nice
This commit is contained in:
212
src/main.cpp
212
src/main.cpp
@@ -1,18 +1,210 @@
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#include <iostream>
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// #include <td/protocol/packet/PacketVisitor.h>
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#include <td/game/GameHistory.h>
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#include <td/protocol/command/Commands.h>
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class Test : public td::protocol::CommandHandler {};
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#include <sp/common/DataBuffer.h>
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#include <sp/extensions/Compress.h>
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#include <td/input/Display.h>
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#include <td/game/World.h>
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#include <td/protocol/packet/Packets.h>
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#include <td/render/renderer/WorldRenderer.h>
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namespace td {
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namespace game {
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sp::DataBuffer& operator>>(sp::DataBuffer& buffer, game::TilePtr& tile) {
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game::TileType tileType;
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buffer >> tileType;
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switch (tileType) {
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case game::TileType::Tower: {
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auto tilePtr = std::make_shared<game::TowerTile>();
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buffer >> tilePtr->color_palette_ref >> tilePtr->team_owner;
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tile = tilePtr;
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break;
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}
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case game::TileType::Walk: {
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auto tilePtr = std::make_shared<game::WalkableTile>();
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buffer >> tilePtr->direction;
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tile = tilePtr;
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break;
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}
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case game::TileType::Decoration: {
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auto tilePtr = std::make_shared<game::DecorationTile>();
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buffer >> tilePtr->color_palette_ref;
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tile = tilePtr;
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break;
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}
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default:
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break;
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}
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return buffer;
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}
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} // namespace game
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} // namespace td
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namespace sp {
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namespace details {
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template <>
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void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::WorldHeader& a_Header) {
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a_Buffer >> a_Header.m_TowerPlacePalette >> a_Header.m_WalkablePalette;
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std::uint16_t decoPaletteSize;
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a_Buffer >> decoPaletteSize;
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std::size_t decoPalletteSizeByte = decoPaletteSize * sizeof(td::Color);
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a_Header.m_DecorationPalette.resize(decoPaletteSize);
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memcpy(reinterpret_cast<std::uint8_t*>(a_Header.m_DecorationPalette.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
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decoPalletteSizeByte);
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a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + decoPalletteSizeByte);
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a_Buffer >> a_Header.m_Background;
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td::utils::shape::Rectangle redCastle, blueCastle;
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a_Buffer >> a_Header.m_RedSpawn >> redCastle;
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a_Buffer >> a_Header.m_BlueSpawn >> blueCastle;
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a_Header.m_RedCastle.SetShape(redCastle);
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a_Header.m_BlueCastle.SetShape(blueCastle);
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std::uint64_t tilePaletteSize;
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a_Buffer >> tilePaletteSize;
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a_Header.m_TilePalette.reserve(tilePaletteSize);
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for (std::uint64_t tileNumber = 0; tileNumber < tilePaletteSize; tileNumber++) {
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td::game::TilePtr tile;
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a_Buffer >> tile;
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a_Header.m_TilePalette.push_back(tile);
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}
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a_Buffer >> a_Header.m_SpawnColorPalette;
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}
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typedef std::vector<uint64_t> ChunkPackedData;
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const int BITS_IN_BYTE = 8;
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const int BITS_IN_LONG = BITS_IN_BYTE * sizeof(std::uint64_t);
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static unsigned int countBits(unsigned int number) {
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// log function in base 2
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// take only integer part
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return static_cast<unsigned int>(std::log2(number) + 1);
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}
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template <>
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void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::WorldData& a_WorldData) {
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std::uint64_t chunkCount;
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a_Buffer >> chunkCount;
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for (std::uint64_t chunkNumber = 0; chunkNumber < chunkCount; chunkNumber++) {
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td::game::ChunkPtr chunk = std::make_shared<td::game::Chunk>();
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td::game::ChunkCoord chunkCoords;
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a_Buffer >> chunkCoords.x >> chunkCoords.y;
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std::uint64_t chunkPaletteSize;
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// std::reverse(reinterpret_cast<std::uint8_t*>(&chunkPaletteSize), reinterpret_cast<std::uint8_t*>(&chunkPaletteSize) + 4);
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a_Buffer >> chunkPaletteSize;
