This commit is contained in:
2025-07-16 00:32:40 +02:00
parent d1690192db
commit aaf76a3ff0
41 changed files with 2963 additions and 599 deletions

183
include/td/Maths.h Normal file
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@@ -0,0 +1,183 @@
#pragma once
#include <cstdint>
namespace td {
static constexpr float PI = 3.141592653f;
template <typename T>
struct Vec2 {
union {
T x;
T r;
};
union {
T y;
T g;
};
constexpr Vec2(T X = 0, T Y = 0) : x(X), y(Y) {}
};
template <typename T>
inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
return vec2.x == other.x && vec2.y == other.y;
}
template <typename T>
struct Vec3 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
};
template <typename T>
inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
}
template <typename T>
struct Vec4 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
union {
T w;
T a;
};
constexpr Vec4(Vec3<T> vec, T W = 1) : x(vec.x), y(vec.y), z(vec.z), w(W) {}
constexpr Vec4(T X = 0, T Y = 0, T Z = 0, T W = 0) : x(X), y(Y), z(Z), w(W) {}
};
template <typename T>
inline bool operator==(const Vec4<T>& vec4, const Vec4<T>& other) {
return vec4.x == other.x && vec4.y == other.y && vec4.z == other.z && vec4.w = other.w;
}
using Vec2i = Vec2<int>;
using Vec2u = Vec2<unsigned int>;
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec3i = Vec3<int>;
using Vec3u = Vec3<unsigned int>;
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec4i = Vec4<int>;
using Vec4u = Vec4<unsigned int>;
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Color = Vec3<unsigned char>;
template <typename T>
struct Mat4 {
static const std::size_t MATRIX_SIZE = 4;
T x0, x1, x2, x3;
T y0, y1, y2, y3;
T z0, z1, z2, z3;
T w0, w1, w2, w3;
T operator[](std::size_t offset) const {
return reinterpret_cast<const T*>(this)[offset];
}
T& operator[](std::size_t offset) {
return reinterpret_cast<T*>(this)[offset];
}
T* data() {
return reinterpret_cast<T*>(this);
}
const T* data() const {
return reinterpret_cast<const T*>(this);
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}
T& at(std::size_t row, std::size_t column) {
return operator[](row * MATRIX_SIZE + column);
}
};
typedef Mat4<float> Mat4f;
typedef Mat4<int> Mat4i;
typedef Mat4<double> Mat4d;
template <typename T>
inline bool operator==(const Mat4<T>& mat, const Mat4<T>& other) {
return mat.x0 == other.x0 && mat.y0 == other.y0 && mat.z0 == other.z0 && mat.w0 == other.w0 && mat.x1 == other.x1 &&
mat.y1 == other.y1 && mat.z1 == other.z1 && mat.w1 == other.w1 && mat.x2 == other.x2 && mat.y2 == other.y2 &&
mat.z2 == other.z2 && mat.w2 == other.w2 && mat.x3 == other.x3 && mat.y3 == other.y3 && mat.z3 == other.z3 &&
mat.w3 == other.w3;
}
namespace maths {
template<typename T>
Mat4<T> Transpose(const Mat4<T>& mat) {
Mat4<T> result;
result.x1 = mat.y0;
result.x2 = mat.z0;
result.x3 = mat.w0;
result.y0 = mat.x1;
result.y2 = mat.z1;
result.y3 = mat.w1;
result.z0 = mat.x2;
result.z1 = mat.y2;
result.z3 = mat.w2;
result.w0 = mat.x3;
result.w1 = mat.y3;
result.w2 = mat.z3;
result.x0 = mat.x0;
result.y1 = mat.y1;
result.z2 = mat.z2;
result.w3 = mat.w3;
return result;
}
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up);
Mat4f Inverse(const Mat4f& mat);
} // namespace maths
} // namespace td

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@@ -7,8 +7,9 @@ namespace td {
using FpFloat = fpm::fixed_16_16;
enum class Team : std::uint8_t {
Blue = 0,
enum class TeamColor : std::int8_t {
None = -1,
Blue,
Red,
};
@@ -67,4 +68,11 @@ struct EntityCoords {
using PeerID = std::uint16_t;
enum class Direction : std::uint8_t {
PositiveX = 1 << 0,
NegativeX = 1 << 1,
PositiveY = 1 << 2,
NegativeY = 1 << 3,
};
} // namespace td

