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alpha-0.3.
...
xmake
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| 386ea5b6ad |
@@ -1,7 +1,11 @@
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|||||||
#pragma once
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#pragma once
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#include <cstdint>
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namespace td {
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namespace td {
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static constexpr float PI = 3.141592653f;
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template<typename T>
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template<typename T>
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struct Vec2 {
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struct Vec2 {
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union {
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union {
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@@ -14,11 +18,14 @@ struct Vec2 {
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T g;
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T g;
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};
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};
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Vec2(T X = 0, T Y = 0) : x(X), y(Y) {}
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constexpr Vec2(T X = 0, T Y = 0) : x(X), y(Y) {}
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friend bool operator==(const Vec2& vec2, const Vec2& other) { return vec2.x == other.x && vec2.y == other.y; }
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};
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};
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template<typename T>
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inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
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return vec2.x == other.x && vec2.y == other.y;
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}
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template<typename T>
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template<typename T>
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struct Vec3 {
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struct Vec3 {
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union {
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union {
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@@ -36,9 +43,45 @@ struct Vec3 {
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T b;
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T b;
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};
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};
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Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
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constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
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};
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};
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template<typename T>
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inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
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return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
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}
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template<typename T>
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struct Vec4 {
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union {
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T x;
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T r;
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};
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union {
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T y;
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T g;
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};
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union {
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T z;
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T b;
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};
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union {
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T w;
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T a;
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};
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constexpr Vec4(Vec3<T> vec, T W = 1) : x(vec.x), y(vec.y), z(vec.z), w(W) {}
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constexpr Vec4(T X = 0, T Y = 0, T Z = 0, T W = 0) : x(X), y(Y), z(Z), w(W) {}
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};
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template<typename T>
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inline bool operator==(const Vec4<T>& vec4, const Vec4<T>& other) {
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return vec4.x == other.x && vec4.y == other.y && vec4.z == other.z && vec4.w = other.w;
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}
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using Vec2i = Vec2<int>;
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using Vec2i = Vec2<int>;
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using Vec2u = Vec2<unsigned int>;
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using Vec2u = Vec2<unsigned int>;
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using Vec2f = Vec2<float>;
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using Vec2f = Vec2<float>;
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@@ -49,4 +92,57 @@ using Vec3u = Vec3<unsigned int>;
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using Vec3f = Vec3<float>;
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using Vec3f = Vec3<float>;
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using Vec3d = Vec3<double>;
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using Vec3d = Vec3<double>;
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using Vec4i = Vec4<int>;
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using Vec4u = Vec4<unsigned int>;
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using Vec4f = Vec4<float>;
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using Vec4d = Vec4<double>;
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using Color = Vec3<unsigned char>;
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template<typename T>
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struct Mat4 {
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static const std::size_t MATRIX_SIZE = 4;
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T x0, x1, x2, x3;
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T y0, y1, y2, y3;
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T z0, z1, z2, z3;
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T w0, w1, w2, w3;
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T operator[] (std::size_t offset) const {
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return reinterpret_cast<const T*>(this)[offset];
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}
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T& operator[] (std::size_t offset) {
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return reinterpret_cast<T*>(this)[offset];
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}
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T* data() {
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return reinterpret_cast<T*>(this);
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}
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const T* data() const{
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return reinterpret_cast<const T*>(this);
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}
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T at(std::size_t row, std::size_t column) const {
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return operator[](row * MATRIX_SIZE + column);
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}
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T& at(std::size_t row, std::size_t column) {
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return operator[](row * MATRIX_SIZE + column);
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}
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};
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typedef Mat4<float> Mat4f;
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typedef Mat4<int> Mat4i;
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typedef Mat4<double> Mat4d;
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template<typename T>
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inline bool operator==(const Mat4<T>& mat, const Mat4<T>& other) {
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return mat.x0 == other.x0 && mat.y0 == other.y0 && mat.z0 == other.z0 && mat.w0 == other.w0 &&
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mat.x1 == other.x1 && mat.y1 == other.y1 && mat.z1 == other.z1 && mat.w1 == other.w1 &&
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mat.x2 == other.x2 && mat.y2 == other.y2 && mat.z2 == other.z2 && mat.w2 == other.w2 &&
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mat.x3 == other.x3 && mat.y3 == other.y3 && mat.z3 == other.z3 && mat.w3 == other.w3;
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}
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} // namespace td
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} // namespace td
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@@ -89,6 +89,7 @@ private:
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Direction m_Direction;
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Direction m_Direction;
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std::vector<EffectDuration> m_Effects;
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std::vector<EffectDuration> m_Effects;
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const Tower* m_LastDamage; // the last tower that damaged the mob
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const Tower* m_LastDamage; // the last tower that damaged the mob
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float m_HitCooldown;
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utils::Timer m_EffectFireTimer;
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utils::Timer m_EffectFireTimer;
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utils::Timer m_EffectPoisonTimer;
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utils::Timer m_EffectPoisonTimer;
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@@ -99,7 +100,7 @@ private:
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public:
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public:
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Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
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Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
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m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
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m_HitCooldown(0), m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
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m_EffectHealTimer(1000), m_CastleTarget(nullptr), m_AttackTimer(1000) {
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m_EffectHealTimer(1000), m_CastleTarget(nullptr), m_AttackTimer(1000) {
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}
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}
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@@ -123,8 +124,16 @@ public:
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const Tower* GetLastDamageTower() { return m_LastDamage; }
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const Tower* GetLastDamageTower() { return m_LastDamage; }
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bool HasReachedEnemyCastle() { return m_CastleTarget != nullptr; }
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bool HasReachedEnemyCastle() { return m_CastleTarget != nullptr; }
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void Damage(float dmg, const Tower* damager) { m_Health = std::max(0.0f, m_Health - dmg); m_LastDamage = damager; }
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void Damage(float dmg, const Tower* damager) {
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void Heal(float heal) { m_Health = std::min(static_cast<float>(GetStats()->GetMaxLife()), m_Health + heal); }
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m_Health = std::max(0.0f, m_Health - dmg);
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m_LastDamage = damager;
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m_HitCooldown = 0.1;
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}
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void Heal(float heal) {
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m_Health = std::min(static_cast<float>(GetStats()->GetMaxLife()), m_Health + heal);
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}
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void SetMobReachedCastle(TeamCastle* castle) { m_CastleTarget = castle; } // used when mob is in front of the castle
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void SetMobReachedCastle(TeamCastle* castle) { m_CastleTarget = castle; } // used when mob is in front of the castle
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bool IsImmuneTo(TowerType type);
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bool IsImmuneTo(TowerType type);
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@@ -133,6 +142,8 @@ public:
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void AddEffect(EffectType type, float durationSec, Tower* tower);
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void AddEffect(EffectType type, float durationSec, Tower* tower);
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bool HasEffect(EffectType type);
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bool HasEffect(EffectType type);
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bool HasTakenDamage() { return m_HitCooldown > 0; }
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float GetTileX() { return GetCenterX() - static_cast<float>(static_cast<std::int32_t>(GetCenterX())); } // returns a float between 0 and 1 excluded
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float GetTileX() { return GetCenterX() - static_cast<float>(static_cast<std::int32_t>(GetCenterX())); } // returns a float between 0 and 1 excluded
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float GetTileY() { return GetCenterY() - static_cast<float>(static_cast<std::int32_t>(GetCenterY())); } // returns a float between 0 and 1 excluded
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float GetTileY() { return GetCenterY() - static_cast<float>(static_cast<std::int32_t>(GetCenterY())); } // returns a float between 0 and 1 excluded
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@@ -136,7 +136,8 @@ private:
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bool m_IsBigTower;
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bool m_IsBigTower;
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public:
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public:
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TowerInfo(std::string&& name, std::string&& description, bool big) : m_Name(std::move(name)),
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TowerInfo(std::string&& name, std::string&& description, bool big) : m_Name(std::move(name)),
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m_Description(std::move(description)), m_IsBigTower(big) {}
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m_Description(std::move(description)), m_IsBigTower(big) {
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}
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const std::string& GetName() const { return m_Name; }
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const std::string& GetName() const { return m_Name; }
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const std::string& GetDescription() const { return m_Description; }
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const std::string& GetDescription() const { return m_Description; }
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@@ -58,10 +58,6 @@ enum class TileType : std::uint8_t {
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Ice,*/
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Ice,*/
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};
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};
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struct Color {
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std::uint8_t r, g, b;
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};
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static constexpr Color BLACK{ 0, 0, 0 };
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static constexpr Color BLACK{ 0, 0, 0 };
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static constexpr Color WHITE{ 255, 255, 255 };
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static constexpr Color WHITE{ 255, 255, 255 };
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@@ -12,6 +12,7 @@ private:
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std::uint8_t m_ConnectionID;
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std::uint8_t m_ConnectionID;
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std::string m_DisconnectReason;
|
std::string m_DisconnectReason;
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float m_ServerTPS;
|
float m_ServerTPS;
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|
float m_ServerMSPT;
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int m_Ping = 0;
|
int m_Ping = 0;
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public:
|
public:
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ClientConnexion();
|
ClientConnexion();
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@@ -25,6 +26,7 @@ public:
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|
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const std::string& GetDisconnectReason() const { return m_DisconnectReason; }
|
const std::string& GetDisconnectReason() const { return m_DisconnectReason; }
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float GetServerTPS() const { return m_ServerTPS; }
|
float GetServerTPS() const { return m_ServerTPS; }
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float GetServerMSPT() const { return m_ServerMSPT; }
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int GetServerPing() const { return m_Ping; }
|
int GetServerPing() const { return m_Ping; }
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|
|
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REMOVE_COPY(ClientConnexion);
|
REMOVE_COPY(ClientConnexion);