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td::game::ChunkPalette chunkPalette(chunkPaletteSize);
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memcpy(reinterpret_cast<void*>(chunkPalette.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
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chunkPaletteSize * sizeof(td::game::ChunkPalette::value_type));
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a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + chunkPaletteSize * sizeof(td::game::ChunkPalette::value_type));
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chunk->palette = chunkPalette;
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std::uint8_t bitsPerTile = countBits(chunkPaletteSize);
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// A bitmask that contains bitsPerTile set bits
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td::game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
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ChunkPackedData chunkData(td::game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
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memcpy(reinterpret_cast<void*>(chunkData.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
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chunkData.size() * sizeof(ChunkPackedData::value_type));
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a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + chunkData.size() * sizeof(ChunkPackedData::value_type));
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for (unsigned int tileNumber = 0; tileNumber < td::game::Chunk::ChunkSize; tileNumber++) {
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std::size_t startLong = (tileNumber * bitsPerTile) / BITS_IN_LONG;
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std::size_t startOffset = (tileNumber * bitsPerTile) % BITS_IN_LONG;
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std::size_t endLong = ((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG;
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td::game::Chunk::ChunkData::value_type value;
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if (startLong == endLong) {
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value = (chunkData[startLong] >> startOffset);
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} else {
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int endOffset = BITS_IN_LONG - startOffset;
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value = (chunkData[startLong] >> startOffset | chunkData[endLong] << endOffset);
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}
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value &= individualValueMask;
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chunk->tiles[tileNumber] = value;
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}
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a_WorldData.m_Chunks.insert({chunkCoords, chunk});
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}
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}
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} // namespace details
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} // namespace sp
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class WorldApply : public td::protocol::PacketHandler {
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private:
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td::game::World& m_World;
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public:
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WorldApply(td::game::World& a_World) : m_World(a_World) {}
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void Handle(const td::protocol::pdata::WorldHeader& a_Header) override {
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m_World.LoadMap(a_Header);
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}
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void Handle(const td::protocol::pdata::WorldData& a_Data) override {
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m_World.LoadMap(a_Data);
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}
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};
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int main(int argc, char** argv) {
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// Test visitor;
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// td::protocol::packets::ChatMessage chat{{"coucou"}};
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// visitor.Check(chat);
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sp::DataBuffer buffer;
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buffer.ReadFile("test/tdmap.tdmap2");
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sp::DataBuffer buffer1 = sp::zlib::Decompress(buffer, 84);
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buffer.SetReadOffset(buffer.GetReadOffset() + 83);
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sp::DataBuffer buffer2 = sp::zlib::Decompress(buffer, 511);
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td::protocol::packets::WorldHeaderPacket header;
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header.Read(buffer1);
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td::protocol::packets::WorldDataPacket data;
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data.Read(buffer2);
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td::game::World w;
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WorldApply wa(w);
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td::protocol::PacketDispatcher d;
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d.RegisterHandler(td::protocol::PacketID::WorldData, &wa);
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d.RegisterHandler(td::protocol::PacketID::WorldHeader, &wa);
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d.Dispatch(header);
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d.Dispatch(data);
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td::Display display(1920, 1080, "Tower-Defense 2");
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td::render::Camera cam;
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cam.SetCamPos({77, 25, 13});
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cam.UpdatePerspective(display.GetAspectRatio());
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td::render::RenderPipeline renderer;
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renderer.AddRenderer(std::make_unique<td::render::WorldRenderer>(cam, w));
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while (!display.IsCloseRequested()) {
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display.PollEvents();
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renderer.Render();
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display.Update();
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}
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td::protocol::commands::UpgradeTowerCommand com{1, 2};
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std::cout << (unsigned)com.GetId() << std::endl;
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td::protocol::CommandDispatcher disptacher;
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return 0;
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}
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169
src/td/Maths.cpp
Normal file
169
src/td/Maths.cpp
Normal file
@@ -0,0 +1,169 @@
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#include <td/Maths.h>
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#include <cassert>
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#include <cmath>
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namespace td {
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namespace maths {
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template <typename T>
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T Length(const Vec3<T>& vect) {
