fix: android comptatibility
This commit is contained in:
@@ -19,4 +19,61 @@ int main(int argc, const char* args[]) {
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}
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Display::destroy();
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return 0;
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}
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}
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#ifdef ANDROID
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extern "C" {
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int SDL_main(int argc, const char* args[]) {
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return main(argc, args);
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}
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}
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#endif
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/*#include <SDL2/SDL.h>
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int main(int argc, const char* argv[]){
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SDL_Window* window;
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SDL_Renderer* renderer;
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SDL_Texture* texture;
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int done;
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SDL_Event event;
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if (SDL_CreateWindowAndRenderer(0, 0, 0, &window, &renderer) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_CreateWindowAndRenderer() failed: %s", SDL_GetError());
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return(2);
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}
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Couldn't load texture: %s", SDL_GetError());
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return(2);
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}
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SDL_SetWindowSize(window, 800, 480);
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SDL_Rect rectangle;
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rectangle.x = 100;
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rectangle.y = 100;
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rectangle.w = 300;
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rectangle.h = 300;
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done = 0;
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while (!done) {
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT)
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done = 1;
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}
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_RenderDrawRect(renderer, &rectangle);
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SDL_RenderPresent(renderer);
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SDL_Delay(100);
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}
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SDL_DestroyTexture(texture);
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SDL_Quit();
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return 0;
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}*/
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@@ -38,8 +38,7 @@ void init(SDL_Window* sdl_window, SDL_GLContext sdlContext, td::render::Renderer
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ImGui::CreateContext();
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ImGui::StyleColorsDark();
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ImGui_ImplSDL2_InitForOpenGL(sdl_window, gl_context);
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const char* glslVersion = "#version 130";
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ImGui_ImplOpenGL3_Init(glslVersion);
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ImGui_ImplOpenGL3_Init();
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ImFontConfig c;
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c.SizePixels = 25;
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ImGui::GetIO().Fonts->AddFontDefault(&c);
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@@ -320,17 +319,8 @@ void tick() {
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lastTime = td::utils::getTime();
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}
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void pollEvents(){
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SDL_Event event;
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while(SDL_PollEvent(&event)){
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ImGui_ImplSDL2_ProcessEvent(&event);
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}
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}
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void render() {
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tick();
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pollEvents();
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beginFrame();
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client->render();
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if (client->isConnected())
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@@ -7,15 +7,18 @@
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#include "render/shaders/EntityShader.h"
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static const char vertexSource[] = R"(
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#version 330
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#ifdef ANDROID
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static const char vertexSource[] =
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R"(#version 300 es
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in vec2 position;
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in int color;
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precision mediump float;
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uniform vec2 camPos = vec2(0, 0);
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uniform float zoom = 1;
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uniform float aspectRatio = 0;
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layout(location = 0) in vec2 position;
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layout(location = 1) in int color;
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uniform vec2 camPos;
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uniform float zoom;
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uniform float aspectRatio;
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uniform vec2 translation;
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uniform float isometricView;
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@@ -25,7 +28,51 @@ void main(void){
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float modelX = position.x + translation.x;
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float modelY = position.y + translation.y;
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float x = (modelX - camPos.x - (modelY - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((0.5 * (modelX - camPos.x) + 0.5 * (modelY - camPos.y)) * isometricView + (modelY - camPos.y) * (1 - isometricView)) * zoom;
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float y = ((0.5 * (modelX - camPos.x) + 0.5 * (modelY - camPos.y)) * isometricView + (modelY - camPos.y) * (1.0 - isometricView)) * zoom;
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pass_color = color;
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gl_Position = vec4(x, -y, 0.0, 1.0);
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}
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)";
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static const char fragmentSource[] =
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R"(#version 300 es
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precision mediump float;
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flat in int pass_color;
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out vec4 out_color;
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void main(void){
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float r = float(pass_color >> 24 & 0xFF) / 255.0;
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float g = float(pass_color >> 16 & 0xFF) / 255.0;
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float b = float(pass_color >> 8 & 0xFF) / 255.0;
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float a = float(pass_color & 0xFF) / 255.0;
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out_color = vec4(r, g, b, a);
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}
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)";
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#else
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static const char vertexSource[] = R"(
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#version 330
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layout(location = 0) in vec2 position;
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layout(location = 1) in int color;
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uniform vec2 camPos;
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uniform float zoom;
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uniform float aspectRatio;
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uniform vec2 translation;
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uniform float isometricView;
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flat out int pass_color;
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void main(void){
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float modelX = position.x + translation.x;
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float modelY = position.y + translation.y;
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float x = (modelX - camPos.x - (modelY - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((0.5 * (modelX - camPos.x) + 0.5 * (modelY - camPos.y)) * isometricView + (modelY - camPos.y) * (1.0 - isometricView)) * zoom;
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pass_color = color;
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gl_Position = vec4(x, -y, 0.0, 1.0);
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}
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@@ -48,6 +95,7 @@ void main(void){
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}
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)";
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#endif
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EntityShader::EntityShader() : ShaderProgram() {}
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@@ -12,6 +12,10 @@
