refactor: format code

This commit is contained in:
2021-09-19 17:33:16 +02:00
parent 52a143769e
commit 0856ca47ca
71 changed files with 1102 additions and 1110 deletions

View File

@@ -14,18 +14,18 @@
using namespace gl;
namespace td{
namespace render{
namespace td {
namespace render {
Renderer::Renderer(){
Renderer::Renderer() {
}
Renderer::~Renderer(){
Renderer::~Renderer() {
}
void Renderer::updateIsometricView(){
void Renderer::updateIsometricView() {
float isometricEased = utils::easeInOutExpo(m_IsometricShade);
m_WorldShader->start();
m_WorldShader->setIsometricView(isometricEased);
@@ -33,7 +33,7 @@ void Renderer::updateIsometricView(){
m_EntityShader->setIsometricView(isometricEased);
}
void Renderer::initShader(){
void Renderer::initShader() {
m_WorldShader = std::make_unique<WorldShader>();
m_WorldShader->loadShader();
m_EntityShader = std::make_unique<EntityShader>();
@@ -42,23 +42,23 @@ void Renderer::initShader(){
updateIsometricView();
}
bool Renderer::init(){
bool Renderer::init() {
glbinding::Binding::initialize();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
initShader();
return true;
}
void Renderer::renderVAO(const GL::VertexArray& vao){
void Renderer::renderVAO(const GL::VertexArray& vao) {
m_WorldShader->start();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, vao.getVertexCount());
vao.unbind();
}
void Renderer::renderModel(const Model& model){
void Renderer::renderModel(const Model& model) {
m_EntityShader->start();
m_EntityShader->setModelPos(model.positon);
model.vao->bind();
@@ -66,13 +66,13 @@ void Renderer::renderModel(const Model& model){
model.vao->unbind();
}
void Renderer::updateIsometricFade(){
void Renderer::updateIsometricFade() {
static std::uint64_t lastTime = utils::getTime();
if(m_IsometricShade != (float) m_IsometricView){
float step = (float) (utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
if(m_IsometricShade < m_IsometricView){
if (m_IsometricShade != (float)m_IsometricView) {
float step = (float)(utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
if (m_IsometricShade < m_IsometricView) {
m_IsometricShade += step;
}else{
} else {
m_IsometricShade -= step;
}
m_IsometricShade = std::min(m_IsometricShade, 1.0f);
@@ -82,13 +82,13 @@ void Renderer::updateIsometricFade(){
lastTime = utils::getTime();
}
void Renderer::prepare(){
void Renderer::prepare() {
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
updateIsometricFade();
}
void Renderer::resize(int width, int height){
void Renderer::resize(int width, int height) {
m_WorldShader->start();
m_WorldShader->setAspectRatio((float)width / height);
m_EntityShader->start();
@@ -96,20 +96,20 @@ void Renderer::resize(int width, int height){
glViewport(0, 0, width, height);
}
void Renderer::setZoom(float zoom){
void Renderer::setZoom(float zoom) {
m_WorldShader->start();
m_WorldShader->setZoom(zoom);
m_EntityShader->start();
m_EntityShader->setZoom(zoom);
}
void Renderer::setCamMovement(const glm::vec2& mov){
void Renderer::setCamMovement(const glm::vec2& mov) {
m_CamPos.x += mov.x * (1 - m_IsometricView) + (0.5 * mov.x - mov.y) * m_IsometricView;
m_CamPos.y += -mov.y * (1 - m_IsometricView) + (-0.5 * mov.x - mov.y) * m_IsometricView;
setCamPos(m_CamPos);
}
void Renderer::setCamPos(const glm::vec2& newPos){
void Renderer::setCamPos(const glm::vec2& newPos) {
m_CamPos = newPos;
m_WorldShader->start();
m_WorldShader->setCamPos(newPos);
@@ -117,11 +117,11 @@ void Renderer::setCamPos(const glm::vec2& newPos){
m_EntityShader->setCamPos(newPos);
}
void Renderer::setIsometricView(bool isometric){
void Renderer::setIsometricView(bool isometric) {
m_IsometricView = isometric;
}
glm::vec2 Renderer::getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight){
glm::vec2 Renderer::getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight) {
float isometricEased = utils::easeInOutExpo(m_IsometricShade);
float relativeX = (cursorPos.x / windowWidth * 2) - 1;
@@ -133,7 +133,7 @@ glm::vec2 Renderer::getCursorWorldPos(const glm::vec2& cursorPos, float aspectRa
float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
return {worldX, worldY};
return { worldX, worldY };
}