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return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
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}
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template <typename T>
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Vec3<T> Normalize(const Vec3<T>& vect) {
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T length = Length(vect);
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return {vect.x / length, vect.y / length, vect.z / length};
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}
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template <typename T>
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Vec4<T> Normalize(const Vec4<T>& vect) {
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T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
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return {vect.x / length, vect.y / length, vect.z / length, vect.w / length};
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}
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template <typename T>
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T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
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return vect.x * other.x + vect.y * other.y + vect.z * other.z;
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}
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template <typename T>
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Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
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return {
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vect.y * other.z - vect.z * other.y,
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vect.z * other.x - vect.x * other.z,
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vect.x * other.y - vect.y * other.x,
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};
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}
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template <typename T>
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T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
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return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
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}
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template <typename T>
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T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
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return Length(vect - other);
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}
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template <typename T>
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Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
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return {mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
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mat.y0 * vect.x + mat.y1 * vect.y + mat.y2 * vect.z + mat.y3 * vect.w,
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mat.z0 * vect.x + mat.z1 * vect.y + mat.z2 * vect.z + mat.z3 * vect.w,
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mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w};
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}
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template <typename T>
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Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
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Mat4<T> result{};
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for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
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for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
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for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
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result.at(i, j) += mat.at(i, k) * other.at(k, j);
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}
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}
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}
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return result;
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}
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template <typename T>
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Mat4<T> Identity() {
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Mat4<T> result{};
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result.x0 = static_cast<T>(1);
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result.y1 = static_cast<T>(1);
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result.z2 = static_cast<T>(1);
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result.w3 = static_cast<T>(1);
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return result;
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}
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Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar) {
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const float tanHalfFovy = std::tan(fovY / 2.0f);
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Mat4f result{};
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result.x0 = 1.0f / (aspectRatio * tanHalfFovy);
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result.y1 = 1.0f / (tanHalfFovy);
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result.z2 = -(zFar + zNear) / (zFar - zNear);
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result.z3 = -1.0f;
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result.w2 = -(2.0f * zFar * zNear) / (zFar - zNear);
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return result;
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}
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Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up) {
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const Vec3f f = Normalize(center);
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const Vec3f s = Normalize(Cross(f, up));
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const Vec3f u = Cross(s, f);
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Mat4f result = Identity<float>();
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result.x0 = s.x;
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result.y0 = s.y;
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result.z0 = s.z;
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result.x1 = u.x;
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result.y1 = u.y;
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result.z1 = u.z;
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result.x2 = -f.x;
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result.y2 = -f.y;
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result.z2 = -f.z;
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result.w0 = -Dot(s, eye);
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result.w1 = -Dot(u, eye);
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result.w2 = Dot(f, eye);
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return result;
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}
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Mat4f Inverse(const Mat4f& mat) {
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float s0 = mat.at(0, 0) * mat.at(1, 1) - mat.at(1, 0) * mat.at(0, 1);
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float s1 = mat.at(0, 0) * mat.at(1, 2) - mat.at(1, 0) * mat.at(0, 2);
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float s2 = mat.at(0, 0) * mat.at(1, 3) - mat.at(1, 0) * mat.at(0, 3);
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float s3 = mat.at(0, 1) * mat.at(1, 2) - mat.at(1, 1) * mat.at(0, 2);
