begin raylib

This commit is contained in:
2026-01-04 17:19:13 +01:00
parent 0d84cc7470
commit 44851099d4
39 changed files with 291 additions and 743 deletions

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@@ -4,7 +4,7 @@
namespace td {
static constexpr float PI = 3.141592653f;
// static constexpr float PI = 3.141592653f;
template <typename T>
struct Vec2 {

37
include/td/common/Event.h Normal file
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@@ -0,0 +1,37 @@
#pragma once
namespace td {
class EventDispatcher;
class Event {
};
struct WindowResizeEvent {
int m_Width;
int m_Height;
};
class EventDispatcher {
public:
EventDispatcher(const Event& event);
template<typename E>
void Dispatch();
};
// template<typename Event>
// class ConcreteEvent : public Event {
// public:
// void Accept(EventDispatcher& a_Dispatcher) {
// a_Dispatcher.Handle(*this);
// }
// };
void OnEvent(const Event& event) {
EventDispatcher dispatcher(event);
dispatcher.Dispatch<WindowResizeEvent>();
}
}

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@@ -2,8 +2,6 @@
#include <string>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_video.h>
#include <td/common/StateMachine.h>
#include <td/misc/Signal.h>
@@ -11,17 +9,15 @@ namespace td {
class Display : public StateMachine<Display, void, float> {
private:
SDL_Window* m_Window;
SDL_GLContext m_GLContext;
int m_LastWidth, m_LastHeight;
int m_LastWidth;
int m_LastHeight;
float m_AspectRatio;
bool m_ShouldClose;
public:
utils::Signal<float> OnAspectRatioChange;
utils::Signal<SDL_Keycode> OnKeyDown;
utils::Signal<int> OnKeyDown;
Display(int a_Width, int a_Height, const std::string& a_Title);
~Display();

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@@ -13,7 +13,7 @@ class DisplayState : public Display::State, private utils::SlotGuard {
protected:
virtual void OnAspectRatioChange(float a_Ratio) {}
virtual void OnKeyDown(SDL_Keycode a_Key) {}
virtual void OnKeyDown(int a_Key) {}
};
} // namespace td

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@@ -13,7 +13,7 @@ namespace td {
class DebugWorldState : public DisplayState {
private:
render::RenderPipeline m_Renderer;
render::Camera m_Camera;
Camera m_Camera;
std::unique_ptr<server::Server> m_Server;
std::unique_ptr<client::Client> m_Client;
client::GameState* m_ClientState;
@@ -31,7 +31,7 @@ class DebugWorldState : public DisplayState {
protected:
virtual void OnAspectRatioChange(float a_Ratio) override;
virtual void OnKeyDown(SDL_Keycode a_Key) override;
virtual void OnKeyDown(int a_Key) override;
};
} // namespace td

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@@ -21,7 +21,7 @@ class MainMenuState : public DisplayState, public MainMenuStateStack {
void RenderBackButton();
protected:
virtual void OnKeyDown(SDL_Keycode a_Key) override;
virtual void OnKeyDown(int a_Key) override;
};
} // namespace td

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@@ -79,9 +79,10 @@ class Mob : public sp::MessageBase<MobType, MobHandler> {
Vec2fp m_Position;
Direction m_Direction;
std::vector<EffectDuration> m_Effects;
const Tower* m_LastDamage; // the last tower that damaged the mob
std::shared_ptr<Tower> m_LastDamage; // the last tower that damaged the mob
float m_HitCooldown;
TeamCastle* m_CastleTarget;
std::shared_ptr<TeamCastle> m_CastleTarget;
bool m_HasReachedCastle = false;
// utils::CooldownTimer m_AttackTimer;
MobPtr m_Next;

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@@ -25,12 +25,12 @@ enum class TileType : std::uint8_t {
Ice,*/
};
static constexpr Color BLACK{0, 0, 0};
static constexpr Color WHITE{255, 255, 255};
// static constexpr Color BLACK(0, 0, 0);
// static constexpr Color WHITE(255, 255, 255);
static constexpr Color RED{255, 0, 0};
static constexpr Color GREEN{0, 255, 0};
static constexpr Color BLUE{0, 0, 255};
// static constexpr Color RED(255, 0, 0);
// static constexpr Color GREEN(0, 255, 0);
// static constexpr Color BLUE(0, 0, 255);
class TileHandler;

