begin raylib
This commit is contained in:
@@ -1,42 +0,0 @@
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#pragma once
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#include <td/Maths.h>
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#include <td/misc/Signal.h>
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namespace td {
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namespace render {
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class Camera {
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private:
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Mat4f m_ViewMatrix;
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Mat4f m_ProjectionMatrix;
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Mat4f m_InvViewMatrix;
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Mat4f m_InvProjectionMatrix;
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float m_CamDistance = 25.0f;
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Vec3f m_CamPos{0, m_CamDistance, 0};
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Vec2f m_CamLook{};
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float m_Yaw = -PI / 2.0f;
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float m_Pitch = -PI / 2.0f + 0.0000001f;
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public:
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utils::Signal<> OnPerspectiveChange;
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utils::Signal<> OnViewChange;
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const Mat4f& GetViewMatrix() const {
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return m_ViewMatrix;
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}
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const Mat4f& GetProjectionMatrix() const {
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return m_ProjectionMatrix;
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}
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void UpdatePerspective(float a_AspectRatio);
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void SetCamPos(const Vec3f& a_NewPos);
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const Vec3f& GetCamPos() const;
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};
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} // namespace render
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} // namespace td
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@@ -1,8 +0,0 @@
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#pragma once
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#ifdef TD_GL_LOADER_GLEW
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#include <GL/glew.h>
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#else
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#include <glbinding/gl/gl.h>
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using namespace gl;
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#endif
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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 <td/render/Camera.h>
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#include <raylib.h>
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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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@@ -66,15 +66,15 @@ 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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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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});
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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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// });
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Connect(a_Camera.OnViewChange, [this]() {
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m_Shader->Start();
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m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
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});
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// Connect(a_Camera.OnViewChange, [this]() {
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// // m_Shader->Start();
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// m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
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// });
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}
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} // namespace render
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@@ -1,22 +1,14 @@
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#pragma once
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#include <td/game/World.h>
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#include <td/render/loader/GLLoader.h>
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#include <raylib.h>
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namespace td {
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namespace render {
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namespace WorldLoader {
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struct RenderData {
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std::vector<float> positions;
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std::vector<float> colors;
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};
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GL::VertexArray LoadMobModel();
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GL::VertexArray LoadWorldModel(const td::game::World* world);
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GL::VertexArray LoadTileSelectModel();
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RenderData LoadTowerModel(const game::TowerPtr& tower);
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Mesh LoadWorldModel(const td::game::World* world);
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} // namespace WorldLoader
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@@ -1,5 +1,6 @@
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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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@@ -10,7 +11,8 @@ 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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std::unique_ptr<GL::VertexArray> m_EntityVao;
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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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@@ -1,5 +1,6 @@
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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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@@ -10,7 +11,8 @@ 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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std::unique_ptr<GL::VertexArray> m_EntityVao;
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Model m_TowerModel;
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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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@@ -10,7 +10,7 @@ namespace render {
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class WorldRenderer : public Renderer<shader::WorldShader> {
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private:
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std::unique_ptr<GL::VertexArray> m_WorldVao;
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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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@@ -1,16 +1,18 @@
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#pragma once
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#include <td/render/shader/ShaderProgram.h>
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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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namespace shader {
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class CameraShaderProgram : public ShaderProgram {
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class CameraShaderProgram {
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private:
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unsigned int m_LocationProjection = 0, m_LocationView = 0;
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public:
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CameraShaderProgram() {}
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CameraShaderProgram() {
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}
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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@@ -1,43 +0,0 @@
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#pragma once
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#include <string>
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#include <td/Maths.h>
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#include <td/render/OpenGL.h>
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namespace td {
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namespace shader {
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class ShaderProgram {
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public:
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ShaderProgram();
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virtual ~ShaderProgram();
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void Start() const;
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void Stop() const;
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protected:
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void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
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void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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virtual void GetAllUniformLocation() = 0;
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int GetUniformLocation(const std::string& uniformName) const;
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void LoadFloat(unsigned int location, float value) const;
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void LoadInt(unsigned int location, int value) const;
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void LoadVector(unsigned int location, const Vec2f& vector) const;
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void LoadVector(unsigned int location, const Vec3f& vector) const;
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void LoadBoolean(unsigned int location, bool value) const;
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void LoadMat4(unsigned int location, const Mat4f& mat) const;
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void CleanUp() const;
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private:
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unsigned int m_ProgramID;
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unsigned int m_VertexShaderID;
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unsigned int m_FragmentShaderID;
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unsigned int LoadShaderFromFile(const std::string& file, GLenum type);
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unsigned int LoadShader(const std::string& source, GLenum type);
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};
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} // namespace shader
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} // namespace td
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