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float s4 = mat.at(0, 1) * mat.at(1, 3) - mat.at(1, 1) * mat.at(0, 3);
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float s5 = mat.at(0, 2) * mat.at(1, 3) - mat.at(1, 2) * mat.at(0, 3);
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float c5 = mat.at(2, 2) * mat.at(3, 3) - mat.at(3, 2) * mat.at(2, 3);
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float c4 = mat.at(2, 1) * mat.at(3, 3) - mat.at(3, 1) * mat.at(2, 3);
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float c3 = mat.at(2, 1) * mat.at(3, 2) - mat.at(3, 1) * mat.at(2, 2);
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float c2 = mat.at(2, 0) * mat.at(3, 3) - mat.at(3, 0) * mat.at(2, 3);
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float c1 = mat.at(2, 0) * mat.at(3, 2) - mat.at(3, 0) * mat.at(2, 2);
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float c0 = mat.at(2, 0) * mat.at(3, 1) - mat.at(3, 0) * mat.at(2, 1);
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float det = s0 * c5 - s1 * c4 + s2 * c3 + s3 * c2 - s4 * c1 + s5 * c0;
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assert(det != 0 && "Determinant equals 0 !");
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float invdet = 1.0 / det;
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Mat4f result;
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result.at(0, 0) = (mat.at(1, 1) * c5 - mat.at(1, 2) * c4 + mat.at(1, 3) * c3) * invdet;
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result.at(0, 1) = (-mat.at(0, 1) * c5 + mat.at(0, 2) * c4 - mat.at(0, 3) * c3) * invdet;
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result.at(0, 2) = (mat.at(3, 1) * s5 - mat.at(3, 2) * s4 + mat.at(3, 3) * s3) * invdet;
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result.at(0, 3) = (-mat.at(2, 1) * s5 + mat.at(2, 2) * s4 - mat.at(2, 3) * s3) * invdet;
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result.at(1, 0) = (-mat.at(1, 0) * c5 + mat.at(1, 2) * c2 - mat.at(1, 3) * c1) * invdet;
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result.at(1, 1) = (mat.at(0, 0) * c5 - mat.at(0, 2) * c2 + mat.at(0, 3) * c1) * invdet;
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result.at(1, 2) = (-mat.at(3, 0) * s5 + mat.at(3, 2) * s2 - mat.at(3, 3) * s1) * invdet;
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result.at(1, 3) = (mat.at(2, 0) * s5 - mat.at(2, 2) * s2 + mat.at(2, 3) * s1) * invdet;
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result.at(2, 0) = (mat.at(1, 0) * c4 - mat.at(1, 1) * c2 + mat.at(1, 3) * c0) * invdet;
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result.at(2, 1) = (-mat.at(0, 0) * c4 + mat.at(0, 1) * c2 - mat.at(0, 3) * c0) * invdet;
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result.at(2, 2) = (mat.at(3, 0) * s4 - mat.at(3, 1) * s2 + mat.at(3, 3) * s0) * invdet;
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result.at(2, 3) = (-mat.at(2, 0) * s4 + mat.at(2, 1) * s2 - mat.at(2, 3) * s0) * invdet;
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result.at(3, 0) = (-mat.at(1, 0) * c3 + mat.at(1, 1) * c1 - mat.at(1, 2) * c0) * invdet;
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result.at(3, 1) = (mat.at(0, 0) * c3 - mat.at(0, 1) * c1 + mat.at(0, 2) * c0) * invdet;
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result.at(3, 2) = (-mat.at(3, 0) * s3 + mat.at(3, 1) * s1 - mat.at(3, 2) * s0) * invdet;
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result.at(3, 3) = (mat.at(2, 0) * s3 - mat.at(2, 1) * s1 + mat.at(2, 2) * s0) * invdet;
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return result;
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}
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} // namespace maths
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} // namespace td
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@@ -1,163 +0,0 @@
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#include <td/common/DataBuffer.h>
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#include <fstream>
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#include <iomanip>
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#include <sstream>
|
||||
|
||||
#include <td/misc/Format.h>
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||||
#include <td/misc/Log.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
DataBuffer::DataBuffer() : m_ReadOffset(0) {}
|
||||
|
||||
DataBuffer::DataBuffer(const DataBuffer& other) : m_Buffer(other.m_Buffer), m_ReadOffset(other.m_ReadOffset) {}
|
||||
|
||||
DataBuffer::DataBuffer(DataBuffer&& other) : m_Buffer(std::move(other.m_Buffer)), m_ReadOffset(std::move(other.m_ReadOffset)) {}
|
||||
|
||||
DataBuffer::DataBuffer(const std::string& str) : m_Buffer(str.begin(), str.end()), m_ReadOffset(0) {}
|
||||
|
||||
DataBuffer::DataBuffer(const DataBuffer& other, Data::difference_type offset) : m_ReadOffset(0) {
|
||||
m_Buffer.reserve(other.GetSize() - static_cast<std::size_t>(offset));
|
||||
std::copy(other.m_Buffer.begin() + offset, other.m_Buffer.end(), std::back_inserter(m_Buffer));
|
||||
}
|
||||
|
||||
DataBuffer& DataBuffer::operator<<(const std::string& str) {
|
||||
std::size_t strlen = str.length() + 1; // including null character
|
||||
Resize(GetSize() + strlen);
|
||||
std::memcpy(m_Buffer.data() + GetSize() - strlen, str.data(), strlen);
|
||||
return *this;
|
||||
}
|
||||
|
||||
DataBuffer& DataBuffer::operator<<(const DataBuffer& data) {
|
||||
m_Buffer.insert(m_Buffer.end(), data.begin(), data.end());
|
||||
return *this;
|
||||
}
|
||||
|
||||
DataBuffer& DataBuffer::operator>>(std::string& str) {
|
||||
std::size_t stringSize = strlen(reinterpret_cast<const char*>(m_Buffer.data()) + m_ReadOffset) + 1; // including null character
|
||||
str.resize(stringSize);
|
||||
std::copy(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset),
|
||||
m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset + stringSize), str.begin());
|
||||
m_ReadOffset += stringSize;
|
||||
str.resize(stringSize - 1);
|
||||
return *this;
|
||||
}
|
||||
|
||||
DataBuffer& DataBuffer::operator>>(DataBuffer& data) {
|
||||
data.Resize(GetSize() - m_ReadOffset);
|
||||
std::copy(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), m_Buffer.end(), data.begin());
|
||||
m_ReadOffset = m_Buffer.size();
|
||||
return *this;
|
||||
}
|
||||
|
||||
void DataBuffer::WriteSome(const char* buffer, std::size_t amount) {
|
||||
std::size_t end_pos = m_Buffer.size();
|
||||
m_Buffer.resize(m_Buffer.size() + amount);
|
||||
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
|
||||
}
|
||||
|
||||
void DataBuffer::WriteSome(const std::uint8_t* buffer, std::size_t amount) {
|
||||
std::size_t end_pos = m_Buffer.size();
|
||||
m_Buffer.resize(m_Buffer.size() + amount);
|
||||
std::memcpy(m_Buffer.data() + end_pos, buffer, amount);
|
||||
}
|
||||
|
||||
void DataBuffer::ReadSome(char* buffer, std::size_t amount) {
|
||||
assert(m_ReadOffset + amount <= GetSize());
|
||||
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
|
||||
m_ReadOffset += amount;
|
||||
}
|
||||
|
||||
|
||||
void DataBuffer::ReadSome(std::uint8_t* buffer, std::size_t amount) {
|
||||
assert(m_ReadOffset + amount <= GetSize());
|
||||
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer);
|
||||
m_ReadOffset += amount;
|
||||
}
|
||||
|
||||
|
||||
void DataBuffer::ReadSome(DataBuffer& buffer, std::size_t amount) {
|
||||
assert(m_ReadOffset + amount <= GetSize());
|
||||
buffer.Resize(amount);
|
||||
std::copy_n(m_Buffer.begin() + static_cast<difference_type>(m_ReadOffset), amount, buffer.begin());
|
||||
m_ReadOffset += amount;
|
||||
}
|
||||
|
||||
|
||||
DataBuffer& DataBuffer::operator=(const DataBuffer& other) {
|
||||
m_Buffer = other.m_Buffer;
|
||||
m_ReadOffset = other.m_ReadOffset;
|
||||
return *this;
|
||||
}
|
||||
|
||||
DataBuffer& DataBuffer::operator=(DataBuffer&& other) {
|
||||
m_Buffer = std::move(other.m_Buffer);
|
||||
m_ReadOffset = std::move(other.m_ReadOffset);