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@@ -1,42 +0,0 @@
#pragma once
#include <td/Maths.h>
#include <td/misc/Signal.h>
namespace td {
namespace render {
class Camera {
private:
Mat4f m_ViewMatrix;
Mat4f m_ProjectionMatrix;
Mat4f m_InvViewMatrix;
Mat4f m_InvProjectionMatrix;
float m_CamDistance = 25.0f;
Vec3f m_CamPos{0, m_CamDistance, 0};
Vec2f m_CamLook{};
float m_Yaw = -PI / 2.0f;
float m_Pitch = -PI / 2.0f + 0.0000001f;
public:
utils::Signal<> OnPerspectiveChange;
utils::Signal<> OnViewChange;
const Mat4f& GetViewMatrix() const {
return m_ViewMatrix;
}
const Mat4f& GetProjectionMatrix() const {
return m_ProjectionMatrix;
}
void UpdatePerspective(float a_AspectRatio);
void SetCamPos(const Vec3f& a_NewPos);
const Vec3f& GetCamPos() const;
};
} // namespace render
} // namespace td

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@@ -1,8 +0,0 @@
#pragma once
#ifdef TD_GL_LOADER_GLEW
#include <GL/glew.h>
#else
#include <glbinding/gl/gl.h>
using namespace gl;
#endif

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@@ -1,7 +1,7 @@
#pragma once
#include <memory>
#include <td/render/Camera.h>
#include <raylib.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/CameraShaderProgram.h>
#include <td/misc/SlotGuard.h>
@@ -66,15 +66,15 @@ class RenderPipeline {
template <typename TShader>
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
Connect(a_Camera.OnPerspectiveChange, [this](){
m_Shader->Start();
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
});
// Connect(a_Camera.OnPerspectiveChange, [this](){
// // m_Shader->Start();
// m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
// });
Connect(a_Camera.OnViewChange, [this]() {
m_Shader->Start();
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
});
// Connect(a_Camera.OnViewChange, [this]() {
// // m_Shader->Start();
// m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
// });
}
} // namespace render

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@@ -1,22 +1,14 @@
#pragma once
#include <td/game/World.h>
#include <td/render/loader/GLLoader.h>
#include <raylib.h>
namespace td {
namespace render {
namespace WorldLoader {
struct RenderData {
std::vector<float> positions;
std::vector<float> colors;
};
GL::VertexArray LoadMobModel();
GL::VertexArray LoadWorldModel(const td::game::World* world);
GL::VertexArray LoadTileSelectModel();
RenderData LoadTowerModel(const game::TowerPtr& tower);
Mesh LoadWorldModel(const td::game::World* world);
} // namespace WorldLoader

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@@ -1,5 +1,6 @@
#pragma once
#include <raylib.h>
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
@@ -10,7 +11,8 @@ namespace render {
class EntityRenderer : public Renderer<shader::EntityShader> {
private:
game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
Model m_ZombieModel;
Texture2D m_ZombieTexture;
public:
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);

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@@ -1,5 +1,6 @@
#pragma once
#include <raylib.h>
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
@@ -10,7 +11,8 @@ namespace render {
class TowerRenderer : public Renderer<shader::EntityShader> {
private:
game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
Model m_TowerModel;
Texture2D m_TowerTexture;
public:
TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);

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@@ -10,7 +10,7 @@ namespace render {
class WorldRenderer : public Renderer<shader::WorldShader> {
private:
std::unique_ptr<GL::VertexArray> m_WorldVao;
Model m_WorldModel;
public:
WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);

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@@ -1,16 +1,18 @@
#pragma once
#include <td/render/shader/ShaderProgram.h>
#include <raylib.h>
#include <td/Maths.h>
namespace td {
namespace shader {
class CameraShaderProgram : public ShaderProgram {
class CameraShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
public:
CameraShaderProgram() {}
CameraShaderProgram() {
}
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;

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@@ -1,43 +0,0 @@
#pragma once
#include <string>
#include <td/Maths.h>
#include <td/render/OpenGL.h>
namespace td {
namespace shader {
class ShaderProgram {
public:
ShaderProgram();
virtual ~ShaderProgram();
void Start() const;
void Stop() const;
protected:
void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
virtual void GetAllUniformLocation() = 0;
int GetUniformLocation(const std::string& uniformName) const;
void LoadFloat(unsigned int location, float value) const;
void LoadInt(unsigned int location, int value) const;
void LoadVector(unsigned int location, const Vec2f& vector) const;
void LoadVector(unsigned int location, const Vec3f& vector) const;
void LoadBoolean(unsigned int location, bool value) const;
void LoadMat4(unsigned int location, const Mat4f& mat) const;
void CleanUp() const;
private:
unsigned int m_ProgramID;
unsigned int m_VertexShaderID;
unsigned int m_FragmentShaderID;
unsigned int LoadShaderFromFile(const std::string& file, GLenum type);
unsigned int LoadShader(const std::string& source, GLenum type);
};
} // namespace shader
} // namespace td