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@@ -22,6 +22,7 @@ typedef std::map<std::uint8_t, ServerConnexion> ConnexionMap;
|
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class TickCounter {
|
class TickCounter {
|
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private:
|
private:
|
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float m_TPS;
|
float m_TPS;
|
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|
float m_MSPT;
|
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std::uint64_t m_LastTPSTime;
|
std::uint64_t m_LastTPSTime;
|
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std::uint8_t m_TickCount;
|
std::uint8_t m_TickCount;
|
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public:
|
public:
|
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@@ -46,6 +47,9 @@ public:
|
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}
|
}
|
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|
|
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float GetTPS() const { return m_TPS; }
|
float GetTPS() const { return m_TPS; }
|
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|
float GetMSPT() const { return m_MSPT; }
|
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|
|
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|
void SetMSPT(float mspt) { m_MSPT = mspt; }
|
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};
|
};
|
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|
|
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class Server {
|
class Server {
|
||||||
|
|||||||
@@ -11,8 +11,7 @@ namespace server {
|
|||||||
|
|
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class Server;
|
class Server;
|
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|
|
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struct KeepAlive
|
struct KeepAlive {
|
||||||
{
|
|
||||||
std::uint64_t keepAliveID = 0;
|
std::uint64_t keepAliveID = 0;
|
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std::uint64_t sendTime;
|
std::uint64_t sendTime;
|
||||||
bool recievedResponse = false;
|
bool recievedResponse = false;
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ std::string format(const std::string& format, Args... args){
|
|||||||
throw std::runtime_error("Error during formatting.");
|
throw std::runtime_error("Error during formatting.");
|
||||||
}
|
}
|
||||||
std::unique_ptr<char[]> buf(new char[size]);
|
std::unique_ptr<char[]> buf(new char[size]);
|
||||||
snprintf(buf.get(), size, format.c_str(), args...);
|
snprintf(buf.get(), static_cast<std::size_t>(size), format.c_str(), args...);
|
||||||
return std::string(buf.get(), buf.get() + size - 1); // We don't want the '\0' inside
|
return std::string(buf.get(), buf.get() + size - 1); // We don't want the '\0' inside
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
177
include/misc/Maths.h
Normal file
177
include/misc/Maths.h
Normal file
@@ -0,0 +1,177 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Defines.h"
|
||||||
|
#include <cmath>
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////
|
||||||
|
// Operators //
|
||||||
|
//////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
|
||||||
|
return {vect.x + other.x, vect.y + other.y};
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec2<T> operator- (const Vec2<T>& vect) {
|
||||||
|
return { -vect.x, -vect.y };
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
|
||||||
|
return vect + (-other);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec3<T> operator- (const Vec3<T>& vect) {
|
||||||
|
return { -vect.x, -vect.y, -vect.z };
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
|
||||||
|
return { vect.x + other.x, vect.y + other.y, vect.z + other.y };
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec3<T> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
|
||||||
|
return vect + (-other);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec4<T> operator- (const Vec4<T>& vect) {
|
||||||
|
return { -vect.x, -vect.y, -vect.z, -vect.w };
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec4<T> operator+ (const Vec4<T>& vect, const Vec4<T>& other) {
|
||||||
|
return { vect.x + other.x, vect.y + other.y, vect.z + other.y, vect.w + other.w };
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
|
||||||
|
return vect + (-other);
|
||||||
|
}
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////
|
||||||
|
// Vectors //
|
||||||
|
//////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
namespace maths {
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
T Length(const Vec3<T>& vect) {
|
||||||
|
return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec3<T> Normalize(const Vec3<T>& vect) {
|
||||||
|
T length = Length(vect);
|
||||||
|
|
||||||
|
return { vect.x / length, vect.y / length, vect.z / length };
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec4<T> Normalize(const Vec4<T>& vect) {
|
||||||
|
T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
|
||||||
|
|
||||||
|
return { vect.x / length, vect.y / length, vect.z / length, vect.w / length };
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
|
||||||
|
return vect.x * other.x + vect.y * other.y + vect.z * other.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
|
||||||
|
return {
|
||||||
|
vect.y * other.z - vect.z * other.y,
|
||||||
|
vect.z * other.x - vect.x * other.z,
|
||||||
|
vect.x * other.y - vect.y * other.x,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
|
||||||
|
return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
|
||||||
|
return Length(vect - other);
|
||||||
|
}
|
||||||
|
|
||||||
|
//////////////////////////////////////////////////////////////////
|
||||||
|
// Matricies //
|
||||||
|
//////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
|
||||||
|
return {
|
||||||
|
mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
|
||||||
|
mat.y0 * vect.x + mat.y1 * vect.y + mat.y2 * vect.z + mat.y3 * vect.w,
|
||||||
|
mat.z0 * vect.x + mat.z1 * vect.y + mat.z2 * vect.z + mat.z3 * vect.w,
|
||||||
|
mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
|
||||||
|
Mat4<T> result {};
|
||||||
|
|
||||||
|
for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
|
||||||
|
for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
|
||||||
|
for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
|
||||||
|
result.at(i, j) += mat.at(i, k) * other.at(k, j);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Mat4<T> Identity() {
|
||||||
|
Mat4<T> result{};
|
||||||
|
|
||||||
|
result.x0 = static_cast<T>(1);
|
||||||
|
result.y1 = static_cast<T>(1);
|
||||||
|
result.z2 = static_cast<T>(1);
|
||||||
|
result.w3 = static_cast<T>(1);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
Mat4<T> Transpose(const Mat4<T>& mat) {
|
||||||
|
Mat4<T> result;
|
||||||
|
|
||||||
|
result.x1 = mat.y0;
|
||||||
|
result.x2 = mat.z0;
|
||||||
|
result.x3 = mat.w0;
|
||||||
|
result.y0 = mat.x1;
|
||||||
|
result.y2 = mat.z1;
|
||||||
|
result.y3 = mat.w1;
|
||||||
|
result.z0 = mat.x2;
|
||||||
|
result.z1 = mat.y2;
|
||||||
|
result.z3 = mat.w2;
|
||||||
|
result.w0 = mat.x3;
|
||||||
|
result.w1 = mat.y3;
|
||||||
|
result.w2 = mat.z3;
|
||||||
|
result.x0 = mat.x0;
|
||||||
|
result.y1 = mat.y1;
|
||||||
|
result.z2 = mat.z2;
|
||||||
|
result.w3 = mat.w3;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
|
||||||
|
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up);
|
||||||
|
|
||||||
|
Mat4f Inverse(const Mat4f& mat);
|
||||||
|
|
||||||
|
} // namespace maths
|
||||||
|
} // namespace td
|
||||||
@@ -49,9 +49,9 @@ enum class PacketType : std::uint8_t {
|
|||||||
|
|
||||||
struct WorldHeader {
|
struct WorldHeader {
|
||||||
game::TowerTileColorPalette m_TowerPlacePalette;
|
game::TowerTileColorPalette m_TowerPlacePalette;
|
||||||
game::Color m_WalkablePalette;
|
Color m_WalkablePalette;
|
||||||
std::vector<game::Color> m_DecorationPalette;
|
std::vector<Color> m_DecorationPalette;
|
||||||
game::Color m_Background;
|
Color m_Background;
|
||||||
|
|
||||||
game::SpawnColorPalette m_SpawnColorPalette;
|
game::SpawnColorPalette m_SpawnColorPalette;
|
||||||
|
|
||||||
@@ -135,9 +135,9 @@ public:
|
|||||||
virtual PacketType GetType() const { return PacketType::WorldBeginData; }
|
virtual PacketType GetType() const { return PacketType::WorldBeginData; }
|
||||||
|
|
||||||
const game::TowerTileColorPalette& GetTowerTilePalette() const { return m_Header.m_TowerPlacePalette; }
|
const game::TowerTileColorPalette& GetTowerTilePalette() const { return m_Header.m_TowerPlacePalette; }
|
||||||
const game::Color& GetWalkableTileColor() const { return m_Header.m_WalkablePalette; }
|
const Color& GetWalkableTileColor() const { return m_Header.m_WalkablePalette; }
|
||||||
const std::vector<game::Color>& GetDecorationPalette() const { return m_Header.m_DecorationPalette; }
|
const std::vector<Color>& GetDecorationPalette() const { return m_Header.m_DecorationPalette; }
|
||||||
const game::Color& GetBackgroundColor() const { return m_Header.m_Background; }
|
const Color& GetBackgroundColor() const { return m_Header.m_Background; }
|
||||||
|
|
||||||
const game::Spawn& GetRedSpawn() const { return m_Header.m_RedSpawn; }
|
const game::Spawn& GetRedSpawn() const { return m_Header.m_RedSpawn; }
|
||||||
const game::Spawn& GetBlueSpawn() const { return m_Header.m_BlueSpawn; }
|
const game::Spawn& GetBlueSpawn() const { return m_Header.m_BlueSpawn; }
|
||||||
@@ -373,10 +373,11 @@ public:
|
|||||||
class ServerTpsPacket : public Packet {
|
class ServerTpsPacket : public Packet {
|
||||||
private:
|
private:
|
||||||
float m_TPS;
|
float m_TPS;
|
||||||
|
float m_MSPT;
|
||||||
std::uint64_t m_PacketSendTime; // used to calculate ping
|
std::uint64_t m_PacketSendTime; // used to calculate ping
|
||||||
public:
|
public:
|
||||||
ServerTpsPacket() {}
|
ServerTpsPacket() {}
|
||||||
ServerTpsPacket(float tps, std::uint64_t sendTime) : m_TPS(tps), m_PacketSendTime(sendTime) {}
|
ServerTpsPacket(float tps, float mspt, std::uint64_t sendTime) : m_TPS(tps), m_MSPT(mspt), m_PacketSendTime(sendTime) {}
|
||||||
virtual ~ServerTpsPacket() {}
|
virtual ~ServerTpsPacket() {}
|
||||||
|
|
||||||
virtual DataBuffer Serialize(bool packetID = true) const;
|
virtual DataBuffer Serialize(bool packetID = true) const;
|
||||||
@@ -384,6 +385,7 @@ public:
|
|||||||
virtual void Dispatch(PacketHandler* handler) const;
|
virtual void Dispatch(PacketHandler* handler) const;
|
||||||
|
|
||||||
float GetTPS() const { return m_TPS; }
|
float GetTPS() const { return m_TPS; }
|
||||||
|
float GetMSPT() const { return m_MSPT; }
|
||||||
std::uint64_t GetPacketSendTime() const { return m_PacketSendTime; }
|
std::uint64_t GetPacketSendTime() const { return m_PacketSendTime; }
|
||||||
|
|
||||||
virtual PacketType GetType() const { return PacketType::ServerTps; }
|
virtual PacketType GetType() const { return PacketType::ServerTps; }
|
||||||
@@ -424,7 +426,8 @@ public:
|
|||||||
SpawnMobPacket() {}
|
SpawnMobPacket() {}
|
||||||
SpawnMobPacket(game::MobID id, game::MobType type, std::uint8_t level, game::PlayerID sender,
|
SpawnMobPacket(game::MobID id, game::MobType type, std::uint8_t level, game::PlayerID sender,
|
||||||
float x, float y, game::Direction dir) : m_MobID(id), m_MobType(type), m_MobLevel(level),
|
float x, float y, game::Direction dir) : m_MobID(id), m_MobType(type), m_MobLevel(level),
|
||||||
m_MobDirection(dir), m_Sender(sender), m_MobX(x), m_MobY(y) {}
|
m_MobDirection(dir), m_Sender(sender), m_MobX(x), m_MobY(y) {
|
||||||
|
}
|
||||||
virtual ~SpawnMobPacket() {}
|
virtual ~SpawnMobPacket() {}
|
||||||
|
|
||||||
virtual DataBuffer Serialize(bool packetID = true) const;
|
virtual DataBuffer Serialize(bool packetID = true) const;
|
||||||
@@ -449,7 +452,8 @@ private:
|
|||||||
public:
|
public:
|
||||||
PlaceTowerPacket() {}
|
PlaceTowerPacket() {}
|
||||||
PlaceTowerPacket(std::int32_t x, std::int32_t y, game::TowerType type) :
|
PlaceTowerPacket(std::int32_t x, std::int32_t y, game::TowerType type) :
|
||||||
m_TowerX(x), m_TowerY(y), m_TowerType(type) {}
|
m_TowerX(x), m_TowerY(y), m_TowerType(type) {
|
||||||
|
}
|
||||||
virtual ~PlaceTowerPacket() {}
|
virtual ~PlaceTowerPacket() {}
|
||||||
|
|
||||||
virtual DataBuffer Serialize(bool packetID = true) const;
|
virtual DataBuffer Serialize(bool packetID = true) const;
|
||||||
@@ -472,7 +476,8 @@ private:
|
|||||||
public:
|
public:
|
||||||
WorldAddTowerPacket() {}
|
WorldAddTowerPacket() {}
|
||||||
WorldAddTowerPacket(game::TowerID id, std::int32_t x, std::int32_t y, game::TowerType type, game::PlayerID player) :
|
WorldAddTowerPacket(game::TowerID id, std::int32_t x, std::int32_t y, game::TowerType type, game::PlayerID player) :
|
||||||
m_TowerID(id), m_TowerX(x), m_TowerY(y), m_TowerType(type), m_Builder(player) {}
|
m_TowerID(id), m_TowerX(x), m_TowerY(y), m_TowerType(type), m_Builder(player) {
|
||||||
|
}
|
||||||
virtual ~WorldAddTowerPacket() {}
|
virtual ~WorldAddTowerPacket() {}
|
||||||
|
|
||||||
virtual DataBuffer Serialize(bool packetID = true) const;
|
virtual DataBuffer Serialize(bool packetID = true) const;
|
||||||
@@ -534,7 +539,8 @@ private:
|
|||||||
public:
|
public:
|
||||||
MobState() {}
|
MobState() {}
|
||||||
MobState(game::MobID id, const Point& position, float life, game::Direction direction) :
|
MobState(game::MobID id, const Point& position, float life, game::Direction direction) :
|
||||||
m_MobID(id), m_MobPosition(position), m_MobLife(life), m_MobDirection(direction) {}
|
m_MobID(id), m_MobPosition(position), m_MobLife(life), m_MobDirection(direction) {
|
||||||
|
}
|
||||||
|
|
||||||
game::MobID GetMobId() const { return m_MobID; }
|
game::MobID GetMobId() const { return m_MobID; }
|
||||||
Point GetMobPosition() const { return m_MobPosition; }
|
Point GetMobPosition() const { return m_MobPosition; }
|
||||||
|
|||||||
@@ -9,23 +9,39 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace render {
|
namespace render {
|
||||||
|
|
||||||
|
struct Camera {
|
||||||
|
Mat4f viewMatrix;
|
||||||
|
Mat4f projectionMatrix;
|
||||||
|
Mat4f InvViewMatrix;
|
||||||
|
Mat4f InvProjectionMatrix;
|
||||||
|
|
||||||
|
float CamDistance = 25.0f;
|
||||||
|
Vec3f CamPos {0, CamDistance, 0};
|
||||||
|
Vec2f CamLook {};
|
||||||
|
|
||||||
|
float m_Yaw = -PI / 2.0f;
|
||||||
|
float m_Pitch = -PI / 2.0f + 0.0000001f;
|
||||||
|
};
|
||||||
|
|
||||||
class Renderer {
|
class Renderer {
|
||||||
public:
|
public:
|
||||||
static constexpr float m_AnimationSpeed = 2.0f;
|
static constexpr float m_AnimationSpeed = 2.0f;
|
||||||
|
static constexpr float m_MouseSensitivity = 200.0f;
|
||||||
|
|
||||||
struct Model {
|
struct Model {
|
||||||
GL::VertexArray* vao;
|
GL::VertexArray* vao;
|
||||||
Vec2f positon;
|
Vec3f positon;
|
||||||
|
Vec3f color = { 1, 1, 1 };
|
||||||
};
|
};
|
||||||
private:
|
private:
|
||||||
std::unique_ptr<shader::WorldShader> m_WorldShader;
|
std::unique_ptr<shader::WorldShader> m_WorldShader;
|
||||||
std::unique_ptr<shader::EntityShader> m_EntityShader;
|
std::unique_ptr<shader::EntityShader> m_EntityShader;
|
||||||
|
|
||||||
|
Vec2i m_WindowSize;
|
||||||
|
|
||||||
Vec3f m_BackgroundColor;
|
Vec3f m_BackgroundColor;
|
||||||
|
|
||||||
bool m_IsometricView = true;
|
Camera m_Camera {};
|
||||||
float m_IsometricShade = m_IsometricView;
|
|
||||||
Vec2f m_CamPos{};
|
|
||||||
public:
|
public:
|
||||||
Renderer();
|
Renderer();
|
||||||
~Renderer();
|
~Renderer();
|
||||||
@@ -38,18 +54,17 @@ public:
|
|||||||
void RenderVAO(const GL::VertexArray& vao);
|
void RenderVAO(const GL::VertexArray& vao);
|
||||||
void RenderModel(const Model& model);
|
void RenderModel(const Model& model);
|
||||||
|
|
||||||
void SetZoom(float zoom);
|
void AddZoom(float zoom);
|
||||||
void SetCamMovement(const Vec2f& mov);
|
void SetCamAngularMovement(const Vec2f& mov);
|
||||||
void SetCamPos(const Vec2f& newPos);
|
void SetCamMovement(const Vec2f& lastCursorPos, const Vec2f& currentCursorPos);
|
||||||
void SetIsometricView(bool isometric); // false = 2D true = Isometric
|
void SetCamLook(const Vec2f& worldPos);
|
||||||
|
|
||||||
void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
|
void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
|
||||||
|
|
||||||
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
|
Vec2f GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, float windowHeight);
|
||||||
private:
|
private:
|
||||||
void UpdateIsometricView();
|
|
||||||
void UpdateIsometricFade();
|
|
||||||
void InitShaders();
|
void InitShaders();
|
||||||
|
void SetCamPos(const Vec3f& newPos);
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace render
|
} // namespace render
|
||||||
|
|||||||
@@ -6,6 +6,7 @@
|
|||||||
#include "render/VertexCache.h"
|
#include "render/VertexCache.h"
|
||||||
|
|
||||||
#include "render/gui/TowerPlacePopup.h"
|
#include "render/gui/TowerPlacePopup.h"
|
||||||
|
#include "render/gui/TowerUpgradePopup.h"
|
||||||
#include "render/gui/MobTooltip.h"
|
#include "render/gui/MobTooltip.h"
|
||||||
#include "render/gui/CastleTooltip.h"
|
#include "render/gui/CastleTooltip.h"
|
||||||
|
|
||||||
@@ -38,6 +39,7 @@ private:
|
|||||||
VertexCache m_TowersCache;
|
VertexCache m_TowersCache;
|
||||||
|
|
||||||
std::unique_ptr<gui::TowerPlacePopup> m_TowerPlacePopup;
|
std::unique_ptr<gui::TowerPlacePopup> m_TowerPlacePopup;
|
||||||
|
std::unique_ptr<gui::TowerUpgradePopup> m_TowerUpgradePopup;
|
||||||
std::unique_ptr<gui::MobTooltip> m_MobTooltip;
|
std::unique_ptr<gui::MobTooltip> m_MobTooltip;
|
||||||
std::unique_ptr<gui::CastleTooltip> m_CastleTooltip;
|
std::unique_ptr<gui::CastleTooltip> m_CastleTooltip;
|
||||||
public:
|
public:
|
||||||
@@ -53,7 +55,7 @@ public:
|
|||||||
|
|
||||||
void SetCamPos(float camX, float camY);
|
void SetCamPos(float camX, float camY);
|
||||||
|
|
||||||
void MoveCam(float relativeX, float relativeY, float aspectRatio);
|
void MoveCam(float relativeX, float relativeY);
|
||||||
void ChangeZoom(float zoom);
|
void ChangeZoom(float zoom);
|
||||||
|
|
||||||
// WorldListener
|
// WorldListener
|
||||||
@@ -67,7 +69,6 @@ private:
|
|||||||
void RenderMobs() const;
|
void RenderMobs() const;
|
||||||
void RenderTileSelect() const;
|
void RenderTileSelect() const;
|
||||||
void RenderPopups();
|
void RenderPopups();
|
||||||
void RenderTowerUpgradePopup();
|
|
||||||
void RenderMobTooltip() const;
|
void RenderMobTooltip() const;
|
||||||
void RenderCastleTooltip() const;
|
void RenderCastleTooltip() const;
|
||||||
void DetectClick();
|
void DetectClick();
|
||||||
|
|||||||
9
include/render/gui/LifeProgress.h
Normal file
9
include/render/gui/LifeProgress.h
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace gui {
|
||||||
|
|
||||||
|
extern void RenderLifeProgress(float progress);
|
||||||
|
|
||||||
|
} // namespace gui
|
||||||
|
} // namespace td
|
||||||
@@ -12,11 +12,15 @@ class SummonMenu : public GuiWidget {
|
|||||||
private:
|
private:
|
||||||
bool m_MenuOpened;
|
bool m_MenuOpened;
|
||||||
int m_ImageWidth = 100;
|
int m_ImageWidth = 100;
|
||||||
|
float m_Cooldown;
|
||||||
|
float m_LastCooldown;
|
||||||
static constexpr int m_MobTypeCount = static_cast<std::size_t>(td::game::MobType::MOB_COUNT);
|
static constexpr int m_MobTypeCount = static_cast<std::size_t>(td::game::MobType::MOB_COUNT);
|
||||||