View File

@@ -103,7 +103,7 @@ void WorldRenderer::changeZoom(float zoomStep) {
static float sensibility = 1.5f;
if (zoomStep < 0) {
m_Zoom /= -zoomStep * sensibility;
} else {
} else {
m_Zoom *= zoomStep * sensibility;
}
m_Renderer->setZoom(m_Zoom);
@@ -157,7 +157,7 @@ glm::vec2 WorldRenderer::getCursorWorldPos() const {
return m_Renderer->getCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
}
glm::vec2 WorldRenderer::getClickWorldPos() const{
glm::vec2 WorldRenderer::getClickWorldPos() const {
return m_Renderer->getCursorWorldPos(m_HoldCursorPos, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
}

View File

@@ -20,7 +20,7 @@
#include <iostream>
#include <cmath>
namespace TowerGui{
namespace TowerGui {
static GLFWwindow* window;
static std::unique_ptr<td::client::Client> client;
@@ -29,7 +29,7 @@ static td::render::Renderer* renderer;
bool serverShouldStop = false;
void init(GLFWwindow* glfw_window, td::render::Renderer* render){
void init(GLFWwindow* glfw_window, td::render::Renderer* render) {
window = glfw_window;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@@ -44,47 +44,47 @@ void init(GLFWwindow* glfw_window, td::render::Renderer* render){
client = std::make_unique<td::client::Client>(render);
}
void beginFrame(){
void beginFrame() {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void endFrame(){
void endFrame() {
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void renderFPSCounter(){
void renderFPSCounter() {
ImGui::Begin("FPS Counter");
ImGui::Text("FPS : %i", (int)ImGui::GetIO().Framerate);
static bool vsync = true;
if (ImGui::Checkbox("V-Sync", &vsync)){
if (ImGui::Checkbox("V-Sync", &vsync)) {
glfwSwapInterval(vsync);
}
static bool isometric = true;
if (ImGui::Checkbox("Vue Isometrique ?", &isometric)){
if (ImGui::Checkbox("Vue Isometrique ?", &isometric)) {
renderer->setIsometricView(isometric);
}
ImGui::End();
}
bool startServer(int port, const std::string& worldFilePath){
bool startServer(int port, const std::string& worldFilePath) {
if (worldFilePath.empty())
return false;
std::shared_ptr<td::server::Server> server = std::make_shared<td::server::Server>(worldFilePath);
if (!server->start(port)){
if (!server->start(port)) {
return false;
}
serverThread = new std::thread([server](){
while (!serverShouldStop){
serverThread = new std::thread([server]() {
while (!serverShouldStop) {
static std::uint64_t lastTime = td::utils::getTime();
std::uint64_t time = td::utils::getTime();
std::uint64_t delta = time - lastTime;
if (delta >= SERVER_TICK){
if (delta >= SERVER_TICK) {
server->tick(delta);
lastTime = td::utils::getTime();
std::uint64_t sleepTime = SERVER_TICK - (delta - SERVER_TICK);
@@ -97,38 +97,37 @@ bool startServer(int port, const std::string& worldFilePath){
return true;
}
void renderMainMenu(){
void renderMainMenu() {
ImGui::Begin("Main Menu");
if (ImGui::Button("Rejoindre une partie##join")){
if (ImGui::Button("Rejoindre une partie##join")) {
ImGui::OpenPopup("Rejoindre une partie##join_popup");
}
if (ImGui::Button("Créer une partie")){
if (ImGui::Button("Créer une partie")) {
ImGui::OpenPopup("Créer une partie##create_popup");
}
if (ImGui::Button("Options")){
if (ImGui::Button("Options")) {
}
static bool triedToConnect = false;
if (ImGui::BeginPopup("Rejoindre une partie##join_popup")){
