winds up back in the position where it started, but
# possibly modified.
#
# NB: a `for` loop captures its iteration list before it begins, so
# changing the positional parameters here affects neither the number of
# iterations, nor the values presented in `arg`.
shift # remove old arg
set -- "$@" "$arg" # push replacement arg
done
fi
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Collect all arguments for the java command:
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
# and any embedded shellness will be escaped.
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
# treated as '${Hostname}' itself on the command line.
set -- \
"-Dorg.gradle.appname=$APP_BASE_NAME" \
-classpath "$CLASSPATH" \
-jar "$APP_HOME/gradle/wrapper/gradle-wrapper.jar" \
"$@"
# Stop when "xargs" is not available.
if ! command -v xargs >/dev/null 2>&1
then
die "xargs is not available"
fi
# Use "xargs" to parse quoted args.
#
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
#
# In Bash we could simply go:
#
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
# set -- "${ARGS[@]}" "$@"
#
# but POSIX shell has neither arrays nor command substitution, so instead we
# post-process each arg (as a line of input to sed) to backslash-escape any
# character that might be a shell metacharacter, then use eval to reverse
# that process (while maintaining the separation between arguments), and wrap
# the whole thing up as a single "set" statement.
#
# This will of course break if any of these variables contains a newline or
# an unmatched quote.
#
eval "set -- $(
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
xargs -n1 |
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
tr '\n' ' '
)" '"$@"'
exec "$JAVACMD" "$@"

94
gradlew.bat vendored Executable file
View File

@@ -0,0 +1,94 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@rem SPDX-License-Identifier: Apache-2.0
@rem
@if "%DEBUG%"=="" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%"=="" set DIRNAME=.
@rem This is normally unused
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if %ERRORLEVEL% equ 0 goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:execute
@rem Setup the command line
set CLASSPATH=
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" -jar "%APP_HOME%\gradle\wrapper\gradle-wrapper.jar" %*
:end
@rem End local scope for the variables with windows NT shell
if %ERRORLEVEL% equ 0 goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
set EXIT_CODE=%ERRORLEVEL%
if %EXIT_CODE% equ 0 set EXIT_CODE=1
if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE%
exit /b %EXIT_CODE%
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

186
lwjgl3/build.gradle Normal file
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buildscript {
repositories {
gradlePluginPortal()
}
dependencies {
classpath "io.github.fourlastor:construo:2.0.2"
if(enableGraalNative == 'true') {
classpath "org.graalvm.buildtools.native:org.graalvm.buildtools.native.gradle.plugin:0.9.28"
}
}
}
plugins {
id "application"
}
apply plugin: 'io.github.fourlastor.construo'
import io.github.fourlastor.construo.Target
sourceSets.main.resources.srcDirs += [ rootProject.file('assets').path ]
mainClassName = 'wtf.beatrice.retrorender.lwjgl3.Lwjgl3Launcher'
application.setMainClass(mainClassName)
eclipse.project.name = appName + '-lwjgl3'
java.sourceCompatibility = 17
java.targetCompatibility = 17
if (JavaVersion.current().isJava9Compatible()) {
compileJava.options.release.set(17)
}
dependencies {
implementation "com.badlogicgames.gdx-controllers:gdx-controllers-desktop:$gdxControllersVersion"
implementation "com.badlogicgames.gdx:gdx-backend-lwjgl3:$gdxVersion"
implementation "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-desktop"
implementation "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-desktop"
implementation "com.badlogicgames.gdx:gdx-lwjgl3-angle:$gdxVersion"
implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
implementation project(':core')
if(enableGraalNative == 'true') {
implementation "io.github.berstanio:gdx-svmhelper-backend-lwjgl3:$graalHelperVersion"
implementation "io.github.berstanio:gdx-svmhelper-extension-bullet:$graalHelperVersion"
implementation "io.github.berstanio:gdx-svmhelper-extension-freetype:$graalHelperVersion"
}
}
def os = System.properties['os.name'].toLowerCase(Locale.ROOT)
run {
workingDir = rootProject.file('assets').path
// You can uncomment the next line if your IDE claims a build failure even when the app closed properly.