|
||||
return *this;
|
||||
}
|
||||
|
||||
void DataBuffer::SetReadOffset(std::size_t pos) {
|
||||
assert(pos <= GetSize());
|
||||
m_ReadOffset = pos;
|
||||
}
|
||||
|
||||
std::size_t DataBuffer::GetSize() const {
|
||||
return m_Buffer.size();
|
||||
}
|
||||
|
||||
std::size_t DataBuffer::GetRemaining() const {
|
||||
return m_Buffer.size() - m_ReadOffset;
|
||||
}
|
||||
|
||||
DataBuffer::iterator DataBuffer::begin() {
|
||||
return m_Buffer.begin();
|
||||
}
|
||||
|
||||
DataBuffer::iterator DataBuffer::end() {
|
||||
return m_Buffer.end();
|
||||
}
|
||||
|
||||
DataBuffer::const_iterator DataBuffer::begin() const {
|
||||
return m_Buffer.begin();
|
||||
}
|
||||
|
||||
DataBuffer::const_iterator DataBuffer::end() const {
|
||||
return m_Buffer.end();
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& os, const DataBuffer& buffer) {
|
||||
for (unsigned char u : buffer)
|
||||
os << std::hex << std::setfill('0') << std::setw(2) << static_cast<int>(u) << " ";
|
||||
os << std::dec;
|
||||
return os;
|
||||
}
|
||||
|
||||
bool DataBuffer::ReadFile(const std::string& fileName) {
|
||||
try {
|
||||
std::ifstream file(fileName, std::istream::binary);
|
||||
std::ostringstream ss;
|
||||
ss << file.rdbuf();
|
||||
const std::string& s = ss.str();
|
||||
m_Buffer = DataBuffer::Data(s.begin(), s.end());
|
||||
m_ReadOffset = 0;
|
||||
} catch (std::exception& e) {
|
||||
utils::LOGE(utils::Format("[IO] Failed to read file %s ! reason : %s", fileName.c_str(), e.what()));
|
||||
return false;
|
||||
}
|
||||
return m_Buffer.size() > 0;
|
||||
}
|
||||
|
||||
bool DataBuffer::WriteFile(const std::string& fileName) const {
|
||||
try {
|
||||
std::ofstream file(fileName, std::ostream::binary);
|
||||
file.write(reinterpret_cast<const char*>(m_Buffer.data()), static_cast<std::streamsize>(m_Buffer.size()));
|
||||
file.flush();
|
||||
} catch (std::exception& e) {
|
||||
utils::LOGE(utils::Format("[IO] Failed to read file %s ! reason : %s", fileName.c_str(), e.what()));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
@@ -1,52 +0,0 @@
|
||||
#include <td/common/VarInt.h>
|
||||
|
||||
#include <stdexcept>
|
||||
#include <td/common/DataBuffer.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
static constexpr int SEGMENT_BITS = 0x7F;
|
||||
static constexpr int CONTINUE_BIT = 0x80;
|
||||
|
||||
std::size_t VarInt::GetSerializedLength() const {
|
||||
DataBuffer buffer;
|
||||
buffer << *this;
|
||||
return buffer.GetSize();
|
||||
}
|
||||
|
||||
DataBuffer& operator<<(DataBuffer& out, const VarInt& var) {
|
||||
std::uint64_t value = var.m_Value;
|
||||
while (true) {
|
||||
if ((value & ~static_cast<std::uint64_t>(SEGMENT_BITS)) == 0) {
|
||||
out << static_cast<std::uint8_t>(value);
|
||||
return out;
|
||||
}
|
||||
|
||||
out << static_cast<std::uint8_t>((value & SEGMENT_BITS) | CONTINUE_BIT);
|
||||
|
||||
value >>= 7;
|
||||
}
|
||||
}
|
||||
|
||||
DataBuffer& operator>>(DataBuffer& in, VarInt& var) {
|
||||
var.m_Value = 0;
|
||||
unsigned int position = 0;
|
||||
std::uint8_t currentByte;
|
||||
|
||||
while (true) {
|
||||
in.ReadSome(¤tByte, 1);
|
||||
var.m_Value |= static_cast<std::uint64_t>(currentByte & SEGMENT_BITS) << position;
|
||||
|
||||
if ((currentByte & CONTINUE_BIT) == 0)
|
||||
break;
|
||||
|
||||
position += 7;
|
||||
|
||||
if (position >= 8 * sizeof(var.m_Value))
|
||||
throw std::runtime_error("VarInt is too big");
|
||||
}
|
||||
|
||||
return in;
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
59
src/td/game/World.cpp
Normal file
59
src/td/game/World.cpp
Normal file
@@ -0,0 +1,59 @@
|
||||
#include <td/game/World.h>
|
||||
|
||||
namespace td {
|
||||
namespace game {
|
||||
|
||||
World::World() : m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}} {
|
||||
|
||||
}
|
||||
|
||||
const Color* World::GetTileColor(TilePtr tile) const {
|
||||
switch (tile->GetType()) {
|
||||
case TileType::Tower: {
|
||||
TowerTile* towerTile = dynamic_cast<TowerTile*>(tile.get());
|
||||
return &m_TowerPlacePalette[towerTile->color_palette_ref];
|
||||
}
|
||||
case TileType::Walk: {
|
||||
return &m_WalkablePalette;
|
||||
}
|
||||
case TileType::Decoration: {
|
||||
DecorationTile* towerTile = dynamic_cast<DecorationTile*>(tile.get());
|
||||
return &m_DecorationPalette[towerTile->color_palette_ref];
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
|
||||
m_TowerPlacePalette = a_WorldHeader.m_TowerPlacePalette;
|
||||
m_WalkablePalette = a_WorldHeader.m_WalkablePalette;
|
||||
m_DecorationPalette = a_WorldHeader.m_DecorationPalette;
|
||||
m_Background = a_WorldHeader.m_Background;
|
||||
|
||||
GetRedTeam().GetSpawn() = a_WorldHeader.m_RedSpawn;
|
||||
GetBlueTeam().GetSpawn() = a_WorldHeader.m_BlueSpawn;
|
||||
|
||||
m_SpawnColorPalette = a_WorldHeader.m_SpawnColorPalette;
|
||||
|
||||
GetRedTeam().GetCastle() = a_WorldHeader.m_RedCastle;
|
||||
GetRedTeam().GetCastle().SetTeam(&GetRedTeam());
|
||||
|
||||
GetBlueTeam().GetCastle() = a_WorldHeader.m_BlueCastle;
|
||||
GetBlueTeam().GetCastle().SetTeam(&GetBlueTeam());
|
||||
|
||||
m_TilePalette = a_WorldHeader.m_TilePalette;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
|
||||
m_Chunks = a_WorldData.m_Chunks;
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace game
|
||||
} // namespace td
|
||||
156
src/td/input/Display.cpp
Normal file
156
src/td/input/Display.cpp
Normal file
@@ -0,0 +1,156 @@
|
||||
#include <td/input/Display.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <imgui.h>
|
||||
#include <imgui_impl_opengl3.h>
|
||||
#include <imgui_impl_sdl3.h>
|
||||
|
||||
#include <td/misc/Format.h>
|
||||
#include <td/misc/Log.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
m_LastWidth(0), m_LastHeight(0), m_AspectRatio(1), m_ShouldClose(false) {
|
||||
|
||||
m_Window = SDL_CreateWindow(a_Title.c_str(), a_Width, a_Height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
|
||||
m_LastWidth = a_Width;
|
||||
m_LastHeight = a_Height;
|
||||
m_AspectRatio = (float)m_LastWidth / m_LastHeight;
|
||||
|
||||
// Prepare and create context
|
||||
#ifdef __ANDROID__
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#else
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#endif
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
|
||||
m_GLContext = SDL_GL_CreateContext(m_Window);
|
||||
|
||||
if (!m_GLContext) {
|
||||
utils::LOGE(utils::Format("Could not create context! SDL error: %s", SDL_GetError()));
|
||||
}
|
||||
|
||||
int major, minor, mask;
|
||||
int r, g, b, a, depth;
|
||||
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &mask);
|
||||
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
|
||||
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
|
||||
|
||||
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
|
||||
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
|
||||
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
|
||||
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
|
||||
|
||||
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
|
||||
|
||||
const char* mask_desc;
|
||||
|
||||
if (mask & SDL_GL_CONTEXT_PROFILE_CORE) {
|
||||
mask_desc = "core";
|
||||
} else if (mask & SDL_GL_CONTEXT_PROFILE_COMPATIBILITY) {
|
||||
mask_desc = "compatibility";
|
||||
} else if (mask & SDL_GL_CONTEXT_PROFILE_ES) {
|
||||
mask_desc = "es";
|
||||
} else {
|
||||
mask_desc = "?";
|
||||
}
|
||||
|
||||
utils::LOG(utils::Format(
|
||||
"GL Context : %i.%i %s, Color : R:%i G:%i B:%i A:%i, Depth bits : %i", major, minor, mask_desc, r, g, b, a, depth));
|
||||
|
||||
SDL_GL_MakeCurrent(m_Window, m_GLContext);
|
||||
|
||||
GLenum error = glewInit();
|
||||
if (error) {
|
||||
utils::LOGE(utils::Format("Error initializing glew : %s", glewGetErrorString(error)));
|
||||
}
|
||||
|
||||
// WindowResizeEvent(WindowWidth, WindowHeight);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
(void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
// ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this
|
||||
// requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave
|
||||
// both here for documentation purpose)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOpenGL(m_Window, m_GLContext);
|
||||
ImGui_ImplOpenGL3_Init("#version 330");
|
||||
}
|
||||
|
||||
|
||||
void Display::PollEvents() {
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_EVENT_QUIT:
|
||||
case SDL_EVENT_WINDOW_CLOSE_REQUESTED: {
|
||||
m_ShouldClose = true;
|
||||
}
|
||||
|
||||
case SDL_EVENT_WINDOW_RESIZED: {
|
||||
m_LastWidth = event.window.data1;
|
||||
m_LastHeight = event.window.data2;
|
||||
m_AspectRatio = (float)m_LastWidth / m_LastHeight;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
ImGui_ImplSDL3_ProcessEvent(&event);
|
||||
}
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
void Display::Update() {
|
||||
ImGui::Render();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
// glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(m_Window);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
|
||||
Display::~Display() {
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
SDL_GL_DestroyContext(m_GLContext);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
26
src/td/render/Camera.cpp
Normal file
26
src/td/render/Camera.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include <td/render/Camera.h>
|
||||
|
||||
#include <cmath>
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
void Camera::UpdatePerspective(float a_AspectRatio) {
|
||||
m_ProjectionMatrix = maths::Perspective(80.0f / 180.0f * PI, a_AspectRatio, 0.1f, 160.0f);
|
||||
m_InvProjectionMatrix = maths::Inverse(m_ProjectionMatrix);
|
||||
}
|
||||
|
||||
void Camera::SetCamPos(const Vec3f& a_NewPos) {
|
||||
Vec3f front = {
|
||||
std::cos(m_Yaw) * std::cos(m_Pitch),
|
||||
std::sin(m_Pitch),
|
||||
std::sin(m_Yaw) * std::cos(m_Pitch)
|
||||
};
|
||||
|
||||
m_CamPos = a_NewPos;
|
||||
m_ViewMatrix = maths::Look(m_CamPos, front, { 0, 1, 0 });
|
||||
m_InvViewMatrix = maths::Transpose(maths::Inverse(m_ViewMatrix)); // why transpose ? I don't know
|
||||
}
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
26
src/td/render/Renderer.cpp
Normal file
26
src/td/render/Renderer.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include <td/render/Renderer.h>
|
||||
|
||||
#include <td/render/OpenGL.h>
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
void Renderer::Render(const GL::VertexArray& a_Vao) {
|
||||
a_Vao.Bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, a_Vao.GetVertexCount());
|
||||
// glDrawElements(GL_TRIANGLES, a_Vao.GetVertexCount(), GL_UNSIGNED_INT, nullptr);
|
||||
a_Vao.Unbind();
|
||||
}
|
||||
|
||||
RenderPipeline::RenderPipeline() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthFunc(GL_LESS);
|
||||
glFrontFace(GL_CCW);
|
||||
}
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
99
src/td/render/loader/GLLoader.cpp
Normal file
99
src/td/render/loader/GLLoader.cpp
Normal file
@@ -0,0 +1,99 @@
|
||||
#include <td/render/loader/GLLoader.h>
|
||||
|
||||
#include <td/render/OpenGL.h>
|
||||
|
||||
namespace td {
|
||||
namespace GL {
|
||||
|
||||
VertexArray::~VertexArray() {
|
||||
if (m_ID != 0)
|
||||
glDeleteVertexArrays(1, &m_ID);
|
||||
}
|
||||
|
||||
VertexArray::VertexArray(ElementBuffer&& indicies) : m_ElementBuffer(std::move(indicies)) {
|
||||
glGenVertexArrays(1, &m_ID);
|
||||
Bind();
|
||||
BindElementArrayBuffer();
|
||||
// Unbind();
|
||||
}
|
||||
|
||||
void VertexArray::Bind() const {
|
||||
glBindVertexArray(m_ID);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind() const {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::BindVertexBuffer(VertexBuffer&& VertexBuffer) {
|
||||
VertexBuffer.Bind();
|
||||
VertexBuffer.BindVertexAttribs();
|
||||
m_VertexBuffers.push_back(std::move(VertexBuffer));
|
||||
}
|
||||
|
||||
void VertexArray::BindElementArrayBuffer() {
|
||||
m_ElementBuffer.Bind();
|
||||
}
|
||||
|
||||
VertexBuffer::~VertexBuffer() {
|
||||
if (m_ID != 0)
|
||||
glDeleteBuffers(1, &m_ID);
|
||||
}
|
||||
|
||||
VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
|
||||
glGenBuffers(1, &m_ID);
|
||||
Bind();
|
||||
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof(float)), nullptr, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
|
||||
Unbind();
|
||||
}
|
||||
|
||||
void VertexBuffer::Bind() const {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_ID);
|
||||
}
|
||||
|
||||
void VertexBuffer::Unbind() const {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void VertexBuffer::AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
|
||||
VertexAttribPointer pointer {
|
||||
.m_Index = index,
|
||||
.m_Size = coordinateSize,
|
||||
.m_Offset = offset
|
||||
};
|
||||
m_VertexAttribs.push_back(pointer);
|
||||
}
|
||||
|
||||
void VertexBuffer::BindVertexAttribs() const {
|
||||
for (const VertexAttribPointer& pointer : m_VertexAttribs) {
|
||||
glVertexAttribPointer(pointer.m_Index, static_cast<GLint>(pointer.m_Size), GL_FLOAT, false, m_DataStride * sizeof(float),
|
||||
reinterpret_cast<GLvoid*>(static_cast<std::size_t>(pointer.m_Offset)));
|
||||
glEnableVertexAttribArray(pointer.m_Index);
|
||||
}
|
||||
}
|
||||
|
||||
ElementBuffer::ElementBuffer(const std::vector<unsigned int>& indicies) {
|
||||
m_TriangleCount = indicies.size();
|
||||
glGenBuffers(1, &m_ID);
|
||||
Bind();
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(indicies.size() * sizeof(unsigned int)), nullptr, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(indicies.size() * sizeof(unsigned int)), indicies.data());
|
||||
Unbind();
|
||||
}
|
||||
|
||||
ElementBuffer::~ElementBuffer() {
|
||||
if (m_ID != 0)
|
||||
glDeleteBuffers(1, &m_ID);
|
||||
}
|
||||
|
||||
void ElementBuffer::Bind() const {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ID);
|
||||
}
|
||||
|
||||
void ElementBuffer::Unbind() const {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
} // namespace GL
|
||||
} // namespace td
|
||||
218
src/td/render/loader/WorldLoader.cpp
Normal file
218
src/td/render/loader/WorldLoader.cpp
Normal file
@@ -0,0 +1,218 @@
|
||||
#include <td/render/loader/WorldLoader.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <string.h>
|
||||
|
||||
#include <td/game/World.h>
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
namespace WorldLoader {
|
||||
|
||||
const static int POSITION_VERTEX_SIZE = 3;
|
||||
const static int TEXTURE_VERTEX_SIZE = 2;
|
||||
|
||||
GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
std::vector<float> positions;
|
||||
std::vector<float> colors;
|
||||
|
||||
for (const auto& chunkInfo : world->GetChunks()) {
|
||||
const td::game::ChunkCoord& coords = chunkInfo.first;
|
||||
td::game::ChunkPtr chunk = chunkInfo.second;
|
||||
|
||||
std::int32_t chunkX = coords.x * td::game::Chunk::ChunkWidth;
|
||||
std::int32_t chunkY = coords.y * td::game::Chunk::ChunkHeight;
|
||||
|
||||
for (int tileY = 0; tileY < td::game::Chunk::ChunkHeight; tileY++) {
|
||||
for (int tileX = 0; tileX < td::game::Chunk::ChunkWidth; tileX++) {
|
||||
int tileNumber = tileY * td::game::Chunk::ChunkWidth + tileX;
|
||||
td::game::TileIndex tileIndex = chunk->GetTileIndex(tileNumber);
|
||||
td::game::TilePtr tile = world->GetTilePtr(tileIndex);
|
||||
|
||||
if (tile == nullptr)
|
||||
continue;
|
||||
|
||||
positions.insert(
|
||||
positions.end(), {static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
|
||||
|
||||
static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY),
|
||||
static_cast<float>(chunkX + tileX), 0, static_cast<float>(chunkY + tileY + 1),
|
||||
static_cast<float>(chunkX + tileX + 1), 0, static_cast<float>(chunkY + tileY + 1)});
|
||||
|
||||
const td::Color* tileColor = world->GetTileColor(tile);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= tileColor->r << 24;
|
||||
color |= tileColor->g << 16;
|
||||
color |= tileColor->b << 8;
|
||||
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int spawnColor = 0; spawnColor < 2; spawnColor++) {