if (ImGui::BeginPopup("Rejoindre une partie##join_popup")) {
static char buffer[512] = "localhost";
static int port = 25565;
ImGui::InputText("Server Adress", buffer, sizeof(buffer));
ImGui::InputInt("Port", &port, -1);
if (ImGui::Button("Rejoindre")){
if (ImGui::Button("Rejoindre")) {
client->connect(buffer, port);
triedToConnect = true;
}
if (triedToConnect){
if (triedToConnect) {
ImGui::Text("Impossible de se connecter");
}
ImGui::EndPopup();
}
else{
} else {
triedToConnect = false;
}
static bool triedToCreate = false;
if (ImGui::BeginPopup("Créer une partie##create_popup")){
if (ImGui::BeginPopup("Créer une partie##create_popup")) {
static imgui_addons::ImGuiFileBrowser file_dialog;
static int port = 25565;
static std::string worldFilePath;
@@ -136,33 +135,31 @@ void renderMainMenu(){
ImGui::InputInt("Server Port", &port, -1);
ImGui::Text(std::string("Fichier de monde sélectionné : " + (worldFilePath.empty() ? std::string("Aucun") : worldFilePath)).c_str());
ImGui::SameLine();
if (ImGui::Button("Ouvrir un fichier")){
if (ImGui::Button("Ouvrir un fichier")) {
ImGui::OpenPopup("WorldFileDialog");
}
if (file_dialog.showFileDialog("WorldFileDialog", imgui_addons::ImGuiFileBrowser::DialogMode::OPEN, ImVec2(600, 300), ".tdmap")){
if (file_dialog.showFileDialog("WorldFileDialog", imgui_addons::ImGuiFileBrowser::DialogMode::OPEN, ImVec2(600, 300), ".tdmap")) {
worldFilePath = file_dialog.selected_path;
}
if (ImGui::Button("Créer")){
if (!startServer(port, worldFilePath)){
if (ImGui::Button("Créer")) {
if (!startServer(port, worldFilePath)) {
triedToCreate = true;
}
else{
} else {
client->connect("localhost", port);
}
}
if (triedToCreate)
ImGui::Text("Failed to launch server");
ImGui::EndPopup();
}
else{
} else {
triedToCreate = false;
}
ImGui::End();
}
ImVec4 getImGuiTeamColor(td::game::TeamColor color){
switch (color){
ImVec4 getImGuiTeamColor(td::game::TeamColor color) {
switch (color) {
case td::game::TeamColor::None:
break;
case td::game::TeamColor::Red:
@@ -173,9 +170,9 @@ ImVec4 getImGuiTeamColor(td::game::TeamColor color){
return ImVec4(1, 1, 1, 1);
}
void showPlayers(){
if (ImGui::TreeNode(std::string("Players (" + std::to_string(client->getGame().getPlayers().size()) + ")##player_list").c_str())){
for (auto pair : client->getGame().getPlayers()){
void showPlayers() {
if (ImGui::TreeNode(std::string("Players (" + std::to_string(client->getGame().getPlayers().size()) + ")##player_list").c_str())) {
for (auto pair : client->getGame().getPlayers()) {
const td::game::Player& player = pair.second;
ImGui::PushStyleColor(ImGuiCol_Text, getImGuiTeamColor(player.getTeamColor()));
ImGui::Text(player.getName().c_str());
@@ -185,19 +182,19 @@ void showPlayers(){
}
}
void showTeamSelection(){
void showTeamSelection() {
if (client->getGame().getPlayer() == nullptr)
return;
td::game::TeamColor playerTeam = client->getGame().getPlayer()->getTeamColor();
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Red ? "Leave" : "Join") + std::string(" Red Team")).c_str())){
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Red ? "Leave" : "Join") + std::string(" Red Team")).c_str())) {
if (playerTeam == td::game::TeamColor::Red)
client->selectTeam(td::game::TeamColor::None);
else
client->selectTeam(td::game::TeamColor::Red);
}
ImGui::SameLine();