//setIgnoreExitValue(true)
if (os.contains('mac')) jvmArgs += "-XstartOnFirstThread"
}
jar {
// sets the name of the .jar file this produces to the name of the game or app, with the version after.
archiveFileName.set("${appName}-${projectVersion}.jar")
// the duplicatesStrategy matters starting in Gradle 7.0; this setting works.
duplicatesStrategy(DuplicatesStrategy.EXCLUDE)
dependsOn configurations.runtimeClasspath
from { configurations.runtimeClasspath.collect { it.isDirectory() ? it : zipTree(it) } }
// these "exclude" lines remove some unnecessary duplicate files in the output JAR.
exclude('META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
exclude('META-INF/INDEX.LIST', 'META-INF/maven/**')
}
// setting the manifest makes the JAR runnable.
// enabling native access helps avoid a warning when Java 24 or later runs the JAR.
manifest {
attributes 'Main-Class': project.mainClassName, 'Enable-Native-Access': 'ALL-UNNAMED'
}
// this last step may help on some OSes that need extra instruction to make runnable JARs.
doLast {
file(archiveFile).setExecutable(true, false)
}
}
// Builds a JAR that only includes the files needed to run on macOS, not Windows or Linux.
// The file size for a Mac-only JAR is about 7MB smaller than a cross-platform JAR.
tasks.register("jarMac") {
dependsOn("jar")
group("build")
jar.archiveFileName.set("${appName}-${projectVersion}-mac.jar")
jar.exclude("windows/x86/**", "windows/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**", "**/*.dll", "**/*.so",
'META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
jar.exclude("windows/x86/**", "windows/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**",
'META-INF/INDEX.LIST', 'META-INF/maven/**')
}
}
// Builds a JAR that only includes the files needed to run on Linux, not Windows or macOS.
// The file size for a Linux-only JAR is about 5MB smaller than a cross-platform JAR.
tasks.register("jarLinux") {
dependsOn("jar")
group("build")
jar.archiveFileName.set("${appName}-${projectVersion}-linux.jar")
jar.exclude("windows/x86/**", "windows/x64/**", "macos/arm64/**", "macos/x64/**", "**/*.dll", "**/*.dylib",
'META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
jar.exclude("windows/x86/**", "windows/x64/**", "macos/arm64/**", "macos/x64/**",
'META-INF/INDEX.LIST', 'META-INF/maven/**')
}
}
// Builds a JAR that only includes the files needed to run on Windows, not Linux or macOS.
// The file size for a Windows-only JAR is about 6MB smaller than a cross-platform JAR.
tasks.register("jarWin") {
dependsOn("jar")
group("build")
jar.archiveFileName.set("${appName}-${projectVersion}-win.jar")
jar.exclude("macos/arm64/**", "macos/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**", "**/*.dylib", "**/*.so",
'META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
jar.exclude("macos/arm64/**", "macos/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**",
'META-INF/INDEX.LIST', 'META-INF/maven/**')
}
}
construo {
// name of the executable
name.set(appName)
// human-readable name, used for example in the `.app` name for macOS
humanName.set(appName)
targets.configure {
register("linuxX64", Target.Linux) {
architecture.set(Target.Architecture.X86_64)
jdkUrl.set("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.15%2B6/OpenJDK17U-jdk_x64_linux_hotspot_17.0.15_6.tar.gz")
// Linux does not currently have a way to set the icon on the executable
}
register("macM1", Target.MacOs) {
architecture.set(Target.Architecture.AARCH64)
jdkUrl.set("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.15%2B6/OpenJDK17U-jdk_aarch64_mac_hotspot_17.0.15_6.tar.gz")
// macOS needs an identifier
identifier.set("wtf.beatrice.retrorender." + appName)
// Optional: icon for macOS, as an ICNS file
macIcon.set(project.file("icons/logo.icns"))
}
register("macX64", Target.MacOs) {
architecture.set(Target.Architecture.X86_64)
jdkUrl.set("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.15%2B6/OpenJDK17U-jdk_x64_mac_hotspot_17.0.15_6.tar.gz")
// macOS needs an identifier
identifier.set("wtf.beatrice.retrorender." + appName)
// Optional: icon for macOS, as an ICNS file
macIcon.set(project.file("icons/logo.icns"))
}
register("winX64", Target.Windows) {
architecture.set(Target.Architecture.X86_64)
// Optional: icon for Windows, as a PNG
icon.set(project.file("icons/logo.png"))
jdkUrl.set("https://github.com/adoptium/temurin17-binaries/releases/download/jdk-17.0.15%2B6/OpenJDK17U-jdk_x64_windows_hotspot_17.0.15_6.zip")
// Uncomment the next line to show a console when the game runs, to print messages.