std::array<int, static_cast<std::size_t>(m_MobTypeCount)> m_Values;
|
std::array<int, static_cast<std::size_t>(m_MobTypeCount)> m_Values;
|
||||||
public:
|
public:
|
||||||
SummonMenu(client::Client* client);
|
SummonMenu(client::Client* client);
|
||||||
|
|
||||||
|
void SetCooldown(float cooldown);
|
||||||
|
|
||||||
virtual void Render();
|
virtual void Render();
|
||||||
private:
|
private:
|
||||||
void SetSummonMax(int valueIndex);
|
void SetSummonMax(int valueIndex);
|
||||||
|
|||||||
32
include/render/gui/TowerUpgradePopup.h
Normal file
32
include/render/gui/TowerUpgradePopup.h
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "GuiWidget.h"
|
||||||
|
|
||||||
|
#include "Defines.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace gui {
|
||||||
|
|
||||||
|
class TowerUpgradePopup : public GuiWidget {
|
||||||
|
private:
|
||||||
|
Vec2f m_ClickWorldPos;
|
||||||
|
bool m_ShouldBeClosed;
|
||||||
|
bool m_Opened;
|
||||||
|
public:
|
||||||
|
TowerUpgradePopup(client::Client* client);
|
||||||
|
|
||||||
|
virtual void Render();
|
||||||
|
|
||||||
|
void SetClickPos(const Vec2f& worldPos);
|
||||||
|
|
||||||
|
bool IsPopupOpened();
|
||||||
|
private:
|
||||||
|
static constexpr float m_TowerPopupTileWidth = 200.0f;
|
||||||
|
static constexpr float m_TowerPopupTileHeight = 200.0f;
|
||||||
|
|
||||||
|
static constexpr float m_PlaceTowerButtonWidth = 150.0f;
|
||||||
|
static constexpr float m_PlaceTowerButtonHeight = 35.0f;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace gui
|
||||||
|
} // namespace td
|
||||||
@@ -2,21 +2,28 @@
|
|||||||
|
|
||||||
#include "GuiWidget.h"
|
#include "GuiWidget.h"
|
||||||
|
|
||||||
#include "updater/Updater.h"
|
|
||||||
|
|
||||||
#include <future>
|
#include <future>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
|
namespace utils {
|
||||||
|
|
||||||
|
class Updater;
|
||||||
|
|
||||||
|
} // namespace utils
|
||||||
|
|
||||||
namespace gui {
|
namespace gui {
|
||||||
|
|
||||||
class UpdateMenu : public GuiWidget {
|
class UpdateMenu : public GuiWidget {
|
||||||
private:
|
private:
|
||||||
bool m_Opened;
|
bool m_Opened;
|
||||||
std::string m_Error;
|
std::string m_Error;
|
||||||
utils::Updater m_Updater;
|
std::unique_ptr<utils::Updater> m_Updater;
|
||||||
std::shared_future<bool> m_UpdateAvailable;
|
std::shared_future<bool> m_UpdateAvailable;
|
||||||
public:
|
public:
|
||||||
UpdateMenu(client::Client* client);
|
UpdateMenu(client::Client* client);
|
||||||
|
virtual ~UpdateMenu();
|
||||||
|
|
||||||
virtual void Render();
|
virtual void Render();
|
||||||
private:
|
private:
|
||||||
|
|||||||
@@ -6,24 +6,22 @@ namespace td {
|
|||||||
namespace shader {
|
namespace shader {
|
||||||
|
|
||||||
class EntityShader : public ShaderProgram {
|
class EntityShader : public ShaderProgram {
|
||||||
|
|
||||||
private:
|
private:
|
||||||
unsigned int m_LocationCam = 0;
|
unsigned int m_LocationProjectionMatrix = 0;
|
||||||
unsigned int m_LocationZoom = 0;
|
unsigned int m_LocationViewMatrix = 0;
|
||||||
unsigned int m_LocationAspectRatio = 0;
|
unsigned int m_LocationPosition = 0;
|
||||||
unsigned int m_LocationTranslation = 0;
|
unsigned int m_LocationColorEffect = 0;
|
||||||
unsigned int m_LocationViewtype = 0;
|
|
||||||
protected:
|
protected:
|
||||||
virtual void GetAllUniformLocation();
|
virtual void GetAllUniformLocation();
|
||||||
public:
|
public:
|
||||||
EntityShader();
|
EntityShader();
|
||||||
|
|
||||||
void LoadShader();
|
void LoadShader();
|
||||||
void SetCamPos(const Vec2f& camPos);
|
|
||||||
void SetZoom(float zoom);
|
void SetColorEffect(const Vec3f& color);
|
||||||
void SetAspectRatio(float aspectRatio);
|
void SetProjectionMatrix(const Mat4f& proj) const;
|
||||||
void SetModelPos(const Vec2f& modelPos);
|
void SetViewMatrix(const Mat4f& view) const;
|
||||||
void SetIsometricView(float isometric);
|
void SetModelPos(const Vec3f& pos) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace shader
|
} // namespace shader
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ protected:
|
|||||||
void LoadVector(unsigned int location, const Vec2f& vector) const;
|
void LoadVector(unsigned int location, const Vec2f& vector) const;
|
||||||
void LoadVector(unsigned int location, const Vec3f& vector) const;
|
void LoadVector(unsigned int location, const Vec3f& vector) const;
|
||||||
void LoadBoolean(unsigned int location, bool value) const;
|
void LoadBoolean(unsigned int location, bool value) const;
|
||||||
|
void LoadMat4(unsigned int location, const Mat4f& mat) const;
|
||||||
void CleanUp() const;
|
void CleanUp() const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|||||||
@@ -7,16 +7,15 @@ namespace shader {
|
|||||||
|
|
||||||
class WorldShader : public ShaderProgram {
|
class WorldShader : public ShaderProgram {
|
||||||
private:
|
private:
|
||||||
unsigned int m_LocationCam = 0, m_LocationZoom = 0, m_LocationAspectRatio = 0, m_LocationViewtype = 0;
|
unsigned int m_LocationProjection = 0, m_LocationView = 0;
|
||||||
protected:
|
protected:
|
||||||
void GetAllUniformLocation();
|
void GetAllUniformLocation();
|
||||||
public:
|
public:
|
||||||
WorldShader();
|
WorldShader();
|
||||||
void LoadShader();
|
void LoadShader();
|
||||||
void SetCamPos(const Vec2f& camPos);
|
|
||||||
void SetZoom(float zoom);
|
void SetProjectionMatrix(const Mat4f& proj) const;
|
||||||
void SetAspectRatio(float aspectRatio);
|
void SetViewMatrix(const Mat4f& view) const;
|
||||||
void SetIsometricView(float isometric);
|
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace shader
|
} // namespace shader
|
||||||
|
|||||||
@@ -203,6 +203,7 @@ bool Mob::IsTouchingCastle(const TeamCastle& enemyCastle) const {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Mob::Tick(std::uint64_t delta, World* world) {
|
void Mob::Tick(std::uint64_t delta, World* world) {
|
||||||
|
m_HitCooldown = std::max(0.0f, m_HitCooldown - static_cast<float>(delta / 1000.0f));
|
||||||
UpdateEffects(delta, world);
|
UpdateEffects(delta, world);
|
||||||
Move(delta, world);
|
Move(delta, world);
|
||||||
AttackCastle(delta, world);
|
AttackCastle(delta, world);
|
||||||
|
|||||||
@@ -201,119 +201,5 @@ std::string GetTowerName(TowerType type) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
} // namespace TowerFactory
|
} // namespace TowerFactory
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void ArcherTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
if (m_Timer.Update(delta)) {
|
|
||||||
std::uint8_t arrowsShot = 0;
|
|
||||||
bool explosiveArrows = GetLevel().GetPath() == TowerPath::Bottom;
|
|
||||||
std::uint8_t arrows = explosiveArrows ? 2 : GetLevel().GetLevel();
|
|
||||||
for (MobPtr mob : world->GetMobList()) {
|
|
||||||
if (IsMobInRange(mob)) {
|
|
||||||
world->GetWorldNotifier().NotifyListeners(&WorldListener::OnArcherTowerShot, mob, this);
|
|
||||||
m_Timer.ApplyCooldown();
|
|
||||||
arrowsShot++;
|
|
||||||
if (arrowsShot >= arrows)
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void IceTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
if (m_Timer.Update(delta)) {
|
|
||||||
float damage = GetStats()->GetDamage();
|
|
||||||
for (MobPtr mob : world->GetMobList()) {
|
|
||||||
if (IsMobInRange(mob)) {
|
|
||||||
mob->AddEffect(EffectType::Slowness, 1, this); // slowness for 1s every second
|
|
||||||
if (damage > 0)
|
|
||||||
world->GetMobNotifier().NotifyListeners(&MobListener::OnMobDamage, mob.get(), damage, this);
|
|
||||||
m_Timer.ApplyCooldown();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void MageTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
if (m_Timer.Update(delta)) {
|
|
||||||
for (MobPtr mob : world->GetMobList()) {
|
|
||||||
if (IsMobInRange(mob)) {
|
|
||||||
mob->AddEffect(EffectType::Fire, GetLevel().GetLevel() * 3, this);
|
|
||||||
m_Timer.ApplyCooldown();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void PoisonTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
if (m_Timer.Update(delta)) {
|
|
||||||
for (MobPtr mob : world->GetMobList()) {
|
|
||||||
if (IsMobInRange(mob)) {
|
|
||||||
if (GetLevel().GetPath() == TowerPath::Bottom) {
|
|
||||||
world->GetMobNotifier().NotifyListeners(&MobListener::OnMobDamage, mob.get(), GetStats()->GetDamage(), this);
|
|
||||||
} else {
|
|
||||||
float durationSec;
|
|
||||||
switch (GetLevel().GetLevel()) {
|
|
||||||
case 1:
|
|
||||||
durationSec = 5;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 2:
|
|
||||||
durationSec = 15;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 3:
|
|
||||||
durationSec = 30;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case 4:
|
|
||||||
durationSec = 1e10; // about 3 million hours. It should be enough
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
durationSec = 0; // how did we get there ?
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
mob->AddEffect(EffectType::Poison, durationSec, this);
|
|
||||||
}
|
|
||||||
m_Timer.ApplyCooldown();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void QuakeTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void ZeusTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void ArtilleryTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void SorcererTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void LeachTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TurretTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void NecromancerTower::Tick(std::uint64_t delta, World* world) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
} // namespace game
|
} // namespace game
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ void ClientConnexion::HandlePacket(const protocol::ConnexionInfoPacket* packet)
|
|||||||
|
|
||||||
void ClientConnexion::HandlePacket(const protocol::ServerTpsPacket* packet) {
|
void ClientConnexion::HandlePacket(const protocol::ServerTpsPacket* packet) {
|
||||||
m_ServerTPS = packet->GetTPS();
|
m_ServerTPS = packet->GetTPS();
|
||||||
|
m_ServerMSPT = packet->GetMSPT();
|
||||||
m_Ping = utils::GetTime() - packet->GetPacketSendTime();
|
m_Ping = utils::GetTime() - packet->GetPacketSendTime();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -20,7 +20,7 @@ WorldClient::WorldClient(ClientGame* game) : game::World(game), protocol::Packet
|
|||||||
void WorldClient::HandlePacket(const protocol::WorldBeginDataPacket* packet) {
|
void WorldClient::HandlePacket(const protocol::WorldBeginDataPacket* packet) {
|
||||||
LoadMap(packet);
|
LoadMap(packet);
|
||||||
if (m_Game->GetGameState() == game::GameState::Game) {
|
if (m_Game->GetGameState() == game::GameState::Game) {
|
||||||
const game::Color& backgroundColor = GetBackgroundColor();
|
const Color& backgroundColor = GetBackgroundColor();
|
||||||
m_Game->GetRenderer()->SetBackgroundColor({ static_cast<float>(backgroundColor.r / 255.0f), static_cast<float>(backgroundColor.g / 255.0f),
|
m_Game->GetRenderer()->SetBackgroundColor({ static_cast<float>(backgroundColor.r / 255.0f), static_cast<float>(backgroundColor.g / 255.0f),
|
||||||
static_cast<float>(backgroundColor.b / 255.0f) });
|
static_cast<float>(backgroundColor.b / 255.0f) });
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -26,6 +26,7 @@ void Server::StartThread() {
|
|||||||
if (delta >= SERVER_TICK) {
|
if (delta >= SERVER_TICK) {
|
||||||
Tick(delta);
|
Tick(delta);
|
||||||
lastTime = td::utils::GetTime();
|
lastTime = td::utils::GetTime();
|
||||||
|
m_TickCounter.SetMSPT(lastTime - time);
|
||||||
std::uint64_t sleepTime = SERVER_TICK - (delta - SERVER_TICK);
|
std::uint64_t sleepTime = SERVER_TICK - (delta - SERVER_TICK);
|
||||||
std::this_thread::sleep_for(std::chrono::milliseconds(sleepTime));
|
std::this_thread::sleep_for(std::chrono::milliseconds(sleepTime));
|
||||||
}
|
}
|
||||||
@@ -85,7 +86,7 @@ void Server::Tick(std::uint64_t delta) {
|
|||||||
m_Lobby.Tick();
|
m_Lobby.Tick();
|
||||||
m_Game.Tick(delta);
|
m_Game.Tick(delta);
|
||||||
if (m_TickCounter.Update()) {
|
if (m_TickCounter.Update()) {
|
||||||
protocol::ServerTpsPacket packet(m_TickCounter.GetTPS(), utils::GetTime());
|
protocol::ServerTpsPacket packet(m_TickCounter.GetTPS(), m_TickCounter.GetMSPT(), utils::GetTime());
|
||||||
BroadcastPacket(&packet);
|
BroadcastPacket(&packet);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,6 +10,8 @@
|
|||||||
|
|
||||||
#define KEEP_ALIVE_TIMEOUT 10 * 1000 // 10s
|
#define KEEP_ALIVE_TIMEOUT 10 * 1000 // 10s
|
||||||
|
|
||||||
|
#define SAFE_CHECK(expr) if(expr) return
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace server {
|
namespace server {
|
||||||
|
|
||||||
@@ -97,8 +99,8 @@ void ServerConnexion::HandlePacket(const protocol::PlayerLoginPacket* packet) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void ServerConnexion::HandlePacket(const protocol::SelectTeamPacket* packet) {
|
void ServerConnexion::HandlePacket(const protocol::SelectTeamPacket* packet) {
|
||||||
if (m_Server->GetGame().GetGameState() != game::GameState::Lobby)
|
SAFE_CHECK(m_Server->GetGame().GetGameState() != game::GameState::Lobby);
|
||||||
return;
|
|
||||||
if (static_cast<std::int8_t>(packet->GetSelectedTeam()) >= -1 || static_cast<std::int8_t>(packet->GetSelectedTeam()) <= 1) {
|
if (static_cast<std::int8_t>(packet->GetSelectedTeam()) >= -1 || static_cast<std::int8_t>(packet->GetSelectedTeam()) <= 1) {
|
||||||
if (m_Player->GetTeamColor() == game::TeamColor::None) { // join a team
|
if (m_Player->GetTeamColor() == game::TeamColor::None) { // join a team
|
||||||
m_Server->GetGame().GetTeam(packet->GetSelectedTeam()).AddPlayer(m_Player);
|
m_Server->GetGame().GetTeam(packet->GetSelectedTeam()).AddPlayer(m_Player);
|
||||||
@@ -138,13 +140,13 @@ void ServerConnexion::InitConnection() {
|
|||||||
protocol::ConnexionInfoPacket conPacket(m_ID);
|
protocol::ConnexionInfoPacket conPacket(m_ID);
|
||||||
SendPacket(&conPacket);
|
SendPacket(&conPacket);
|
||||||
|
|
||||||
if (m_Server->GetGame().GetGameState() == game::GameState::Game) {
|
SAFE_CHECK(m_Server->GetGame().GetGameState() != game::GameState::Game);
|
||||||
|
|
||||||
protocol::WorldBeginDataPacket headerDataPacket(m_Server->GetGame().GetWorld());
|
protocol::WorldBeginDataPacket headerDataPacket(m_Server->GetGame().GetWorld());
|
||||||
protocol::WorldBeginDataPacket dataPacket(m_Server->GetGame().GetWorld());
|
protocol::WorldBeginDataPacket dataPacket(m_Server->GetGame().GetWorld());
|
||||||
SendPacket(&headerDataPacket);
|
SendPacket(&headerDataPacket);
|
||||||
SendPacket(&dataPacket);
|
SendPacket(&dataPacket);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
void ServerConnexion::HandlePacket(const protocol::PlaceTowerPacket* packet) {
|
void ServerConnexion::HandlePacket(const protocol::PlaceTowerPacket* packet) {
|
||||||
game::TowerType towerType = packet->GetTowerType();
|
game::TowerType towerType = packet->GetTowerType();
|
||||||
@@ -153,12 +155,10 @@ void ServerConnexion::HandlePacket(const protocol::PlaceTowerPacket* packet) {
|
|||||||
|
|
||||||
Vec2f towerPos = { static_cast<float>(packet->GetTowerX()), static_cast<float>(packet->GetTowerY()) };
|
Vec2f towerPos = { static_cast<float>(packet->GetTowerX()), static_cast<float>(packet->GetTowerY()) };
|
||||||
|
|
||||||
if (!world->CanPlaceLittleTower(towerPos, m_ID))
|
SAFE_CHECK(!world->CanPlaceLittleTower(towerPos, m_ID));
|
||||||
return;
|
|
||||||
|
|
||||||
if (towerInfo.IsBigTower())
|
if (towerInfo.IsBigTower())
|
||||||
if (!world->CanPlaceBigTower(towerPos, m_ID))
|
SAFE_CHECK(!world->CanPlaceBigTower(towerPos, m_ID));
|
||||||
return;
|
|
||||||
|
|
||||||
game::TowerPtr tower = world->PlaceTowerAt(towerType, packet->GetTowerX(), packet->GetTowerY(), m_ID);
|
game::TowerPtr tower = world->PlaceTowerAt(towerType, packet->GetTowerX(), packet->GetTowerY(), m_ID);
|
||||||
|
|
||||||
|
|||||||
25
src/game/towers/ArcherTower.cpp
Normal file
25
src/game/towers/ArcherTower.cpp
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void ArcherTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
if (m_Timer.Update(delta)) {
|
||||||
|
std::uint8_t arrowsShot = 0;
|
||||||
|
bool explosiveArrows = GetLevel().GetPath() == TowerPath::Bottom;
|
||||||
|
std::uint8_t arrows = explosiveArrows ? 2 : GetLevel().GetLevel();
|
||||||
|
for (MobPtr mob : world->GetMobList()) {
|
||||||
|
if (IsMobInRange(mob)) {
|
||||||
|
world->GetWorldNotifier().NotifyListeners(&WorldListener::OnArcherTowerShot, mob, this);
|
||||||
|
m_Timer.ApplyCooldown();
|
||||||
|
arrowsShot++;
|
||||||
|
if (arrowsShot >= arrows)
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
12
src/game/towers/ArtilleryTower.cpp
Normal file
12
src/game/towers/ArtilleryTower.cpp
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void ArtilleryTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
22
src/game/towers/IceTower.cpp
Normal file
22
src/game/towers/IceTower.cpp
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void IceTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
if (m_Timer.Update(delta)) {
|
||||||
|
float damage = GetStats()->GetDamage();
|
||||||
|
for (MobPtr mob : world->GetMobList()) {
|
||||||
|
if (IsMobInRange(mob)) {
|
||||||
|
mob->AddEffect(EffectType::Slowness, 1, this); // slowness for 1s every second
|
||||||
|
if (damage > 0)
|
||||||
|
world->GetMobNotifier().NotifyListeners(&MobListener::OnMobDamage, mob.get(), damage, this);
|
||||||
|
m_Timer.ApplyCooldown();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
12
src/game/towers/LeachTower.cpp
Normal file
12
src/game/towers/LeachTower.cpp
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void LeachTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
19
src/game/towers/MageTower.cpp
Normal file
19
src/game/towers/MageTower.cpp
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void MageTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
if (m_Timer.Update(delta)) {
|
||||||
|
for (MobPtr mob : world->GetMobList()) {
|
||||||
|
if (IsMobInRange(mob)) {
|
||||||
|
mob->AddEffect(EffectType::Fire, GetLevel().GetLevel() * 3, this);
|
||||||
|
m_Timer.ApplyCooldown();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
12
src/game/towers/Necromancer.cpp
Normal file
12
src/game/towers/Necromancer.cpp
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void NecromancerTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
45
src/game/towers/PoisonTower.cpp
Normal file
45
src/game/towers/PoisonTower.cpp
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void PoisonTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
if (m_Timer.Update(delta)) {
|
||||||
|
for (MobPtr mob : world->GetMobList()) {
|
||||||
|
if (IsMobInRange(mob)) {
|
||||||
|
if (GetLevel().GetPath() == TowerPath::Bottom) {
|
||||||
|
world->GetMobNotifier().NotifyListeners(&MobListener::OnMobDamage, mob.get(), GetStats()->GetDamage(), this);
|
||||||
|
} else {
|
||||||
|
float durationSec;
|
||||||
|
switch (GetLevel().GetLevel()) {
|
||||||
|
case 1:
|
||||||
|
durationSec = 5;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 2:
|
||||||
|
durationSec = 15;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 3:
|
||||||
|
durationSec = 30;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 4:
|
||||||
|
durationSec = 1e10; // about 3 million hours. It should be enough
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
durationSec = 0; // how did we get there ?
