raylib-cpp progress

This commit is contained in:
2026-01-30 13:18:01 +01:00
parent 44851099d4
commit 3db0afa2e2
25 changed files with 68 additions and 66 deletions

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@@ -4,9 +4,8 @@
#include <td/misc/Format.h>
#include <td/misc/Log.h>
#include <rlImGui.h>
#include <imgui.h>
#include <raylib.h>
#include <raylib-cpp/raylib.hpp>
#include <td/render/RayGui.h>
namespace td {

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@@ -1,11 +1,10 @@
#include <td/display/ImGuiTheme.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {
void LoadTheme() {
static const bool bStyleDark_ = true;
static const float alpha_ = 0.8f;

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@@ -1,6 +1,6 @@
#include <td/display/menu/CreatePartyMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {

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@@ -1,6 +1,6 @@
#include <td/display/menu/JoinPartyMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {

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@@ -1,6 +1,6 @@
#include <td/display/menu/MainMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
#include <td/display/menu/CreatePartyMenu.h>
#include <td/display/menu/JoinPartyMenu.h>
#include <td/display/menu/SettingsMenu.h>

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@@ -1,6 +1,6 @@
#include <td/display/menu/SettingsMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {

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@@ -19,11 +19,9 @@
#include <client/state/GameState.h>
#include <client/state/LoggingState.h>
#include <raylib.h>
namespace td {
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display), m_ClientState(nullptr) {
// server
m_ServerSocket = std::make_shared<server::FakeSocket>();
m_Server = std::make_unique<server::Server>(m_ServerSocket);
@@ -37,12 +35,12 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
// render
auto clientWorld = gameState->GetWorld();
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
m_Renderer.AddRenderer<render::WorldRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
m_Renderer.AddRenderer<render::TimerRenderer, client::GameState&>(*gameState);
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer, const td::client::PlayerManager&>(m_Client->GetPlayers());
list.OnPlayerCreate.Connect([this]() {
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
@@ -85,8 +83,9 @@ void DebugWorldState::Update(float a_Delta) {
UpdateCamera(&m_Camera, CAMERA_FREE);
if (m_ClientState) {
float lerp = m_ClientState->GetCurrentLerp();
BeginMode3D(m_Camera);
m_Renderer.Render(m_ClientState->GetCurrentLerp());
m_Renderer.Render(lerp);
EndMode3D();
}

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@@ -1,6 +1,6 @@
#include <td/display/state/MainMenuState.h>
#include <imgui.h>
#include <td/render/RayGui.h>
#include <td/display/menu/MainMenu.h>
#include <td/display/state/DebugWorldState.h>

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@@ -1,5 +1,4 @@
#include <cassert>
#include <raylib.h>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/loader/WorldLoader.h>
@@ -7,12 +6,10 @@
namespace td {
namespace render {
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
m_ZombieModel = LoadModel("assets/zombie.glb");
EntityRenderer::EntityRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World), m_ZombieModel("assets/zombie.glb") {
}
EntityRenderer::~EntityRenderer() {
UnloadModel(m_ZombieModel);
}
@@ -23,7 +20,7 @@ void EntityRenderer::Render(float a_Lerp) {
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
DrawModel(m_ZombieModel, {x, .001, z}, 1.0f, {255, 255, 255, 255});
m_ZombieModel.Draw({x, .001, z}, 1.0f, {255, 255, 255, 255});
}
}

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@@ -1,6 +1,6 @@
#include <td/render/renderer/PlayerListRenderer.h>
#include <imgui.h>
#include <td/render/RayGui.h>
#include <optional>
namespace td {

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@@ -1,7 +1,7 @@
#include <client/state/GameState.h>
#include <td/render/renderer/TimerRenderer.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {
namespace render {

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@@ -1,4 +1,3 @@
#include <raylib.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/loader/WorldLoader.h>
@@ -6,22 +5,18 @@
namespace td {
namespace render {
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
m_TowerModel = LoadModel("assets/turret.obj");
m_TowerTexture = LoadTexture("assets/turret_diffuse.png");
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") {
m_TowerModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = m_TowerTexture;
}
TowerRenderer::~TowerRenderer() {
UnloadModel(m_TowerModel);
UnloadTexture(m_TowerTexture);
}
void TowerRenderer::Render(float a_Lerp) {
for (const auto& tower : m_World->GetTowers()) {
DrawModel(m_TowerModel, {tower->GetCenterX(), .001, tower->GetCenterY()}, 0.3f, {255, 255, 255, 255});
m_TowerModel.Draw({tower->GetCenterX(), .001, tower->GetCenterY()}, 0.3f, {255, 255, 255, 255});
}
}

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@@ -1,21 +1,19 @@
#include <raylib.h>
#include <td/Maths.h>
#include <td/render/renderer/WorldRenderer.h>
#include <td/Maths.h>
#include <td/render/loader/WorldLoader.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {
namespace render {
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
WorldRenderer::WorldRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
Mesh mesh = WorldLoader::LoadWorldModel(a_World.get());
m_WorldModel = LoadModelFromMesh(mesh);
m_WorldModel = std::make_unique<raylib::Model>(mesh);
}
WorldRenderer::~WorldRenderer() {
UnloadModel(m_WorldModel);
}
void WorldRenderer::UpdateControls() {
@@ -29,7 +27,7 @@ void WorldRenderer::UpdateControls() {
}
void WorldRenderer::Render(float a_Lerp) {
DrawModel(m_WorldModel, {}, 1.0f, {255, 255, 255, 255});
m_WorldModel->Draw({}, 1.0f, {255, 255, 255, 255});
}
} // namespace render