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@@ -1,300 +0,0 @@
#pragma once
/**
* \file DataBuffer.h
* \brief File containing the td::DataBuffer class
*/
#include <algorithm>
#include <array>
#include <cassert>
#include <cstdint>
#include <cstring>
#include <string>
#include <td/common/VarInt.h>
#include <vector>
namespace td {
/**
* \class DataBuffer
* \brief Class used to manipulate memory
*/
class DataBuffer {
private:
typedef std::vector<std::uint8_t> Data;
Data m_Buffer;
std::size_t m_ReadOffset;
public:
typedef Data::iterator iterator;
typedef Data::const_iterator const_iterator;
typedef Data::reference reference;
typedef Data::const_reference const_reference;
typedef Data::difference_type difference_type;
DataBuffer();
DataBuffer(const DataBuffer& other);
DataBuffer(const DataBuffer& other, difference_type offset);
DataBuffer(DataBuffer&& other);
DataBuffer(const std::string& str);
DataBuffer& operator=(const DataBuffer& other);
DataBuffer& operator=(DataBuffer&& other);
/**
* \brief Append data to the buffer
*/
template <typename T>
void Append(const T& data) {
std::size_t size = sizeof(data);
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + size);
std::memcpy(&m_Buffer[end_pos], &data, size);
}
/**
* \brief Append data to the buffer
*/
template <typename T>
DataBuffer& operator<<(const T& data) {
Append(data);
return *this;
}
/**
* \brief Append a string to the buffer
* \warning Don't use it for binary data !
* \param str The string to append
*/
DataBuffer& operator<<(const std::string& str);
/**
* \brief Append data to the buffer from another const buffer
* \param data The buffer to append
*/
DataBuffer& operator<<(const DataBuffer& data);
/**
* \brief Append a vector to the buffer by first writing the size
* \param data The vector to append
*/
template <typename T>
DataBuffer& operator<<(const std::vector<T>& data) {
*this << VarInt{data.size()};
for (const auto& element : data) {
*this << element;
}
return *this;
}
/**
* \brief Append an array to the buffer by first writing the size
* \param data The buffer to append
*/
template <typename T, std::size_t Size>
DataBuffer& operator<<(const std::array<T, Size>& data) {
for (const auto& element : data) {
*this << element;
}
return *this;
}
/**
* \brief Read some data from the buffer and assign to desired variable
*/
template <typename T>
DataBuffer& operator>>(T& data) {
assert(m_ReadOffset + sizeof(T) <= GetSize());
data = *(reinterpret_cast<T*>(&m_Buffer[m_ReadOffset]));
m_ReadOffset += sizeof(T);
return *this;
}
/**
* \brief Read some data from the buffer and assign to the new buffer
* \param data The buffer to assign
*/
DataBuffer& operator>>(DataBuffer& data);
/**
* \brief Read a string from the buffer
* \param str The string to assign in the new buffer
* \warning Don't use it for binary data !
*/
DataBuffer& operator>>(std::string& str);
/**
* \brief Read a vector (size + data) from the buffer
* \pre The vector is assumed to be empty
*/
template <typename T>
DataBuffer& operator>>(std::vector<T>& data) {
VarInt arraySize;
*this >> arraySize;
for (std::size_t i = 0; i < arraySize.GetValue(); i++) {
T newElement;
*this >> newElement;
data.push_back(newElement);
}
return *this;
}
/**
* \brief Read an array from the buffer
*/
template <std::size_t Size, typename T>
DataBuffer& operator>>(std::array<T, Size>& data) {
for (std::size_t i = 0; i < Size; i++) {
T newElement;
*this >> newElement;
data[i] = newElement;
}
return *this;
}
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const char* buffer, std::size_t amount);
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const std::uint8_t* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(char* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(std::uint8_t* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(DataBuffer& buffer, std::size_t amount);
/**
* \brief Resize the buffer
* \param size The new size of the buffer
*/
void Resize(std::size_t size) {
m_Buffer.resize(size);
}
/**
* \brief Reserve some space in the buffer
* \param amount The amount of space to reserve
*/
void Reserve(std::size_t amount) {
m_Buffer.reserve(amount);
}
/**
* \brief Clear the buffer
*/
void Clear() {
m_Buffer.clear();
m_ReadOffset = 0;
}
/**
* \brief When the buffer has been read entirely
*/
bool IsFinished() const {
return m_ReadOffset >= m_Buffer.size();
}
/**
* \brief Get the buffer data
*/
std::uint8_t* data() {
return m_Buffer.data();
}
/**
* \brief Get the buffer data
*/
const std::uint8_t* data() const {
return m_Buffer.data();
}
/**
* \brief Get the read offset
*/
std::size_t GetReadOffset() const {
return m_ReadOffset;
}
/**
* \brief Set the read offset
* \param pos The new read offset
*/
void SetReadOffset(std::size_t pos);
/**
* \brief Get the size of the buffer
*/
std::size_t GetSize() const;
/**
* \brief Get the remaining size of the buffer
*/
std::size_t GetRemaining() const;
/**
* \brief Read a file into the buffer
* \param fileName The name of the file to read
*/
bool ReadFile(const std::string& fileName);
/**
* \brief Write a file into the buffer
* \param fileName The name of the file to write to
*/
bool WriteFile(const std::string& fileName) const;
/**
* \brief Allocate the buffer on the heap
* \warning Don't forget to free the data !
*/
std::uint8_t* HeapAllocatedData() const {
std::uint8_t* newBuffer = new std::uint8_t[GetSize()];
std::memcpy(newBuffer, data(), GetSize());
return newBuffer;
}
/**
* \brief Operator == to compare two DataBuffer
*/
bool operator==(const DataBuffer& other) const {
return m_Buffer == other.m_Buffer;
}
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
};
/**
* \brief Operator << to write a DataBuffer to an ostream
*/
std::ostream& operator<<(std::ostream& os, const DataBuffer& buffer);
} // namespace td

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@@ -1,58 +0,0 @@
#pragma once
/**
* \file VarInt.h
* \brief File containing the td::VarInt class
*/
#include <cstddef>
#include <cstdint>
namespace td {
class DataBuffer;
/**
* \class VarInt
* \brief Variable-length format such that smaller numbers use fewer bytes.
*/
class VarInt {
private:
std::uint64_t m_Value;
public:
VarInt() : m_Value(0) {}
/**
* \brief Construct a variable integer from a value
* \param value The value of the variable integer
*/
VarInt(std::uint64_t value) : m_Value(value) {}
/**
* \brief Get the value of the variable integer
*/
std::uint64_t GetValue() const {
return m_Value;
}
/**
* \brief Get the length of the serialized variable integer
*/
std::size_t GetSerializedLength() const;
/**
* \brief Serialize the variable integer
* \param out The buffer to write the serialized variable integer to
* \param var The variable integer to serialize
*/
friend DataBuffer& operator<<(DataBuffer& out, const VarInt& var);
/**
* \brief Deserialize the variable integer
* \param in The buffer to read the serialized variable integer from
* \param var The variable integer to deserialize
*/
friend DataBuffer& operator>>(DataBuffer& in, VarInt& var);
};
} // namespace td

