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

16
imgui.ini Normal file
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@@ -0,0 +1,16 @@
[Window][Debug##Default]
Pos=20,60
Size=400,400
[Window][Dear ImGui Demo]
Pos=1116,220
Size=927,695
[Window][Dear ImGui Debug Log]
Pos=60,60
Size=670,354
[Window][Example: Console]
Pos=958,210
Size=520,600

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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@@ -1,13 +1,45 @@
#pragma once
#include <td/game/GameHistory.h>
#include <td/game/World.h>
namespace td {
namespace game {
enum class GameState : std::uint8_t {
Lobby,
Game,
EndGame,
Disconnected,
Closed
};
typedef std::map<std::uint8_t, Player> PlayerList;
class Game {
private:
GameHistory m_History;
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

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

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@@ -1,18 +1,210 @@
#include <iostream>
// #include <td/protocol/packet/PacketVisitor.h>
#include <td/game/GameHistory.h>
#include <td/protocol/command/Commands.h>
class Test : public td::protocol::CommandHandler {};
#include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <td/input/Display.h>
#include <td/game/World.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/WorldRenderer.h>
namespace td {
namespace game {
sp::DataBuffer& operator>>(sp::DataBuffer& buffer, game::TilePtr& tile) {
game::TileType tileType;
buffer >> tileType;
switch (tileType) {
case game::TileType::Tower: {
auto tilePtr = std::make_shared<game::TowerTile>();
buffer >> tilePtr->color_palette_ref >> tilePtr->team_owner;
tile = tilePtr;
break;
}
case game::TileType::Walk: {
auto tilePtr = std::make_shared<game::WalkableTile>();
buffer >> tilePtr->direction;
tile = tilePtr;
break;
}
case game::TileType::Decoration: {
auto tilePtr = std::make_shared<game::DecorationTile>();
buffer >> tilePtr->color_palette_ref;
tile = tilePtr;
break;
}
default:
break;
}
return buffer;
}
} // namespace game
} // namespace td
namespace sp {
namespace details {
template <>
void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::WorldHeader& a_Header) {
a_Buffer >> a_Header.m_TowerPlacePalette >> a_Header.m_WalkablePalette;
std::uint16_t decoPaletteSize;
a_Buffer >> decoPaletteSize;
std::size_t decoPalletteSizeByte = decoPaletteSize * sizeof(td::Color);
a_Header.m_DecorationPalette.resize(decoPaletteSize);
memcpy(reinterpret_cast<std::uint8_t*>(a_Header.m_DecorationPalette.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
decoPalletteSizeByte);
a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + decoPalletteSizeByte);
a_Buffer >> a_Header.m_Background;
td::utils::shape::Rectangle redCastle, blueCastle;
a_Buffer >> a_Header.m_RedSpawn >> redCastle;
a_Buffer >> a_Header.m_BlueSpawn >> blueCastle;
a_Header.m_RedCastle.SetShape(redCastle);
a_Header.m_BlueCastle.SetShape(blueCastle);
std::uint64_t tilePaletteSize;
a_Buffer >> tilePaletteSize;
a_Header.m_TilePalette.reserve(tilePaletteSize);
for (std::uint64_t tileNumber = 0; tileNumber < tilePaletteSize; tileNumber++) {
td::game::TilePtr tile;
a_Buffer >> tile;
a_Header.m_TilePalette.push_back(tile);
}
a_Buffer >> a_Header.m_SpawnColorPalette;
}
typedef std::vector<uint64_t> ChunkPackedData;
const int BITS_IN_BYTE = 8;
const int BITS_IN_LONG = BITS_IN_BYTE * sizeof(std::uint64_t);
static unsigned int countBits(unsigned int number) {
// log function in base 2
// take only integer part
return static_cast<unsigned int>(std::log2(number) + 1);
}
template <>
void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::WorldData& a_WorldData) {
std::uint64_t chunkCount;
