load basic 3d model
This commit is contained in:
@@ -29,7 +29,8 @@ public:
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static constexpr float m_MouseSensitivity = 200.0f;
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struct Model {
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GL::VertexArray* vao;
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std::unique_ptr<GL::VertexArray> vao;
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std::unique_ptr<GL::Texture> texture;
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Vec3f positon;
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Vec3f color = { 1, 1, 1 };
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};
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@@ -28,7 +28,8 @@ private:
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client::ClientGame* m_Client;
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Renderer* m_Renderer;
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game::World* m_World;
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std::unique_ptr<GL::VertexArray> m_WorldVao, m_MobVao, m_SelectTileVao;
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std::unique_ptr<GL::VertexArray> m_WorldVao;
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std::unique_ptr<Renderer::Model> m_MobModel, m_SelectTileModel;
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Vec2f m_CamPos;
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Vec2f m_CursorPos;
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Vec2f m_HoldCursorPos;
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@@ -70,5 +70,24 @@ public:
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void Unbind() const;
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};
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class Texture {
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private:
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unsigned int m_ID;
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public:
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REMOVE_COPY(Texture);
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Texture(Texture&& other) {
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m_ID = other.m_ID;
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other.m_ID = 0;
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}
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Texture(const char* textureData, int width, int height, int comp);
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~Texture();
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unsigned int GetTextureID() const { return m_ID; }
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void Bind() const;
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static void Unbind();
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};
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}
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11
include/render/loader/MobLoader.h
Normal file
11
include/render/loader/MobLoader.h
Normal file
@@ -0,0 +1,11 @@
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#pragma once
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#include "GLLoader.h"
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namespace td {
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namespace MobLoader {
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GL::VertexArray LoadMobModel();
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} // namespace loader
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} // namespace td
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@@ -8,9 +8,12 @@
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#ifndef RENDER_LOADER_TEXTURELOADER_H_
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#define RENDER_LOADER_TEXTURELOADER_H_
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#include "render/loader/GLLoader.h"
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#include <string>
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namespace TextureLoader {
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unsigned int LoadGLTexture(const char* fileName);
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GL::Texture LoadTexture(const std::string& fileName);
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}
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@@ -53,7 +53,7 @@ bool Renderer::Init() {
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glEnable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LESS);
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glFrontFace(GL_CW);
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glFrontFace(GL_CCW);
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InitShaders();
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return true;
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}
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@@ -69,9 +69,12 @@ 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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m_EntityShader->SetColorEffect(model.color);
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if (model.texture != nullptr)
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model.texture->Bind();
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model.vao->Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
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model.vao->Unbind();
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GL::Texture::Unbind();
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}
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void Renderer::Prepare() {
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@@ -1,5 +1,7 @@
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#include "render/WorldRenderer.h"
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#include "render/loader/WorldLoader.h"
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#include "render/loader/TextureLoader.h"
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#include "render/loader/MobLoader.h"
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#include "render/Renderer.h"
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#include "render/gui/imgui/imgui.h"
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#include "gui/imgui/imgui_internal.h"
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@@ -25,9 +27,15 @@ ImVec4 WorldRenderer::GetImGuiTeamColor(game::TeamColor color) {
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void WorldRenderer::LoadModels() {
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utils::LOGD("World Created !");
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m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(m_World)));
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m_MobVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadMobModel()));
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m_SelectTileVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadTileSelectModel()));
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m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(m_World));
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m_SelectTileModel = std::make_unique<Renderer::Model>();
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m_SelectTileModel->vao = std::make_unique<GL::VertexArray>(WorldLoader::LoadTileSelectModel());
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m_MobModel = std::make_unique<Renderer::Model>();
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m_MobModel->texture = std::make_unique<GL::Texture>(TextureLoader::LoadTexture("Assets/zombie.png"));
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m_MobModel->vao = std::make_unique<GL::VertexArray>(MobLoader::LoadMobModel());
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utils::LOGD(utils::format("Vertex Count : %u", m_WorldVao->GetVertexCount()));
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}
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@@ -91,11 +99,9 @@ void WorldRenderer::RenderWorld() const {
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void WorldRenderer::RenderMobs() const {
