kinda 3d
This commit is contained in:
@@ -15,7 +15,7 @@ public:
|
||||
|
||||
struct Model {
|
||||
GL::VertexArray* vao;
|
||||
Vec2f positon;
|
||||
Vec3f positon;
|
||||
Vec3f color = { 1, 1, 1 };
|
||||
};
|
||||
private:
|
||||
|
||||
@@ -21,7 +21,7 @@ public:
|
||||
void SetColorEffect(const Vec3f& color);
|
||||
void SetProjectionMatrix(const maths::Mat4f& proj) const;
|
||||
void SetViewMatrix(const maths::Mat4f& view) const;
|
||||
void SetModelPos(const Vec2f& pos) const;
|
||||
void SetModelPos(const Vec3f& pos) const;
|
||||
};
|
||||
|
||||
} // namespace shader
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include <stdio.h>
|
||||
#include "misc/Time.h"
|
||||
#include "misc/Easing.h"
|
||||
#include "misc/Maths.h"
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
@@ -35,8 +36,6 @@ void Renderer::InitShaders() {
|
||||
m_WorldShader->LoadShader();
|
||||
m_EntityShader = std::make_unique<shader::EntityShader>();
|
||||
m_EntityShader->LoadShader();
|
||||
SetIsometricView(true);
|
||||
UpdateIsometricView();
|
||||
}
|
||||
|
||||
// TODO : change loader check
|
||||
@@ -69,7 +68,7 @@ void Renderer::RenderVAO(const GL::VertexArray& vao) {
|
||||
|
||||
void Renderer::RenderModel(const Model& model) {
|
||||
m_EntityShader->Start();
|
||||
//m_EntityShader->SetModelPos(model.positon);
|
||||
m_EntityShader->SetModelPos(model.positon);
|
||||
m_EntityShader->SetColorEffect(model.color);
|
||||
model.vao->Bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
|
||||
@@ -99,10 +98,11 @@ void Renderer::Prepare() {
|
||||
}
|
||||
|
||||
void Renderer::Resize(int width, int height) {
|
||||
maths::Mat4f projectionMatrix = maths::Perspective(80.0f / 180.0f * M_PI, static_cast<float>(width) / height, 0.1f, 160.0f);
|
||||
m_WorldShader->Start();
|
||||
//m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
|
||||
m_WorldShader->SetProjectionMatrix(projectionMatrix);
|
||||
m_EntityShader->Start();
|
||||
//m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
|
||||
m_WorldShader->SetProjectionMatrix(projectionMatrix);
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
@@ -114,17 +114,18 @@ void Renderer::SetZoom(float zoom) {
|
||||
}
|
||||
|
||||
void Renderer::SetCamMovement(const Vec2f& 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;
|
||||
m_CamPos.x += mov.x;
|
||||
m_CamPos.y += -mov.y;
|
||||
SetCamPos(m_CamPos);
|
||||
}
|
||||
|
||||
void Renderer::SetCamPos(const Vec2f& newPos) {
|
||||
m_CamPos = newPos;
|
||||
maths::Mat4f viewMatrix = maths::LookAt({m_CamPos.x, 50, m_CamPos.y}, {m_CamPos.x, -1, m_CamPos.y}, {0, 1, 0});
|
||||
m_WorldShader->Start();
|
||||
//m_WorldShader->SetCamPos(newPos);
|
||||
m_WorldShader->SetViewMatrix(viewMatrix);
|
||||
m_EntityShader->Start();
|
||||
//m_EntityShader->SetCamPos(newPos);
|
||||
m_EntityShader->SetViewMatrix(viewMatrix);
|
||||
}
|
||||
|
||||
void Renderer::SetIsometricView(bool isometric) {
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
const static int VERTEX_SIZE = 3;
|
||||
|
||||
void VertexCache::AddData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors) {
|
||||
m_Indexes.insert({ index, {positions, colors} });
|
||||
m_VertexCount += colors.size(); // one color per vertex
|
||||
@@ -26,7 +28,7 @@ void VertexCache::UpdateVertexArray() {
|
||||
m_VertexArray = std::make_unique<GL::VertexArray>(m_VertexCount); // one color per vertex
|
||||
|
||||
Vector positions;
|
||||
positions.reserve(m_VertexCount * 2);
|
||||
positions.reserve(m_VertexCount * VERTEX_SIZE);
|
||||
|
||||
Vector colors;
|
||||
colors.reserve(m_VertexCount);
|
||||
@@ -38,8 +40,8 @@ void VertexCache::UpdateVertexArray() {
|
||||
colors.insert(colors.end(), data.color.begin(), data.color.end());
|
||||
}
|
||||
|
||||
GL::VertexBuffer positionsBuffer(positions, 2);
|
||||
positionsBuffer.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer positionsBuffer(positions, VERTEX_SIZE);
|
||||
positionsBuffer.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||
|
||||
GL::VertexBuffer colorsBuffer(colors, 1);
|
||||
colorsBuffer.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
@@ -86,7 +86,7 @@ void WorldRenderer::RenderMobs() const {
|
||||
for (game::MobPtr mob : m_World->GetMobList()) {
|
||||
Renderer::Model model;
|
||||
model.vao = m_MobVao.get();
