fix: change renderer to class

This commit is contained in:
2021-09-18 18:58:32 +02:00
parent 519c6e33e7
commit a8b6a646af
10 changed files with 150 additions and 121 deletions

View File

@@ -6,16 +6,19 @@
#include "game/Team.h"
#include "game/Player.h"
#include "render/Renderer.h"
namespace td {
namespace client {
class Client{
private:
render::Renderer* m_Renderer;
ClientConnexion m_Connexion;
ClientGame m_Game{m_Connexion.GetDispatcher()};
ClientGame m_Game;
bool m_Connected;
public:
Client() : m_Connected(false){}
Client(render::Renderer* renderer) : m_Renderer(renderer), m_Game(m_Connexion.GetDispatcher(), m_Renderer), m_Connected(false){}
const ClientGame& getGame() const{ return m_Game; }
const ClientConnexion& getConnexion() const{ return m_Connexion; }

View File

@@ -1,9 +1,13 @@
#pragma once
#include "game/BaseGame.h"
#include "protocol/PacketHandler.h"
#include "WorldClient.h"
#include "render/WorldRenderer.h"
#include "render/Renderer.h"
namespace td {
namespace client {
@@ -13,10 +17,11 @@ private:
std::uint8_t m_ConnexionID;
std::uint32_t m_LobbyTime = 0;
game::Player* m_Player = nullptr;
client::WorldClient m_WorldClient{this};
render::WorldRenderer m_WorldRenderer{&m_WorldClient};
render::Renderer* m_Renderer;
client::WorldClient m_WorldClient;
render::WorldRenderer m_WorldRenderer;
public:
ClientGame(protocol::PacketDispatcher* dispatcher);
ClientGame(protocol::PacketDispatcher* dispatcher, render::Renderer* renderer);
virtual ~ClientGame();
virtual void tick(std::uint64_t delta);

View File

@@ -9,37 +9,53 @@
#define RENDER_RENDERER_H_
#include <glm/glm.hpp>
#include <memory>
#include "loader/GLLoader.h"
#include "render/shaders/WorldShader.h"
#include "render/shaders/EntityShader.h"
namespace td {
namespace render{
namespace render {
namespace Renderer{
class Renderer {
public:
static constexpr float m_AnimationSpeed = 2.0f;
struct Model{
GL::VAO* vao;
glm::vec2 positon;
struct Model {
GL::VAO* vao;
glm::vec2 positon;
};
private:
std::unique_ptr<WorldShader> m_WorldShader;
std::unique_ptr<EntityShader> m_EntityShader;
bool m_IsometricView = true;
float m_IsometricShade = m_IsometricView;
glm::vec2 m_CamPos{};
public:
Renderer();
~Renderer();
bool init();
void prepare();
void resize(const int width, const int height);
void renderVAO(const GL::VAO& vao);
void renderModel(const Model& model);
void setZoom(float zoom);
void setCamMovement(const glm::vec2& mov);
void setCamPos(const glm::vec2& newPos);
void setIsometricView(bool isometric); // false = 2D true = Isometric
glm::vec2 getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
private:
void updateIsometricView();
void updateIsometricFade();
void initShader();
};
bool init();
void destroy();
void prepare();
void resize(const int width, const int height);
void renderVAO(const GL::VAO& vao);
void renderModel(const Model& model);
void setZoom(float zoom);
void setCamMovement(const glm::vec2& mov);
void setCamPos(const glm::vec2& newPos);
void setIsometricView(bool isometric); // false = 2D true = Isometric
glm::vec2 getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
}
} // namespace render
} // namespace td

View File

@@ -2,6 +2,7 @@
#include "game/World.h"
#include "render/loader/GLLoader.h"
#include "render/Renderer.h"
#include <glm/glm.hpp>
@@ -10,6 +11,7 @@ namespace render {
class WorldRenderer{
private:
Renderer* m_Renderer;
game::World* m_World;
std::unique_ptr<GL::VAO> m_WorldVao, m_MobVao, m_SelectTileVao;
glm::vec2 m_CamPos;
@@ -17,7 +19,7 @@ private:
float m_Zoom = 1;
float m_CamSensibility = 1;
public:
WorldRenderer(game::World* world);
WorldRenderer(game::World* world, Renderer* renderer);
~WorldRenderer();
void loadModels();

