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86
include/td/render/loader/GLLoader.h
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86
include/td/render/loader/GLLoader.h
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#pragma once
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#include <sp/common/NonCopyable.h>
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#include <vector>
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namespace td {
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namespace GL {
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struct VertexAttribPointer {
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unsigned int m_Index;
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unsigned int m_Size;
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unsigned int m_Offset;
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};
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class ElementBuffer : private sp::NonCopyable {
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private:
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unsigned int m_ID = 0;
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std::size_t m_TriangleCount;
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public:
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ElementBuffer(ElementBuffer&& other) {
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std::swap(m_ID, other.m_ID);
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m_TriangleCount = other.m_TriangleCount;
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}
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explicit ElementBuffer(const std::vector<unsigned int>& indicies);
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~ElementBuffer();
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void Bind() const;
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void Unbind() const;
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std::size_t GetTriangleCount() const {
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return m_TriangleCount;
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}
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};
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class VertexBuffer : private sp::NonCopyable {
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private:
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unsigned int m_ID = 0, m_DataStride;
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std::vector<VertexAttribPointer> m_VertexAttribs;
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public:
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VertexBuffer(VertexBuffer&& other) {
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std::swap(m_ID, other.m_ID);
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m_VertexAttribs = std::move(other.m_VertexAttribs);
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m_DataStride = other.m_DataStride;
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}
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VertexBuffer(const std::vector<float>& data, unsigned int stride);
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~VertexBuffer();
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void Bind() const;
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void Unbind() const;
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void AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
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void BindVertexAttribs() const;
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};
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class VertexArray : private sp::NonCopyable {
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private:
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unsigned int m_ID = 0;
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ElementBuffer m_ElementBuffer;
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std::vector<VertexBuffer> m_VertexBuffers; // use to destroy vbos when become unused
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public:
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VertexArray(VertexArray&& other) : m_ElementBuffer(std::move(other.m_ElementBuffer)) {
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std::swap(m_ID, other.m_ID);
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m_VertexBuffers = std::move(other.m_VertexBuffers);
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}
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VertexArray(ElementBuffer&& indicies);
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~VertexArray();
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std::size_t GetVertexCount() const {
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return m_ElementBuffer.GetTriangleCount();
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}
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void BindVertexBuffer(VertexBuffer&& vbo);
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void Bind() const;
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void Unbind() const;
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private:
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void BindElementArrayBuffer();
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};
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} // namespace GL
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} // namespace td
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25
include/td/render/loader/WorldLoader.h
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25
include/td/render/loader/WorldLoader.h
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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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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(game::TowerPtr tower);
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} // namespace WorldLoader
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} // namespace render
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} // namespace td
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