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@@ -1,14 +1,46 @@
#pragma once
#include <td/game/GameHistory.h>
#include <td/game/World.h>
namespace td {
namespace game {
class Game {
private:
GameHistory m_History;
enum class GameState : std::uint8_t {
Lobby,
Game,
EndGame,
Disconnected,
Closed
};
} // namespace game
} // namespace td
typedef std::map<std::uint8_t, Player> PlayerList;
class Game {
protected:
World* m_World;
GameState m_GameState = GameState::Lobby;
PlayerList m_Players;
public:
Game(World* world);
virtual ~Game();
virtual void Tick(std::uint64_t delta);
GameState GetGameState() const { return m_GameState; }
void SetGameState(GameState gameState) { m_GameState = gameState; };
const World* GetWorld() const { return m_World; }
World* GetWorld() { return m_World; }
const PlayerList& GetPlayers() const { return m_Players; }
PlayerList& GetPlayers() { return m_Players; }
const Player* GetPlayerById(PlayerID id) const;
Player* GetPlayerById(PlayerID id);
};
} // namespace game
} // namespace td

260
include/td/game/Mobs.h Normal file
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@@ -0,0 +1,260 @@
#pragma once
#include <td/game/Towers.h>
#include <td/Maths.h>
#include <td/Types.h>
#include <td/game/Team.h>
#include <vector>
#include <memory>
namespace td {
namespace game {
struct WalkableTile;
enum class EffectType : std::uint8_t {
Slowness = 0,
Stun,
Fire,
Poison,
Heal,
};
enum class MobType : std::uint8_t {
Zombie = 0,
Spider,
Skeleton,
Pigman,
Creeper,
Silverfish,
Blaze,
Witch,
Slime,
Giant,
MOB_COUNT
};
typedef std::uint32_t MobID;
typedef std::uint8_t MobLevel;
typedef std::vector<TowerType> TowerImmunities;
typedef std::vector<EffectType> EffectImmunities;
class MobStats {
private:
float m_Damage;
float m_Speed;
Vec2f m_Size;
std::uint16_t m_MoneyCost;
std::uint16_t m_ExpCost;
std::uint16_t m_MaxLife;
std::uint16_t m_ExpReward;
public:
MobStats(float damage, float speed, Vec2f size, std::uint16_t moneyCost,
std::uint16_t expCost, std::uint16_t expReward,
std::uint16_t maxLife) : m_Damage(damage), m_Speed(speed),
m_Size(size), m_MoneyCost(moneyCost), m_ExpCost(expCost),
m_MaxLife(maxLife), m_ExpReward(expReward) {
}
float GetDamage() const { return m_Damage; }
float GetMovementSpeed() const { return m_Speed; }
const Vec2f& GetSize() const { return m_Size; }
std::uint16_t GetMoneyCost() const { return m_MoneyCost; }
std::uint16_t GetExpCost() const { return m_ExpCost; }
std::uint16_t GetExpReward() const { return m_ExpReward; }
std::uint16_t GetMaxLife() const { return m_MaxLife; }
};
struct EffectDuration {
EffectType type;
float duration; // in seconds
Tower* tower; // the tower that gived the effect
};
const MobStats* GetMobStats(MobType type, std::uint8_t level);
const TowerImmunities& GetMobTowerImmunities(MobType type, std::uint8_t level);
const EffectImmunities& GetMobEffectImmunities(MobType type, std::uint8_t level);
class Mob : public utils::shape::Rectangle {
protected:
float m_Health;
private:
MobID m_ID;
PlayerID m_Sender;
MobLevel m_Level;
Direction m_Direction;
std::vector<EffectDuration> m_Effects;
const Tower* m_LastDamage; // the last tower that damaged the mob
float m_HitCooldown;
// utils::Timer m_EffectFireTimer;
// utils::Timer m_EffectPoisonTimer;
// utils::Timer m_EffectHealTimer;
TeamCastle* m_CastleTarget;
// utils::CooldownTimer m_AttackTimer;
public:
Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
m_HitCooldown(0), m_CastleTarget(nullptr) {
}
virtual MobType GetType() const = 0;
virtual void Tick(std::uint64_t delta, World* world);
virtual bool OnDeath(World* world) { return true; }
MobID GetMobID() const { return m_ID; }
const TowerImmunities& GetTowerImmunities() const { return GetMobTowerImmunities(GetType(), m_Level); }
const EffectImmunities& GetEffectImmunities() const { return GetMobEffectImmunities(GetType(), m_Level); }
PlayerID GetSender() const { return m_Sender; }
MobLevel GetLevel() const { return m_Level; }
const MobStats* GetStats() const { return GetMobStats(GetType(), m_Level); }
void SetHealth(float newHealth) { m_Health = newHealth; }
float GetHealth() const { return m_Health; }
bool IsDead() const { return m_Health <= 0; }
bool IsAlive() const { return m_Health > 0; }
const Tower* GetLastDamageTower() { return m_LastDamage; }
bool HasReachedEnemyCastle() { return m_CastleTarget != nullptr; }
void Damage(float dmg, const Tower* damager) {
m_Health = std::max(0.0f, m_Health - dmg);
m_LastDamage = damager;
m_HitCooldown = 0.1;
}
void Heal(float heal) {
m_Health = std::min(static_cast<float>(GetStats()->GetMaxLife()), m_Health + heal);
}
void SetMobReachedCastle(TeamCastle* castle) { m_CastleTarget = castle; } // used when mob is in front of the castle
bool IsImmuneTo(TowerType type);
bool IsImmuneTo(EffectType type);
void AddEffect(EffectType type, float durationSec, Tower* tower);
bool HasEffect(EffectType type);
bool HasTakenDamage() { return m_HitCooldown > 0; }
float GetTileX() { return GetCenterX() - static_cast<float>(static_cast<std::int32_t>(GetCenterX())); } // returns a float between 0 and 1 excluded
float GetTileY() { return GetCenterY() - static_cast<float>(static_cast<std::int32_t>(GetCenterY())); } // returns a float between 0 and 1 excluded
Direction GetDirection() const { return m_Direction; }
void SetDirection(Direction dir) { m_Direction = dir; }
protected:
void InitMob() {
m_Health = static_cast<float>(GetStats()->GetMaxLife());
SetSize(GetStats()->GetSize().x, GetStats()->GetSize().y);
}
private:
void UpdateEffects(std::uint64_t delta, World* world);
void AttackCastle(std::uint64_t delta, World* world);
void Move(std::uint64_t delta, World* world);
void Walk(std::uint64_t delta, World* world);
void MoveBack(const TeamCastle& castle, World* world);
void ChangeDirection(const WalkableTile& tile, World* world);
bool IsTouchingCastle(const TeamCastle& castle) const;
EffectDuration& GetEffect(EffectType type);
};
typedef std::shared_ptr<Mob> MobPtr;
class Zombie : public Mob {
public:
Zombie(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Zombie; }
};
class Spider : public Mob {
public:
Spider(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Spider; }
};
class Skeleton : public Mob {
public:
Skeleton(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Skeleton; }
};
class PigMan : public Mob {
public:
PigMan(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Pigman; }
};
class Creeper : public Mob {
public:
Creeper(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Creeper; }
};
class Silverfish : public Mob {
public:
Silverfish(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Silverfish; }
};
class Blaze : public Mob {
public:
Blaze(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Blaze; }
};
class Witch : public Mob {
public:
Witch(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Witch; }
};
class Slime : public Mob {
public:
Slime(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Slime; }
};
class Giant : public Mob {
public:
Giant(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { InitMob(); }
virtual MobType GetType() const { return MobType::Giant; }
};
namespace MobFactory {
MobPtr CreateMob(MobID id, MobType type, std::uint8_t level, PlayerID sender);
std::string GetMobName(MobType type);
}
class MobListener {
public:
virtual void OnMobSpawn(Mob* mob) {}
virtual void OnMobDie(Mob* mob) {}
virtual void OnMobDamage(Mob* target, float damage, Tower* damager) {}
virtual void OnMobTouchCastle(Mob* damager, TeamCastle* enemyCastle) {}
virtual void OnMobCastleDamage(Mob* damager, TeamCastle* enemyCastle, float damage) {}
};
// typedef utils::ObjectNotifier<MobListener> MobNotifier;
} // namespace game
} // namespace td