//useConsole.set(true)
}
}
}
// Equivalent to the jar task; here for compatibility with gdx-setup.
tasks.register('dist') {
dependsOn 'jar'
}
distributions {
main {
contents {
into('libs') {
project.configurations.runtimeClasspath.files.findAll { file ->
file.getName() != project.tasks.jar.outputs.files.singleFile.name
}.each { file ->
exclude file.name
}
}
}
}
}
startScripts.dependsOn(':lwjgl3:jar')
startScripts.classpath = project.tasks.jar.outputs.files
if(enableGraalNative == 'true') {
apply from: file("nativeimage.gradle")
}

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project(":lwjgl3") {
apply plugin: "org.graalvm.buildtools.native"
graalvmNative {
binaries {
main {
imageName = appName
mainClass = project.mainClassName
requiredVersion = '23.0'
buildArgs.add("-march=compatibility")
jvmArgs.addAll("-Dfile.encoding=UTF8")
sharedLibrary = false
resources.autodetect()
}
}
}
run {
doNotTrackState("Running the app should not be affected by Graal.")
}
// Modified from https://lyze.dev/2021/04/29/libGDX-Internal-Assets-List/ ; thanks again, Lyze!
// This creates a resource-config.json file based on the contents of the assets folder (and the libGDX icons).
// This file is used by Graal Native to embed those specific files.
// This has to run before nativeCompile, so it runs at the start of an unrelated resource-handling command.
generateResourcesConfigFile.doFirst {
def assetsFolder = new File("${project.rootDir}/assets/")
def lwjgl3 = project(':lwjgl3')
def resFolder = new File("${lwjgl3.projectDir}/src/main/resources/META-INF/native-image/${lwjgl3.ext.appName}")
resFolder.mkdirs()
def resFile = new File(resFolder, "resource-config.json")
resFile.delete()
resFile.append(
"""{
"resources":{
"includes":[
{
"pattern": ".*(""")
// This adds every filename in the assets/ folder to a pattern that adds those files as resources.
fileTree(assetsFolder).each {
// The backslash-Q and backslash-E escape the start and end of a literal string, respectively.
resFile.append("\\\\Q${it.name}\\\\E|")
}
// We also match all of the window icon images this way and the font files that are part of libGDX.
resFile.append(
"""libgdx.+\\\\.png|lsans.+)"
}
]},
"bundles":[]
}"""
)
}
}

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package wtf.beatrice.retrorender.lwjgl3;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
import wtf.beatrice.retrorender.Main;
/** Launches the desktop (LWJGL3) application. */
public class Lwjgl3Launcher {
public static void main(String[] args) {
if (StartupHelper.startNewJvmIfRequired()) return; // This handles macOS support and helps on Windows.
createApplication();
}
private static Lwjgl3Application createApplication() {
return new Lwjgl3Application(new Main(), getDefaultConfiguration());
}
private static Lwjgl3ApplicationConfiguration getDefaultConfiguration() {
Lwjgl3ApplicationConfiguration configuration = new Lwjgl3ApplicationConfiguration();
configuration.setTitle("retro-renderer");
//// Vsync limits the frames per second to what your hardware can display, and helps eliminate
//// screen tearing. This setting doesn't always work on Linux, so the line after is a safeguard.
configuration.useVsync(true);
//// Limits FPS to the refresh rate of the currently active monitor, plus 1 to try to match fractional
//// refresh rates. The Vsync setting above should limit the actual FPS to match the monitor.
configuration.setForegroundFPS(Lwjgl3ApplicationConfiguration.getDisplayMode().refreshRate + 1);
//// If you remove the above line and set Vsync to false, you can get unlimited FPS, which can be
//// useful for testing performance, but can also be very stressful to some hardware.
//// You may also need to configure GPU drivers to fully disable Vsync; this can cause screen tearing.
configuration.setWindowedMode(640, 480);
//// You can change these files; they are in lwjgl3/src/main/resources/ .