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
mob->AddEffect(EffectType::Poison, durationSec, this);
|
||||||
|
}
|
||||||
|
m_Timer.ApplyCooldown();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
12
src/game/towers/QuakeTower.cpp
Normal file
12
src/game/towers/QuakeTower.cpp
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void QuakeTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
12
src/game/towers/SorcererTower.cpp
Normal file
12
src/game/towers/SorcererTower.cpp
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void SorcererTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
12
src/game/towers/TurretTower.cpp
Normal file
12
src/game/towers/TurretTower.cpp
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void TurretTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
12
src/game/towers/ZeusTower.cpp
Normal file
12
src/game/towers/ZeusTower.cpp
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#include "game/Towers.h"
|
||||||
|
#include "game/World.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace game {
|
||||||
|
|
||||||
|
void ZeusTower::Tick(std::uint64_t delta, World* world) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace game
|
||||||
|
} // namespace td
|
||||||
90
src/misc/Maths.cpp
Normal file
90
src/misc/Maths.cpp
Normal file
@@ -0,0 +1,90 @@
|
|||||||
|
#include "misc/Maths.h"
|
||||||
|
|
||||||
|
#include <cassert>
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace maths {
|
||||||
|
|
||||||
|
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar) {
|
||||||
|
const float tanHalfFovy = std::tan(fovY / 2.0f);
|
||||||
|
|
||||||
|
Mat4f result{};
|
||||||
|
result.x0 = 1.0f / (aspectRatio * tanHalfFovy);
|
||||||
|
result.y1 = 1.0f / (tanHalfFovy);
|
||||||
|
result.z2 = -(zFar + zNear) / (zFar - zNear);
|
||||||
|
result.z3 = -1.0f;
|
||||||
|
result.w2 = -(2.0f * zFar * zNear) / (zFar - zNear);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat4f Look(const Vec3f& eye, const Vec3f& front, const Vec3f& up) {
|
||||||
|
const Vec3f f = Normalize(front);
|
||||||
|
const Vec3f s = Normalize(Cross(f, up));
|
||||||
|
const Vec3f u = Cross(s, f);
|
||||||
|
|
||||||
|
Mat4f result = Identity<float>();
|
||||||
|
result.x0 = s.x;
|
||||||
|
result.y0 = s.y;
|
||||||
|
result.z0 = s.z;
|
||||||
|
result.x1 = u.x;
|
||||||
|
result.y1 = u.y;
|
||||||
|
result.z1 = u.z;
|
||||||
|
result.x2 = -f.x;
|
||||||
|
result.y2 = -f.y;
|
||||||
|
result.z2 = -f.z;
|
||||||
|
result.w0 = -Dot(s, eye);
|
||||||
|
result.w1 = -Dot(u, eye);
|
||||||
|
result.w2 = Dot(f, eye);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
Mat4f Inverse(const Mat4f& mat) {
|
||||||
|
float s0 = mat.at(0, 0) * mat.at(1, 1) - mat.at(1, 0) * mat.at(0, 1);
|
||||||
|
float s1 = mat.at(0, 0) * mat.at(1, 2) - mat.at(1, 0) * mat.at(0, 2);
|
||||||
|
float s2 = mat.at(0, 0) * mat.at(1, 3) - mat.at(1, 0) * mat.at(0, 3);
|
||||||
|
float s3 = mat.at(0, 1) * mat.at(1, 2) - mat.at(1, 1) * mat.at(0, 2);
|
||||||
|
float s4 = mat.at(0, 1) * mat.at(1, 3) - mat.at(1, 1) * mat.at(0, 3);
|
||||||
|
float s5 = mat.at(0, 2) * mat.at(1, 3) - mat.at(1, 2) * mat.at(0, 3);
|
||||||
|
|
||||||
|
float c5 = mat.at(2, 2) * mat.at(3, 3) - mat.at(3, 2) * mat.at(2, 3);
|
||||||
|
float c4 = mat.at(2, 1) * mat.at(3, 3) - mat.at(3, 1) * mat.at(2, 3);
|
||||||
|
float c3 = mat.at(2, 1) * mat.at(3, 2) - mat.at(3, 1) * mat.at(2, 2);
|
||||||
|
float c2 = mat.at(2, 0) * mat.at(3, 3) - mat.at(3, 0) * mat.at(2, 3);
|
||||||
|
float c1 = mat.at(2, 0) * mat.at(3, 2) - mat.at(3, 0) * mat.at(2, 2);
|
||||||
|
float c0 = mat.at(2, 0) * mat.at(3, 1) - mat.at(3, 0) * mat.at(2, 1);
|
||||||
|
|
||||||
|
float det = s0 * c5 - s1 * c4 + s2 * c3 + s3 * c2 - s4 * c1 + s5 * c0;
|
||||||
|
|
||||||
|
assert(det != 0 && "Determinant equals 0 !");
|
||||||
|
|
||||||
|
float invdet = 1.0 / det;
|
||||||
|
|
||||||
|
Mat4f result;
|
||||||
|
|
||||||
|
result.at(0, 0) = ( mat.at(1, 1) * c5 - mat.at(1, 2) * c4 + mat.at(1, 3) * c3) * invdet;
|
||||||
|
result.at(0, 1) = (-mat.at(0, 1) * c5 + mat.at(0, 2) * c4 - mat.at(0, 3) * c3) * invdet;
|
||||||
|
result.at(0, 2) = ( mat.at(3, 1) * s5 - mat.at(3, 2) * s4 + mat.at(3, 3) * s3) * invdet;
|
||||||
|
result.at(0, 3) = (-mat.at(2, 1) * s5 + mat.at(2, 2) * s4 - mat.at(2, 3) * s3) * invdet;
|
||||||
|
|
||||||
|
result.at(1, 0) = (-mat.at(1, 0) * c5 + mat.at(1, 2) * c2 - mat.at(1, 3) * c1) * invdet;
|
||||||
|
result.at(1, 1) = ( mat.at(0, 0) * c5 - mat.at(0, 2) * c2 + mat.at(0, 3) * c1) * invdet;
|
||||||
|
result.at(1, 2) = (-mat.at(3, 0) * s5 + mat.at(3, 2) * s2 - mat.at(3, 3) * s1) * invdet;
|
||||||
|
result.at(1, 3) = ( mat.at(2, 0) * s5 - mat.at(2, 2) * s2 + mat.at(2, 3) * s1) * invdet;
|
||||||
|
|
||||||
|
result.at(2, 0) = ( mat.at(1, 0) * c4 - mat.at(1, 1) * c2 + mat.at(1, 3) * c0) * invdet;
|
||||||
|
result.at(2, 1) = (-mat.at(0, 0) * c4 + mat.at(0, 1) * c2 - mat.at(0, 3) * c0) * invdet;
|
||||||
|
result.at(2, 2) = ( mat.at(3, 0) * s4 - mat.at(3, 1) * s2 + mat.at(3, 3) * s0) * invdet;
|
||||||
|
result.at(2, 3) = (-mat.at(2, 0) * s4 + mat.at(2, 1) * s2 - mat.at(2, 3) * s0) * invdet;
|
||||||
|
|
||||||
|
result.at(3, 0) = (-mat.at(1, 0) * c3 + mat.at(1, 1) * c1 - mat.at(1, 2) * c0) * invdet;
|
||||||
|
result.at(3, 1) = ( mat.at(0, 0) * c3 - mat.at(0, 1) * c1 + mat.at(0, 2) * c0) * invdet;
|
||||||
|
result.at(3, 2) = (-mat.at(3, 0) * s3 + mat.at(3, 1) * s1 - mat.at(3, 2) * s0) * invdet;
|
||||||
|
result.at(3, 3) = ( mat.at(2, 0) * s3 - mat.at(2, 1) * s1 + mat.at(2, 2) * s0) * invdet;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace maths
|
||||||
|
} // namespace td
|
||||||
@@ -16,8 +16,7 @@ Socket::Socket(Type type)
|
|||||||
: m_Blocking(false),
|
: m_Blocking(false),
|
||||||
m_Type(type),
|
m_Type(type),
|
||||||
m_Status(Disconnected),
|
m_Status(Disconnected),
|
||||||
m_Handle(static_cast<SocketHandle>(INVALID_SOCKET))
|
m_Handle(static_cast<SocketHandle>(INVALID_SOCKET)) {
|
||||||
{
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -12,8 +12,7 @@ namespace td {
|
|||||||
namespace network {
|
namespace network {
|
||||||
|
|
||||||
UDPSocket::UDPSocket()
|
UDPSocket::UDPSocket()
|
||||||
: Socket(Socket::UDP), m_Port(0)
|
: Socket(Socket::UDP), m_Port(0) {
|
||||||
{
|
|
||||||
m_Handle = ::socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
m_Handle = ::socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -96,7 +96,7 @@ void PlayerLoginPacket::Deserialize(DataBuffer& data) {
|
|||||||
DataBuffer WorldBeginDataPacket::Serialize(bool packetID) const {
|
DataBuffer WorldBeginDataPacket::Serialize(bool packetID) const {
|
||||||
DataBuffer data;
|
DataBuffer data;
|
||||||
const game::TowerTileColorPalette& towerTilePalette = m_Header.m_World->GetTowerTileColorPalette();
|
const game::TowerTileColorPalette& towerTilePalette = m_Header.m_World->GetTowerTileColorPalette();
|
||||||
const std::vector<game::Color>& decoTilePalette = m_Header.m_World->GetDecorationPalette();
|
const std::vector<Color>& decoTilePalette = m_Header.m_World->GetDecorationPalette();
|
||||||
|
|
||||||
WritePacketID(data, packetID);
|
WritePacketID(data, packetID);
|
||||||
|
|
||||||
@@ -105,9 +105,9 @@ DataBuffer WorldBeginDataPacket::Serialize(bool packetID) const {
|
|||||||
|
|
||||||
// deco color palette
|
// deco color palette
|
||||||
std::size_t bufferSize = data.GetSize();
|
std::size_t bufferSize = data.GetSize();
|
||||||
data.Resize(bufferSize + decoTilePalette.size() * sizeof(game::Color));
|
data.Resize(bufferSize + decoTilePalette.size() * sizeof(Color));
|
||||||
|
|
||||||
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, decoTilePalette.data(), decoTilePalette.size() * sizeof(game::Color));
|
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, decoTilePalette.data(), decoTilePalette.size() * sizeof(Color));
|
||||||
|
|
||||||
data << m_Header.m_World->GetBackgroundColor();
|
data << m_Header.m_World->GetBackgroundColor();
|
||||||
|
|
||||||
@@ -135,7 +135,7 @@ void WorldBeginDataPacket::Deserialize(DataBuffer& data) {
|
|||||||
std::uint16_t decoPaletteSize;
|
std::uint16_t decoPaletteSize;
|
||||||
data >> decoPaletteSize;
|
data >> decoPaletteSize;
|
||||||
|
|
||||||
std::size_t decoPalletteSizeByte = decoPaletteSize * sizeof(game::Color);
|
std::size_t decoPalletteSizeByte = decoPaletteSize * sizeof(Color);
|
||||||
|
|
||||||
m_Header.m_DecorationPalette.resize(decoPaletteSize);
|
m_Header.m_DecorationPalette.resize(decoPaletteSize);
|
||||||
|
|
||||||
@@ -425,12 +425,12 @@ DataBuffer ServerTpsPacket::Serialize(bool packetID) const {
|
|||||||
DataBuffer data;
|
DataBuffer data;
|
||||||
|
|
||||||
WritePacketID(data, packetID);
|
WritePacketID(data, packetID);
|
||||||
data << m_TPS << m_PacketSendTime;
|
data << m_TPS << m_MSPT << m_PacketSendTime;
|
||||||
return data;
|
return data;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ServerTpsPacket::Deserialize(DataBuffer& data) {
|
void ServerTpsPacket::Deserialize(DataBuffer& data) {
|
||||||
data >> m_TPS >> m_PacketSendTime;
|
data >> m_TPS >> m_MSPT >> m_PacketSendTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
DataBuffer SpawnMobPacket::Serialize(bool packetID) const {
|
DataBuffer SpawnMobPacket::Serialize(bool packetID) const {
|
||||||
|
|||||||
@@ -10,6 +10,10 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include "misc/Time.h"
|
#include "misc/Time.h"
|
||||||
#include "misc/Easing.h"
|
#include "misc/Easing.h"
|
||||||
|
#include "misc/Maths.h"
|
||||||
|
|
||||||
|
#include <misc/Log.h>
|
||||||
|
#include <misc/Format.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace render {
|
namespace render {
|
||||||
@@ -22,21 +26,11 @@ 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::InitShaders() {
|
void Renderer::InitShaders() {
|
||||||
m_WorldShader = std::make_unique<shader::WorldShader>();
|
m_WorldShader = std::make_unique<shader::WorldShader>();
|
||||||
m_WorldShader->LoadShader();
|
m_WorldShader->LoadShader();
|
||||||
m_EntityShader = std::make_unique<shader::EntityShader>();
|
m_EntityShader = std::make_unique<shader::EntityShader>();
|
||||||
m_EntityShader->LoadShader();
|
m_EntityShader->LoadShader();
|
||||||
SetIsometricView(true);
|
|
||||||
UpdateIsometricView();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO : change loader check
|
// TODO : change loader check
|
||||||
@@ -70,79 +64,99 @@ void Renderer::RenderVAO(const GL::VertexArray& vao) {
|
|||||||
void Renderer::RenderModel(const Model& model) {
|
void Renderer::RenderModel(const Model& model) {
|
||||||
m_EntityShader->Start();
|
m_EntityShader->Start();
|
||||||
m_EntityShader->SetModelPos(model.positon);
|
m_EntityShader->SetModelPos(model.positon);
|
||||||
|
m_EntityShader->SetColorEffect(model.color);
|
||||||
model.vao->Bind();
|
model.vao->Bind();
|
||||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
|
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
|
||||||
model.vao->Unbind();
|
model.vao->Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
|
||||||
if (m_IsometricShade < m_IsometricView) {
|
|
||||||
m_IsometricShade += step;
|
|
||||||
} else {
|
|
||||||
m_IsometricShade -= step;
|
|
||||||
}
|
|
||||||
m_IsometricShade = std::min(m_IsometricShade, 1.0f);
|
|
||||||
m_IsometricShade = std::max(m_IsometricShade, 0.0f);
|
|
||||||
UpdateIsometricView();
|
|
||||||
}
|
|
||||||
lastTime = utils::GetTime();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::Prepare() {
|
void Renderer::Prepare() {
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, 0);
|
glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, 0);
|
||||||
UpdateIsometricFade();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::Resize(int width, int height) {
|
void Renderer::Resize(int width, int height) {
|
||||||
|
m_Camera.projectionMatrix = maths::Perspective(80.0f / 180.0f * PI, static_cast<float>(width) / height, 0.1f, 160.0f);
|
||||||
|
m_Camera.InvProjectionMatrix = maths::Inverse(m_Camera.projectionMatrix);
|
||||||
m_WorldShader->Start();
|
m_WorldShader->Start();
|
||||||
m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
|
m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
|
||||||
m_EntityShader->Start();
|
m_EntityShader->Start();
|
||||||
m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
|
m_WorldShader->SetProjectionMatrix(m_Camera.projectionMatrix);
|
||||||
|
m_WindowSize = { width, height };
|
||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::SetZoom(float zoom) {
|
void Renderer::AddZoom(float zoom) {
|
||||||
|
m_Camera.CamPos.y = std::max(1.0f, m_Camera.CamPos.y - zoom);
|
||||||
|
m_Camera.CamDistance = std::max(1.0f, m_Camera.CamDistance - zoom);
|
||||||
|
SetCamLook(m_Camera.CamLook);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::SetCamAngularMovement(const Vec2f& mov) {
|
||||||
|