86
include/td/game/Team.h Normal file
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@@ -0,0 +1,86 @@
#pragma once
#include <td/Types.h>
#include <td/misc/Shapes.h>
#include <vector>
#include <memory>
#include <cmath>
namespace td {
namespace game {
class Player;
class Spawn : public utils::shape::Rectangle {
private:
Direction m_Direction;
public:
Spawn() {
SetWidth(5);
SetHeight(5);
}
Direction GetDirection() const { return m_Direction; }
void SetDirection(Direction direction) { m_Direction = direction; }
};
class Team;
class TeamCastle : public utils::shape::Rectangle {
private:
const Team* m_Team;
float m_Life;
public:
static constexpr int CastleMaxLife = 1000;
TeamCastle(const Team* team) : m_Team(team), m_Life(CastleMaxLife) {
SetWidth(5);
SetHeight(5);
}
TeamCastle() : TeamCastle(nullptr) {}
float GetLife() const { return m_Life; }
const Team* GetTeam() const { return m_Team; }
void SetTeam(const Team* team) { m_Team = team; }
void SetLife(float life) { m_Life = life; }
void Damage(float damage) { m_Life = std::max(0.0f, m_Life - damage); }
void SetShape(utils::shape::Rectangle rect) {
SetCenter(rect.GetCenter());
SetSize(rect.GetSize());
}
};
class Team {
private:
std::vector<Player*> m_Players;
TeamColor m_Color;
Spawn m_Spawn;
TeamCastle m_TeamCastle;
public:
Team(TeamColor color) : m_Color(color) {}
void AddPlayer(Player* newPlayer);
void RemovePlayer(const Player* player);
TeamColor GetColor() const;
const Spawn& GetSpawn() const { return m_Spawn; }
Spawn& GetSpawn() { return m_Spawn; }
const TeamCastle& GetCastle() const { return m_TeamCastle; }
TeamCastle& GetCastle() { return m_TeamCastle; }
std::uint8_t GetPlayerCount() const;
};
typedef std::array<Team, 2> TeamList;
} // namespace game
} // namespace td

