raylib-cpp progress
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11
include/td/render/RayGui.h
Normal file
11
include/td/render/RayGui.h
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@@ -0,0 +1,11 @@
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#pragma once
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// extern "C" {
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// #include <raygui.h>
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// }
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extern "C" {
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#include <rlImGui.h>
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}
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#include <imgui.h>
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@@ -1,7 +1,7 @@
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#pragma once
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#include <memory>
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#include <raylib.h>
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#include <raylib-cpp/Camera3D.hpp>
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#include <td/render/loader/GLLoader.h>
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#include <td/render/shader/CameraShaderProgram.h>
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#include <td/misc/SlotGuard.h>
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@@ -21,10 +21,10 @@ template <typename TShader>
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class Renderer : public BasicRenderer, private utils::SlotGuard {
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protected:
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std::unique_ptr<TShader> m_Shader;
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Camera& m_Camera;
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raylib::Camera& m_Camera;
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public:
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Renderer(Camera& a_Camera);
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Renderer(raylib::Camera& a_Camera);
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virtual ~Renderer() {}
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template <typename T>
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@@ -42,7 +42,7 @@ class RenderPipeline {
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virtual ~RenderPipeline() {}
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template <typename T, typename... Args>
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T& AddRenderer(Args&&... args) {
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T& AddRenderer(Args... args) {
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auto ptr = std::make_unique<T>(args...);
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auto rawPtr = ptr.get();
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m_Renderers.push_back(std::move(ptr));
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@@ -65,7 +65,7 @@ class RenderPipeline {
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template <typename TShader>
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Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
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Renderer<TShader>::Renderer(raylib::Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
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// Connect(a_Camera.OnPerspectiveChange, [this](){
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// // m_Shader->Start();
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// m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
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@@ -1,7 +1,7 @@
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#pragma once
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#include <td/game/World.h>
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#include <raylib.h>
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#include <raylib-cpp/Mesh.hpp>
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namespace td {
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namespace render {
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@@ -1,9 +1,9 @@
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#pragma once
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#include <raylib.h>
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#include <td/render/Renderer.h>
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#include <td/render/shader/EntityShader.h>
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#include <td/game/World.h>
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#include <raylib-cpp/Model.hpp>
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namespace td {
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namespace render {
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@@ -11,11 +11,11 @@ namespace render {
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class EntityRenderer : public Renderer<shader::EntityShader> {
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private:
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game::WorldPtr m_World;
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Model m_ZombieModel;
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raylib::Model m_ZombieModel;
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Texture2D m_ZombieTexture;
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public:
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EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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EntityRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~EntityRenderer();
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virtual void Render(float a_Lerp) override;
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@@ -1,9 +1,10 @@
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#pragma once
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#include <raylib.h>
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#include <td/render/Renderer.h>
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#include <td/render/shader/EntityShader.h>
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#include <td/game/World.h>
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#include <raylib-cpp/Model.hpp>
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#include <raylib-cpp/Texture.hpp>
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namespace td {
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namespace render {
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@@ -11,11 +12,11 @@ namespace render {
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class TowerRenderer : public Renderer<shader::EntityShader> {
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private:
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game::WorldPtr m_World;
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Model m_TowerModel;
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Texture2D m_TowerTexture;
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raylib::Model m_TowerModel;
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raylib::Texture2D m_TowerTexture;
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public:
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TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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TowerRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~TowerRenderer();
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virtual void Render(float a_Lerp) override;
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@@ -4,16 +4,17 @@
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#include <td/render/Renderer.h>
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#include <td/render/loader/GLLoader.h>
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#include <td/render/shader/WorldShader.h>
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#include <raylib-cpp/Model.hpp>
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namespace td {
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namespace render {
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class WorldRenderer : public Renderer<shader::WorldShader> {
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private:
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Model m_WorldModel;
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std::unique_ptr<raylib::Model> m_WorldModel;
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public:
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WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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WorldRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~WorldRenderer();
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virtual void Render(float a_Lerp) override;
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@@ -1,6 +1,5 @@
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#pragma once
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#include <raylib.h>
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#include <td/Maths.h>
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namespace td {
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