m_Camera.m_Pitch = std::clamp(m_Camera.m_Pitch - mov.y / m_MouseSensitivity, -PI / 2.0f + 0.0000001f, -PI / 12.0f);
|
||||||
|
m_Camera.m_Yaw += mov.x / m_MouseSensitivity;
|
||||||
|
SetCamLook(m_Camera.CamLook);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::SetCamMovement(const Vec2f& lastCursorPos, const Vec2f& currentCursorPos) {
|
||||||
|
Vec2f worldLastCursorPos = GetCursorWorldPos(lastCursorPos, m_WindowSize.x, m_WindowSize.y);
|
||||||
|
Vec2f worldCurrentCursorPos = GetCursorWorldPos(currentCursorPos, m_WindowSize.x, m_WindowSize.y);
|
||||||
|
Vec2f movement = worldCurrentCursorPos - worldLastCursorPos;
|
||||||
|
SetCamLook(m_Camera.CamLook - movement);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::SetCamPos(const Vec3f& newPos) {
|
||||||
|
|
||||||
|
Vec3f front = {
|
||||||
|
std::cos(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch),
|
||||||
|
std::sin(m_Camera.m_Pitch),
|
||||||
|
std::sin(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch)
|
||||||
|
};
|
||||||
|
|
||||||
|
m_Camera.CamPos = newPos;
|
||||||
|
m_Camera.viewMatrix = maths::Look(m_Camera.CamPos, front, { 0, 1, 0 });
|
||||||
|
m_Camera.InvViewMatrix = maths::Transpose(maths::Inverse(m_Camera.viewMatrix)); // why transpose ? I don't know
|
||||||
|
|
||||||
m_WorldShader->Start();
|
m_WorldShader->Start();
|
||||||
m_WorldShader->SetZoom(zoom);
|
m_WorldShader->SetViewMatrix(m_Camera.viewMatrix);
|
||||||
m_EntityShader->Start();
|
m_EntityShader->Start();
|
||||||
m_EntityShader->SetZoom(zoom);
|
m_EntityShader->SetViewMatrix(m_Camera.viewMatrix);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::SetCamMovement(const Vec2f& mov) {
|
void Renderer::SetCamLook(const Vec2f& worldPos) {
|
||||||
m_CamPos.x += mov.x * (1 - m_IsometricView) + (0.5 * mov.x - mov.y) * m_IsometricView;
|
static const float WORLD_HEIGHT = 0;
|
||||||
m_CamPos.y += -mov.y * (1 - m_IsometricView) + (-0.5 * mov.x - mov.y) * m_IsometricView;
|
|
||||||
SetCamPos(m_CamPos);
|
m_Camera.CamLook = worldPos;
|
||||||
|
|
||||||
|
Vec3f front = {
|
||||||
|
std::cos(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch),
|
||||||
|
std::sin(m_Camera.m_Pitch),
|
||||||
|
std::sin(m_Camera.m_Yaw) * std::cos(m_Camera.m_Pitch)
|
||||||
|
};
|
||||||
|
|
||||||
|
SetCamPos({
|
||||||
|
-m_Camera.CamDistance * front.x + m_Camera.CamLook.x,
|
||||||
|
-m_Camera.CamDistance * front.y + WORLD_HEIGHT,
|
||||||
|
-m_Camera.CamDistance * front.z + m_Camera.CamLook.y
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::SetCamPos(const Vec2f& newPos) {
|
Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float windowWidth, float windowHeight) {
|
||||||
m_CamPos = newPos;
|
|
||||||
m_WorldShader->Start();
|
|
||||||
m_WorldShader->SetCamPos(newPos);
|
|
||||||
m_EntityShader->Start();
|
|
||||||
m_EntityShader->SetCamPos(newPos);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::SetIsometricView(bool isometric) {
|
float relativeX = (cursorPos.x / windowWidth * 2) - 1.0f;
|
||||||
m_IsometricView = isometric;
|
float relativeY = 1.0f - (cursorPos.y / windowHeight * 2);
|
||||||
}
|
|
||||||
|
|
||||||
Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight) {
|
Vec4f rayClip{ relativeX, relativeY, -1.0f, 1.0f };
|
||||||
float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
|
|
||||||
|
|
||||||
float relativeX = (cursorPos.x / windowWidth * 2) - 1;
|
Vec4f rayEye = maths::Dot(m_Camera.InvProjectionMatrix, rayClip);
|
||||||
float relativeY = (cursorPos.y / windowHeight * 2) - 1;
|
|
||||||
|
|
||||||
float deltaX = relativeX * aspectRatio / zoom;
|
rayEye = { rayEye.x, rayEye.y, -1.0f, 0.0f };
|
||||||
float deltaY = relativeY / zoom;
|
|
||||||
|
|
||||||
float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
|
Vec4f rayWorld = maths::Dot(m_Camera.InvViewMatrix, rayEye);
|
||||||
float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
|
|
||||||
|
|
||||||
return { worldX, worldY };
|
float lambda = -m_Camera.CamPos.y / rayWorld.y;
|
||||||
|
|
||||||
|
return { lambda * rayWorld.x + m_Camera.CamPos.x, lambda * rayWorld.z + m_Camera.CamPos.z };
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -4,6 +4,8 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace render {
|
namespace render {
|
||||||
|
|
||||||
|
const static int VERTEX_SIZE = 3;
|
||||||
|
|
||||||
void VertexCache::AddData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors) {
|
void VertexCache::AddData(std::uint64_t index, std::vector<float> positions, std::vector<float> colors) {
|
||||||
m_Indexes.insert({ index, {positions, colors} });
|
m_Indexes.insert({ index, {positions, colors} });
|
||||||
m_VertexCount += colors.size(); // one color per vertex
|
m_VertexCount += colors.size(); // one color per vertex
|
||||||
@@ -12,8 +14,8 @@ void VertexCache::AddData(std::uint64_t index, std::vector<float> positions, std
|
|||||||
void VertexCache::RemoveData(std::uint64_t index) {
|
void VertexCache::RemoveData(std::uint64_t index) {
|
||||||
auto it = m_Indexes.find(index);
|
auto it = m_Indexes.find(index);
|
||||||
if (it != m_Indexes.end()) {
|
if (it != m_Indexes.end()) {
|
||||||
m_Indexes.erase(it);
|
|
||||||
m_VertexCount -= it->second.color.size(); // one color per vertex
|
m_VertexCount -= it->second.color.size(); // one color per vertex
|
||||||
|
m_Indexes.erase(it);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -26,7 +28,7 @@ void VertexCache::UpdateVertexArray() {
|
|||||||
m_VertexArray = std::make_unique<GL::VertexArray>(m_VertexCount); // one color per vertex
|
m_VertexArray = std::make_unique<GL::VertexArray>(m_VertexCount); // one color per vertex
|
||||||
|
|
||||||
Vector positions;
|
Vector positions;
|
||||||
positions.reserve(m_VertexCount * 2);
|
positions.reserve(m_VertexCount * VERTEX_SIZE);
|
||||||
|
|
||||||
Vector colors;
|
Vector colors;
|
||||||
colors.reserve(m_VertexCount);
|
colors.reserve(m_VertexCount);
|
||||||
@@ -38,8 +40,8 @@ void VertexCache::UpdateVertexArray() {
|
|||||||
colors.insert(colors.end(), data.color.begin(), data.color.end());
|
colors.insert(colors.end(), data.color.begin(), data.color.end());
|
||||||
}
|
}
|
||||||
|
|
||||||
GL::VertexBuffer positionsBuffer(positions, 2);
|
GL::VertexBuffer positionsBuffer(positions, VERTEX_SIZE);
|
||||||
positionsBuffer.AddVertexAttribPointer(0, 2, 0);
|
positionsBuffer.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||||
|
|
||||||
GL::VertexBuffer colorsBuffer(colors, 1);
|
GL::VertexBuffer colorsBuffer(colors, 1);
|
||||||
colorsBuffer.AddVertexAttribPointer(1, 1, 0);
|
colorsBuffer.AddVertexAttribPointer(1, 1, 0);
|
||||||
|
|||||||
@@ -32,9 +32,8 @@ void WorldRenderer::LoadModels() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
WorldRenderer::WorldRenderer(game::World* world, client::ClientGame* client) : m_Client(client), m_Renderer(m_Client->GetRenderer()), m_World(world), m_Zoom(0.1) {
|
WorldRenderer::WorldRenderer(game::World* world, client::ClientGame* client) : m_Client(client), m_Renderer(m_Client->GetRenderer()), m_World(world), m_Zoom(0.1) {
|
||||||
m_Renderer->SetZoom(m_Zoom);
|
|
||||||
m_Renderer->SetCamMovement({});
|
|
||||||
m_TowerPlacePopup = std::make_unique<gui::TowerPlacePopup>(m_Client->GetClient());
|
m_TowerPlacePopup = std::make_unique<gui::TowerPlacePopup>(m_Client->GetClient());
|
||||||
|
m_TowerUpgradePopup = std::make_unique<gui::TowerUpgradePopup>(m_Client->GetClient());
|
||||||
m_MobTooltip = std::make_unique<gui::MobTooltip>(m_Client->GetClient());
|
m_MobTooltip = std::make_unique<gui::MobTooltip>(m_Client->GetClient());
|
||||||
m_CastleTooltip = std::make_unique<gui::CastleTooltip>(m_Client->GetClient());
|
m_CastleTooltip = std::make_unique<gui::CastleTooltip>(m_Client->GetClient());
|
||||||
m_Client->GetWorldClient().GetWorldNotifier().BindListener(this);
|
m_Client->GetWorldClient().GetWorldNotifier().BindListener(this);
|
||||||
@@ -47,22 +46,29 @@ void WorldRenderer::UpdateCursorPos() {
|
|||||||
void WorldRenderer::Update() {
|
void WorldRenderer::Update() {
|
||||||
if (m_WorldVao == nullptr)
|
if (m_WorldVao == nullptr)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
if (io.MouseDown[0] && !ImGui::IsAnyItemActive()) {
|
|
||||||
|
if (io.MouseDown[0] && !ImGui::IsAnyItemActive() && !ImGui::IsAnyItemHovered()) {
|
||||||
|
ImVec2 mousePos = ImGui::GetIO().MousePos;
|
||||||
ImVec2 mouseDelta = ImGui::GetIO().MouseDelta;
|
ImVec2 mouseDelta = ImGui::GetIO().MouseDelta;
|
||||||
const float relativeX = mouseDelta.x / (float)Display::GetWindowWidth() * 2;
|
m_Renderer->SetCamMovement({mousePos.x - mouseDelta.x, mousePos.y - mouseDelta.y}, { mousePos.x, mousePos.y });
|
||||||
const float relativeY = mouseDelta.y / (float)Display::GetWindowHeight() * 2;
|
|
||||||
MoveCam(relativeX, relativeY, Display::GetAspectRatio());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (io.MouseDown[1] && !ImGui::IsAnyItemActive() && !ImGui::IsAnyItemHovered()) {
|
||||||
|
ImVec2 mouseDelta = ImGui::GetIO().MouseDelta;
|
||||||
|
m_Renderer->SetCamAngularMovement({ mouseDelta.x, mouseDelta.y });
|
||||||
|
}
|
||||||
|
|
||||||
if (io.MouseWheel != 0) {
|
if (io.MouseWheel != 0) {
|
||||||
ChangeZoom(io.MouseWheel);
|
ChangeZoom(io.MouseWheel);
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateCursorPos();
|
UpdateCursorPos();
|
||||||
|
|
||||||
if (ImGui::IsMouseClicked(0)) {
|
if (ImGui::IsMouseClicked(0)) {
|
||||||
if (!m_PopupOpened) {
|
if (!m_TowerUpgradePopup->IsPopupOpened()) {
|
||||||
m_HoldCursorPos = { io.MousePos.x, io.MousePos.y };
|
m_HoldCursorPos = { io.MousePos.x, io.MousePos.y };
|
||||||
} else {
|
|
||||||
m_PopupOpened = false;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -87,7 +93,8 @@ void WorldRenderer::RenderMobs() const {
|
|||||||
for (game::MobPtr mob : m_World->GetMobList()) {
|
for (game::MobPtr mob : m_World->GetMobList()) {
|
||||||
Renderer::Model model;
|
Renderer::Model model;
|
||||||
model.vao = m_MobVao.get();
|
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);
|
m_Renderer->RenderModel(model);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -104,14 +111,14 @@ void WorldRenderer::RenderTileSelect() const {
|
|||||||
|
|
||||||
Renderer::Model tileSelectModel;
|
Renderer::Model tileSelectModel;
|
||||||
tileSelectModel.vao = m_SelectTileVao.get();
|
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);
|
m_Renderer->RenderModel(tileSelectModel);
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldRenderer::RenderPopups() {
|
void WorldRenderer::RenderPopups() {
|
||||||
m_TowerPlacePopup->Render();
|
m_TowerPlacePopup->Render();
|
||||||
RenderTowerUpgradePopup();
|
m_TowerUpgradePopup->Render();
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldRenderer::Render() {
|
void WorldRenderer::Render() {
|
||||||
@@ -135,30 +142,23 @@ void WorldRenderer::RenderTooltips() const {
|
|||||||
RenderCastleTooltip();
|
RenderCastleTooltip();
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldRenderer::MoveCam(float relativeX, float relativeY, float aspectRatio) {
|
void WorldRenderer::MoveCam(float relativeX, float relativeY) {
|
||||||
if (m_WorldVao == nullptr)
|
if (m_WorldVao == nullptr)
|
||||||
return;
|
return;
|
||||||
float movementX = -relativeX / m_Zoom * aspectRatio;
|
|
||||||
float movementY = relativeY / m_Zoom;
|
|
||||||
m_Renderer->SetCamMovement({ movementX, movementY });
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldRenderer::ChangeZoom(float zoomStep) {
|
void WorldRenderer::ChangeZoom(float zoomStep) {
|
||||||
if (m_WorldVao == nullptr)
|
if (m_WorldVao == nullptr)
|
||||||
return;
|
return;
|
||||||
static float sensibility = 1.5f;
|
|
||||||
if (zoomStep < 0) {
|
m_Renderer->AddZoom(zoomStep);
|
||||||
m_Zoom /= -zoomStep * sensibility;
|
|
||||||
} else {
|
|
||||||
m_Zoom *= zoomStep * sensibility;
|
|
||||||
}
|
|
||||||
m_Renderer->SetZoom(m_Zoom);
|
|
||||||
m_Renderer->SetCamMovement({});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldRenderer::Click() {
|
void WorldRenderer::Click() {
|
||||||
const game::TowerPtr tower = m_Client->GetWorld().GetTower(GetClickWorldPos());
|
const game::TowerPtr tower = m_Client->GetWorld().GetTower(GetClickWorldPos());
|
||||||
m_TowerPlacePopup->SetClickPos(GetClickWorldPos());
|
m_TowerPlacePopup->SetClickPos(GetClickWorldPos());
|
||||||
|
m_TowerUpgradePopup->SetClickPos(GetClickWorldPos());
|
||||||
if (tower != nullptr) { // there is a tower here
|
if (tower != nullptr) { // there is a tower here
|
||||||
ImGui::OpenPopup("TowerUpgrade");
|
ImGui::OpenPopup("TowerUpgrade");
|
||||||
} else if (m_Client->GetWorld().CanPlaceLittleTower(GetClickWorldPos(), m_Client->GetPlayer()->GetID())) {
|
} else if (m_Client->GetWorld().CanPlaceLittleTower(GetClickWorldPos(), m_Client->GetPlayer()->GetID())) {
|
||||||
@@ -168,70 +168,7 @@ void WorldRenderer::Click() {
|
|||||||
|
|
||||||
void WorldRenderer::SetCamPos(float camX, float camY) {