View File

@@ -10,9 +10,18 @@
struct GLFWwindow;
namespace TowerGui{
namespace td {
namespace render {
void init(GLFWwindow* window);
class Renderer;
} // namespace render
} // namespace td
namespace TowerGui {
void init(GLFWwindow* window, td::render::Renderer* renderer);
void render();
void destroy();

View File

@@ -7,7 +7,8 @@
namespace td {
namespace client {
ClientGame::ClientGame(protocol::PacketDispatcher* dispatcher): protocol::PacketHandler(dispatcher), game::Game(&m_WorldClient){
ClientGame::ClientGame(protocol::PacketDispatcher* dispatcher, render::Renderer* renderer): protocol::PacketHandler(dispatcher),
game::Game(&m_WorldClient), m_Renderer(renderer), m_WorldClient(this), m_WorldRenderer(&m_WorldClient, m_Renderer){
GetDispatcher()->RegisterHandler(protocol::PacketType::ConnectionInfo, this);
GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerJoin, this);
GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerList, this);

View File

@@ -6,11 +6,9 @@
*/
#include "render/Renderer.h"
#include "render/shaders/WorldShader.h"
#include "render/shaders/EntityShader.h"
#include <glbinding/gl/gl.h>
#include <stdio.h>
#include <glbinding/Binding.h>
#include <stdio.h>
#include "misc/Time.h"
#include "misc/Easing.h"
@@ -19,35 +17,32 @@ using namespace gl;
namespace td{
namespace render{
namespace Renderer{
Renderer::Renderer(){
#define ANIMATION_SPEED 2.0f
static std::unique_ptr<WorldShader> worldShader;
static std::unique_ptr<EntityShader> entityShader;
static bool isometricView = true;
static float isometricShade = isometricView;
static glm::vec2 camPos{};
void updateIsometricView(){
float isometricEased = utils::easeInOutExpo(isometricShade);
worldShader->start();
worldShader->setIsometricView(isometricEased);
entityShader->start();
entityShader->setIsometricView(isometricEased);
}
void initShader(){
worldShader = std::make_unique<WorldShader>();
worldShader->loadShader();
entityShader = std::make_unique<EntityShader>();
entityShader->loadShader();
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::initShader(){
m_WorldShader = std::make_unique<WorldShader>();
m_WorldShader->loadShader();
m_EntityShader = std::make_unique<EntityShader>();
m_EntityShader->loadShader();
setIsometricView(true);
updateIsometricView();
}
bool init(){
bool Renderer::init(){
glbinding::Binding::initialize();
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
@@ -56,83 +51,78 @@ bool init(){
return true;
}
void destroy(){
worldShader.reset(0);
entityShader.reset(0);
}
void renderVAO(const GL::VAO& vao){
worldShader->start();
void Renderer::renderVAO(const GL::VAO& vao){
m_WorldShader->start();
vao.bind();
glDrawArrays(GL_TRIANGLES, 0, vao.getVertexCount());
vao.unbind();
}
void renderModel(const Model& model){
entityShader->start();
entityShader->setModelPos(model.positon);
void Renderer::renderModel(const Model& model){
m_EntityShader->start();
m_EntityShader->setModelPos(model.positon);
model.vao->bind();