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Blue ? "Leave" : "Join") + std::string(" Blue Team")).c_str())){
if (ImGui::Button(std::string((playerTeam == td::game::TeamColor::Blue ? "Leave" : "Join") + std::string(" Blue Team")).c_str())) {
if (playerTeam == td::game::TeamColor::Blue)
client->selectTeam(td::game::TeamColor::None);
else
@@ -205,36 +202,35 @@ void showTeamSelection(){
}
}
void showLobbyProgress(){
void showLobbyProgress() {
const int timePassed = LOBBY_WAITING_TIME - client->getGame().getLobbyTime();
const float progress = (float)timePassed / (float)(LOBBY_WAITING_TIME);
if (progress > 0 && progress < 1){
if (progress > 0 && progress < 1) {
ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f), std::string(std::to_string(client->getGame().getLobbyTime() / 1000) + "s").c_str());
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Text("Time Remaining");
}
else{
} else {
ImGui::Text("Waiting for players ...\n");
}
}
void showTPS(){
void showTPS() {
ImGui::Text("Server TPS : %.1f", client->getConnexion().getServerTPS());
ImGui::Text("Server Ping : %i", client->getConnexion().getServerPing());
}
void showStats(){
void showStats() {
ImGui::Text("Gold : %i", client->getGame().getPlayer()->getGold());
}
void renderSummonMenu(){
void renderSummonMenu() {
static bool menu_open = false;
if (menu_open){
if (menu_open) {
ImGui::Begin("Summon", &menu_open);
static int width = 100;
ImTextureID my_tex_id = ImGui::GetIO().Fonts->TexID;
for (int i = 0; i < 8; i++){
for (int i = 0; i < 8; i++) {
ImGui::SameLine();
ImGui::PushID(i);
ImGui::Image(my_tex_id, ImVec2(100, 100));
@@ -243,7 +239,7 @@ void renderSummonMenu(){
ImGui::Separator();
static int values[16];
ImGui::PushItemWidth(width);
for (int i = 0; i < 8; i++){
for (int i = 0; i < 8; i++) {
ImGui::SameLine();
ImGui::PushID(i);
ImGui::InputInt("", values + i, 1, 10);
@@ -251,7 +247,7 @@ void renderSummonMenu(){
}
ImGui::PopItemWidth();
ImGui::Separator();
for (int i = 0; i < 8; i++){
for (int i = 0; i < 8; i++) {
ImGui::SameLine();
ImGui::PushID(i);
ImGui::Image(my_tex_id, ImVec2(100, 100));
@@ -259,7 +255,7 @@ void renderSummonMenu(){
}
ImGui::Separator();
ImGui::PushItemWidth(width);
for (int i = 8; i < 16; i++){
for (int i = 8; i < 16; i++) {
ImGui::SameLine();
ImGui::PushID(i);
ImGui::InputInt("", values + i, 1, 10);
@@ -270,8 +266,8 @@ void renderSummonMenu(){
}
}
void renderGame(){
if (client->getGame().getGameState() == td::game::GameState::Lobby){
void renderGame() {
if (client->getGame().getGameState() == td::game::GameState::Lobby) {
ImGui::Begin("Lobby");
showTPS();
@@ -281,7 +277,7 @@ void renderGame(){
ImGui::End();
}
if (client->getGame().getGameState() == td::game::GameState::Game){
if (client->getGame().getGameState() == td::game::GameState::Game) {
ImGui::Begin("Game");
showTPS();
@@ -292,7 +288,7 @@ void renderGame(){
}
}
void tick(){
void tick() {
static std::uint64_t lastTime = td::utils::getTime();
std::uint64_t time = td::utils::getTime();
@@ -303,7 +299,7 @@ void tick(){
lastTime = td::utils::getTime();
}
void render(){
void render() {
tick();
beginFrame();
client->render();
@@ -319,11 +315,11 @@ void render(){
endFrame();
}
void destroy(){
void destroy() {
client->closeConnection();
client.reset();
serverShouldStop = true;
if (serverThread != nullptr){
if (serverThread != nullptr) {
serverThread->join();
delete serverThread;
}