|
void WorldRenderer::SetCamPos(float camX, float camY) {
|
||||||
m_CamPos = { camX, camY };
|
m_CamPos = { camX, camY };
|
||||||
m_Renderer->SetCamPos(m_CamPos);
|
m_Renderer->SetCamLook({ camX, camY });
|
||||||
}
|
|
||||||
|
|
||||||
void WorldRenderer::RenderTowerUpgradePopup() {
|
|
||||||
if (ImGui::BeginPopup("TowerUpgrade")) {
|
|
||||||
m_PopupOpened = true;
|
|
||||||
game::TowerPtr tower = m_Client->GetWorld().GetTower(GetClickWorldPos());
|
|
||||||
if (tower == nullptr) {
|
|
||||||
ImGui::EndPopup();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
ImGui::Text("Tower : %s", game::TowerFactory::GetTowerName(tower->GetType()).c_str());
|
|
||||||
|
|
||||||
for (int y = 0; y < 3; y++) { // path: 0 -> top 1 -> middle 2 -> bottom
|
|
||||||
for (int x = 0; x < 4; x++) { // level: 1, 2, 3, 4
|
|
||||||
|
|
||||||
if (x > 0)
|
|
||||||
ImGui::SameLine();
|
|
||||||
|
|
||||||
std::uint8_t currentLevel = x + 1;
|
|
||||||
game::TowerPath currentPath = game::TowerPath(y);
|
|
||||||
|
|
||||||
const game::TowerStats* towerStats = game::GetTowerStats(tower->GetType(), { currentLevel, currentPath });
|
|
||||||
game::TowerPath towerPath = tower->GetLevel().GetPath();
|
|
||||||
|
|
||||||
bool disabled = towerStats == nullptr;
|
|
||||||
|
|
||||||
int towerLevel = tower->GetLevel().GetLevel();
|
|
||||||
|
|
||||||
bool alreadyUpgraded = currentLevel <= towerLevel;
|
|
||||||
bool canUpgrade = (towerLevel + 1) == currentLevel;
|
|
||||||
|
|
||||||
if (canUpgrade && towerPath != game::TowerPath::Base) {
|
|
||||||
if (currentPath != towerPath) {
|
|
||||||
canUpgrade = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::PushID(x * 4 + y);
|
|
||||||
if (disabled) {
|
|
||||||
ImGui::BeginDisabled();
|
|
||||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
|
||||||
ImGui::Button("", ImVec2(100, 100));
|
|
||||||
ImGui::PopStyleColor();
|
|
||||||
ImGui::EndDisabled();
|
|
||||||
} else if (alreadyUpgraded) {
|
|
||||||
ImGui::BeginDisabled();
|
|
||||||
ImGui::Button("Already", ImVec2(100, 100));
|
|
||||||
ImGui::EndDisabled();
|
|
||||||
} else if (canUpgrade) {
|
|
||||||
if (ImGui::Button("Upgrade", ImVec2(100, 100))) {
|
|
||||||
m_Client->GetClient()->UpgradeTower(tower->GetID(), { currentLevel, currentPath });
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
ImGui::BeginDisabled();
|
|
||||||
ImGui::Button("Locked", ImVec2(100, 100));
|
|
||||||
ImGui::EndDisabled();
|
|
||||||
}
|
|
||||||
ImGui::PopID();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::EndPopup();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldRenderer::DetectClick() {
|
void WorldRenderer::DetectClick() {
|
||||||
@@ -294,11 +231,11 @@ void WorldRenderer::OnTowerRemove(game::TowerPtr tower) {
|
|||||||
|
|
||||||
Vec2f WorldRenderer::GetCursorWorldPos() const {
|
Vec2f WorldRenderer::GetCursorWorldPos() const {
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
return m_Renderer->GetCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
|
return m_Renderer->GetCursorWorldPos({ io.MousePos.x, io.MousePos.y }, Display::GetWindowWidth(), Display::GetWindowHeight());
|
||||||
}
|
}
|
||||||
|
|
||||||
Vec2f WorldRenderer::GetClickWorldPos() const {
|
Vec2f WorldRenderer::GetClickWorldPos() const {
|
||||||
return m_Renderer->GetCursorWorldPos(m_LastClicked, Display::GetAspectRatio(), m_Zoom, Display::GetWindowWidth(), Display::GetWindowHeight());
|
return m_Renderer->GetCursorWorldPos(m_LastClicked, Display::GetWindowWidth(), Display::GetWindowHeight());
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace render
|
} // namespace render
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#include "render/gui/CastleTooltip.h"
|
#include "render/gui/CastleTooltip.h"
|
||||||
#include "render/gui/imgui/imgui.h"
|
#include "render/gui/imgui/imgui.h"
|
||||||
|
#include "render/gui/LifeProgress.h"
|
||||||
|
|
||||||
#include "render/WorldRenderer.h"
|
#include "render/WorldRenderer.h"
|
||||||
|
|
||||||
@@ -15,12 +16,18 @@ CastleTooltip::CastleTooltip(client::Client* client) : GuiWidget(client) {
|
|||||||
void CastleTooltip::Render() {
|
void CastleTooltip::Render() {
|
||||||
if (m_Castle == nullptr) return;
|
if (m_Castle == nullptr) return;
|
||||||
|
|
||||||
|
if (ImGui::GetIO().KeyShift) {
|
||||||
ImGui::BeginTooltip();
|
ImGui::BeginTooltip();
|
||||||
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(m_Castle->GetTeam()->GetColor()));
|
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(m_Castle->GetTeam()->GetColor()));
|
||||||
ImGui::Text("Castle : ");
|
ImGui::Text("Castle : ");
|
||||||
ImGui::PopStyleColor();
|
ImGui::PopStyleColor();
|
||||||
ImGui::Text("\tCastle HP : %i/%i", static_cast<int>(m_Castle->GetLife()), game::TeamCastle::CastleMaxLife);
|
ImGui::Text("\tCastle HP : %i/%i", static_cast<int>(m_Castle->GetLife()), game::TeamCastle::CastleMaxLife);
|
||||||
ImGui::EndTooltip();
|
ImGui::EndTooltip();
|
||||||
|
} else {
|
||||||
|
ImGui::BeginTooltip();
|
||||||
|
RenderLifeProgress(m_Castle->GetLife() / static_cast<float>(game::TeamCastle::CastleMaxLife));
|
||||||
|
ImGui::EndTooltip();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace gui
|
} // namespace gui
|
||||||
|
|||||||
@@ -18,9 +18,6 @@ void FrameMenu::Render() {
|
|||||||
if (ImGui::Checkbox("V-Sync", &m_VSync)) {
|
if (ImGui::Checkbox("V-Sync", &m_VSync)) {
|
||||||
SDL_GL_SetSwapInterval(m_VSync);
|
SDL_GL_SetSwapInterval(m_VSync);
|
||||||
}
|
}
|
||||||
if (ImGui::Checkbox("Vue Isometrique ?", &m_IsometricView)) {
|
|
||||||
GetClient()->GetRenderer()->SetIsometricView(m_IsometricView);
|
|
||||||
}
|
|
||||||
|
|
||||||
#if !defined(NDEBUG)
|
#if !defined(NDEBUG)
|
||||||
ImGui::Checkbox("Demo Window", &m_ShowDemoWindow);
|
ImGui::Checkbox("Demo Window", &m_ShowDemoWindow);
|
||||||
|
|||||||
@@ -85,6 +85,7 @@ void GameMenu::ShowLobbyProgress() {
|
|||||||
|
|
||||||
void GameMenu::ShowTPS() {
|
void GameMenu::ShowTPS() {
|
||||||
ImGui::Text("Server TPS : %.1f", GetClient()->GetConnexion().GetServerTPS());
|
ImGui::Text("Server TPS : %.1f", GetClient()->GetConnexion().GetServerTPS());
|
||||||
|
ImGui::Text("Server MSPT : %i", (int)GetClient()->GetConnexion().GetServerMSPT());
|
||||||
ImGui::Text("Server Ping : %i", GetClient()->GetConnexion().GetServerPing());
|
ImGui::Text("Server Ping : %i", GetClient()->GetConnexion().GetServerPing());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
15
src/render/gui/LifeProgress.cpp
Normal file
15
src/render/gui/LifeProgress.cpp
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#include "render/gui/LifeProgress.h"
|
||||||
|
|
||||||
|
#include "render/gui/imgui/imgui.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace gui {
|
||||||
|
|
||||||
|
void RenderLifeProgress(float progress) {
|
||||||
|
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, { 1 - progress, progress, 0, 1 });
|
||||||
|
ImGui::ProgressBar(progress, { 100, 25 }, "");
|
||||||
|
ImGui::PopStyleColor();
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace gui
|
||||||
|
} // namespace td
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
#include "render/gui/MobTooltip.h"
|
#include "render/gui/MobTooltip.h"
|
||||||
#include "render/gui/imgui/imgui.h"
|
#include "render/gui/imgui/imgui.h"
|
||||||
|
#include "render/gui/LifeProgress.h"
|
||||||
|
|
||||||
#include "render/WorldRenderer.h"
|
#include "render/WorldRenderer.h"
|
||||||
|
|
||||||
@@ -19,6 +20,7 @@ void MobTooltip::Render() {
|
|||||||
|
|
||||||
// TODO: add sender null check
|
// TODO: add sender null check
|
||||||
|
|
||||||
|
if (ImGui::GetIO().KeyShift) {
|
||||||
const game::Player* sender = GetClient()->GetGame().GetPlayerById(m_Mob->GetSender());
|
const game::Player* sender = GetClient()->GetGame().GetPlayerById(m_Mob->GetSender());
|
||||||
ImGui::BeginTooltip();
|
ImGui::BeginTooltip();
|
||||||
ImGui::Text("Sender :");
|
ImGui::Text("Sender :");
|
||||||
@@ -38,6 +40,11 @@ void MobTooltip::Render() {
|
|||||||
ImGui::Text("\tEXP cost : %i", m_Mob->GetStats()->GetExpCost());
|
ImGui::Text("\tEXP cost : %i", m_Mob->GetStats()->GetExpCost());
|
||||||
ImGui::Text("\tEXP reward : %i", m_Mob->GetStats()->GetExpReward());
|
ImGui::Text("\tEXP reward : %i", m_Mob->GetStats()->GetExpReward());
|
||||||
ImGui::EndTooltip();
|
ImGui::EndTooltip();
|
||||||
|
} else {
|
||||||
|
ImGui::BeginTooltip();
|
||||||
|
RenderLifeProgress(m_Mob->GetHealth() / m_Mob->GetStats()->GetMaxLife());
|
||||||
|
ImGui::EndTooltip();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace gui
|
} // namespace gui
|
||||||
|
|||||||
@@ -7,9 +7,18 @@ namespace gui {
|
|||||||
|
|
||||||
SummonMenu::SummonMenu(client::Client* client) : GuiWidget(client), m_MenuOpened(true) {
|
SummonMenu::SummonMenu(client::Client* client) : GuiWidget(client), m_MenuOpened(true) {
|
||||||
m_Values.fill(0);
|
m_Values.fill(0);
|
||||||
|
SetCooldown(10);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SummonMenu::SetCooldown(float cooldown) {
|
||||||
|
m_LastCooldown = cooldown;
|
||||||
|
m_Cooldown = cooldown;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SummonMenu::Render() {
|
void SummonMenu::Render() {
|
||||||
|
if (m_Cooldown > 0)
|
||||||
|
m_Cooldown = std::max(0.0f, m_Cooldown - ImGui::GetIO().DeltaTime);
|
||||||
|
|
||||||
if (m_MenuOpened) {
|
if (m_MenuOpened) {
|
||||||
ImGui::Begin("Summon", &m_MenuOpened);
|
ImGui::Begin("Summon", &m_MenuOpened);
|
||||||
ImTextureID my_tex_id = ImGui::GetIO().Fonts->TexID;
|
ImTextureID my_tex_id = ImGui::GetIO().Fonts->TexID;
|
||||||
@@ -48,7 +57,9 @@ void SummonMenu::Render() {
|
|||||||
ImGui::PopID();
|
ImGui::PopID();
|
||||||
}
|
}
|
||||||
ImGui::PopItemWidth();
|
ImGui::PopItemWidth();
|
||||||
if (ImGui::Button("Send")) {
|
if (m_Cooldown > 0) {
|
||||||
|
ImGui::ProgressBar((m_LastCooldown - m_Cooldown) / m_LastCooldown, {}, std::string{ std::to_string((int)m_Cooldown + 1) + "s" }.c_str());
|
||||||
|
} else if (ImGui::Button("Send")) {
|
||||||
std::vector<protocol::MobSend> mobSent;
|
std::vector<protocol::MobSend> mobSent;
|
||||||
protocol::MobSend mobSend;
|
protocol::MobSend mobSend;
|
||||||
for (int i = 0; i < m_MobTypeCount; i++) {
|
for (int i = 0; i < m_MobTypeCount; i++) {
|
||||||
@@ -59,8 +70,11 @@ void SummonMenu::Render() {
|
|||||||
mobSent.push_back(mobSend);
|
mobSent.push_back(mobSend);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (mobSent.size() > 0) {
|
||||||
m_Client->SendMobs(mobSent);
|
m_Client->SendMobs(mobSent);
|
||||||
m_Values.fill(0);
|
m_Values.fill(0);
|
||||||
|
SetCooldown(10);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ void TowerPlacePopup::Render() {
|
|||||||
|
|
||||||
ImGui::BeginChild(std::to_string(i).c_str(), ImVec2(m_TowerPopupTileWidth, m_TowerPopupTileHeight), true);
|
ImGui::BeginChild(std::to_string(i).c_str(), ImVec2(m_TowerPopupTileWidth, m_TowerPopupTileHeight), true);
|
||||||
|
|
||||||
ImGui::Text(towerInfo.GetName().c_str());
|
ImGui::Text("%s", towerInfo.GetName().c_str());
|
||||||
|
|
||||||
ImGui::SameLine();
|
ImGui::SameLine();
|
||||||
ImGui::SetCursorPosX(m_TowerPopupTileWidth - 10 - ImGui::CalcTextSize("(?)").x);
|
ImGui::SetCursorPosX(m_TowerPopupTileWidth - 10 - ImGui::CalcTextSize("(?)").x);
|
||||||
@@ -35,7 +35,7 @@ void TowerPlacePopup::Render() {
|
|||||||
|
|
||||||
if (ImGui::IsItemHovered()) {
|
if (ImGui::IsItemHovered()) {
|
||||||
ImGui::BeginTooltip();
|
ImGui::BeginTooltip();
|
||||||
ImGui::Text(towerInfo.GetDescription().c_str());
|
ImGui::Text("%s", towerInfo.GetDescription().c_str());
|
||||||
ImGui::EndTooltip();
|
ImGui::EndTooltip();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
100
src/render/gui/TowerUpgradePopup.cpp
Normal file
100
src/render/gui/TowerUpgradePopup.cpp
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
#include "render/gui/TowerUpgradePopup.h"
|
||||||
|
|
||||||
|
#include "render/gui/imgui/imgui.h"
|
||||||
|
|
||||||
|
#include "game/Towers.h"
|
||||||
|
|
||||||
|
#include "game/client/Client.h"
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace gui {
|
||||||
|
|
||||||
|
TowerUpgradePopup::TowerUpgradePopup(client::Client* client) : GuiWidget(client), m_ShouldBeClosed(false), m_Opened(false) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void TowerUpgradePopup::SetClickPos(const Vec2f& worldPos) {
|
||||||
|
m_ClickWorldPos = worldPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool TowerUpgradePopup::IsPopupOpened() {
|
||||||
|
return m_Opened;
|
||||||
|
}
|
||||||
|
|
||||||
|
void TowerUpgradePopup::Render() {
|
||||||
|
if (ImGui::BeginPopup("TowerUpgrade")) {
|
||||||
|
ImGui::BeginChild("TowerUpgradePopupChild", { 450, 350 });
|
||||||
|
if (m_ShouldBeClosed) {
|
||||||
|
ImGui::CloseCurrentPopup();
|
||||||
|
ImGui::EndPopup();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