glDrawArrays(GL_TRIANGLES, 0, model.vao->getVertexCount());
model.vao->unbind();
}
void updateIsometricFade(){
void Renderer::updateIsometricFade(){
static std::uint64_t lastTime = utils::getTime();
if(isometricShade != (float) isometricView){
float step = (float) (utils::getTime() - lastTime) / 1000.0f * ANIMATION_SPEED;
if(isometricShade < isometricView){
isometricShade += step;
if(m_IsometricShade != (float) m_IsometricView){
float step = (float) (utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
if(m_IsometricShade < m_IsometricView){
m_IsometricShade += step;
}else{
isometricShade -= step;
m_IsometricShade -= step;
}
isometricShade = std::min(isometricShade, 1.0f);
isometricShade = std::max(isometricShade, 0.0f);
m_IsometricShade = std::min(m_IsometricShade, 1.0f);
m_IsometricShade = std::max(m_IsometricShade, 0.0f);
updateIsometricView();
}
lastTime = utils::getTime();
}
void prepare(){
void Renderer::prepare(){
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0, 0, 0, 0);
updateIsometricFade();
}
void resize(int width, int height){
worldShader->start();
worldShader->setAspectRatio((float)width / height);
entityShader->start();
entityShader->setAspectRatio((float)width / height);
void Renderer::resize(int width, int height){
m_WorldShader->start();
m_WorldShader->setAspectRatio((float)width / height);
m_EntityShader->start();
m_EntityShader->setAspectRatio((float)width / height);
glViewport(0, 0, width, height);
}
void setZoom(float zoom){
worldShader->start();
worldShader->setZoom(zoom);
entityShader->start();
entityShader->setZoom(zoom);
void Renderer::setZoom(float zoom){
m_WorldShader->start();
m_WorldShader->setZoom(zoom);
m_EntityShader->start();
m_EntityShader->setZoom(zoom);
}
void setCamMovement(const glm::vec2& mov){
camPos.x += mov.x * (1 - isometricView) + (0.5 * mov.x - mov.y) * isometricView;
camPos.y += -mov.y * (1 - isometricView) + (-0.5 * mov.x - mov.y) * isometricView;
setCamPos(camPos);
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);
}
void setCamPos(const glm::vec2& newPos){
camPos = newPos;
worldShader->start();
worldShader->setCamPos(newPos);
entityShader->start();
entityShader->setCamPos(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);
}
void setIsometricView(bool isometric){
isometricView = isometric;
void Renderer::setIsometricView(bool isometric){
m_IsometricView = isometric;
}
glm::vec2 getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight){
float isometricEased = utils::easeInOutExpo(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;
@@ -140,13 +130,12 @@ glm::vec2 getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float
float deltaX = relativeX * aspectRatio / zoom;
float deltaY = relativeY / zoom;
float worldX = camPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
float worldY = camPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
return {worldX, worldY};
}
} // namespace Renderer
} // namespace render
} // namespace td