View File

@@ -11,64 +11,64 @@
using namespace gl;
namespace GL{
namespace GL {
VertexArray::~VertexArray(){
if(m_ID != 0)
glDeleteVertexArrays(1, &m_ID);
}
VertexArray::~VertexArray() {
if (m_ID != 0)
glDeleteVertexArrays(1, &m_ID);
}
VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount){
glGenVertexArrays(1, &m_ID);
}
VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount) {
glGenVertexArrays(1, &m_ID);
}
void VertexArray::bind() const{
glBindVertexArray(m_ID);
}
void VertexArray::bind() const {
glBindVertexArray(m_ID);
}
void VertexArray::unbind() const{
glBindVertexArray(0);
}
void VertexArray::unbind() const {
glBindVertexArray(0);
}
void VertexArray::bindVertexBuffer(VertexBuffer& VertexBuffer){
VertexBuffer.bind();
VertexBuffer.bindVertexAttribs();
m_VertexBuffers.push_back(std::move(VertexBuffer));
}
void VertexArray::bindVertexBuffer(VertexBuffer& VertexBuffer) {
VertexBuffer.bind();
VertexBuffer.bindVertexAttribs();
m_VertexBuffers.push_back(std::move(VertexBuffer));
}
VertexBuffer::~VertexBuffer(){
if(m_ID != 0)
glDeleteBuffers(1, &m_ID);
}
VertexBuffer::~VertexBuffer() {
if (m_ID != 0)
glDeleteBuffers(1, &m_ID);
}
VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride){
glGenBuffers(1, &m_ID);
bind();
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, data.size() * sizeof(float), data.data());
unbind();
}
VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
glGenBuffers(1, &m_ID);
bind();
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, data.size() * sizeof(float), data.data());
unbind();
}
void VertexBuffer::bind() const{
glBindBuffer(GL_ARRAY_BUFFER, m_ID);
}
void VertexBuffer::bind() const {
glBindBuffer(GL_ARRAY_BUFFER, m_ID);
}
void VertexBuffer::unbind() const{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexBuffer::unbind() const {
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexBuffer::addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset){
VertexAttribPointer pointer;
pointer.m_Index = index;
pointer.m_Size = coordinateSize;
pointer.m_Offset = offset;
m_VertexAttribs.push_back(pointer);
}
void VertexBuffer::addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
VertexAttribPointer pointer;
pointer.m_Index = index;
pointer.m_Size = coordinateSize;
pointer.m_Offset = offset;
m_VertexAttribs.push_back(pointer);
}
void VertexBuffer::bindVertexAttribs() const{
for(const VertexAttribPointer& pointer : m_VertexAttribs){
glEnableVertexAttribArray(pointer.m_Index);
glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*)(intptr_t) pointer.m_Offset);
}
void VertexBuffer::bindVertexAttribs() const {
for (const VertexAttribPointer& pointer : m_VertexAttribs) {
glEnableVertexAttribArray(pointer.m_Index);
glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*)(intptr_t)pointer.m_Offset);
}
}
}