game::TowerPtr tower = m_Client->GetGame().GetWorld().GetTower(m_ClickWorldPos);
|
||||||
|
if (tower == nullptr) {
|
||||||
|
ImGui::EndPopup();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
ImGui::Text("Tower : %s", game::TowerFactory::GetTowerName(tower->GetType()).c_str());
|
||||||
|
|
||||||
|
for (int y = 0; y < 3; y++) { // path: 0 -> top 1 -> middle 2 -> bottom
|
||||||
|
for (int x = 0; x < 4; x++) { // level: 1, 2, 3, 4
|
||||||
|
|
||||||
|
if (x > 0)
|
||||||
|
ImGui::SameLine();
|
||||||
|
|
||||||
|
std::uint8_t currentLevel = x + 1;
|
||||||
|
game::TowerPath currentPath = game::TowerPath(y);
|
||||||
|
|
||||||
|
const game::TowerStats* towerStats = game::GetTowerStats(tower->GetType(), { currentLevel, currentPath });
|
||||||
|
game::TowerPath towerPath = tower->GetLevel().GetPath();
|
||||||
|
|
||||||
|
bool disabled = towerStats == nullptr;
|
||||||
|
|
||||||
|
int towerLevel = tower->GetLevel().GetLevel();
|
||||||
|
|
||||||
|
bool alreadyUpgraded = currentLevel <= towerLevel;
|
||||||
|
bool canUpgrade = (towerLevel + 1) == currentLevel;
|
||||||
|
|
||||||
|
if (canUpgrade && towerPath != game::TowerPath::Base) {
|
||||||
|
if (currentPath != towerPath) {
|
||||||
|
canUpgrade = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui::PushID(x * 4 + y);
|
||||||
|
if (disabled) {
|
||||||
|
ImGui::BeginDisabled();
|
||||||
|
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||||
|
ImGui::Button("", ImVec2(100, 100));
|
||||||
|
ImGui::PopStyleColor();
|
||||||
|
ImGui::EndDisabled();
|
||||||
|
} else if (alreadyUpgraded) {
|
||||||
|
ImGui::BeginDisabled();
|
||||||
|
ImGui::Button("Already", ImVec2(100, 100));
|
||||||
|
ImGui::EndDisabled();
|
||||||
|
} else if (canUpgrade) {
|
||||||
|
if (ImGui::Button("Upgrade", ImVec2(100, 100))) {
|
||||||
|
m_Client->UpgradeTower(tower->GetID(), { currentLevel, currentPath });
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
ImGui::BeginDisabled();
|
||||||
|
ImGui::Button("Locked", ImVec2(100, 100));
|
||||||
|
ImGui::EndDisabled();
|
||||||
|
}
|
||||||
|
ImGui::PopID();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui::EndChild();
|
||||||
|
ImGui::EndPopup();
|
||||||
|
|
||||||
|
m_Opened = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_Opened = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace gui
|
||||||
|
} // namespace td
|
||||||
@@ -1,5 +1,7 @@
|
|||||||
#include "render/gui/UpdateMenu.h"
|
#include "render/gui/UpdateMenu.h"
|
||||||
|
|
||||||
|
#include "updater/Updater.h"
|
||||||
|
|
||||||
#include "render/gui/imgui/imgui.h"
|
#include "render/gui/imgui/imgui.h"
|
||||||
|
|
||||||
#include <chrono>
|
#include <chrono>
|
||||||
@@ -7,10 +9,12 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace gui {
|
namespace gui {
|
||||||
|
|
||||||
UpdateMenu::UpdateMenu(client::Client* client) : GuiWidget(client), m_Opened(true) {
|
UpdateMenu::UpdateMenu(client::Client* client) : GuiWidget(client), m_Opened(true), m_Updater(std::make_unique<utils::Updater>()) {
|
||||||
CheckUpdates();
|
CheckUpdates();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UpdateMenu::~UpdateMenu() {}
|
||||||
|
|
||||||
void UpdateMenu::Render() {
|
void UpdateMenu::Render() {
|
||||||
RenderErrorPopup();
|
RenderErrorPopup();
|
||||||
if (m_Opened) {
|
if (m_Opened) {
|
||||||
@@ -20,40 +24,40 @@ void UpdateMenu::Render() {
|
|||||||
bool updateAvailable = m_UpdateAvailable.get();
|
bool updateAvailable = m_UpdateAvailable.get();
|
||||||
if (updateAvailable) {
|
if (updateAvailable) {
|
||||||
|
|
||||||
if (m_Updater.IsFileWrited()) {
|
if (m_Updater->IsFileWrited()) {
|
||||||
ImGui::Text("The update is now installed");
|
ImGui::Text("The update is now installed");
|
||||||
ImGui::Text("The game needs to be restarted");
|
ImGui::Text("The game needs to be restarted");
|
||||||
} else if (m_Updater.IsDownloadComplete()) {
|
} else if (m_Updater->IsDownloadComplete()) {
|
||||||
ImGui::Text("Download done!");
|
ImGui::Text("Download done!");
|
||||||
if (ImGui::Button("Install")) {
|
if (ImGui::Button("Install")) {
|
||||||
if (!m_Updater.WriteFile()) {
|
if (!m_Updater->WriteFile()) {
|
||||||
m_Error = "Failed to write file !\n";
|
m_Error = "Failed to write file !\n";
|
||||||
ImGui::OpenPopup("UpdateError");
|
ImGui::OpenPopup("UpdateError");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (ImGui::Button("Cancel")) {
|
if (ImGui::Button("Cancel")) {
|
||||||
m_Updater.CancelDownload();
|
m_Updater->CancelDownload();
|
||||||
m_Updater.ClearCache();
|
m_Updater->ClearCache();
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if (m_Updater.GetDownloadProgress() > 0) {
|
if (m_Updater->GetDownloadProgress() > 0) {
|
||||||
ImGui::Text("Downloading ...");
|
ImGui::Text("Downloading ...");
|
||||||
ImGui::ProgressBar(m_Updater.GetDownloadProgress());
|
ImGui::ProgressBar(m_Updater->GetDownloadProgress());
|
||||||
if (ImGui::Button("Cancel")) {
|
if (ImGui::Button("Cancel")) {
|
||||||
m_Updater.CancelDownload();
|
m_Updater->CancelDownload();
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
ImGui::Text("An update is available!");
|
ImGui::Text("An update is available!");
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
ImGui::Text("Current version : %s", m_Updater.GetCurrentVersion().c_str());
|
ImGui::Text("Current version : %s", m_Updater->GetCurrentVersion().c_str());
|
||||||
ImGui::Text("Last version : %s", m_Updater.GetLastVersion().c_str());
|
ImGui::Text("Last version : %s", m_Updater->GetLastVersion().c_str());
|
||||||
|
|
||||||
bool canDownloadFile = m_Updater.CanUpdate();
|
bool canDownloadFile = m_Updater->CanUpdate();
|
||||||
|
|
||||||
if (!canDownloadFile) ImGui::BeginDisabled();
|
if (!canDownloadFile) ImGui::BeginDisabled();
|
||||||
|
|
||||||
if (ImGui::Button("Download")) {
|
if (ImGui::Button("Download")) {
|
||||||
m_Updater.DownloadUpdate();
|
m_Updater->DownloadUpdate();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!canDownloadFile) ImGui::EndDisabled();
|
if (!canDownloadFile) ImGui::EndDisabled();
|
||||||
@@ -67,8 +71,8 @@ void UpdateMenu::Render() {
|
|||||||
} else {
|
} else {
|
||||||
ImGui::Text("No update available!");
|
ImGui::Text("No update available!");
|
||||||
ImGui::Separator();
|
ImGui::Separator();
|
||||||
ImGui::Text("Current version : %s", m_Updater.GetCurrentVersion().c_str());
|
ImGui::Text("Current version : %s", m_Updater->GetCurrentVersion().c_str());
|
||||||
ImGui::Text("Last version : %s", m_Updater.GetLastVersion().c_str());
|
ImGui::Text("Last version : %s", m_Updater->GetLastVersion().c_str());
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
ImGui::Text("Checking updates ...");
|
ImGui::Text("Checking updates ...");
|
||||||
@@ -89,7 +93,7 @@ bool UpdateMenu::IsUpdateChecked() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void UpdateMenu::CheckUpdates() {
|
void UpdateMenu::CheckUpdates() {
|
||||||
m_UpdateAvailable = std::async(std::launch::async, [&]() { return m_Updater.CheckUpdate();});
|
m_UpdateAvailable = std::async(std::launch::async, [&]() { return m_Updater->CheckUpdate();});
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace gui
|
} // namespace gui
|
||||||
|
|||||||
@@ -10,15 +10,17 @@ namespace render {
|
|||||||
|
|
||||||
namespace WorldLoader {
|
namespace WorldLoader {
|
||||||
|
|
||||||
|
const static int VERTEX_SIZE = 3;
|
||||||
|
|
||||||
GL::VertexArray LoadMobModel() {
|
GL::VertexArray LoadMobModel() {
|
||||||
std::vector<float> positions = {
|
std::vector<float> positions = {
|
||||||
-0.5, -0.5,
|
-0.5, 0, -0.5,
|
||||||
0.5, -0.5,
|
0.5, 0, -0.5,
|
||||||
-0.5, 0.5,
|
-0.5, 0, 0.5,
|
||||||
|
|
||||||
0.5, -0.5,
|
0.5, 0, -0.5,
|
||||||
-0.5, 0.5,
|
-0.5, 0, 0.5,
|
||||||
0.5, 0.5
|
0.5, 0, 0.5
|
||||||
};
|
};
|
||||||
|
|
||||||
float yellowFloat;
|
float yellowFloat;
|
||||||
@@ -35,8 +37,8 @@ GL::VertexArray LoadMobModel() {
|
|||||||
yellowFloat
|
yellowFloat
|
||||||
};
|
};
|
||||||
|
|
||||||
GL::VertexBuffer positionVBO(positions, 2);
|
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||||
GL::VertexBuffer colorVBO(colors, 1);
|
GL::VertexBuffer colorVBO(colors, 1);
|
||||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||||
|
|
||||||
@@ -69,16 +71,16 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
|||||||
continue;
|
continue;
|
||||||
|
|
||||||
positions.insert(positions.end(), {
|
positions.insert(positions.end(), {
|
||||||
static_cast<float>(chunkX + tileX), static_cast<float>(chunkY + tileY),
|
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY),
|
||||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
static_cast<float>(chunkX + tileX + 1), 0, 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 + 1),
|
||||||
|
|
||||||
static_cast<float>(chunkX + tileX + 1), static_cast<float>(chunkY + tileY),
|
static_cast<float>(chunkX + tileX + 1), 0, 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 + 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 + 1)
|
||||||
});
|
});
|
||||||
|
|
||||||
const td::game::Color* tileColor = world->GetTileColor(tile);
|
const td::Color* tileColor = world->GetTileColor(tile);
|
||||||
|
|
||||||
for (int i = 0; i < 6; i++) {
|
for (int i = 0; i < 6; i++) {
|
||||||
int color = 255;
|
int color = 255;
|
||||||
@@ -101,13 +103,13 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
|||||||
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
|
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
|
||||||
|
|
||||||
positions.insert(positions.end(), {
|
positions.insert(positions.end(), {
|
||||||
fromX, fromY,
|
fromX, 0, fromY,
|
||||||
fromX, toY,
|
fromX, 0, toY,
|
||||||
toX, fromY,
|
toX, 0, fromY,
|
||||||
|
|
||||||
toX, toY,
|
toX, 0, toY,
|
||||||
fromX, toY,
|
fromX, 0, toY,
|
||||||
toX, fromY,
|
toX, 0, fromY,
|
||||||
});
|
});
|
||||||
|
|
||||||
for (int i = 0; i < 6; i++) {
|
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();
|
float fromY = castle.GetTopLeft().GetY(), toY = castle.GetBottomRight().GetY();
|
||||||
|
|
||||||
positions.insert(positions.end(), {
|
positions.insert(positions.end(), {
|
||||||
fromX, fromY,
|
fromX, 0, fromY,
|
||||||
fromX, toY,
|
fromX, 0, toY,
|
||||||
toX, fromY,
|
toX, 0, fromY,
|
||||||
|
|
||||||
toX, toY,
|
toX, 0, toY,
|
||||||
fromX, toY,
|
fromX, 0, toY,
|
||||||
toX, fromY,
|
toX, 0, fromY,
|
||||||
});
|
});
|
||||||
|
|
||||||
for (int i = 0; i < 6; i++) {
|
for (int i = 0; i < 6; i++) {
|
||||||
@@ -151,12 +153,12 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
GL::VertexBuffer positionVBO(positions, 2);
|
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||||
GL::VertexBuffer colorVBO(colors, 1);
|
GL::VertexBuffer colorVBO(colors, 1);
|
||||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
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.Bind();
|
||||||
worldVao.BindVertexBuffer(positionVBO);
|
worldVao.BindVertexBuffer(positionVBO);
|
||||||
worldVao.BindVertexBuffer(colorVBO);
|
worldVao.BindVertexBuffer(colorVBO);
|
||||||
@@ -166,13 +168,13 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
|||||||
|
|
||||||
GL::VertexArray LoadTileSelectModel() {
|
GL::VertexArray LoadTileSelectModel() {
|
||||||
std::vector<float> positions = {
|
std::vector<float> positions = {
|
||||||
0, 0,
|
0, 0, 0,
|
||||||
1, 0,
|
1, 0, 0,
|
||||||
0, 1,
|
0, 0, 1,
|
||||||
|
|
||||||
1, 0,
|
1, 0, 0,
|
||||||
0, 1,
|
0, 0, 1,
|
||||||
1, 1
|
1, 0, 1
|
||||||
};
|
};
|
||||||
|
|
||||||
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
|
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
|
||||||
@@ -182,8 +184,8 @@ GL::VertexArray LoadTileSelectModel() {
|
|||||||
|
|
||||||
std::vector<float> colors(6, colorFloat);
|
std::vector<float> colors(6, colorFloat);
|
||||||
|
|
||||||
GL::VertexBuffer positionVBO(positions, 2);
|
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||||
positionVBO.AddVertexAttribPointer(0, 2, 0);
|
positionVBO.AddVertexAttribPointer(0, VERTEX_SIZE, 0);
|
||||||
GL::VertexBuffer colorVBO(colors, 1);
|
GL::VertexBuffer colorVBO(colors, 1);
|
||||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||||
|
|
||||||
@@ -216,13 +218,13 @@ RenderData LoadTowerModel(game::TowerPtr tower) {
|
|||||||
towerDY = tower->GetCenterY() + 2.5f;
|
towerDY = tower->GetCenterY() + 2.5f;
|
||||||
}
|
}
|
||||||
std::vector<float> positions = {
|
std::vector<float> positions = {
|
||||||
towerX, towerY,
|
towerX, 0, towerY,
|
||||||
towerDX, towerY,
|
towerDX, 0, towerY,
|
||||||
towerX, towerDY,
|
towerX, 0, towerDY,
|
||||||
|
|
||||||
towerDX, towerY,
|
towerDX, 0, towerY,
|
||||||
towerX, towerDY,
|
towerX, 0, towerDY,
|
||||||
towerDX, towerDY
|
towerDX, 0, towerDY
|
||||||
};
|
};
|
||||||
|
|
||||||
renderData.positions = positions;
|
renderData.positions = positions;
|
||||||
|
|||||||
@@ -9,24 +9,18 @@ R"(#version 300 es
|
|||||||
|