266
include/td/game/Towers.h Normal file
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@@ -0,0 +1,266 @@
#pragma once
#include <string>
#include <memory>
#include <td/misc/Shapes.h>
#include <td/Types.h>
namespace td {
namespace game {
class World;
class Mob;
typedef std::shared_ptr<Mob> MobPtr;
enum class TowerType : std::uint8_t {
Archer = 0,
Ice,
Sorcerer,
Zeus,
Mage,
Artillery,
Quake,
Poison,
Leach,
Turret,
Necromancer,
TowerCount
};
enum class TowerSize : std::uint8_t {
Little = 3, // 3x3
Big = 5, // 5x5
};
enum class TowerPath : std::uint8_t {
Top = 0,
Base, // Base Path
Bottom
};
class TowerStats {
private:
float m_Rate;
float m_Damage;
std::uint8_t m_Range;
public:
TowerStats(float rate, float damage, std::uint8_t range) : m_Rate(rate), m_Damage(damage),
m_Range(range) {
}
float GetDamageRate() const { return m_Rate; }
float GetDamage() const { return m_Damage; }
std::uint8_t GetRange() const { return m_Range; }
};
class TowerLevel {
private:
// 1, 2, 3, 4
std::uint8_t m_Level : 3;
// 0 : base path 1 : top path (if there is bottom path) 2 : bottom path (if there is top path)
TowerPath m_Path : 2;
public:
TowerLevel() : m_Level(1), m_Path(TowerPath::Base) {}
TowerLevel(std::uint8_t level, TowerPath path) : m_Level(level), m_Path(path) {}
std::uint8_t GetLevel() const { return m_Level; }
TowerPath GetPath() const { return m_Path; }
void SetLevel(std::uint8_t level) { m_Level = level; }
void SetPath(TowerPath path) { m_Path = path; }
// operator to sort maps
friend bool operator<(const TowerLevel& level, const TowerLevel& other) {
return level.GetLevel() + static_cast<std::uint8_t>(level.GetPath()) * 4 <
other.GetLevel() + static_cast<std::uint8_t>(other.GetPath()) * 4;
}
};
const TowerStats* GetTowerStats(TowerType type, TowerLevel level);
typedef std::uint16_t TowerID;
class Tower : public utils::shape::Circle {
private:
TowerID m_ID;
TowerType m_Type;
TowerLevel m_Level{};
PlayerID m_Builder;
protected:
// utils::CooldownTimer m_Timer;
public:
Tower(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder) : utils::shape::Circle(x + 0.5f, y + 0.5f, 0), m_ID(id), m_Type(type), m_Builder(builder)
// m_Timer(GetStats()->GetDamageRate() * 1000)
{ // converting seconds to millis
SetRadius(GetStats()->GetRange());
}
virtual TowerType GetType() const = 0;
virtual TowerSize GetSize() const = 0;
virtual void Tick(std::uint64_t delta, World* world) = 0;
void Upgrade(std::uint8_t level, TowerPath path) {
m_Level.SetLevel(level);
m_Level.SetPath(path);
// m_Timer.SetCooldown(GetStats()->GetDamageRate() * 1000); // converting seconds to millis
// m_Timer.Reset();
SetRadius(GetStats()->GetRange());
}
std::uint16_t GetID() const { return m_ID; }
const TowerLevel& GetLevel() const { return m_Level; }
const TowerStats* GetStats() const { return GetTowerStats(m_Type, m_Level); }
PlayerID GetBuilder() const { return m_Builder; }
bool IsMobInRange(MobPtr mob);
};
typedef std::shared_ptr<Tower> TowerPtr;
namespace TowerFactory {
TowerPtr CreateTower(TowerType type, TowerID id, std::int32_t x, std::int32_t y, PlayerID builder);
std::string GetTowerName(TowerType type);
} // namespace TowerFactory
class TowerInfo {
private:
std::string m_Name, m_Description;
bool m_IsBigTower;
public:
TowerInfo(std::string&& name, std::string&& description, bool big) : m_Name(std::move(name)),
m_Description(std::move(description)), m_IsBigTower(big) {
}
const std::string& GetName() const { return m_Name; }
const std::string& GetDescription() const { return m_Description; }
bool IsBigTower() const { return m_IsBigTower; }
};
const TowerInfo& GetTowerInfo(TowerType type);
// ---------- Little Towers ----------
class LittleTower : public Tower {
public:
LittleTower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : Tower(id, type, x, y, builder) {}
virtual TowerSize GetSize() const { return TowerSize::Little; }
virtual TowerType GetType() const = 0;
virtual void Tick(std::uint64_t delta, World* world) = 0;
};
class ArcherTower : public LittleTower {
public:
ArcherTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
constexpr static float ExplosionRadius = 1.5f;
constexpr static float FireDurationSec = 10.0f;
virtual TowerType GetType() const { return TowerType::Archer; }
virtual void Tick(std::uint64_t delta, World* world);
};
class IceTower : public LittleTower {
public:
IceTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Ice; }
virtual void Tick(std::uint64_t delta, World* world);
};
class MageTower : public LittleTower {
public:
MageTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Mage; }
virtual void Tick(std::uint64_t delta, World* world);
};
class PoisonTower : public LittleTower {
public:
PoisonTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Poison; }
virtual void Tick(std::uint64_t delta, World* world);
};
class QuakeTower : public LittleTower {
public:
QuakeTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Quake; }
virtual void Tick(std::uint64_t delta, World* world);
};
class ArtilleryTower : public LittleTower {
public:
ArtilleryTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Artillery; }
virtual void Tick(std::uint64_t delta, World* world);
};
class SorcererTower : public LittleTower {
public:
SorcererTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Sorcerer; }
virtual void Tick(std::uint64_t delta, World* world);
};
class ZeusTower : public LittleTower {
public:
ZeusTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Zeus; }
virtual void Tick(std::uint64_t delta, World* world);
};
// ---------- Big Towers ----------
class BigTower : public Tower {
public:
BigTower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : Tower(id, type, x, y, builder) {}
virtual TowerSize GetSize() const { return TowerSize::Big; }
virtual TowerType GetType() const = 0;
virtual void Tick(std::uint64_t delta, World* world) = 0;
};
class TurretTower : public BigTower {
public:
TurretTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Turret; }
virtual void Tick(std::uint64_t delta, World* world);
};
class NecromancerTower : public BigTower {
public:
NecromancerTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Necromancer; }
virtual void Tick(std::uint64_t delta, World* world);
};
class LeachTower : public BigTower {
public:
LeachTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, GetType(), x, y, builder) {}
virtual TowerType GetType() const { return TowerType::Leach; }
virtual void Tick(std::uint64_t delta, World* world);
};
} // namespace game
} // namespace td