View File

@@ -21,8 +21,8 @@ const unsigned int loadGLTexture(const char* fileName) {
const unsigned char* image = stbi_load(fileName, &width, &height, &comp, STBI_rgb_alpha);
if (image == nullptr) {
std::cerr << "Erreur lors du chargement de la texture !" << std::endl;
throw(std::runtime_error("Failed to load texture"));
std::cerr << "Erreur lors du chargement de la texture !" << std::endl;
throw(std::runtime_error("Failed to load texture"));
}
GLuint textureID;
@@ -34,13 +34,13 @@ const unsigned int loadGLTexture(const char* fileName) {
if (comp == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
GL_UNSIGNED_BYTE, image);
else if (comp == 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image);
GL_UNSIGNED_BYTE, image);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free((void*) image);
stbi_image_free((void*)image);
return textureID;
}
}

View File

@@ -10,7 +10,7 @@ namespace render {
namespace WorldLoader {
GL::VertexArray loadMobModel(){
GL::VertexArray loadMobModel() {
std::vector<float> positions = {
-0.5, -0.5,
0.5, -0.5,
@@ -48,19 +48,19 @@ GL::VertexArray loadMobModel(){
return mobVao;
}
GL::VertexArray loadWorldModel(const td::game::World* world){
GL::VertexArray loadWorldModel(const td::game::World* world) {
std::vector<float> positions;
std::vector<float> colors;
for (const auto& chunkInfo : world->getChunks()){
for (const auto& chunkInfo : world->getChunks()) {
const td::game::ChunkCoord& coords = chunkInfo.first;
td::game::ChunkPtr chunk = chunkInfo.second;
std::int32_t chunkX = coords.first * td::game::Chunk::ChunkWidth;
std::int32_t chunkY = coords.second * td::game::Chunk::ChunkHeight;
for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++){
for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++){
for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++) {
for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++) {
int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
td::game::TileIndex tileIndex = chunk->getTileIndex(tileNumber);
td::game::TilePtr tile = world->getTilePtr(tileIndex);
@@ -100,7 +100,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
const td::game::Color* tileColor = world->getTileColor(tile);
for (int i = 0; i < 6; i++){
for (int i = 0; i < 6; i++) {
int color = 255;
color |= tileColor->r << 24;
color |= tileColor->g << 16;
@@ -115,7 +115,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
}
}
for (int spawnColor = 0; spawnColor < 2; spawnColor++){
for (int spawnColor = 0; spawnColor < 2; spawnColor++) {
const game::Spawn& spawn = world->getTeam(game::TeamColor(spawnColor)).getSpawn();
float fromX = spawn.x - 2, toX = spawn.x + 3;
float fromY = spawn.y - 2, toY = spawn.y + 3;
@@ -130,7 +130,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
toX, fromY,
});
for (int i = 0; i < 6; i++){
for (int i = 0; i < 6; i++) {
int color = 255;
color |= world->getSpawnColor(game::TeamColor(spawnColor)).r << 24;
color |= world->getSpawnColor(game::TeamColor(spawnColor)).g << 16;
@@ -156,7 +156,7 @@ GL::VertexArray loadWorldModel(const td::game::World* world){
return worldVao;
}
GL::VertexArray loadTileSelectModel(){
GL::VertexArray loadTileSelectModel() {
std::vector<float> positions = {
0, 0,
1, 0,
@@ -170,7 +170,7 @@ GL::VertexArray loadTileSelectModel(){
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
float colorFloat;
memcpy((std::uint8_t*) &colorFloat, &color, sizeof(float));
memcpy((std::uint8_t*)&colorFloat, &color, sizeof(float));
std::vector<float> colors(6, colorFloat);