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for (game::MobPtr mob : m_World->GetMobList()) {
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Renderer::Model model;
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model.vao = m_MobVao.get();
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model.positon = { mob->GetCenterX(), 0, mob->GetCenterY() };
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model.color = mob->HasTakenDamage() ? Vec3f{ 1, 0.5, 0.5 } : Vec3f{ 1, 1, 1 };
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m_Renderer->RenderModel(model);
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m_MobModel->positon = { mob->GetCenterX(), 0, mob->GetCenterY() };
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m_MobModel->color = mob->HasTakenDamage() ? Vec3f{ 1, 0.5, 0.5 } : Vec3f{ 1, 1, 1 };
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m_Renderer->RenderModel(*m_MobModel);
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}
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}
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@@ -109,11 +115,9 @@ void WorldRenderer::RenderTileSelect() const {
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if (m_MobTooltip->IsShown() || m_CastleTooltip->IsShown()) return;
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Renderer::Model tileSelectModel;
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tileSelectModel.vao = m_SelectTileVao.get();
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tileSelectModel.positon = { std::floor(m_CursorPos.x), 0, std::floor(m_CursorPos.y) };
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m_SelectTileModel->positon = { std::floor(m_CursorPos.x), 0, std::floor(m_CursorPos.y) };
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m_Renderer->RenderModel(tileSelectModel);
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m_Renderer->RenderModel(*m_SelectTileModel);
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}
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void WorldRenderer::RenderPopups() {
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@@ -8,6 +8,7 @@
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#include "render/loader/GLLoader.h"
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#include "render/GL.h"
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#include <cassert>
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namespace GL {
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@@ -69,4 +70,37 @@ void VertexBuffer::BindVertexAttribs() const {
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glVertexAttribPointer(pointer.m_Index, static_cast<GLint>(pointer.m_Size), GL_FLOAT, false, m_DataStride * sizeof(float), reinterpret_cast<void*>(pointer.m_Offset));
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}
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}
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Texture::Texture(const char* textureData, int width, int height, int comp) {
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glGenTextures(1, &m_ID);
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Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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assert(comp == 3 || comp == 4);
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if (comp == 3)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, textureData);
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else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, textureData);
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Unbind();
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}
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Texture::~Texture() {
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glDeleteTextures(1, &m_ID);
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}
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void Texture::Bind() const {
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glBindTexture(GL_TEXTURE_2D, m_ID);
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}
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void Texture::Unbind() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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160
src/render/loader/MobLoader.cpp
Normal file
160
src/render/loader/MobLoader.cpp
Normal file
@@ -0,0 +1,160 @@
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#include "Defines.h"
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#include "render/loader/MobLoader.h"
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#include <fstream>
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#include <map>
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#include <sstream>
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#include <algorithm>
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namespace td {
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namespace MobLoader {
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const static int POSITION_VERTEX_SIZE = 3;
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const static int TEXTURE_VERTEX_SIZE = 2;
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typedef Vec3f Vertex;
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typedef Vec2f TextureUV;
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typedef Vec3f Normal;
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struct Index {
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int vertexIndex;
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int textureIndex;
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int normalIndex;
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};
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enum DataType : std::uint8_t {
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dt_Vertex,
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dt_Texture,
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dt_Normal,
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dt_Index,
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dt_None
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};
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static DataType GetDataType(const std::string& type) {
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static const std::map<std::string, DataType> Types = {
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{"v", dt_Vertex},
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{"vt", dt_Texture},
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{"vn", dt_Normal},
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{"f", dt_Index}
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};
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auto it = Types.find(type);
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return it != Types.end() ? it->second : dt_None;
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}
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GL::VertexArray LoadMobModel() {
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std::ifstream fileStream{ "Assets/zombie.obj" };
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std::string line;
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std::vector<Vertex> tempVertecies;
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std::vector<TextureUV> tempTextureUvs;
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std::vector<Normal> tempNormals;
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std::vector<float> vertecies;
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std::vector<float> textureUvs;
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std::vector<float> normals;
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while (getline(fileStream, line)) {
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std::replace(line.begin(), line.end(), '/', ' ');
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std::stringstream ss;
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ss << line;
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std::string typeStr;
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ss >> typeStr;