//// They can also be loaded from the root of assets/ .
configuration.setWindowIcon("libgdx128.png", "libgdx64.png", "libgdx32.png", "libgdx16.png");
//// This should improve compatibility with Windows machines with buggy OpenGL drivers, Macs
//// with Apple Silicon that have to emulate compatibility with OpenGL anyway, and more.
//// This uses the dependency `com.badlogicgames.gdx:gdx-lwjgl3-angle` to function.
//// You can choose to remove the following line and the mentioned dependency if you want; they
//// are not intended for games that use GL30 (which is compatibility with OpenGL ES 3.0).
configuration.setOpenGLEmulation(Lwjgl3ApplicationConfiguration.GLEmulation.ANGLE_GLES20, 0, 0);
return configuration;
}
}

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/*
* Copyright 2020 damios
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at:
* https://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//Note, the above license and copyright applies to this file only.
package wtf.beatrice.retrorender.lwjgl3;
import com.badlogic.gdx.Version;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3NativesLoader;
import org.lwjgl.system.macosx.LibC;
import org.lwjgl.system.macosx.ObjCRuntime;
import java.io.BufferedReader;
import java.io.File;
import java.io.InputStreamReader;
import java.lang.management.ManagementFactory;
import java.util.ArrayList;
import static org.lwjgl.system.JNI.invokePPP;
import static org.lwjgl.system.JNI.invokePPZ;
import static org.lwjgl.system.macosx.ObjCRuntime.objc_getClass;
import static org.lwjgl.system.macosx.ObjCRuntime.sel_getUid;
/**
* Adds some utilities to ensure that the JVM was started with the
* {@code -XstartOnFirstThread} argument, which is required on macOS for LWJGL 3
* to function. Also helps on Windows when users have names with characters from
* outside the Latin alphabet, a common cause of startup crashes.
* <br>
* <a href="https://jvm-gaming.org/t/starting-jvm-on-mac-with-xstartonfirstthread-programmatically/57547">Based on this java-gaming.org post by kappa</a>
* @author damios
*/
public class StartupHelper {
private static final String JVM_RESTARTED_ARG = "jvmIsRestarted";
private StartupHelper() {
throw new UnsupportedOperationException();
}
/**
* Starts a new JVM if the application was started on macOS without the
* {@code -XstartOnFirstThread} argument. This also includes some code for
* Windows, for the case where the user's home directory includes certain
* non-Latin-alphabet characters (without this code, most LWJGL3 apps fail
* immediately for those users). Returns whether a new JVM was started and
* thus no code should be executed.
* <p>
* <u>Usage:</u>
*
* <pre><code>
* public static void main(String... args) {
* if (StartupHelper.startNewJvmIfRequired(true)) return; // This handles macOS support and helps on Windows.
* // after this is the actual main method code
* }
* </code></pre>
*
* @param redirectOutput
* whether the output of the new JVM should be rerouted to the
* old JVM, so it can be accessed in the same place; keeps the
* old JVM running if enabled
* @return whether a new JVM was started and thus no code should be executed
* in this one
*/
public static boolean startNewJvmIfRequired(boolean redirectOutput) {
String osName = System.getProperty("os.name").toLowerCase(java.util.Locale.ROOT);
if (!osName.contains("mac")) {
if (osName.contains("windows")) {
// Here, we are trying to work around an issue with how LWJGL3 loads its extracted .dll files.
// By default, LWJGL3 extracts to the directory specified by "java.io.tmpdir", which is usually the user's home.
// If the user's name has non-ASCII (or some non-alphanumeric) characters in it, that would fail.
// By extracting to the relevant "ProgramData" folder, which is usually "C:\ProgramData", we avoid this.
// We also temporarily change the "user.name" property to one without any chars that would be invalid.
// We revert our changes immediately after loading LWJGL3 natives.
String programData = System.getenv("ProgramData");
if(programData == null) programData = "C:\\Temp\\"; // if ProgramData isn't set, try some fallback.