|
||||
model.positon = { mob->GetCenterX(), mob->GetCenterY() };
|
||||
model.positon = { mob->GetCenterX(), 0, mob->GetCenterY() };
|
||||
model.color = mob->HasTakenDamage() ? Vec3f{ 1, 0.5, 0.5 } : Vec3f{ 1, 1, 1 };
|
||||
m_Renderer->RenderModel(model);
|
||||
}
|
||||
@@ -104,7 +104,7 @@ void WorldRenderer::RenderTileSelect() const {
|
||||
|
||||
Renderer::Model tileSelectModel;
|
||||
tileSelectModel.vao = m_SelectTileVao.get();
|
||||
tileSelectModel.positon = { std::floor(m_CursorPos.x), std::floor(m_CursorPos.y) };
|
||||
tileSelectModel.positon = { std::floor(m_CursorPos.x), 0, std::floor(m_CursorPos.y) };
|
||||
|
||||
m_Renderer->RenderModel(tileSelectModel);
|
||||
}
|
||||
|
||||
@@ -10,15 +10,17 @@ namespace render {
|
||||
|
||||
namespace WorldLoader {
|
||||
|
||||
const static int VERTEX_SIZE = 3;
|
||||
|
||||
GL::VertexArray LoadMobModel() {
|
||||
std::vector<float> positions = {
|
||||
-0.5, -0.5,
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
-0.5, 0, -0.5,
|
||||
0.5, 0, -0.5,
|
||||
-0.5, 0, 0.5,
|
||||
|
||||
0.5, -0.5,
|
||||
-0.5, 0.5,
|
||||
0.5, 0.5
|
||||
0.5, 0, -0.5,
|
||||
-0.5, 0, 0.5,
|
||||
0.5, 0, 0.5
|
||||
};
|
||||
|
||||
float yellowFloat;
|
||||
@@ -35,8 +37,8 @@ GL::VertexArray LoadMobModel() {
|
||||
yellowFloat
|
||||
};
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
@@ -69,13 +71,13 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
continue;
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
|
||||
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
|
||||
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY + 1),
|
||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY + 1),
|
||||
static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
|
||||
static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY + 1)
|
||||
});
|
||||
|
||||
const td::Color* tileColor = world->GetTileColor(tile);
|
||||
@@ -101,13 +103,13 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
fromX, fromY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
fromX, 0, fromY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
|
||||
toX, toY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
toX, 0, toY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
});
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
@@ -129,13 +131,13 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
float fromY = castle.GetTopLeft().GetY(), toY = castle.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {
|
||||
fromX, fromY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
fromX, 0, fromY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
|
||||
toX, toY,
|
||||
fromX, toY,
|
||||
toX, fromY,
|
||||
toX, 0, toY,
|
||||
fromX, 0, toY,
|
||||
toX, 0, fromY,
|
||||
});
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
@@ -151,12 +153,12 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
}
|
||||
}
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
GL::VertexArray worldVao(positions.size() / 2); // each pos = 2 vertecies
|
||||
GL::VertexArray worldVao(positions.size() / VERTEX_SIZE); // each pos = 3 vertecies
|
||||
worldVao.Bind();
|
||||
worldVao.BindVertexBuffer(positionVBO);
|
||||
worldVao.BindVertexBuffer(colorVBO);
|
||||
@@ -166,13 +168,13 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
|
||||
GL::VertexArray LoadTileSelectModel() {
|
||||
std::vector<float> positions = {
|
||||
0, 0,
|
||||
1, 0,
|
||||
0, 1,
|
||||
0, 0, 0,
|
||||
1, 0, 0,
|
||||
0, 0, 1,
|
||||
|
||||
1, 0,
|
||||
0, 1,
|
||||
1, 1
|
||||
1, 0, 0,
|
||||
0, 0, 1,
|
||||
1, 0, 1
|
||||
};
|
||||
|
||||
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
|
||||
@@ -182,8 +184,8 @@ GL::VertexArray LoadTileSelectModel() {
|
||||
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, 2);
|
||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
||||
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
|
||||
@@ -112,7 +112,7 @@ void EntityShader::SetViewMatrix(const maths::Mat4f& view) const {
|
||||
LoadMat4(m_LocationViewMatrix, view);
|
||||
}
|
||||
|
||||
void EntityShader::SetModelPos(const Vec2f& pos) const {
|
||||
void EntityShader::SetModelPos(const Vec3f& pos) const {
|
||||
LoadVector(m_LocationPosition, pos);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user