|
||||
const game::Spawn& spawn = world->GetTeam(TeamColor(spawnColor)).GetSpawn();
|
||||
float fromX = spawn.GetTopLeft().GetX(), toX = spawn.GetBottomRight().GetX();
|
||||
float fromY = spawn.GetTopLeft().GetY(), toY = spawn.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {fromX, 0, fromY, fromX, 0, toY, toX, 0, fromY, fromX, 0, toY, toX, 0, toY, toX, 0, fromY});
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= world->GetSpawnColor(TeamColor(spawnColor)).r << 24;
|
||||
color |= world->GetSpawnColor(TeamColor(spawnColor)).g << 16;
|
||||
color |= world->GetSpawnColor(TeamColor(spawnColor)).b << 8;
|
||||
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
|
||||
for (int castleColor = 0; castleColor < 2; castleColor++) {
|
||||
const game::TeamCastle& castle = world->GetTeam(TeamColor(castleColor)).GetCastle();
|
||||
float fromX = castle.GetTopLeft().GetX(), toX = castle.GetBottomRight().GetX();
|
||||
float fromY = castle.GetTopLeft().GetY(), toY = castle.GetBottomRight().GetY();
|
||||
|
||||
positions.insert(positions.end(), {fromX, 0, fromY, fromX, 0, toY, toX, 0, fromY, fromX, 0, toY, toX, 0, toY, toX, 0, fromY});
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
int color = 255;
|
||||
color |= world->GetSpawnColor(TeamColor(castleColor)).r << 24;
|
||||
color |= world->GetSpawnColor(TeamColor(castleColor)).g << 16;
|
||||
color |= world->GetSpawnColor(TeamColor(castleColor)).b << 8;
|
||||
|
||||
int newColorIndex = colors.size();
|
||||
colors.push_back(0);
|
||||
|
||||
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
|
||||
}
|
||||
}
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
std::vector<unsigned int> indexes(positions.size() / 3, 0);
|
||||
for (size_t i = 0; i < indexes.size(); i++) {
|
||||
indexes[i] = i + 1;
|
||||
}
|
||||
|
||||
GL::ElementBuffer indexVBO(indexes);
|
||||
|
||||
GL::VertexArray worldVao(std::move(indexVBO)); // each pos = 3 vertecies
|
||||
worldVao.Bind();
|
||||
worldVao.BindVertexBuffer(std::move(positionVBO));
|
||||
worldVao.BindVertexBuffer(std::move(colorVBO));
|
||||
worldVao.Unbind();
|
||||
return worldVao;
|
||||
}
|
||||
|
||||
GL::VertexArray LoadTileSelectModel() {
|
||||
std::vector<float> positions = {
|
||||
-0.5f,
|
||||
-0.5f,
|
||||
-1.0f,
|
||||
|
||||
0.5f,
|
||||
-0.5f,
|
||||
-1.0f,
|
||||
|
||||
0.0f,
|
||||
0.5f,
|
||||
-1.0f,
|
||||
|
||||
1,
|
||||
.01,
|
||||
1,
|
||||
|
||||
0,
|
||||
.01,
|
||||
1,
|
||||
|
||||
0,
|
||||
1,
|
||||
1,
|
||||
};
|
||||
|
||||
int color = 255 << 24 | 255 << 16 | 255 << 8 | 150;
|
||||
float colorFloat;
|
||||
|
||||
memcpy(reinterpret_cast<std::uint8_t*>(&colorFloat), &color, sizeof(float));
|
||||
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
|
||||
GL::VertexBuffer colorVBO(colors, 1);
|
||||
colorVBO.AddVertexAttribPointer(1, 1, 0);
|
||||
|
||||
std::vector<unsigned int> indexes(positions.size() / 3, 0);
|
||||
for (size_t i = 0; i < indexes.size(); i++) {
|
||||
indexes[i] = i + 1;
|
||||
}
|
||||
GL::ElementBuffer indexVBO(indexes);
|
||||
|
||||
GL::VertexArray tileSelectVao(std::move(indexVBO));
|
||||
tileSelectVao.Bind();
|
||||
tileSelectVao.BindVertexBuffer(std::move(positionVBO));
|
||||
tileSelectVao.BindVertexBuffer(std::move(colorVBO));
|
||||
tileSelectVao.Unbind();
|
||||
|
||||
return tileSelectVao;
|
||||
}
|
||||
|
||||
RenderData LoadTowerModel(game::TowerPtr tower) {
|
||||
RenderData renderData;
|
||||
|
||||
float towerX, towerDX;
|
||||
float towerY, towerDY;
|
||||
|
||||
if (tower->GetSize() == game::TowerSize::Little) {
|
||||
towerX = tower->GetCenterX() - 1.5f;
|
||||
towerDX = tower->GetCenterX() + 1.5f;
|
||||
|
||||
towerY = tower->GetCenterY() - 1.5f;
|
||||
towerDY = tower->GetCenterY() + 1.5f;
|
||||
} else {
|
||||
towerX = tower->GetCenterX() - 2.5f;
|
||||
towerDX = tower->GetCenterX() + 2.5f;
|
||||
|
||||
towerY = tower->GetCenterY() - 2.5f;
|
||||
towerDY = tower->GetCenterY() + 2.5f;
|
||||
}
|
||||
std::vector<float> positions = {towerDX, 0.001, towerY, towerX, 0.001, towerY, towerX, 0.001, towerDY, towerDX, 0.001, towerY,
|
||||
towerX, 0.001, towerDY, towerDX, 0.001, towerDY};
|
||||
|
||||
renderData.positions = positions;
|
||||
|
||||
std::uint8_t towerType = static_cast<std::uint8_t>(tower->GetType());
|
||||
std::uint8_t r = 10 * towerType + 40, g = 5 * towerType + 30, b = 10 * towerType + 20;
|
||||
|
||||
float colorFloat;
|
||||
int color = r << 24 | g << 16 | b << 8 | 255;
|
||||
memcpy(&colorFloat, &color, sizeof(int));
|
||||
|
||||
std::vector<float> colors(6, colorFloat);
|
||||
renderData.colors = colors;
|
||||
|
||||
return renderData;
|
||||
}
|
||||
|
||||
|
||||
} // namespace WorldLoader
|
||||
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
26
src/td/render/renderer/WorldRenderer.cpp
Normal file
26
src/td/render/renderer/WorldRenderer.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include <td/render/renderer/WorldRenderer.h>
|
||||
|
||||
#include <td/render/loader/WorldLoader.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World){
|
||||
m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(&a_World)));
|
||||
}
|
||||
|
||||
WorldRenderer::~WorldRenderer() {}
|
||||
|
||||
void WorldRenderer::Render() {
|
||||
m_Shader.Start();
|
||||
m_Shader.SetProjectionMatrix(m_Camera.GetProjectionMatrix());
|
||||
m_Shader.SetViewMatrix(m_Camera.GetViewMatrix());
|
||||
Renderer::Render(*m_WorldVao);
|
||||
ImGui::ShowDemoWindow();
|
||||
}
|
||||
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
123
src/td/render/shader/EntityShader.cpp
Normal file
123
src/td/render/shader/EntityShader.cpp
Normal file
@@ -0,0 +1,123 @@
|
||||
#include <td/render/shader/EntityShader.h>
|
||||
|
||||
namespace td {
|
||||
namespace shader {
|
||||
|
||||
// TODO: update ES shaders
|
||||
|
||||
#ifdef __ANDROID__
|
||||
static const char vertexSource[] =
|
||||
R"(#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in int color;
|
||||
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform vec3 modelPosition;
|
||||
|
||||
flat out int pass_color;
|
||||
|
||||
void main(void){
|
||||
pass_color = color;
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragmentSource[] =
|
||||
R"(#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
flat in int pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
uniform vec3 ColorEffect;
|
||||
|
||||
void main(void){
|
||||
|
||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||
float a = float(pass_color & 0xFF) / 255.0;
|
||||
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
|
||||
out_color = vec4(intermediate_color, a);
|
||||
|
||||
}
|
||||
)";
|
||||
#else
|
||||
static const char vertexSource[] = R"(
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec2 textureCoords;
|
||||
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform vec3 modelPosition;
|
||||
|
||||
out vec2 pass_textureCoords;
|
||||
|
||||
void main(void){
|
||||
pass_textureCoords = textureCoords;
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragmentSource[] = R"(
|
||||
#version 330
|
||||
|
||||
in vec2 pass_textureCoords;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
uniform vec3 ColorEffect;
|
||||
uniform sampler2D textureSampler;
|
||||
|
||||
void main(void){
|
||||
|
||||
vec4 color = vec4(ColorEffect, 1.0) * texture(textureSampler, pass_textureCoords);
|
||||
|
||||
if (color.a <= 0.1)
|
||||
discard;
|
||||
|
||||
out_color = color;
|
||||
|
||||
}
|
||||
)";
|
||||
#endif
|
||||
|
||||
EntityShader::EntityShader() : ShaderProgram() {}
|
||||
|
||||
void EntityShader::LoadShader() {
|
||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||
}
|
||||
|
||||
void EntityShader::GetAllUniformLocation() {
|
||||
m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
|
||||
m_LocationViewMatrix = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
|
||||
m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
|
||||
m_LocationProjectionMatrix = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
|
||||
}
|
||||
