150 lines
3.8 KiB
C++
150 lines
3.8 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/shaders/WorldShader.h"
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#include "render/shaders/EntityShader.h"
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#include <glbinding/gl/gl.h>
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#include <stdio.h>
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#include <glbinding/Binding.h>
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#include "misc/Time.h"
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#include "misc/Easing.h"
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using namespace gl;
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namespace td{
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namespace render{
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namespace Renderer{
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#define ANIMATION_SPEED 2.0f
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static std::unique_ptr<WorldShader> worldShader;
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static std::unique_ptr<EntityShader> entityShader;
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static bool isometricView = true;
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static float isometricShade = isometricView;
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static glm::vec2 camPos{};
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void updateIsometricView(){
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worldShader->start();
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worldShader->setIsometricView(isometricShade);
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entityShader->start();
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entityShader->setIsometricView(isometricShade);
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}
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void initShader(){
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worldShader = std::make_unique<WorldShader>();
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worldShader->loadShader();
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entityShader = std::make_unique<EntityShader>();
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entityShader->loadShader();
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setIsometricView(true);
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updateIsometricView();
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}
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bool init(){
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glbinding::Binding::initialize();
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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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initShader();
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return true;
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}
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void destroy(){
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worldShader.reset(0);
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entityShader.reset(0);
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}
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void renderVAO(const GL::VAO& vao){
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worldShader->start();
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vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, vao.getVertexCount());
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vao.unbind();
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}
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void renderModel(const Model& model){
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entityShader->start();
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entityShader->setModelPos(model.positon);
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model.vao->bind();
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glDrawArrays(GL_TRIANGLES, 0, model.vao->getVertexCount());
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model.vao->unbind();
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}
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void updateIsometricFade(){
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static std::uint64_t lastTime = utils::getTime();
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if(isometricShade != (float) isometricView){
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float step = (float) (utils::getTime() - lastTime) / 1000.0f * ANIMATION_SPEED;
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if(isometricShade < isometricView){
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isometricShade += step;
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}else{
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isometricShade -= step;
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}
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isometricShade = std::min(isometricShade, 1.0f);
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isometricShade = std::max(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 prepare(){
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0, 0, 0, 0);
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updateIsometricFade();
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}
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void resize(int width, int height){
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worldShader->start();
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worldShader->setAspectRatio((float)width / height);
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entityShader->start();
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entityShader->setAspectRatio((float)width / height);
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glViewport(0, 0, width, height);
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}
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void setZoom(float zoom){
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worldShader->start();
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worldShader->setZoom(zoom);
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entityShader->start();
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entityShader->setZoom(zoom);
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}
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void setCamMovement(const glm::vec2& mov){
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camPos.x += mov.x * (1 - isometricView) + (0.5 * mov.x - mov.y) * isometricView;
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camPos.y += -mov.y * (1 - isometricView) + (-0.5 * mov.x - mov.y) * isometricView;
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setCamPos(camPos);
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}
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void setCamPos(const glm::vec2& newPos){
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camPos = newPos;
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worldShader->start();
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worldShader->setCamPos(newPos);
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entityShader->start();
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entityShader->setCamPos(newPos);
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}
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void setIsometricView(bool isometric){
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isometricView = isometric;
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}
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glm::vec2 getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight){
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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 = camPos.x + deltaX * (1 - isometricView) + (0.5 * deltaX + deltaY) * isometricView;
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float worldY = camPos.y + deltaY * (1 - isometricView) + (-0.5 * deltaX + deltaY) * isometricView;
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return {worldX, worldY};
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}
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} // namespace Renderer
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} // namespace render
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} // namespace td
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