1er commit

This commit is contained in:
2021-08-21 10:14:47 +02:00
commit a99ecf7c2d
99 changed files with 66605 additions and 0 deletions

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/*
* GLLoader.cpp
*
* Created on: 4 nov. 2020
* Author: simon
*/
#include "render/loader/GLLoader.h"
#include "glbinding/gl/gl.h"
using namespace gl;
namespace GL{
VAO::~VAO(){
if(m_ID != 0)
glDeleteVertexArrays(1, &m_ID);
}
VAO::VAO(unsigned int vertexCount) : m_VertexCount(vertexCount){
glGenVertexArrays(1, &m_ID);
}
void VAO::bind() const{
glBindVertexArray(m_ID);
}
void VAO::unbind() const{
glBindVertexArray(0);
}
void VAO::bindVBO(VBO& vbo){
vbo.bind();
vbo.bindVertexAttribs();
m_Vbos.push_back(std::move(vbo));
}
VBO::~VBO(){
if(m_ID != 0)
glDeleteBuffers(1, &m_ID);
}
VBO::VBO(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride){
glGenBuffers(1, &m_ID);
bind();
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), nullptr, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, data.size() * sizeof(float), data.data());
unbind();
}
void VBO::bind() const{
glBindBuffer(GL_ARRAY_BUFFER, m_ID);
}
void VBO::unbind() const{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VBO::addVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset){
VertexAttribPointer pointer;
pointer.m_Index = index;
pointer.m_Size = coordinateSize;
pointer.m_Offset = offset;
m_VertexAttribs.push_back(pointer);
}
void VBO::bindVertexAttribs() const{
for(const VertexAttribPointer& pointer : m_VertexAttribs){
glEnableVertexAttribArray(pointer.m_Index);
glVertexAttribPointer(pointer.m_Index, pointer.m_Size, GL_FLOAT, false, m_DataStride * sizeof(float), (void*) pointer.m_Offset);
}
}
}

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/*
* TextureLoader.cpp
*
* Created on: 15 nov. 2020
* Author: simon
*/
#include "render/loader/TextureLoader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "render/loader/stb_image.h"
#include <iostream>
#include <glbinding/gl/gl.h>
using namespace gl;
namespace TextureLoader {
const unsigned int loadGLTexture(const char* fileName) {
int width, height, comp;
const unsigned char* image = stbi_load(fileName, &width, &height, &comp, STBI_rgb_alpha);
if (image == nullptr) {
std::cerr << "Erreur lors du chargement de la texture !" << std::endl;
throw(std::runtime_error("Failed to load texture"));
}
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (comp == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
else if (comp == 4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free((void*) image);
return textureID;
}
}

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#include "render/loader/WorldLoader.h"
#include <iostream>
#include <string.h>
namespace td {
namespace render {
namespace WorldLoader {
GL::VAO loadMobModel(){
std::vector<float> positions = {
-0.5, -0.5,
0.5, -0.5,
-0.5, 0.5,
0.5, -0.5,
-0.5, 0.5,
0.5, 0.5
};
float yellowFloat;
int yellow = 255 << 24 | 255 << 16 | 255;
memcpy(&yellowFloat, &yellow, sizeof(int));
std::vector<float> colors = {
yellowFloat,
yellowFloat,
yellowFloat,
yellowFloat,
yellowFloat,
yellowFloat
};
GL::VBO positionVBO(positions, 2);
positionVBO.addVertexAttribPointer(0, 2, 0);
GL::VBO colorVBO(colors, 1);
colorVBO.addVertexAttribPointer(1, 1, 0);
GL::VAO mobVao(colors.size()); // each pos = 1 color
mobVao.bind();
mobVao.bindVBO(positionVBO);
mobVao.bindVBO(colorVBO);
mobVao.unbind();
return mobVao;
}
GL::VAO loadWorldModel(const td::game::World* world){
std::vector<float> positions;
std::vector<float> colors;
for (const auto& chunkInfo : world->getChunks()){
const td::game::ChunkCoord& coords = chunkInfo.first;
td::game::ChunkPtr chunk = chunkInfo.second;
std::int32_t chunkX = coords.first * td::game::Chunk::ChunkWidth;
std::int32_t chunkY = coords.second * td::game::Chunk::ChunkHeight;
for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++){
for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++){
int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
td::game::TileIndex tileIndex = chunk->getTileIndex(tileNumber);
td::game::TilePtr tile = world->getTilePtr(tileIndex);
if (tile == nullptr)
continue;
positions.insert(positions.end(), {
(float)chunkX + tileX, (float)chunkY + tileY,
(float)chunkX + tileX + 1, (float)chunkY + tileY,
(float)chunkX + tileX, (float)chunkY + tileY + 1,
(float)chunkX + tileX + 1, (float)chunkY + tileY,
(float)chunkX + tileX, (float)chunkY + tileY + 1,
(float)chunkX + tileX + 1, (float)chunkY + tileY + 1,
});
/*positions.push_back(chunkX + tileX);
positions.push_back(chunkY + tileY);
positions.push_back(chunkX + tileX + 1);
positions.push_back(chunkY + tileY);
positions.push_back(chunkX + tileX);
positions.push_back(chunkY + tileY + 1);
positions.push_back(chunkX + tileX + 1);
positions.push_back(chunkY + tileY);
positions.push_back(chunkX + tileX);
positions.push_back(chunkY + tileY + 1);
positions.push_back(chunkX + tileX + 1);
positions.push_back(chunkY + tileY + 1);*/
const td::game::Color& tileColor = world->getTileColor(tile);
for (int i = 0; i < 6; i++){
int color = 255;
color |= tileColor.r << 24;
color |= tileColor.g << 16;
color |= tileColor.b << 8;
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
}
}
}
}
for (int spawnColor = 0; spawnColor < 2; spawnColor++){
const game::Spawn& spawn = world->getSpawn(game::TeamColor(spawnColor));
float fromX = spawn.x - 2, toX = spawn.x + 3;
float fromY = spawn.y - 2, toY = spawn.y + 3;
positions.insert(positions.end(), {
fromX, fromY,
fromX, toY,
toX, fromY,
toX, toY,
fromX, toY,
toX, fromY,
});
for (int i = 0; i < 6; i++){
int color = 255;
color |= world->getSpawnColor(game::TeamColor(spawnColor)).r << 24;
color |= world->getSpawnColor(game::TeamColor(spawnColor)).g << 16;
color |= world->getSpawnColor(game::TeamColor(spawnColor)).b << 8;
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
}
}
GL::VBO positionVBO(positions, 2);
positionVBO.addVertexAttribPointer(0, 2, 0);
GL::VBO colorVBO(colors, 1);
colorVBO.addVertexAttribPointer(1, 1, 0);
GL::VAO worldVao(positions.size() / 2); // each pos = 2 vertecies
worldVao.bind();
worldVao.bindVBO(positionVBO);
worldVao.bindVBO(colorVBO);
worldVao.unbind();
return worldVao;
}
} // namespace WorldLoader
} // namespace render
} // namespace td