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DataType dataType = GetDataType(typeStr);
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switch (dataType) {
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case dt_Vertex: {
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Vertex vertex;
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ss >> vertex.x;
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ss >> vertex.y;
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ss >> vertex.z;
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tempVertecies.push_back(vertex);
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break;
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}
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case dt_Texture: {
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TextureUV texture;
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ss >> texture.x;
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ss >> texture.y;
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tempTextureUvs.push_back(texture);
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break;
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}
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case dt_Normal: {
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Normal normal;
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ss >> normal.x;
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ss >> normal.y;
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ss >> normal.z;
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tempNormals.push_back(normal);
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break;
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}
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case dt_Index: {
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Index tempIndicies[4];
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for (size_t i = 0; i < 4; i++){
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ss >> tempIndicies[i].vertexIndex;
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ss >> tempIndicies[i].textureIndex;
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ss >> tempIndicies[i].normalIndex;
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}
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static const std::vector<int> vertexOrder = {0, 1, 2, 0, 2, 3};
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for(int i = 0; i < vertexOrder.size(); i++) {
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Index& index = tempIndicies[vertexOrder[i]];
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int vertexIndex = index.vertexIndex - 1;
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int textureIndex = index.textureIndex - 1;
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int normalIndex = index.normalIndex - 1;
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Vertex vertex = tempVertecies[vertexIndex];
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TextureUV texture = tempTextureUvs[textureIndex];
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Normal normal = tempNormals[normalIndex];
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vertecies.push_back(vertex.x);
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vertecies.push_back(vertex.y);
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vertecies.push_back(vertex.z);
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textureUvs.push_back(texture.x);
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textureUvs.push_back(1.0f - texture.y);
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normals.push_back(normal.x);
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normals.push_back(normal.y);
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normals.push_back(normal.z);
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}
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break;
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}
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case dt_None:
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break;
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}
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}
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GL::VertexBuffer positionVBO(vertecies, POSITION_VERTEX_SIZE);
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positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
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GL::VertexBuffer textureVBO(textureUvs, TEXTURE_VERTEX_SIZE);
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textureVBO.AddVertexAttribPointer(1, TEXTURE_VERTEX_SIZE, 0);
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GL::VertexArray mobVao(vertecies.size() / POSITION_VERTEX_SIZE); // each pos = 1 color
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mobVao.Bind();
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mobVao.BindVertexBuffer(positionVBO);
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mobVao.BindVertexBuffer(textureVBO);
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mobVao.Unbind();
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return mobVao;
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}
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} // namespace loader
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} // namespace td
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@@ -10,37 +10,29 @@
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#include "render/loader/stb_image.h"
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#include <iostream>
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#include "render/GL.h"
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#include "misc/Log.h"
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#include "misc/Format.h"
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namespace TextureLoader {
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unsigned int LoadGLTexture(const char* fileName) {
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GL::Texture LoadTexture(const std::string& fileName) {
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int width, height, comp;
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const unsigned char* image = stbi_load(fileName, &width, &height, &comp, STBI_rgb_alpha);
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const unsigned char* image = stbi_load(fileName.c_str(), &width, &height, &comp, STBI_rgb_alpha);
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if (image == nullptr) {
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std::cerr << "Erreur lors du chargement de la texture !" << std::endl;
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td::utils::LOGE("Erreur lors du chargement de la texture !");
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throw(std::runtime_error("Failed to load texture"));
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}
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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GL::Texture texture {reinterpret_cast<const char*>(image), width, height, comp};
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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delete image;
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if (comp == 3)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, image);
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else if (comp == 4)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, image);
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td::utils::LOGD(td::utils::format("Texture %s chargée !", fileName.c_str()));
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free((void*)image);
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return textureID;
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return texture;
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}
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}
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@@ -5,50 +5,15 @@
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#include "game/BaseGame.h"
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#include "misc/Random.h"