137
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@@ -0,0 +1,137 @@
#pragma once
#include <td/game/WorldTypes.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace game {
class World {
protected:
TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
std::unordered_map<ChunkCoord, ChunkPtr> m_Chunks;
SpawnColorPalette m_SpawnColorPalette;
TilePalette m_TilePalette;
MobList m_Mobs;
TowerList m_Towers;
TeamList m_Teams;
public:
World();
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
bool LoadMap(const protocol::pdata::WorldData& worldData);
bool LoadMapFromFile(const std::string& fileName);
bool SaveMap(const std::string& fileName) const;
void Tick(std::uint64_t delta);
void SpawnMobAt(MobID id, MobType type, std::uint8_t level, PlayerID sender, float x, float y, Direction dir);
TowerPtr PlaceTowerAt(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder);
TowerPtr RemoveTower(TowerID id);
TilePtr GetTile(std::int32_t x, std::int32_t y) const;
const TowerTileColorPalette& GetTowerTileColorPalette() const {
return m_TowerPlacePalette;
}
const Color& GetWalkableTileColor() const {
return m_WalkablePalette;
}
const std::vector<Color>& GetDecorationPalette() const {
return m_DecorationPalette;
}
const Color& GetBackgroundColor() const {
return m_Background;
}
const TilePalette& GetTilePalette() const {
return m_TilePalette;
}
TilePtr GetTilePtr(TileIndex index) const {
if (index == 0)
return nullptr;
return m_TilePalette.at(index - 1);
}
bool CanPlaceLittleTower(const Vec2f& worldPos, PlayerID player) const;
bool CanPlaceBigTower(const Vec2f& worldPos, PlayerID player) const;
TowerPtr GetTower(const Vec2f& position) const; // returns null if no tower is here
const std::unordered_map<ChunkCoord, ChunkPtr>& GetChunks() const {
return m_Chunks;
}
const Color& GetSpawnColor(TeamColor color) const {
return m_SpawnColorPalette[static_cast<std::size_t>(color)];
}
const SpawnColorPalette& GetSpawnColors() const {
return m_SpawnColorPalette;
}
const MobList& GetMobList() const {
return m_Mobs;
}
MobList& GetMobList() {
return m_Mobs;
}
const Color* GetTileColor(TilePtr tile) const;
Team& GetRedTeam() {
return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
}
const Team& GetRedTeam() const {
return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
}
Team& GetBlueTeam() {
return m_Teams[static_cast<std::uint8_t>(TeamColor::Blue)];
}
const Team& GetBlueTeam() const {
return m_Teams[static_cast<std::uint8_t>(TeamColor::Red)];
}
Team& GetTeam(TeamColor team) {
return m_Teams[static_cast<std::uint8_t>(team)];
}
const Team& GetTeam(TeamColor team) const {
return m_Teams[static_cast<std::uint8_t>(team)];
}
const TeamList& GetTeams() const {
return m_Teams;
}
const TowerList& GetTowers() const {
return m_Towers;
}
TowerPtr GetTowerById(TowerID tower);
const Player* GetPlayerById(PlayerID id) const;
private:
void TickMobs(std::uint64_t delta);
void CleanDeadMobs();
};
} // namespace game
} // namespace td

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@@ -0,0 +1,119 @@
#pragma once
#include <td/Maths.h>
#include <td/game/Mobs.h>
#include <td/game/Team.h>
#include <td/game/Towers.h>
namespace td {
namespace game {
struct ChunkCoord {
std::int16_t x, y;
friend bool operator==(const td::game::ChunkCoord& first, const td::game::ChunkCoord& other) {
return first.x == other.x && first.y == other.y;
}
};
class Game;
enum class TileType : std::uint8_t {
None = 0,
Tower,
Walk,
Decoration,
/*Heal,
Lava,
Bedrock,
Freeze,
Ice,*/
};
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};
struct Tile {
virtual TileType GetType() const = 0;
};
struct TowerTile : Tile {
std::uint8_t color_palette_ref;
TeamColor team_owner;
virtual TileType GetType() const {
return TileType::Tower;
}
};
struct WalkableTile : Tile {
Direction direction;
virtual TileType GetType() const {
return TileType::Walk;
}
};
struct DecorationTile : Tile {
std::uint16_t color_palette_ref;
virtual TileType GetType() const {
return TileType::Decoration;
}
};
typedef std::shared_ptr<Tile> TilePtr;
typedef std::vector<std::uint16_t> ChunkPalette;
typedef std::shared_ptr<WalkableTile> WalkableTilePtr;
typedef std::uint32_t TileIndex;
// 32 x 32 area
struct Chunk {
enum { ChunkWidth = 32, ChunkHeight = 32, ChunkSize = ChunkWidth * ChunkHeight };
typedef std::array<std::uint16_t, ChunkSize> ChunkData;
// stores index of tile palette
ChunkData tiles{0};
ChunkPalette palette;
TileIndex GetTileIndex(std::uint16_t tileNumber) const {
TileIndex chunkPaletteIndex = tiles.at(tileNumber);
if (chunkPaletteIndex == 0) // index 0 means empty tile index 1 = first tile
return 0;
return palette.at(chunkPaletteIndex);
}
};
typedef std::shared_ptr<Chunk> ChunkPtr;
typedef std::array<Color, 2> TowerTileColorPalette;
typedef std::vector<TilePtr> TilePalette;
typedef std::vector<MobPtr> MobList;
typedef std::array<Color, 2> SpawnColorPalette;
typedef std::vector<TowerPtr> TowerList;
} // namespace game
} // namespace td
namespace std {
template <>
struct hash<td::game::ChunkCoord> {
std::size_t operator()(const td::game::ChunkCoord& key) const noexcept {
return std::hash<std::int16_t>()(key.x << 16 | key.y);
}
};
} // namespace std