View File

@@ -49,13 +49,13 @@ void main(void){
}
)";
EntityShader::EntityShader(): ShaderProgram(){}
EntityShader::EntityShader() : ShaderProgram() {}
void EntityShader::loadShader(){
void EntityShader::loadShader() {
ShaderProgram::loadProgram(vertexSource, fragmentSource);
}
void EntityShader::getAllUniformLocation(){
void EntityShader::getAllUniformLocation() {
location_aspect_ratio = getUniformLocation("aspectRatio");
location_zoom = getUniformLocation("zoom");
location_cam = getUniformLocation("camPos");
@@ -63,18 +63,18 @@ void EntityShader::getAllUniformLocation(){
location_viewtype = getUniformLocation("isometricView");
}
void EntityShader::setCamPos(const glm::vec2& camPos){
void EntityShader::setCamPos(const glm::vec2& camPos) {
loadVector(location_cam, camPos);
}
void EntityShader::setZoom(float zoom){
void EntityShader::setZoom(float zoom) {
loadFloat(location_zoom, zoom);
}
void EntityShader::setAspectRatio(float aspectRatio){
void EntityShader::setAspectRatio(float aspectRatio) {
loadFloat(location_aspect_ratio, aspectRatio);
}
void EntityShader::setModelPos(const glm::vec2& modelPos){
void EntityShader::setModelPos(const glm::vec2& modelPos) {
loadVector(location_translation, modelPos);
}
void EntityShader::setIsometricView(float isometric){
void EntityShader::setIsometricView(float isometric) {
loadFloat(location_viewtype, isometric);
}