View File

@@ -17,7 +17,7 @@ void WorldRenderer::loadModels(){
std::cout << "Vertex Count : " << m_WorldVao->getVertexCount() << std::endl;
}
WorldRenderer::WorldRenderer(game::World* world) : m_World(world){
WorldRenderer::WorldRenderer(game::World* world, Renderer* renderer) : m_Renderer(renderer), m_World(world) {
}
void WorldRenderer::updateCursorPos(){
@@ -26,7 +26,7 @@ void WorldRenderer::updateCursorPos(){
float mouseX = io.MousePos.x;
float mouseY = io.MousePos.y;
m_CursorPos = Renderer::getCursorWorldPos({mouseX, mouseY}, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
m_CursorPos = m_Renderer->getCursorWorldPos({mouseX, mouseY}, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
}
void WorldRenderer::update(){
@@ -46,7 +46,7 @@ void WorldRenderer::update(){
}
void WorldRenderer::renderWorld() const{
Renderer::renderVAO(*m_WorldVao);
m_Renderer->renderVAO(*m_WorldVao);
}
void WorldRenderer::renderMobs() const{
@@ -54,7 +54,7 @@ void WorldRenderer::renderMobs() const{
Renderer::Model model;
model.vao = m_MobVao.get();
model.positon = {mob->getX(), mob->getY()};
Renderer::renderModel(model);
m_Renderer->renderModel(model);
}
}
@@ -63,7 +63,7 @@ void WorldRenderer::renderTowers() const{
tileSelectModel.vao = m_SelectTileVao.get();
tileSelectModel.positon = {(int) m_CursorPos.x, (int) m_CursorPos.y};
Renderer::renderModel(tileSelectModel);
m_Renderer->renderModel(tileSelectModel);
}
void WorldRenderer::renderTileSelect() const{
@@ -88,7 +88,7 @@ void WorldRenderer::moveCam(float relativeX, float relativeY, float aspectRatio)
return;
float movementX = -relativeX / m_Zoom * aspectRatio;
float movementY = relativeY / m_Zoom;
Renderer::setCamMovement({movementX, movementY});
m_Renderer->setCamMovement({movementX, movementY});
}
void WorldRenderer::changeZoom(float zoomStep){
@@ -101,8 +101,8 @@ void WorldRenderer::changeZoom(float zoomStep){
else{
m_Zoom *= zoomStep * sensibility;
}
Renderer::setZoom(m_Zoom);
Renderer::setCamMovement({});
m_Renderer->setZoom(m_Zoom);
m_Renderer->setCamMovement({});
}
void WorldRenderer::click(int mouseX, int mouseY){
@@ -112,7 +112,7 @@ void WorldRenderer::click(int mouseX, int mouseY){
void WorldRenderer::setCamPos(float camX, float camY){
m_CamPos = {camX, camY};
Renderer::setCamPos(m_CamPos);
m_Renderer->setCamPos(m_CamPos);
}
} // namespace render

View File

@@ -23,12 +23,13 @@
namespace TowerGui{
static GLFWwindow* window;
static std::unique_ptr<td::client::Client> client = std::make_unique<td::client::Client>();
static std::unique_ptr<td::client::Client> client;
static std::thread* serverThread;
static td::render::Renderer* renderer;
bool serverShouldStop = false;
void init(GLFWwindow* glfw_window){
void init(GLFWwindow* glfw_window, td::render::Renderer* render){
window = glfw_window;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@@ -39,6 +40,8 @@ void init(GLFWwindow* glfw_window){
ImFontConfig c;
c.SizePixels = 25;
ImGui::GetIO().Fonts->AddFontDefault(&c);
renderer = render;
client = std::make_unique<td::client::Client>(render);
}
void beginFrame(){
@@ -62,7 +65,7 @@ void renderFPSCounter(){
}
static bool isometric = true;
if (ImGui::Checkbox("Vue Isometrique ?", &isometric)){
td::render::Renderer::setIsometricView(isometric);
renderer->setIsometricView(isometric);
}
ImGui::End();
}

View File

@@ -21,6 +21,7 @@
namespace Display {
static GLFWwindow* window;
std::unique_ptr<td::render::Renderer> renderer = std::make_unique<td::render::Renderer>();
static int lastWidth = 0, lastHeight = 0;
static float aspectRatio;
@@ -31,7 +32,7 @@ void error_callback(int error, const char* description){
void windowResizeEvent(GLFWwindow* window, int width, int height){
aspectRatio = (float) width / height;
td::render::Renderer::resize(width, height);
renderer->resize(width, height);
lastWidth = width;
lastHeight = height;
}
@@ -45,15 +46,15 @@ void create() {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_NAME, nullptr, nullptr);
glfwMakeContextCurrent(window);
if(!td::render::Renderer::init()){
if(!renderer->init()){
exit(1);
}
TowerGui::init(window);
TowerGui::init(window, renderer.get());
windowResizeEvent(window, WINDOW_WIDTH, WINDOW_HEIGHT);
}
void render() {
td::render::Renderer::prepare();
renderer->prepare();
TowerGui::render();
}
@@ -67,7 +68,7 @@ void update() {
}
void destroy() {
td::render::Renderer::destroy();
renderer.reset(0);
TowerGui::destroy();
glfwDestroyWindow(window);
window = NULL;