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namespace td {
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namespace render {
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namespace WorldLoader {
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const static int VERTEX_SIZE = 3;
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GL::VertexArray LoadMobModel() {
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std::vector<float> positions = {
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-0.5, 0, -0.5,
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0.5, 0, -0.5,
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-0.5, 0, 0.5,
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0.5, 0, -0.5,
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-0.5, 0, 0.5,
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0.5, 0, 0.5
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};
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float yellowFloat;
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int yellow = 255 << 24 | 255 << 16 | 255;
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memcpy(&yellowFloat, &yellow, sizeof(int));
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std::vector<float> colors = {
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yellowFloat,
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yellowFloat,
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yellowFloat,
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yellowFloat,
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yellowFloat,
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yellowFloat
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};
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GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
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positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
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GL::VertexBuffer colorVBO(colors, 1);
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colorVBO.AddVertexAttribPointer(1, 1, 0);
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GL::VertexArray mobVao(colors.size()); // each pos = 1 color
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mobVao.Bind();
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mobVao.BindVertexBuffer(positionVBO);
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mobVao.BindVertexBuffer(colorVBO);
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mobVao.Unbind();
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return mobVao;
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}
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const static int POSITION_VERTEX_SIZE = 3;
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const static int TEXTURE_VERTEX_SIZE = 2;
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GL::VertexArray LoadWorldModel(const td::game::World* world) {
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std::vector<float> positions;
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@@ -71,12 +36,12 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
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continue;
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positions.insert(positions.end(), {
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static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY),
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static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
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static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY),
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static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
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static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
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static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
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static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
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static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY + 1)
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});
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@@ -103,12 +68,12 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
fromX, 0, toY,
|
||||
fromX, 0, fromY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
|
||||
toX, 0, toY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
});
|
||||
|
||||
@@ -131,12 +96,12 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
float fromY = castle.GetTopLeft().GetY(), toY = castle.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
fromX, 0, toY,
|
||||
fromX, 0, fromY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
|
||||
toX, 0, toY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
});
|
||||
|
||||
@@ -153,12 +118,12 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
}
|
||||
}
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
GL::VertexArray worldVao(positions.size() / VERTEX_SIZE); // each pos = 3 vertecies
|
||||
GL::VertexArray worldVao(positions.size() / POSITION_VERTEX_SIZE); // each pos = 3 vertecies
|
||||
worldVao.Bind();
|
||||
worldVao.BindVertexBuffer(positionVBO);
|
||||
worldVao.BindVertexBuffer(colorVBO);
|
||||
@@ -168,12 +133,12 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
|
||||
GL::VertexArray LoadTileSelectModel() {
|
||||
std::vector<float> positions = {
|
||||
0, .01, 0,
|
||||
1, .01, 0,
|
||||
0, .01, 0,
|
||||
0, .01, 1,
|
||||
|
||||
0, .01, 1,
|
||||
1, .01, 0,
|
||||
0, .01, 1,
|
||||
1, .01, 1
|
||||
};
|
||||
|
||||
@@ -184,12 +149,12 @@ GL::VertexArray LoadTileSelectModel() {
|
||||
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
GL::VertexArray tileSelectVao(positions.size() / 2); // each pos = 2 vertecies
|
||||
GL::VertexArray tileSelectVao(positions.size() / POSITION_VERTEX_SIZE);
|
||||
tileSelectVao.Bind();
|
||||
tileSelectVao.BindVertexBuffer(positionVBO);
|
||||
tileSelectVao.BindVertexBuffer(colorVBO);
|
||||
@@ -218,13 +183,13 @@ RenderData LoadTowerModel(game::TowerPtr tower) {
|
||||
towerDY = tower->GetCenterY() + 2.5f;
|
||||
}
|
||||
std::vector<float> positions = {
|
||||
towerX, 0, towerY,
|
||||
towerDX, 0, towerY,
|
||||
towerX, 0, towerDY,
|
||||
towerDX, 0.001, towerY,
|
||||
towerX, 0.001, towerY,
|
||||
towerX, 0.001, towerDY,
|
||||
|
||||
towerDX, 0, towerY,
|
||||
towerX, 0, towerDY,
|
||||
towerDX, 0, towerDY
|
||||
towerDX, 0.001, towerY,
|
||||
towerX, 0.001, towerDY,
|
||||
towerDX, 0.001, towerDY
|
||||
};
|
||||
|
||||
renderData.positions = positions;
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
namespace td {
|
||||
namespace shader {
|
||||
|
||||
// TODO: update ES shaders
|
||||
|
||||
#ifdef __ANDROID__
|
||||
static const char vertexSource[] =
|
||||
R"(#version 300 es
|
||||
@@ -51,16 +53,16 @@ static const char vertexSource[] = R"(
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in int color;
|
||||
layout(location = 1) in vec2 textureCoords;
|
||||
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform vec3 modelPosition;
|
||||
|
||||
flat out int pass_color;
|
||||
out vec2 pass_textureCoords;
|
||||
|
||||
void main(void){
|
||||
pass_color = color;
|
||||
pass_textureCoords = textureCoords;
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
|
||||
}
|
||||
)";
|
||||
@@ -68,20 +70,21 @@ void main(void){
|
||||
static const char fragmentSource[] = R"(
|
||||
#version 330
|
||||
|
||||
flat in int pass_color;
|
||||
in vec2 pass_textureCoords;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
uniform vec3 ColorEffect;
|
||||
uniform sampler2D textureSampler;
|
||||
|
||||
void main(void){
|
||||
|
||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||
float a = float(pass_color & 0xFF) / 255.0;
|
||||
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
|
||||
out_color = vec4(intermediate_color, a);
|
||||
vec4 color = vec4(ColorEffect, 1.0) * texture(textureSampler, pass_textureCoords);
|
||||
|
||||
if (color.a <= 0.1)
|
||||
discard;
|
||||
|
||||
out_color = color;
|
||||
|
||||
}
|
||||
)";
|
||||
|
||||
Reference in New Issue
Block a user