GIGA REFACTOR

This commit is contained in:
2022-03-02 18:51:42 +01:00
parent 553b2f6aad
commit 6df59b1487
92 changed files with 1807 additions and 1785 deletions

View File

@@ -25,53 +25,53 @@ Renderer::~Renderer() {
}
void Renderer::updateIsometricView() {
float isometricEased = utils::easeInOutExpo(m_IsometricShade);
m_WorldShader->start();
m_WorldShader->setIsometricView(isometricEased);
m_EntityShader->start();
m_EntityShader->setIsometricView(isometricEased);
void Renderer::UpdateIsometricView() {
float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
m_WorldShader->Start();
m_WorldShader->SetIsometricView(isometricEased);
m_EntityShader->Start();
m_EntityShader->SetIsometricView(isometricEased);
}
void Renderer::initShader() {
m_WorldShader = std::make_unique<WorldShader>();
m_WorldShader->loadShader();
m_EntityShader = std::make_unique<EntityShader>();
m_EntityShader->loadShader();
setIsometricView(true);
updateIsometricView();
void Renderer::InitShaders() {
m_WorldShader = std::make_unique<shader::WorldShader>();
m_WorldShader->LoadShader();
m_EntityShader = std::make_unique<shader::EntityShader>();
m_EntityShader->LoadShader();
SetIsometricView(true);
UpdateIsometricView();
}
bool Renderer::init() {
bool Renderer::Init() {
#ifndef ANDROID
glbinding::Binding::initialize();
#endif
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
initShader();
InitShaders();
return true;
}
void Renderer::renderVAO(const GL::VertexArray& vao) {
m_WorldShader->start();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vao.getVertexCount()));
vao.unbind();
void Renderer::RenderVAO(const GL::VertexArray& vao) {
m_WorldShader->Start();
vao.Bind();
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vao.GetVertexCount()));
vao.Unbind();
}
void Renderer::renderModel(const Model& model) {
m_EntityShader->start();
m_EntityShader->setModelPos(model.positon);
model.vao->bind();
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->getVertexCount()));
model.vao->unbind();
void Renderer::RenderModel(const Model& model) {
m_EntityShader->Start();
m_EntityShader->SetModelPos(model.positon);
model.vao->Bind();
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
model.vao->Unbind();
}
void Renderer::updateIsometricFade() {
static std::uint64_t lastTime = utils::getTime();
void Renderer::UpdateIsometricFade() {
static std::uint64_t lastTime = utils::GetTime();
if (m_IsometricShade != static_cast<float>(m_IsometricView)) {
float step = static_cast<float>(utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
float step = static_cast<float>(utils::GetTime() - lastTime) / 1000.0f * m_AnimationSpeed;
if (m_IsometricShade < m_IsometricView) {
m_IsometricShade += step;
} else {
@@ -79,52 +79,52 @@ void Renderer::updateIsometricFade() {
}
m_IsometricShade = std::min(m_IsometricShade, 1.0f);
m_IsometricShade = std::max(m_IsometricShade, 0.0f);
updateIsometricView();
UpdateIsometricView();
}
lastTime = utils::getTime();
lastTime = utils::GetTime();
}
void Renderer::prepare() {
void Renderer::Prepare() {
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, 0);
updateIsometricFade();
UpdateIsometricFade();
}
void Renderer::resize(int width, int height) {
m_WorldShader->start();
m_WorldShader->setAspectRatio(static_cast<float>(width) / height);
m_EntityShader->start();
m_EntityShader->setAspectRatio(static_cast<float>(width) / height);
void Renderer::Resize(int width, int height) {
m_WorldShader->Start();
m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
m_EntityShader->Start();
m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
glViewport(0, 0, width, height);
}
void Renderer::setZoom(float zoom) {
m_WorldShader->start();
m_WorldShader->setZoom(zoom);
m_EntityShader->start();
m_EntityShader->setZoom(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);
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);
m_EntityShader->start();
m_EntityShader->setCamPos(newPos);
m_WorldShader->Start();
m_WorldShader->SetCamPos(newPos);
m_EntityShader->Start();
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) {
float isometricEased = utils::easeInOutExpo(m_IsometricShade);
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;
float relativeY = (cursorPos.y / windowHeight * 2) - 1;