a_Buffer >> chunkCount;
for (std::uint64_t chunkNumber = 0; chunkNumber < chunkCount; chunkNumber++) {
td::game::ChunkPtr chunk = std::make_shared<td::game::Chunk>();
td::game::ChunkCoord chunkCoords;
a_Buffer >> chunkCoords.x >> chunkCoords.y;
std::uint64_t chunkPaletteSize;
// std::reverse(reinterpret_cast<std::uint8_t*>(&chunkPaletteSize), reinterpret_cast<std::uint8_t*>(&chunkPaletteSize) + 4);
a_Buffer >> chunkPaletteSize;
td::game::ChunkPalette chunkPalette(chunkPaletteSize);
memcpy(reinterpret_cast<void*>(chunkPalette.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
chunkPaletteSize * sizeof(td::game::ChunkPalette::value_type));
a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + chunkPaletteSize * sizeof(td::game::ChunkPalette::value_type));
chunk->palette = chunkPalette;
std::uint8_t bitsPerTile = countBits(chunkPaletteSize);
// A bitmask that contains bitsPerTile set bits
td::game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
ChunkPackedData chunkData(td::game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
memcpy(reinterpret_cast<void*>(chunkData.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
chunkData.size() * sizeof(ChunkPackedData::value_type));
a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + chunkData.size() * sizeof(ChunkPackedData::value_type));
for (unsigned int tileNumber = 0; tileNumber < td::game::Chunk::ChunkSize; tileNumber++) {
std::size_t startLong = (tileNumber * bitsPerTile) / BITS_IN_LONG;
std::size_t startOffset = (tileNumber * bitsPerTile) % BITS_IN_LONG;
std::size_t endLong = ((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG;
td::game::Chunk::ChunkData::value_type value;
if (startLong == endLong) {
value = (chunkData[startLong] >> startOffset);
} else {
int endOffset = BITS_IN_LONG - startOffset;
value = (chunkData[startLong] >> startOffset | chunkData[endLong] << endOffset);
}
value &= individualValueMask;
chunk->tiles[tileNumber] = value;
}
a_WorldData.m_Chunks.insert({chunkCoords, chunk});
}
}
} // namespace details
} // namespace sp
class WorldApply : public td::protocol::PacketHandler {
private:
td::game::World& m_World;
public:
WorldApply(td::game::World& a_World) : m_World(a_World) {}
void Handle(const td::protocol::pdata::WorldHeader& a_Header) override {
m_World.LoadMap(a_Header);
}
void Handle(const td::protocol::pdata::WorldData& a_Data) override {
m_World.LoadMap(a_Data);
}
};
int main(int argc, char** argv) {
// Test visitor;
// td::protocol::packets::ChatMessage chat{{"coucou"}};
// visitor.Check(chat);
sp::DataBuffer buffer;
buffer.ReadFile("test/tdmap.tdmap2");
sp::DataBuffer buffer1 = sp::zlib::Decompress(buffer, 84);
buffer.SetReadOffset(buffer.GetReadOffset() + 83);
sp::DataBuffer buffer2 = sp::zlib::Decompress(buffer, 511);
td::protocol::packets::WorldHeaderPacket header;
header.Read(buffer1);
td::protocol::packets::WorldDataPacket data;
data.Read(buffer2);
td::game::World w;
WorldApply wa(w);
td::protocol::PacketDispatcher d;
d.RegisterHandler(td::protocol::PacketID::WorldData, &wa);
d.RegisterHandler(td::protocol::PacketID::WorldHeader, &wa);
d.Dispatch(header);
d.Dispatch(data);
td::Display display(1920, 1080, "Tower-Defense 2");
td::render::Camera cam;
cam.SetCamPos({77, 25, 13});
cam.UpdatePerspective(display.GetAspectRatio());
td::render::RenderPipeline renderer;
renderer.AddRenderer(std::make_unique<td::render::WorldRenderer>(cam, w));
while (!display.IsCloseRequested()) {
display.PollEvents();
renderer.Render();
display.Update();
}
td::protocol::commands::UpgradeTowerCommand com{1, 2};
std::cout << (unsigned)com.GetId() << std::endl;
td::protocol::CommandDispatcher disptacher;
return 0;
}

