151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
/*
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* Renderer.cpp
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*
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* Created on: 4 nov. 2020
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* Author: simon
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*/
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#include "render/Renderer.h"
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#include "render/GL.h"
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#include <stdio.h>
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#include "misc/Time.h"
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#include "misc/Easing.h"
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namespace td {
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namespace render {
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Renderer::Renderer() : m_BackgroundColor(0, 0, 0) {
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}
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Renderer::~Renderer() {
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}
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void Renderer::UpdateIsometricView() {
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float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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m_WorldShader->Start();
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m_WorldShader->SetIsometricView(isometricEased);
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m_EntityShader->Start();
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m_EntityShader->SetIsometricView(isometricEased);
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}
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void Renderer::InitShaders() {
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m_WorldShader = std::make_unique<shader::WorldShader>();
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m_WorldShader->LoadShader();
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m_EntityShader = std::make_unique<shader::EntityShader>();
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m_EntityShader->LoadShader();
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SetIsometricView(true);
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UpdateIsometricView();
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}
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// TODO : change loader check
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bool Renderer::Init() {
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#if __has_include(<glbinding/glbinding.h>)
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glbinding::initialize();
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#elif __has_include(<GL/glew.h>)
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glewInit();
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#elif __has_include(<glad/glad.h>)
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gladLoadGL();
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#elif __has_include(<GL/gl3w.h>)
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gl3wInit();
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#elif __has_include(<glbinding/Binding.h>)
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glbinding::Binding::initialize();
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#endif
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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InitShaders();
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return true;
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}
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void Renderer::RenderVAO(const GL::VertexArray& vao) {
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m_WorldShader->Start();
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vao.Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vao.GetVertexCount()));
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vao.Unbind();
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}
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void Renderer::RenderModel(const Model& model) {
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m_EntityShader->Start();
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m_EntityShader->SetModelPos(model.positon);
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model.vao->Bind();
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
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model.vao->Unbind();
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}
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void Renderer::UpdateIsometricFade() {
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static std::uint64_t lastTime = utils::GetTime();
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if (m_IsometricShade != static_cast<float>(m_IsometricView)) {
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float step = static_cast<float>(utils::GetTime() - lastTime) / 1000.0f * m_AnimationSpeed;
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if (m_IsometricShade < m_IsometricView) {
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m_IsometricShade += step;
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} else {
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m_IsometricShade -= step;
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}
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m_IsometricShade = std::min(m_IsometricShade, 1.0f);
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m_IsometricShade = std::max(m_IsometricShade, 0.0f);
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UpdateIsometricView();
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}
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lastTime = utils::GetTime();
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}
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void Renderer::Prepare() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(m_BackgroundColor.r, m_BackgroundColor.g, m_BackgroundColor.b, 0);
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UpdateIsometricFade();
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}
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void Renderer::Resize(int width, int height) {
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m_WorldShader->Start();
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m_WorldShader->SetAspectRatio(static_cast<float>(width) / height);
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m_EntityShader->Start();
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m_EntityShader->SetAspectRatio(static_cast<float>(width) / height);
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glViewport(0, 0, width, height);
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}
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void Renderer::SetZoom(float zoom) {
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m_WorldShader->Start();
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m_WorldShader->SetZoom(zoom);
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m_EntityShader->Start();
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m_EntityShader->SetZoom(zoom);
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}
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void Renderer::SetCamMovement(const Vec2f& mov) {
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m_CamPos.x += mov.x * (1 - m_IsometricView) + (0.5 * mov.x - mov.y) * m_IsometricView;
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m_CamPos.y += -mov.y * (1 - m_IsometricView) + (-0.5 * mov.x - mov.y) * m_IsometricView;
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SetCamPos(m_CamPos);
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}
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void Renderer::SetCamPos(const Vec2f& newPos) {
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m_CamPos = newPos;
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m_WorldShader->Start();
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m_WorldShader->SetCamPos(newPos);
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m_EntityShader->Start();
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m_EntityShader->SetCamPos(newPos);
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}
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void Renderer::SetIsometricView(bool isometric) {
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m_IsometricView = isometric;
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}
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Vec2f Renderer::GetCursorWorldPos(const Vec2f& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight) {
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float isometricEased = utils::EaseInOutExpo(m_IsometricShade);
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float relativeX = (cursorPos.x / windowWidth * 2) - 1;
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float relativeY = (cursorPos.y / windowHeight * 2) - 1;
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float deltaX = relativeX * aspectRatio / zoom;
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float deltaY = relativeY / zoom;
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float worldX = m_CamPos.x + deltaX * (1 - isometricEased) + (0.5 * deltaX + deltaY) * isometricEased;
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float worldY = m_CamPos.y + deltaY * (1 - isometricEased) + (-0.5 * deltaX + deltaY) * isometricEased;
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return { worldX, worldY };
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}
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} // namespace render
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} // namespace td
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