raylib-cpp progress
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@@ -4,9 +4,8 @@
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#include <td/misc/Format.h>
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#include <td/misc/Log.h>
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#include <rlImGui.h>
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#include <imgui.h>
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#include <raylib.h>
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#include <raylib-cpp/raylib.hpp>
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#include <td/render/RayGui.h>
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namespace td {
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@@ -1,11 +1,10 @@
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#include <td/display/ImGuiTheme.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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namespace td {
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void LoadTheme() {
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static const bool bStyleDark_ = true;
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static const float alpha_ = 0.8f;
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@@ -1,6 +1,6 @@
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#include <td/display/menu/CreatePartyMenu.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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namespace td {
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@@ -1,6 +1,6 @@
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#include <td/display/menu/JoinPartyMenu.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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namespace td {
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@@ -1,6 +1,6 @@
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#include <td/display/menu/MainMenu.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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#include <td/display/menu/CreatePartyMenu.h>
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#include <td/display/menu/JoinPartyMenu.h>
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#include <td/display/menu/SettingsMenu.h>
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@@ -1,6 +1,6 @@
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#include <td/display/menu/SettingsMenu.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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namespace td {
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@@ -19,11 +19,9 @@
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#include <client/state/GameState.h>
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#include <client/state/LoggingState.h>
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#include <raylib.h>
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namespace td {
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DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display), m_ClientState(nullptr) {
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// server
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m_ServerSocket = std::make_shared<server::FakeSocket>();
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m_Server = std::make_unique<server::Server>(m_ServerSocket);
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@@ -37,12 +35,12 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
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// render
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auto clientWorld = gameState->GetWorld();
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
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m_Renderer.AddRenderer<render::WorldRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
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m_Renderer.AddRenderer<render::TimerRenderer, client::GameState&>(*gameState);
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auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
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auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer, const td::client::PlayerManager&>(m_Client->GetPlayers());
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list.OnPlayerCreate.Connect([this]() {
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auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
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@@ -85,8 +83,9 @@ void DebugWorldState::Update(float a_Delta) {
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UpdateCamera(&m_Camera, CAMERA_FREE);
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if (m_ClientState) {
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float lerp = m_ClientState->GetCurrentLerp();
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BeginMode3D(m_Camera);
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m_Renderer.Render(m_ClientState->GetCurrentLerp());
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m_Renderer.Render(lerp);
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EndMode3D();
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}
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@@ -1,6 +1,6 @@
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#include <td/display/state/MainMenuState.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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#include <td/display/menu/MainMenu.h>
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#include <td/display/state/DebugWorldState.h>
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@@ -1,5 +1,4 @@
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#include <cassert>
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#include <raylib.h>
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#include <td/render/renderer/EntityRenderer.h>
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#include <td/render/loader/WorldLoader.h>
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@@ -7,12 +6,10 @@
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namespace td {
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namespace render {
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EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_ZombieModel = LoadModel("assets/zombie.glb");
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EntityRenderer::EntityRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World), m_ZombieModel("assets/zombie.glb") {
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}
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EntityRenderer::~EntityRenderer() {
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UnloadModel(m_ZombieModel);
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}
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@@ -23,7 +20,7 @@ void EntityRenderer::Render(float a_Lerp) {
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float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
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float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
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DrawModel(m_ZombieModel, {x, .001, z}, 1.0f, {255, 255, 255, 255});
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m_ZombieModel.Draw({x, .001, z}, 1.0f, {255, 255, 255, 255});
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}
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}
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@@ -1,6 +1,6 @@
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#include <td/render/renderer/PlayerListRenderer.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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#include <optional>
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namespace td {
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@@ -1,7 +1,7 @@
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#include <client/state/GameState.h>
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#include <td/render/renderer/TimerRenderer.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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namespace td {
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namespace render {
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@@ -1,4 +1,3 @@
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#include <raylib.h>
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#include <td/render/renderer/TowerRenderer.h>
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#include <td/render/loader/WorldLoader.h>
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@@ -6,22 +5,18 @@
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namespace td {
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namespace render {
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TowerRenderer::TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_TowerModel = LoadModel("assets/turret.obj");
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m_TowerTexture = LoadTexture("assets/turret_diffuse.png");
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TowerRenderer::TowerRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World), m_TowerModel("assets/turret.obj"), m_TowerTexture("assets/turret_diffuse.png") {
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m_TowerModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = m_TowerTexture;
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}
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TowerRenderer::~TowerRenderer() {
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UnloadModel(m_TowerModel);
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UnloadTexture(m_TowerTexture);
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}
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void TowerRenderer::Render(float a_Lerp) {
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for (const auto& tower : m_World->GetTowers()) {
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DrawModel(m_TowerModel, {tower->GetCenterX(), .001, tower->GetCenterY()}, 0.3f, {255, 255, 255, 255});
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m_TowerModel.Draw({tower->GetCenterX(), .001, tower->GetCenterY()}, 0.3f, {255, 255, 255, 255});
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}
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}
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@@ -1,21 +1,19 @@
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#include <raylib.h>
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#include <td/Maths.h>
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#include <td/render/renderer/WorldRenderer.h>
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#include <td/Maths.h>
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#include <td/render/loader/WorldLoader.h>
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#include <imgui.h>
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#include <td/render/RayGui.h>
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namespace td {
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namespace render {
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WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
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WorldRenderer::WorldRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
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Mesh mesh = WorldLoader::LoadWorldModel(a_World.get());
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m_WorldModel = LoadModelFromMesh(mesh);
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m_WorldModel = std::make_unique<raylib::Model>(mesh);
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}
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WorldRenderer::~WorldRenderer() {
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UnloadModel(m_WorldModel);
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}
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void WorldRenderer::UpdateControls() {
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@@ -29,7 +27,7 @@ void WorldRenderer::UpdateControls() {
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}
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void WorldRenderer::Render(float a_Lerp) {
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DrawModel(m_WorldModel, {}, 1.0f, {255, 255, 255, 255});
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m_WorldModel->Draw({}, 1.0f, {255, 255, 255, 255});
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}
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} // namespace render
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