169
src/td/Maths.cpp Normal file
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#include <td/Maths.h>
#include <cassert>
#include <cmath>
namespace td {
namespace maths {
template <typename T>
T Length(const Vec3<T>& vect) {
return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
}
template <typename T>
Vec3<T> Normalize(const Vec3<T>& vect) {
T length = Length(vect);
return {vect.x / length, vect.y / length, vect.z / length};
}
template <typename T>
Vec4<T> Normalize(const Vec4<T>& vect) {
T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
return {vect.x / length, vect.y / length, vect.z / length, vect.w / length};
}
template <typename T>
T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z;
}
template <typename T>
Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
return {
vect.y * other.z - vect.z * other.y,
vect.z * other.x - vect.x * other.z,
vect.x * other.y - vect.y * other.x,
};
}
template <typename T>
T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
}
template <typename T>
T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
return Length(vect - other);
}
template <typename T>
Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
return {mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
mat.y0 * vect.x + mat.y1 * vect.y + mat.y2 * vect.z + mat.y3 * vect.w,
mat.z0 * vect.x + mat.z1 * vect.y + mat.z2 * vect.z + mat.z3 * vect.w,
mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w};
}
template <typename T>
Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
Mat4<T> result{};
for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
result.at(i, j) += mat.at(i, k) * other.at(k, j);
}
}
}
return result;
}
template <typename T>
Mat4<T> Identity() {
Mat4<T> result{};
result.x0 = static_cast<T>(1);
result.y1 = static_cast<T>(1);
result.z2 = static_cast<T>(1);
result.w3 = static_cast<T>(1);
return result;
}
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar) {
const float tanHalfFovy = std::tan(fovY / 2.0f);
Mat4f result{};
result.x0 = 1.0f / (aspectRatio * tanHalfFovy);
result.y1 = 1.0f / (tanHalfFovy);
result.z2 = -(zFar + zNear) / (zFar - zNear);
result.z3 = -1.0f;
result.w2 = -(2.0f * zFar * zNear) / (zFar - zNear);
return result;
}
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up) {
const Vec3f f = Normalize(center);
const Vec3f s = Normalize(Cross(f, up));
const Vec3f u = Cross(s, f);
Mat4f result = Identity<float>();
result.x0 = s.x;
result.y0 = s.y;
result.z0 = s.z;
result.x1 = u.x;
result.y1 = u.y;
result.z1 = u.z;
result.x2 = -f.x;
result.y2 = -f.y;
result.z2 = -f.z;
result.w0 = -Dot(s, eye);
result.w1 = -Dot(u, eye);
result.w2 = Dot(f, eye);
return result;
}
Mat4f Inverse(const Mat4f& mat) {
float s0 = mat.at(0, 0) * mat.at(1, 1) - mat.at(1, 0) * mat.at(0, 1);
float s1 = mat.at(0, 0) * mat.at(1, 2) - mat.at(1, 0) * mat.at(0, 2);
float s2 = mat.at(0, 0) * mat.at(1, 3) - mat.at(1, 0) * mat.at(0, 3);
float s3 = mat.at(0, 1) * mat.at(1, 2) - mat.at(1, 1) * mat.at(0, 2);
float s4 = mat.at(0, 1) * mat.at(1, 3) - mat.at(1, 1) * mat.at(0, 3);
float s5 = mat.at(0, 2) * mat.at(1, 3) - mat.at(1, 2) * mat.at(0, 3);
float c5 = mat.at(2, 2) * mat.at(3, 3) - mat.at(3, 2) * mat.at(2, 3);
float c4 = mat.at(2, 1) * mat.at(3, 3) - mat.at(3, 1) * mat.at(2, 3);
float c3 = mat.at(2, 1) * mat.at(3, 2) - mat.at(3, 1) * mat.at(2, 2);
float c2 = mat.at(2, 0) * mat.at(3, 3) - mat.at(3, 0) * mat.at(2, 3);
float c1 = mat.at(2, 0) * mat.at(3, 2) - mat.at(3, 0) * mat.at(2, 2);
float c0 = mat.at(2, 0) * mat.at(3, 1) - mat.at(3, 0) * mat.at(2, 1);
float det = s0 * c5 - s1 * c4 + s2 * c3 + s3 * c2 - s4 * c1 + s5 * c0;
assert(det != 0 && "Determinant equals 0 !");
float invdet = 1.0 / det;
Mat4f result;
result.at(0, 0) = (mat.at(1, 1) * c5 - mat.at(1, 2) * c4 + mat.at(1, 3) * c3) * invdet;