String prevTmpDir = System.getProperty("java.io.tmpdir", programData);
String prevUser = System.getProperty("user.name", "libGDX_User");
System.setProperty("java.io.tmpdir", programData + "/libGDX-temp");
System.setProperty("user.name", ("User_" + prevUser.hashCode() + "_GDX" + Version.VERSION).replace('.', '_'));
Lwjgl3NativesLoader.load();
System.setProperty("java.io.tmpdir", prevTmpDir);
System.setProperty("user.name", prevUser);
}
return false;
}
// There is no need for -XstartOnFirstThread on Graal native image
if (!System.getProperty("org.graalvm.nativeimage.imagecode", "").isEmpty()) {
return false;
}
// Checks if we are already on the main thread, such as from running via Construo.
long objc_msgSend = ObjCRuntime.getLibrary().getFunctionAddress("objc_msgSend");
long NSThread = objc_getClass("NSThread");
long currentThread = invokePPP(NSThread, sel_getUid("currentThread"), objc_msgSend);
boolean isMainThread = invokePPZ(currentThread, sel_getUid("isMainThread"), objc_msgSend);
if(isMainThread) return false;
long pid = LibC.getpid();
// check whether -XstartOnFirstThread is enabled
if ("1".equals(System.getenv("JAVA_STARTED_ON_FIRST_THREAD_" + pid))) {
return false;
}
// check whether the JVM was previously restarted
// avoids looping, but most certainly leads to a crash
if ("true".equals(System.getProperty(JVM_RESTARTED_ARG))) {
System.err.println(
"There was a problem evaluating whether the JVM was started with the -XstartOnFirstThread argument.");
return false;
}
// Restart the JVM with -XstartOnFirstThread
ArrayList<String> jvmArgs = new ArrayList<>();
String separator = System.getProperty("file.separator", "/");
// The following line is used assuming you target Java 8, the minimum for LWJGL3.
String javaExecPath = System.getProperty("java.home") + separator + "bin" + separator + "java";
// If targeting Java 9 or higher, you could use the following instead of the above line:
//String javaExecPath = ProcessHandle.current().info().command().orElseThrow();
if (!(new File(javaExecPath)).exists()) {
System.err.println(
"A Java installation could not be found. If you are distributing this app with a bundled JRE, be sure to set the -XstartOnFirstThread argument manually!");
return false;
}
jvmArgs.add(javaExecPath);
jvmArgs.add("-XstartOnFirstThread");
jvmArgs.add("-D" + JVM_RESTARTED_ARG + "=true");
jvmArgs.addAll(ManagementFactory.getRuntimeMXBean().getInputArguments());
jvmArgs.add("-cp");
jvmArgs.add(System.getProperty("java.class.path"));
String mainClass = System.getenv("JAVA_MAIN_CLASS_" + pid);
if (mainClass == null) {
StackTraceElement[] trace = Thread.currentThread().getStackTrace();
if (trace.length > 0) {
mainClass = trace[trace.length - 1].getClassName();
} else {
System.err.println("The main class could not be determined.");
return false;
}
}
jvmArgs.add(mainClass);
try {
if (!redirectOutput) {
ProcessBuilder processBuilder = new ProcessBuilder(jvmArgs);
processBuilder.start();
} else {
Process process = (new ProcessBuilder(jvmArgs))
.redirectErrorStream(true).start();
BufferedReader processOutput = new BufferedReader(
new InputStreamReader(process.getInputStream()));
String line;
while ((line = processOutput.readLine()) != null) {
System.out.println(line);
}
process.waitFor();
}
} catch (Exception e) {
System.err.println("There was a problem restarting the JVM");
e.printStackTrace();
}
return true;
}
/**
* Starts a new JVM if the application was started on macOS without the
* {@code -XstartOnFirstThread} argument. Returns whether a new JVM was
* started and thus no code should be executed. Redirects the output of the
* new JVM to the old one.
* <p>
* <u>Usage:</u>
*
* <pre>
* public static void main(String... args) {
* if (StartupHelper.startNewJvmIfRequired()) return; // This handles macOS support and helps on Windows.
* // the actual main method code
* }
* </pre>
*
* @return whether a new JVM was started and thus no code should be executed
* in this one
*/
public static boolean startNewJvmIfRequired() {
return startNewJvmIfRequired(true);
}
}

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plugins {
// Applies the foojay-resolver plugin to allow automatic download of JDKs.
id("org.gradle.toolchains.foojay-resolver-convention") version "0.9.0"
}
// A list of which subprojects to load as part of the same larger project.
// You can remove Strings from the list and reload the Gradle project
// if you want to temporarily disable a subproject.
include 'core', 'lwjgl3'