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@@ -0,0 +1,43 @@
#pragma once
#include <string>
#include <SDL3/SDL_video.h>
namespace td {
class Display {
public:
Display(int a_Width, int a_Height, const std::string& a_Title);
~Display();
void PollEvents();
void Update();
bool IsCloseRequested() {
return m_ShouldClose;
}
float GetAspectRatio() {
return m_AspectRatio;
}
int GetWindowWidth() {
return m_LastWidth;
}
int GetWindowHeight() {
return m_LastHeight;
}
private:
SDL_Window* m_Window;
SDL_GLContext m_GLContext;
int m_LastWidth, m_LastHeight;
float m_AspectRatio;
bool m_ShouldClose;
};
} // namespace td

96
include/td/misc/Shapes.h Normal file
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@@ -0,0 +1,96 @@
#pragma once
#include <cstdint>
namespace td {
namespace utils {
namespace shape {
class Point {
private:
float m_X, m_Y;
public:
Point() : m_X(0), m_Y(0) {}
Point(float x, float y) : m_X(x), m_Y(y) {}
float GetX() const { return m_X; }
float GetY() const { return m_Y; }
void SetX(float x) { m_X = x; }
void SetY(float y) { m_Y = y; }
float Distance(const Point& point) const;
float DistanceSquared(const Point& point) const;
};
class Circle;
class Rectangle {
private:
Point m_Center;
float m_Width, m_Height;
public:
Rectangle() {}
const Point& GetCenter() const { return m_Center; }
float GetCenterX() const { return m_Center.GetX(); }
float GetCenterY() const { return m_Center.GetY(); }
float GetWidth() const { return m_Width; }
float GetHeight() const { return m_Height; }
Point GetTopLeft() const { return { m_Center.GetX() - (m_Width / 2.0f), m_Center.GetY() - (m_Height / 2.0f) }; }
Point GetBottomRight() const { return { m_Center.GetX() + (m_Width / 2.0f), m_Center.GetY() + (m_Height / 2.0f) }; }
void SetCenter(const Point& center) { m_Center = center; }
void SetCenterX(float x) { m_Center.SetX(x); }
void SetCenterY(float y) { m_Center.SetY(y); }
void SetSize(float width, float height) { SetWidth(width); SetHeight(height); }
void SetSize(Point size) { SetSize(size.GetX(), size.GetY()); }
Point GetSize() { return { m_Width, m_Height }; }
void SetWidth(float width) { m_Width = width; }
void SetHeight(float height) { m_Height = height; }
bool CollidesWith(const Point& point) const;
bool CollidesWith(const Rectangle& rect) const;
bool CollidesWith(const Circle& circle) const;
// distance from the closest side of the rectangle
float Distance(const Circle& circle) const;
float DistanceSquared(const Circle& circle) const;
};
class Circle {
private:
Point m_Center;
float m_Radius;
public:
Circle(float x, float y, float radius) : m_Center(x, y), m_Radius(radius) {}
Circle() : m_Radius(0) {}
const Point& GetCenter() const { return m_Center; }
float GetCenterX() const { return m_Center.GetX(); }
float GetCenterY() const { return m_Center.GetY(); }
float GetRadius() const { return m_Radius; }
void SetCenter(const Point& center) { m_Center = center; }
void SetCenterX(float x) { m_Center.SetX(x); }
void SetCenterY(float y) { m_Center.SetY(y); }
void SetRadius(float radius) { m_Radius = radius; }
bool CollidesWith(const Point& point) const;
bool CollidesWith(const Rectangle& rect) const;
bool CollidesWith(const Circle& circle) const;
// distance from the closest side of the rectangle
float Distance(const Rectangle& rect) const;
float DistanceSquared(const Rectangle& rect) const;
};
} // namespace shape
} // namespace utils
} // namespace td

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@@ -36,7 +36,7 @@ struct UseItem {
struct TeamChange {
sp::BitField<PlayerID, 7> m_Player;
sp::BitField<Team, 1> m_NewTeam;
sp::BitField<TeamColor, 1> m_NewTeam;
};
struct PlayerJoin {

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@@ -4,6 +4,7 @@
#include <vector>
#include <td/protocol/command/Commands.h>
#include <td/common/Array.h>
#include <td/game/WorldTypes.h>
// Make it dynamic ?
#define LOCKSTEP_BUFFER_SIZE 10
@@ -60,7 +61,6 @@ struct ChatMessage {
// TODO: handle players joining in the first second
struct BeginGame {
MapData m_Map;
std::vector<PlayerInfo> m_BlueTeam;
std::vector<PlayerInfo> m_RedTeam;
// optional, used for players joining mid game
@@ -72,6 +72,24 @@ struct LockSteps {
Array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
};
struct WorldHeader {
game::TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
game::SpawnColorPalette m_SpawnColorPalette;
game::TilePalette m_TilePalette;
game::Spawn m_RedSpawn, m_BlueSpawn;
game::TeamCastle m_RedCastle, m_BlueCastle;
};
struct WorldData {
std::unordered_map<game::ChunkCoord, game::ChunkPtr> m_Chunks;
};
} // namespace pdata
} // namespace protocol
} // namespace td

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@@ -26,7 +26,9 @@ enum class PacketID : std::uint8_t {
LoggingSuccess,
PlayerJoin,
PlayerLeave,
PlayerLogin
PlayerLogin,
WorldHeader,
WorldData,
};
class PacketHandler;
@@ -49,13 +51,15 @@ using LoggingSuccessPacket = PacketMessage<pdata::LoggingSuccess, PacketID::Logg
using PlayerJoinPacket = PacketMessage<pdata::PlayerJoin, PacketID::PlayerJoin>;
using PlayerLeavePacket = PacketMessage<pdata::PlayerLeave, PacketID::PlayerLeave>;
using PlayerLoginPacket = PacketMessage<pdata::PlayerLogin, PacketID::PlayerLogin>;
using WorldHeaderPacket = PacketMessage<pdata::WorldHeader, PacketID::WorldHeader>;
using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
} // namespace packets
using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
packets::KeepAlivePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlayerJoinPacket,
packets::PlayerLeavePacket, packets::PlayerLoginPacket>;
packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
class PacketHandler : public sp::MessageHandler<AllPackets> {};

