feat: add basic towers rendering
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57
src/render/VertexCache.cpp
Normal file
57
src/render/VertexCache.cpp
Normal file
@@ -0,0 +1,57 @@
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#include "render/VertexCache.h"
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#include "render/loader/GLLoader.h"
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namespace td {
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namespace render {
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void VertexCache::addData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors){
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ElementsIndex positionsIndexes;
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positionsIndexes.first = m_Positions.end();
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m_Positions.insert(m_Positions.end(), positions.begin(), positions.end());
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positionsIndexes.second = m_Positions.end() - 1;
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ElementsIndex colorsIndexes;
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colorsIndexes.first = m_Colors.end();
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m_Colors.insert(m_Colors.end(), colors.begin(), colors.end());
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colorsIndexes.second = m_Colors.end() - 1;
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m_Indexes.insert({index, {positionsIndexes, colorsIndexes}});
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}
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void VertexCache::removeData(std::uint64_t index){
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auto it = m_Indexes.find(index);
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if(it != m_Indexes.end()){
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DataIndex indexes = it->second;
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ElementsIndex positionsIndexes = indexes.first;
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ElementsIndex colorsIndexes = indexes.second;
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m_Positions.erase(positionsIndexes.first, positionsIndexes.second);
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m_Colors.erase(colorsIndexes.first, colorsIndexes.second);
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m_Indexes.erase(it);
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}
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}
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void VertexCache::clear(){
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m_Positions.clear();
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m_Colors.clear();
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m_Indexes.clear();
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}
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void VertexCache::updateVertexArray(){
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m_VertexArray = std::make_unique<GL::VertexArray>(m_Colors.size()); // one color per vertex
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GL::VertexBuffer positionsBuffer(m_Positions, 2);
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positionsBuffer.addVertexAttribPointer(0, 2, 0);
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GL::VertexBuffer colorsBuffer(m_Colors, 1);
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colorsBuffer.addVertexAttribPointer(1, 1, 0);
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m_VertexArray->bind();
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m_VertexArray->bindVertexBuffer(positionsBuffer);
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m_VertexArray->bindVertexBuffer(colorsBuffer);
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m_VertexArray->unbind();
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}
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} // namespace render
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} // namespace td
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@@ -62,6 +62,11 @@ void WorldRenderer::renderMobs() const {
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}
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void WorldRenderer::renderTowers() const {
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if(!m_TowersCache.isEmpty())
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m_Renderer->renderVAO(m_TowersCache.getVertexArray());
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}
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void WorldRenderer::renderTileSelect() const {
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Renderer::Model tileSelectModel;
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tileSelectModel.vao = m_SelectTileVao.get();
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tileSelectModel.positon = { (int)m_CursorPos.x, (int)m_CursorPos.y };
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@@ -69,10 +74,6 @@ void WorldRenderer::renderTowers() const {
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m_Renderer->renderModel(tileSelectModel);
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}
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void WorldRenderer::renderTileSelect() const {
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}
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void WorldRenderer::render() {
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if (m_WorldVao == nullptr)
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return;
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@@ -151,6 +152,17 @@ void WorldRenderer::detectClick() {
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}
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}
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void WorldRenderer::addTower(game::TowerPtr tower){
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const WorldLoader::RenderData& renderData = WorldLoader::loadTowerModel(tower);
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m_TowersCache.addData(tower->getID(), renderData.positions, renderData.colors);
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m_TowersCache.updateVertexArray();
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}
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void WorldRenderer::removeTower(game::TowerPtr tower){
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m_TowersCache.removeData(tower->getID());
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m_TowersCache.updateVertexArray();
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}
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glm::vec2 WorldRenderer::getCursorWorldPos() const {
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ImGuiIO& io = ImGui::GetIO();
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return m_Renderer->getCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::getAspectRatio(), m_Zoom, Display::getWindowWidth(), Display::getWindowHeight());
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@@ -188,6 +188,40 @@ GL::VertexArray loadTileSelectModel() {
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return tileSelectVao;
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}
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RenderData loadTowerModel(game::TowerPtr tower){
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RenderData renderData;
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float towerX = tower->getX() - 1;
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float towerDX = tower->getX() + 2;
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float towerY = tower->getY() - 1;
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float towerDY = tower->getY() + 2;
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std::vector<float> positions = {
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towerX, towerY,
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towerDX, towerY,
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towerX, towerDY,
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towerDX, towerY,
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towerX, towerDY,
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towerDX, towerDY
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};
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renderData.positions = positions;
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std::uint8_t towerType = static_cast<std::uint8_t>(tower->getType());
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std::uint8_t r = 10 * towerType + 40, g = 5 * towerType + 30, b = 10 * towerType + 20;
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float colorFloat;
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int color = r << 24 | g << 16 | b << 8 | 255;
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memcpy(&colorFloat, &color, sizeof(int));
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std::vector<float> colors(6, colorFloat);
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renderData.colors = colors;
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return renderData;
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}
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} // namespace WorldLoader
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