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
|
|
||||||
layout(location = 0) in vec2 position;
|
layout(location = 0) in vec3 position;
|
||||||
layout(location = 1) in int color;
|
layout(location = 1) in int color;
|
||||||
|
|
||||||
uniform vec2 camPos;
|
uniform mat4 viewMatrix;
|
||||||
uniform float zoom;
|
uniform mat4 projectionMatrix;
|
||||||
uniform float aspectRatio;
|
uniform vec3 modelPosition;
|
||||||
uniform vec2 translation;
|
|
||||||
uniform float isometricView;
|
|
||||||
|
|
||||||
flat out int pass_color;
|
flat out int pass_color;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
float modelX = position.x + translation.x;
|
|
||||||
float modelY = position.y + translation.y;
|
|
||||||
float x = (modelX - camPos.x - (modelY - camPos.y) * isometricView) / aspectRatio * zoom;
|
|
||||||
float y = ((0.5 * (modelX - camPos.x) + 0.5 * (modelY - camPos.y)) * isometricView + (modelY - camPos.y) * (1.0 - isometricView)) * zoom;
|
|
||||||
pass_color = color;
|
pass_color = color;
|
||||||
gl_Position = vec4(x, -y, 0.0, 1.0);
|
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
@@ -39,13 +33,16 @@ flat in int pass_color;
|
|||||||
|
|
||||||
out vec4 out_color;
|
out vec4 out_color;
|
||||||
|
|
||||||
|
uniform vec3 ColorEffect;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
|
|
||||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||||
float a = float(pass_color & 0xFF) / 255.0;
|
float a = float(pass_color & 0xFF) / 255.0;
|
||||||
out_color = vec4(r, g, b, a);
|
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
|
||||||
|
out_color = vec4(intermediate_color, a);
|
||||||
|
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
@@ -53,24 +50,18 @@ void main(void){
|
|||||||
static const char vertexSource[] = R"(
|
static const char vertexSource[] = R"(
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
layout(location = 0) in vec2 position;
|
layout(location = 0) in vec3 position;
|
||||||
layout(location = 1) in int color;
|
layout(location = 1) in int color;
|
||||||
|
|
||||||
uniform vec2 camPos;
|
uniform mat4 viewMatrix;
|
||||||
uniform float zoom;
|
uniform mat4 projectionMatrix;
|
||||||
uniform float aspectRatio;
|
uniform vec3 modelPosition;
|
||||||
uniform vec2 translation;
|
|
||||||
uniform float isometricView;
|
|
||||||
|
|
||||||
flat out int pass_color;
|
flat out int pass_color;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
float modelX = position.x + translation.x;
|
|
||||||
float modelY = position.y + translation.y;
|
|
||||||
float x = (modelX - camPos.x - (modelY - camPos.y) * isometricView) / aspectRatio * zoom;
|
|
||||||
float y = ((0.5 * (modelX - camPos.x) + 0.5 * (modelY - camPos.y)) * isometricView + (modelY - camPos.y) * (1.0 - isometricView)) * zoom;
|
|
||||||
pass_color = color;
|
pass_color = color;
|
||||||
gl_Position = vec4(x, -y, 0.0, 1.0);
|
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
@@ -81,13 +72,16 @@ flat in int pass_color;
|
|||||||
|
|
||||||
out vec4 out_color;
|
out vec4 out_color;
|
||||||
|
|
||||||
|
uniform vec3 ColorEffect;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
|
|
||||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||||
float a = float(pass_color & 0xFF) / 255.0;
|
float a = float(pass_color & 0xFF) / 255.0;
|
||||||
out_color = vec4(r, g, b, a);
|
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
|
||||||
|
out_color = vec4(intermediate_color, a);
|
||||||
|
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
@@ -100,29 +94,27 @@ void EntityShader::LoadShader() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void EntityShader::GetAllUniformLocation() {
|
void EntityShader::GetAllUniformLocation() {
|
||||||
m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
|
m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
|
||||||
m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
|
m_LocationViewMatrix = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
|
||||||
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
|
m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
|
||||||
m_LocationTranslation = static_cast<unsigned int>(GetUniformLocation("translation"));
|
m_LocationProjectionMatrix = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
|
||||||
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void EntityShader::SetCamPos(const Vec2f& camPos) {
|
void EntityShader::SetColorEffect(const Vec3f& color) {
|
||||||
LoadVector(m_LocationCam, camPos);
|
LoadVector(m_LocationColorEffect, color);
|
||||||
}
|
|
||||||
void EntityShader::SetZoom(float zoom) {
|
|
||||||
LoadFloat(m_LocationZoom, zoom);
|
|
||||||
}
|
|
||||||
void EntityShader::SetAspectRatio(float aspectRatio) {
|
|
||||||
LoadFloat(m_LocationAspectRatio, aspectRatio);
|
|
||||||
}
|
|
||||||
void EntityShader::SetModelPos(const Vec2f& modelPos) {
|
|
||||||
LoadVector(m_LocationTranslation, modelPos);
|
|
||||||
}
|
|
||||||
void EntityShader::SetIsometricView(float isometric) {
|
|
||||||
LoadFloat(m_LocationViewtype, isometric);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void EntityShader::SetProjectionMatrix(const Mat4f& proj) const {
|
||||||
|
LoadMat4(m_LocationProjectionMatrix, proj);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::SetViewMatrix(const Mat4f& view) const {
|
||||||
|
LoadMat4(m_LocationViewMatrix, view);
|
||||||
|
}
|
||||||
|
|
||||||
|
void EntityShader::SetModelPos(const Vec3f& pos) const {
|
||||||
|
LoadVector(m_LocationPosition, pos);
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace shader
|
} // namespace shader
|
||||||
} // namespace td
|
} // namespace td
|
||||||
@@ -67,6 +67,10 @@ void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
|
|||||||
glUniform1i(static_cast<GLint>(location), value);
|
glUniform1i(static_cast<GLint>(location), value);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ShaderProgram::LoadMat4(unsigned int location, const Mat4f& mat) const {
|
||||||
|
glUniformMatrix4fv(static_cast<GLint>(location), 1, false, reinterpret_cast<const float*>(&mat));
|
||||||
|
}
|
||||||
|
|
||||||
void ShaderProgram::CleanUp() const {
|
void ShaderProgram::CleanUp() const {
|
||||||
Stop();
|
Stop();
|
||||||
glDetachShader(m_ProgramID, m_VertexShaderID);
|
glDetachShader(m_ProgramID, m_VertexShaderID);
|
||||||
@@ -118,6 +122,12 @@ unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
|
|||||||
utils::LOGE("Could not compile shader !");
|
utils::LOGE("Could not compile shader !");
|
||||||
|
|
||||||
utils::LOGE(shaderError.data());
|
utils::LOGE(shaderError.data());
|
||||||
|
|
||||||
|
utils::LOGD(utils::format("\nShader source : \n"
|
||||||
|
"------------------------------------------------------------------------------------------------------------------------------------\n"
|
||||||
|
"%s\n"
|
||||||
|
"------------------------------------------------------------------------------------------------------------------------------------\n"
|
||||||
|
, source.c_str()));
|
||||||
}
|
}
|
||||||
return shaderID;
|
return shaderID;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,27 +3,25 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace shader {
|
namespace shader {
|
||||||
|
|
||||||
|
// TODO: GLES Shaders
|
||||||
|
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
static const char vertexSource[] =
|
static const char vertexSource[] =
|
||||||
R"(#version 300 es
|
R"(#version 300 es
|
||||||
|
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
|
|
||||||
layout(location = 0) in vec2 position;
|
layout(location = 0) in vec3 position;
|
||||||
layout(location = 1) in int color;
|
layout(location = 1) in int color;
|
||||||
|
|
||||||
uniform vec2 camPos;
|
uniform mat4 viewMatrix;
|
||||||
uniform float zoom;
|
uniform mat4 projectionMatrix;
|
||||||
uniform float aspectRatio;
|
|
||||||
uniform float isometricView;
|
|
||||||
|
|
||||||
flat out int pass_color;
|
flat out int pass_color;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
float x = (position.x - camPos.x - (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
|
|
||||||
float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1.0 - isometricView)) * zoom;
|
|
||||||
pass_color = color;
|
pass_color = color;
|
||||||
gl_Position = vec4(x, -y, 0.0, 1.0);
|
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
@@ -50,21 +48,17 @@ void main(void){
|
|||||||
static const char vertexSource[] = R"(
|
static const char vertexSource[] = R"(
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
layout(location = 0) in vec2 position;
|
layout(location = 0) in vec3 position;
|
||||||
layout(location = 1) in int color;
|
layout(location = 1) in int color;
|
||||||
|
|
||||||
uniform vec2 camPos;
|
uniform mat4 viewMatrix;
|
||||||
uniform float zoom;
|
uniform mat4 projectionMatrix;
|
||||||
uniform float aspectRatio;
|
|
||||||
uniform float isometricView;
|
|
||||||
|
|
||||||
flat out int pass_color;
|
flat out int pass_color;
|
||||||
|
|
||||||
void main(void){
|
void main(void){
|
||||||
float x = (position.x - camPos.x - (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
|
|
||||||
float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1.0 - isometricView)) * zoom;
|
|
||||||
pass_color = color;
|
pass_color = color;
|
||||||
gl_Position = vec4(x, -y, 0.0, 1.0);
|
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
@@ -94,23 +88,16 @@ void WorldShader::LoadShader() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void WorldShader::GetAllUniformLocation() {
|
void WorldShader::GetAllUniformLocation() {
|
||||||
m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
|
m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
|
||||||
m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
|
m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
|
||||||
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
|
|
||||||
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void WorldShader::SetCamPos(const Vec2f& camPos) {
|
void WorldShader::SetProjectionMatrix(const Mat4f& proj) const {
|
||||||
LoadVector(m_LocationCam, camPos);
|
LoadMat4(m_LocationProjection, proj);
|
||||||
}
|
}
|
||||||
void WorldShader::SetZoom(float zoom) {
|
|
||||||
LoadFloat(m_LocationZoom, zoom);
|
void WorldShader::SetViewMatrix(const Mat4f& view) const {
|
||||||
}
|
LoadMat4(m_LocationView, view);
|
||||||
void WorldShader::SetAspectRatio(float aspectRatio) {
|
|
||||||
LoadFloat(m_LocationAspectRatio, aspectRatio);
|
|
||||||
}
|
|
||||||
void WorldShader::SetIsometricView(float isometric) {
|
|
||||||
LoadFloat(m_LocationViewtype, isometric);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace shader
|
} // namespace shader
|
||||||
|
|||||||
@@ -6,14 +6,14 @@ add_requires("libsdl >= 2", "zlib", "glew")
|
|||||||
target("TowerDefense")
|
target("TowerDefense")
|
||||||
set_kind("binary")
|
set_kind("binary")
|
||||||
add_includedirs("include")
|
add_includedirs("include")
|
||||||
add_files("src/*.cpp", "src/*/*.cpp", "src/*/*/*.cpp", "src/*/*/*/*.cpp")
|
add_files("src/**.cpp")
|
||||||
add_cxflags("-pthread")
|
add_cxflags("-pthread")
|
||||||
|
|
||||||
add_links("pthread")
|
add_links("pthread")
|
||||||
|
|
||||||
set_languages("c++17")
|
set_languages("c++17")
|
||||||
|
|
||||||
add_packages("zlib", "libsdl", "glew", "opengl", "glm")
|
add_packages("zlib", "libsdl", "glew", "opengl")
|
||||||
|
|
||||||
if is_os("windows") then
|
if is_os("windows") then
|
||||||
add_links("ws2_32") -- link network stuff
|
add_links("ws2_32") -- link network stuff
|
||||||
@@ -28,7 +28,7 @@ target("TowerDefense")
|
|||||||
|
|
||||||
set_warnings("all", "error")
|
set_warnings("all", "error")
|
||||||
|
|
||||||
set_optimize("smallest")
|
set_optimize("fastest")
|
||||||
|
|
||||||
else -- debug stuff
|
else -- debug stuff
|
||||||
if is_os("linux") then
|
if is_os("linux") then
|
||||||
@@ -37,7 +37,7 @@ target("TowerDefense")
|
|||||||
if is_os("windows") then
|
if is_os("windows") then
|
||||||
add_links("dbghelp", "psapi", "kernel32", "msvcr90")
|
add_links("dbghelp", "psapi", "kernel32", "msvcr90")
|
||||||
end
|
end
|
||||||
add_cxflags("-pedantic -Wall -Wextra -Wcast-align -Wcast-qual -Wctor-dtor-privacy -Wdisabled-optimization -Wformat=2 -Winit-self -Wlogical-op -Wmissing-declarations -Wmissing-include-dirs -Wnoexcept -Wold-style-cast -Wredundant-decls -Wshadow -Wsign-conversion -Wsign-promo -Wstrict-null-sentinel -Wstrict-overflow=5 -Wswitch-default -Wundef -Wno-unused")
|
add_cxflags("-pedantic -Wall -Wextra -Wcast-align -Wcast-qual -Wctor-dtor-privacy -Wdisabled-optimization -Wformat=1 -Winit-self -Wlogical-op -Wmissing-declarations -Wmissing-include-dirs -Wnoexcept -Wold-style-cast -Wredundant-decls -Wshadow -Wsign-conversion -Wsign-promo -Wstrict-null-sentinel -Wstrict-overflow=5 -Wswitch-default -Wundef -Wno-unused")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user