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@@ -0,0 +1,37 @@
#pragma once
#include <td/Maths.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:
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);
};
} // namespace render
} // namespace td

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@@ -0,0 +1,8 @@
#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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@@ -0,0 +1,47 @@
#pragma once
#include <td/render/Camera.h>
#include <td/render/loader/GLLoader.h>
#include <memory>
namespace td {
namespace render {
class Renderer {
protected:
Camera& m_Camera;
public:
Renderer(Camera& a_Camera) : m_Camera(a_Camera) {}
virtual ~Renderer() {}
virtual void Render() = 0;
void Render(const GL::VertexArray& a_Vao);
};
class RenderPipeline {
private:
std::vector<std::unique_ptr<Renderer>> m_Renderers;
public:
RenderPipeline();
~RenderPipeline() = default;
void AddRenderer(std::unique_ptr<Renderer>&& a_Renderer) {
m_Renderers.push_back(std::move(a_Renderer));
}
void Clear() {
m_Renderers.clear();
}
void Render() {
for (auto& renderer : m_Renderers) {
renderer->Render();
}
}
};
} // namespace render
} // namespace td

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@@ -0,0 +1,86 @@
#pragma once
#include <sp/common/NonCopyable.h>
#include <vector>
namespace td {
namespace GL {
struct VertexAttribPointer {
unsigned int m_Index;
unsigned int m_Size;
unsigned int m_Offset;
};
class ElementBuffer : private sp::NonCopyable {
private:
unsigned int m_ID = 0;
std::size_t m_TriangleCount;
public:
ElementBuffer(ElementBuffer&& other) {
std::swap(m_ID, other.m_ID);
m_TriangleCount = other.m_TriangleCount;
}
explicit ElementBuffer(const std::vector<unsigned int>& indicies);
~ElementBuffer();
void Bind() const;
void Unbind() const;
std::size_t GetTriangleCount() const {
return m_TriangleCount;
}
};
class VertexBuffer : private sp::NonCopyable {
private:
unsigned int m_ID = 0, m_DataStride;
std::vector<VertexAttribPointer> m_VertexAttribs;
public:
VertexBuffer(VertexBuffer&& other) {
std::swap(m_ID, other.m_ID);
m_VertexAttribs = std::move(other.m_VertexAttribs);
m_DataStride = other.m_DataStride;
}
VertexBuffer(const std::vector<float>& data, unsigned int stride);
~VertexBuffer();
void Bind() const;
void Unbind() const;
void AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
void BindVertexAttribs() const;
};
class VertexArray : private sp::NonCopyable {
private:
unsigned int m_ID = 0;
ElementBuffer m_ElementBuffer;
std::vector<VertexBuffer> m_VertexBuffers; // use to destroy vbos when become unused
public:
VertexArray(VertexArray&& other) : m_ElementBuffer(std::move(other.m_ElementBuffer)) {
std::swap(m_ID, other.m_ID);
m_VertexBuffers = std::move(other.m_VertexBuffers);
}
VertexArray(ElementBuffer&& indicies);
~VertexArray();
std::size_t GetVertexCount() const {
return m_ElementBuffer.GetTriangleCount();
}
void BindVertexBuffer(VertexBuffer&& vbo);
void Bind() const;
void Unbind() const;
private:
void BindElementArrayBuffer();
};
} // namespace GL
} // namespace td

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#pragma once
#include <td/game/World.h>
#include <td/render/loader/GLLoader.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(game::TowerPtr tower);
} // namespace WorldLoader
} // namespace render
} // namespace td

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#pragma once
#include <td/game/World.h>
#include <td/render/Renderer.h>
#include <td/render/shader/WorldShader.h>
#include <td/render/loader/GLLoader.h>
namespace td {
namespace render {
class WorldRenderer : public Renderer {
private:
const game::World& m_World;
shader::WorldShader m_Shader;
std::unique_ptr<GL::VertexArray> m_WorldVao;
public:
WorldRenderer(Camera& a_Camera, const game::World& a_World);
virtual ~WorldRenderer();
virtual void Render() override;
};
} // namespace render
} // namespace td

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#pragma once
#include <td/render/shader/ShaderProgram.h>
namespace td {
namespace shader {
class EntityShader : public ShaderProgram {
private:
unsigned int m_LocationProjectionMatrix = 0;
unsigned int m_LocationViewMatrix = 0;
unsigned int m_LocationPosition = 0;
unsigned int m_LocationColorEffect = 0;
protected:
virtual void GetAllUniformLocation();
public:
EntityShader();
void LoadShader();
void SetColorEffect(const Vec3f& color);
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
void SetModelPos(const Vec3f& pos) const;
};
} // namespace shader
} // namespace td

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#pragma once
#include <td/Maths.h>
#include <td/render/OpenGL.h>
#include <string>
namespace td {
namespace shader {
class ShaderProgram {
public:
ShaderProgram();
virtual ~ShaderProgram();
void Start() const;
void Stop() const;
void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
protected:
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

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#pragma once
#include <td/render/shader/ShaderProgram.h>
namespace td {
namespace shader {
class WorldShader : public ShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
protected:
void GetAllUniformLocation();
public:
WorldShader();
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
};
} // namespace shader
} // namespace td