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