View File

@@ -15,58 +15,58 @@
using namespace gl;
ShaderProgram::ShaderProgram():
programID(0), vertexShaderID(0), fragmentShaderID(0){
ShaderProgram::ShaderProgram() :
programID(0), vertexShaderID(0), fragmentShaderID(0) {
}
ShaderProgram::~ShaderProgram(){
ShaderProgram::~ShaderProgram() {
cleanUp();
}
void ShaderProgram::start() const{
void ShaderProgram::start() const {
glUseProgram(programID);
}
void ShaderProgram::stop() const{
void ShaderProgram::stop() const {
glUseProgram(0);
}
int ShaderProgram::getUniformLocation(const std::string& uniformName) const{
int ShaderProgram::getUniformLocation(const std::string& uniformName) const {
const int location = glGetUniformLocation(programID, uniformName.c_str());
if (location == -1){
if (location == -1) {
std::cout << "Warning ! Uniform variable " << uniformName << " not found !\n";
}
return location;
}
void ShaderProgram::loadFloat(const int location, const float value) const{
void ShaderProgram::loadFloat(const int location, const float value) const {
glUniform1f(location, value);
}
void ShaderProgram::loadInt(const int& location, const int& value) const{
void ShaderProgram::loadInt(const int& location, const int& value) const {
glUniform1i(location, value);
}
void ShaderProgram::loadVector(const int& location,
const glm::vec2& vector) const{
const glm::vec2& vector) const {
glUniform2f(location, vector.x, vector.y);
}
void ShaderProgram::loadVector(const int& location,
const glm::vec3& vector) const{
const glm::vec3& vector) const {
glUniform3f(location, vector.x, vector.y, vector.z);
}
void ShaderProgram::loadVector(const int& location,
const glm::vec4& vector) const{
const glm::vec4& vector) const {
glUniform4f(location, vector.x, vector.y, vector.z, vector.w);
}
void ShaderProgram::loadBoolean(const int& location, const bool& value) const{
void ShaderProgram::loadBoolean(const int& location, const bool& value) const {
glUniform1i(location, value);
}
void ShaderProgram::cleanUp() const{
void ShaderProgram::cleanUp() const {
stop();
glDetachShader(programID, vertexShaderID);
glDetachShader(programID, fragmentShaderID);
@@ -76,7 +76,7 @@ void ShaderProgram::cleanUp() const{
}
void ShaderProgram::loadProgramFile(const std::string& vertexFile,
const std::string& fragmentFile){
const std::string& fragmentFile) {
vertexShaderID = loadShaderFromFile(vertexFile, GL_VERTEX_SHADER);
fragmentShaderID = loadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER);
programID = glCreateProgram();
@@ -88,7 +88,7 @@ void ShaderProgram::loadProgramFile(const std::string& vertexFile,
}
void ShaderProgram::loadProgram(const std::string& vertexSource,
const std::string& fragmentSource){
const std::string& fragmentSource) {
vertexShaderID = loadShader(vertexSource, GL_VERTEX_SHADER);
fragmentShaderID = loadShader(fragmentSource, GL_FRAGMENT_SHADER);
programID = glCreateProgram();
@@ -99,7 +99,7 @@ void ShaderProgram::loadProgram(const std::string& vertexSource,
getAllUniformLocation();
}
int ShaderProgram::loadShader(const std::string& source, GLenum type){
int ShaderProgram::loadShader(const std::string& source, GLenum type) {
unsigned int shaderID = glCreateShader(type);
const char* c_str = source.c_str();
@@ -108,7 +108,7 @@ int ShaderProgram::loadShader(const std::string& source, GLenum type){
glCompileShader(shaderID);
GLint compilesuccessful;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
if (compilesuccessful == false){
if (compilesuccessful == false) {
std::cout << "Could not compile shader !\n";
GLsizei size;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
@@ -119,12 +119,12 @@ int ShaderProgram::loadShader(const std::string& source, GLenum type){
return shaderID;
}
int ShaderProgram::loadShaderFromFile(const std::string& file, GLenum type){
int ShaderProgram::loadShaderFromFile(const std::string& file, GLenum type) {
std::string shaderSource = "";
std::ifstream fileStream(file);
if (fileStream.is_open()){
if (fileStream.is_open()) {
std::string line;
while (getline(fileStream, line)){
while (getline(fileStream, line)) {
shaderSource += line + "\n";
}
fileStream.close();
@@ -137,7 +137,7 @@ int ShaderProgram::loadShaderFromFile(const std::string& file, GLenum type){
glCompileShader(shaderID);
GLint compilesuccessful;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
if (compilesuccessful == false){
if (compilesuccessful == false) {
std::cout << "Could not compile shader !\n";
GLsizei size;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
@@ -148,6 +148,6 @@ int ShaderProgram::loadShaderFromFile(const std::string& file, GLenum type){
return shaderID;
}
void ShaderProgram::loadMatrix(const int& location, const glm::mat4& matrix){
void ShaderProgram::loadMatrix(const int& location, const glm::mat4& matrix) {
glUniformMatrix4fv(location, 1, false, glm::value_ptr(matrix));
}

View File

@@ -46,28 +46,28 @@ void main(void){
}
)";
WorldShader::WorldShader(): ShaderProgram(){}
WorldShader::WorldShader() : ShaderProgram() {}
void WorldShader::loadShader(){
void WorldShader::loadShader() {
ShaderProgram::loadProgram(vertexSource, fragmentSource);
}
void WorldShader::getAllUniformLocation(){
void WorldShader::getAllUniformLocation() {
location_aspect_ratio = getUniformLocation("aspectRatio");
location_zoom = getUniformLocation("zoom");
location_cam = getUniformLocation("camPos");
location_viewtype = getUniformLocation("isometricView");
}
void WorldShader::setCamPos(const glm::vec2& camPos){
void WorldShader::setCamPos(const glm::vec2& camPos) {
loadVector(location_cam, camPos);
}
void WorldShader::setZoom(float zoom){
void WorldShader::setZoom(float zoom) {
loadFloat(location_zoom, zoom);
}
void WorldShader::setAspectRatio(float aspectRatio){
void WorldShader::setAspectRatio(float aspectRatio) {
loadFloat(location_aspect_ratio, aspectRatio);
}
void WorldShader::setIsometricView(float isometric){
void WorldShader::setIsometricView(float isometric) {
loadFloat(location_viewtype, isometric);
}