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#include <glm/gtc/type_ptr.hpp>
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#ifdef ANDROID
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#include <android/log.h>
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#endif
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ShaderProgram::ShaderProgram() :
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programID(0), vertexShaderID(0), fragmentShaderID(0) {
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}
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@@ -112,6 +116,9 @@ int ShaderProgram::loadShader(const std::string& source, GLenum type) {
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char error[size];
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glGetShaderInfoLog(shaderID, size, &size, error);
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std::cout << error << std::endl;
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#ifdef ANDROID
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__android_log_print(ANDROID_LOG_ERROR, "TRACKERS", "Could not compile shader !\n %s", error);
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#endif
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}
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return shaderID;
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}
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@@ -7,22 +7,66 @@
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#include "render/shaders/WorldShader.h"
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static const char vertexSource[] = R"(
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#version 330
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#ifdef ANDROID
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static const char vertexSource[] =
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R"(#version 300 es
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precision mediump float;
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layout(location = 0) in vec2 position;
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layout(location = 1) in int color;
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uniform vec2 camPos = vec2(0, 0);
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uniform float zoom = 1;
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uniform float aspectRatio = 0;
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uniform vec2 camPos;
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uniform float zoom;
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uniform float aspectRatio;
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uniform float isometricView;
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flat out int pass_color;
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void main(void){
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float x = (position.x - camPos.x - (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1 - isometricView)) * zoom;
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float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1.0 - isometricView)) * zoom;
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pass_color = color;
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gl_Position = vec4(x, -y, 0.0, 1.0);
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}
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)";
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static const char fragmentSource[] =
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R"(#version 300 es
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precision mediump float;
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flat in int pass_color;
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out vec4 out_color;
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void main(void){
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float r = float(pass_color >> 24 & 0xFF) / 255.0;
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float g = float(pass_color >> 16 & 0xFF) / 255.0;
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float b = float(pass_color >> 8 & 0xFF) / 255.0;
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float a = float(pass_color & 0xFF) / 255.0;
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out_color = vec4(r, g, b, a);
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}
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)";
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#else
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static const char vertexSource[] = R"(
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#version 330
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layout(location = 0) in vec2 position;
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layout(location = 1) in int color;
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uniform vec2 camPos;
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uniform float zoom;
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uniform float aspectRatio;
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uniform float isometricView;
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flat out int pass_color;
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void main(void){
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float x = (position.x - camPos.x - (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1.0 - isometricView)) * zoom;
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pass_color = color;
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gl_Position = vec4(x, -y, 0.0, 1.0);
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}
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@@ -45,6 +89,7 @@ void main(void){
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}
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)";
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#endif
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WorldShader::WorldShader() : ShaderProgram() {}
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@@ -14,12 +14,19 @@
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#include "game/GameManager.h"
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#include "render/Renderer.h"
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#include "render/WorldRenderer.h"
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#include "../render/gui/imgui/imgui.h"
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#include "../render/gui/imgui/imgui_impl_sdl.h"
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#define WINDOW_NAME "Tower Defense"
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#define WINDOW_WIDTH 800
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#define WINDOW_HEIGHT 600
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#include <SDL2/SDL_render.h>
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#ifdef ANDROID
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#include <sstream>
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#include <android/log.h>
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#endif
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namespace Display {
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static SDL_Window* window;
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@@ -32,10 +39,6 @@ static float aspectRatio;
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static bool shouldClose = false;
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void error_callback(int error, const char* description) {
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std::cerr << "GLFW Error : " << description << std::endl;
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}
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void windowResizeEvent(int width, int height) {
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aspectRatio = (float)width / height;
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renderer->resize(width, height);
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@@ -46,14 +49,14 @@ void windowResizeEvent(int width, int height) {
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bool create() {
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window = SDL_CreateWindow(WINDOW_NAME, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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// Prepare and create context
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#ifdef __ANDROID__
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#ifdef ANDROID
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#else
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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#endif
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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@@ -100,16 +103,7 @@ bool create() {
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<< ", R" << r << "G" << g << "B" << b << "A" << a << ", depth bits: " << depth << std::endl;
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SDL_GL_MakeCurrent(window, glContext);
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/*Log(LOG_INFO) << "Finished initialization";
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return ctx;
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glfwSetErrorCallback(&error_callback);
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_NAME, nullptr, nullptr);
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glfwMakeContextCurrent(window);*/
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if (!renderer->init()) {
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exit(1);
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}
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@@ -132,6 +126,7 @@ void destroy() {
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TowerGui::destroy();
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SDL_GL_DeleteContext(glContext);
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SDL_DestroyWindow(window);
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SDL_Quit();
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window = NULL;
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}
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@@ -154,6 +149,7 @@ void pollEvents() {
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break;
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}
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}
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ImGui_ImplSDL2_ProcessEvent(&event);
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}
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}
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