result.at(0, 1) = (-mat.at(0, 1) * c5 + mat.at(0, 2) * c4 - mat.at(0, 3) * c3) * invdet;
result.at(0, 2) = (mat.at(3, 1) * s5 - mat.at(3, 2) * s4 + mat.at(3, 3) * s3) * invdet;
result.at(0, 3) = (-mat.at(2, 1) * s5 + mat.at(2, 2) * s4 - mat.at(2, 3) * s3) * invdet;
result.at(1, 0) = (-mat.at(1, 0) * c5 + mat.at(1, 2) * c2 - mat.at(1, 3) * c1) * invdet;
result.at(1, 1) = (mat.at(0, 0) * c5 - mat.at(0, 2) * c2 + mat.at(0, 3) * c1) * invdet;
result.at(1, 2) = (-mat.at(3, 0) * s5 + mat.at(3, 2) * s2 - mat.at(3, 3) * s1) * invdet;
result.at(1, 3) = (mat.at(2, 0) * s5 - mat.at(2, 2) * s2 + mat.at(2, 3) * s1) * invdet;
result.at(2, 0) = (mat.at(1, 0) * c4 - mat.at(1, 1) * c2 + mat.at(1, 3) * c0) * invdet;
result.at(2, 1) = (-mat.at(0, 0) * c4 + mat.at(0, 1) * c2 - mat.at(0, 3) * c0) * invdet;
result.at(2, 2) = (mat.at(3, 0) * s4 - mat.at(3, 1) * s2 + mat.at(3, 3) * s0) * invdet;
result.at(2, 3) = (-mat.at(2, 0) * s4 + mat.at(2, 1) * s2 - mat.at(2, 3) * s0) * invdet;
result.at(3, 0) = (-mat.at(1, 0) * c3 + mat.at(1, 1) * c1 - mat.at(1, 2) * c0) * invdet;
result.at(3, 1) = (mat.at(0, 0) * c3 - mat.at(0, 1) * c1 + mat.at(0, 2) * c0) * invdet;
result.at(3, 2) = (-mat.at(3, 0) * s3 + mat.at(3, 1) * s1 - mat.at(3, 2) * s0) * invdet;
result.at(3, 3) = (mat.at(2, 0) * s3 - mat.at(2, 1) * s1 + mat.at(2, 2) * s0) * invdet;
return result;
}
} // namespace maths
} // namespace td

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@@ -1,163 +0,0 @@
#include <td/common/DataBuffer.h>
#include <fstream>
#include <iomanip>
#include <sstream>
#include <td/misc/Format.h>
#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

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@@ -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(&currentByte, 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
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#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
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#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
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#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

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#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

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#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

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#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

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#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

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#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

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@@ -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

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@@ -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

BIN
test/tdmap.tdmap2 Normal file

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@@ -1,16 +1,22 @@
add_rules("mode.debug", "mode.release")
add_repositories("nazara-repo https://github.com/NazaraEngine/xmake-repo.git")
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
add_requires("fpm", "enet6", "nazarautils", "splib 2.0.0")
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
add_requires("splib 2.0.0", "zlib")
add_requires("libsdl3 3.2.16", "glew", "fpm", "enet6")
set_languages("c++17")
set_warnings("all")
target("Tower-Defense2")
add_includedirs("include", {public = true})
set_kind("static")
set_kind("binary")
add_files("src/**.cpp")
add_packages("splib", "fpm", "enet6", "nazarautils", {public = true})
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
set_rundir(".")
add_defines("TD_GL_LOADER_GLEW")