|
||||
void EntityShader::SetColorEffect(const Vec3f& color) {
|
||||
LoadVector(m_LocationColorEffect, color);
|
||||
}
|
||||
|
||||
void EntityShader::SetProjectionMatrix(const Mat4f& proj) const {
|
||||
LoadMat4(m_LocationProjectionMatrix, proj);
|
||||
}
|
||||
|
||||
void EntityShader::SetViewMatrix(const Mat4f& view) const {
|
||||
LoadMat4(m_LocationViewMatrix, view);
|
||||
}
|
||||
|
||||
void EntityShader::SetModelPos(const Vec3f& pos) const {
|
||||
LoadVector(m_LocationPosition, pos);
|
||||
}
|
||||
|
||||
} // namespace shader
|
||||
} // namespace td
|
||||
145
src/td/render/shader/ShaderProgram.cpp
Executable file
145
src/td/render/shader/ShaderProgram.cpp
Executable file
@@ -0,0 +1,145 @@
|
||||
/*
|
||||
* ShaderProgram.cpp
|
||||
*
|
||||
* Created on: 31 janv. 2020
|
||||
* Author: simon
|
||||
*/
|
||||
|
||||
#include <td/render/shader/ShaderProgram.h>
|
||||
#include <td/misc/Log.h>
|
||||
#include <td/misc/Format.h>
|
||||
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <vector>
|
||||
|
||||
namespace td {
|
||||
namespace shader {
|
||||
|
||||
ShaderProgram::ShaderProgram() :
|
||||
m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {
|
||||
}
|
||||
|
||||
ShaderProgram::~ShaderProgram() {
|
||||
CleanUp();
|
||||
}
|
||||
|
||||
void ShaderProgram::Start() const {
|
||||
glUseProgram(m_ProgramID);
|
||||
}
|
||||
|
||||
void ShaderProgram::Stop() const {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
int ShaderProgram::GetUniformLocation(const std::string& uniformName) const {
|
||||
const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
|
||||
if (location == -1) {
|
||||
utils::LOGD(utils::Format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
|
||||
}
|
||||
return location;
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadFloat(unsigned int location, float value) const {
|
||||
glUniform1f(static_cast<GLint>(location), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadInt(unsigned int location, int value) const {
|
||||
glUniform1i(static_cast<GLint>(location), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadVector(unsigned int location,
|
||||
const Vec2f& vector) const {
|
||||
glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadVector(unsigned int location,
|
||||
const Vec3f& vector) const {
|
||||
glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
|
||||
glUniform1i(static_cast<GLint>(location), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadMat4(unsigned int location, const Mat4f& mat) const {
|
||||
glUniformMatrix4fv(static_cast<GLint>(location), 1, false, reinterpret_cast<const float*>(&mat));
|
||||
}
|
||||
|
||||
void ShaderProgram::CleanUp() const {
|
||||
Stop();
|
||||
glDetachShader(m_ProgramID, m_VertexShaderID);
|
||||
glDetachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glDeleteShader(m_VertexShaderID);
|
||||
glDeleteShader(m_FragmentShaderID);
|
||||
glDeleteProgram(m_ProgramID);
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadProgramFile(const std::string& vertexFile,
|
||||
const std::string& fragmentFile) {
|
||||
m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
|
||||
m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
|
||||
m_ProgramID = glCreateProgram();
|
||||
glAttachShader(m_ProgramID, m_VertexShaderID);
|
||||
glAttachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glLinkProgram(m_ProgramID);
|
||||
glValidateProgram(m_ProgramID);
|
||||
GetAllUniformLocation();
|
||||
}
|
||||
|
||||
void ShaderProgram::LoadProgram(const std::string& vertexSource,
|
||||
const std::string& fragmentSource) {
|
||||
m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
|
||||
m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
|
||||
m_ProgramID = glCreateProgram();
|
||||
glAttachShader(m_ProgramID, m_VertexShaderID);
|
||||
glAttachShader(m_ProgramID, m_FragmentShaderID);
|
||||
glLinkProgram(m_ProgramID);
|
||||
glValidateProgram(m_ProgramID);
|
||||
GetAllUniformLocation();
|
||||
}
|
||||
|
||||
unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
|
||||
unsigned int shaderID = glCreateShader(type);
|
||||
|
||||
const char* c_str = source.c_str();
|
||||
int* null = 0;
|
||||
glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
|
||||
glCompileShader(shaderID);
|
||||
GLint compilesuccessful;
|
||||
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
|
||||
if (compilesuccessful == false) {
|
||||
GLsizei size;
|
||||
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
|
||||
std::vector<char> shaderError(static_cast<std::size_t>(size));
|
||||
glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
|
||||
|
||||
utils::LOGE("Could not compile shader !");
|
||||
|
||||
utils::LOGE(shaderError.data());
|
||||
|
||||
utils::LOGD(utils::Format("\nShader source : \n"
|
||||
"------------------------------------------------------------------------------------------------------------------------------------\n"
|
||||
"%s\n"
|
||||
"------------------------------------------------------------------------------------------------------------------------------------\n"
|
||||
, source.c_str()));
|
||||
}
|
||||
return shaderID;
|
||||
}
|
||||
|
||||
unsigned int ShaderProgram::LoadShaderFromFile(const std::string& file, GLenum type) {
|
||||
std::stringstream stream;
|
||||
std::ifstream fileStream(file);
|
||||
|
||||
if (fileStream) {
|
||||
stream << fileStream.rdbuf();
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return LoadShader(stream.str(), type);
|
||||
}
|
||||
|
||||
} // namespace shader
|
||||
} // namespace td
|
||||
102
src/td/render/shader/WorldShader.cpp
Normal file
102
src/td/render/shader/WorldShader.cpp
Normal file
@@ -0,0 +1,102 @@
|
||||
#include <td/render/shader/WorldShader.h>
|
||||
|
||||
namespace td {
|
||||
namespace shader {
|
||||
|
||||
// TODO: GLES Shaders
|
||||
|
||||
#ifdef __ANDROID__
|
||||
static const char vertexSource[] =
|
||||
R"(#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in int color;
|
||||
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
flat out int pass_color;
|
||||
|
||||
void main(void){
|
||||
pass_color = color;
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragmentSource[] =
|
||||
R"(#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
|
||||
flat in int pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
|
||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||
float a = float(pass_color & 0xFF) / 255.0;
|
||||
out_color = vec4(r, g, b, a);
|
||||
|
||||
}
|
||||
)";
|
||||
#else
|
||||
static const char vertexSource[] = R"(
|
||||
#version 330
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in int color;
|
||||
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
flat out int pass_color;
|
||||
|
||||
void main(void){
|
||||
pass_color = color;
|
||||
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
static const char fragmentSource[] = R"(
|
||||
#version 330
|
||||
|
||||
flat in int pass_color;
|
||||
|
||||
out vec4 out_color;
|
||||
|
||||
void main(void){
|
||||
|
||||
float r = float(pass_color >> 24 & 0xFF) / 255.0;
|
||||
float g = float(pass_color >> 16 & 0xFF) / 255.0;
|
||||
float b = float(pass_color >> 8 & 0xFF) / 255.0;
|
||||
float a = float(pass_color & 0xFF) / 255.0;
|
||||
out_color = vec4(r, g, b, a);
|
||||
|
||||
}
|
||||
)";
|
||||
#endif
|
||||
|
||||
WorldShader::WorldShader() : ShaderProgram() {
|
||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||
}
|
||||
|
||||
void WorldShader::GetAllUniformLocation() {
|
||||
m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
|
||||
m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
|
||||
}
|
||||
|
||||
void WorldShader::SetProjectionMatrix(const Mat4f& proj) const {
|
||||
LoadMat4(m_LocationProjection, proj);
|
||||
}
|
||||
|
||||
void WorldShader::SetViewMatrix(const Mat4f& view) const {
|
||||
LoadMat4(m_LocationView, view);
|
||||
}
|
||||
|
||||
} // namespace shader
|
||||
} // namespace td
|
||||
Reference in New Issue
Block a user