3 Commits
3D ... raylib

Author SHA1 Message Date
3db0afa2e2 raylib-cpp progress 2026-01-30 13:18:01 +01:00
44851099d4 begin raylib 2026-01-04 17:19:13 +01:00
0d84cc7470 add pause shortcut 2026-01-04 13:26:23 +01:00
56 changed files with 328 additions and 2794 deletions

3
.gitattributes vendored Normal file
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@@ -0,0 +1,3 @@
*.obj filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.glb filter=lfs diff=lfs merge=lfs -text

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assets/turret.obj LFS Normal file

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assets/turret_diffuse.png LFS Normal file

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@@ -16,7 +16,7 @@ class GameState : public ClientState {
public:
GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
~GameState() {}
~GameState();
virtual void Update(float a_Delta) override;

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@@ -4,7 +4,7 @@
namespace td {
static constexpr float PI = 3.141592653f;
// static constexpr float PI = 3.141592653f;
template <typename T>
struct Vec2 {

37
include/td/common/Event.h Normal file
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@@ -0,0 +1,37 @@
#pragma once
namespace td {
class EventDispatcher;
class Event {
};
struct WindowResizeEvent {
int m_Width;
int m_Height;
};
class EventDispatcher {
public:
EventDispatcher(const Event& event);
template<typename E>
void Dispatch();
};
// template<typename Event>
// class ConcreteEvent : public Event {
// public:
// void Accept(EventDispatcher& a_Dispatcher) {
// a_Dispatcher.Handle(*this);
// }
// };
void OnEvent(const Event& event) {
EventDispatcher dispatcher(event);
dispatcher.Dispatch<WindowResizeEvent>();
}
}

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@@ -2,8 +2,6 @@
#include <string>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_video.h>
#include <td/common/StateMachine.h>
#include <td/misc/Signal.h>
@@ -11,17 +9,15 @@ namespace td {
class Display : public StateMachine<Display, void, float> {
private:
SDL_Window* m_Window;
SDL_GLContext m_GLContext;
int m_LastWidth, m_LastHeight;
int m_LastWidth;
int m_LastHeight;
float m_AspectRatio;
bool m_ShouldClose;
public:
utils::Signal<float> OnAspectRatioChange;
utils::Signal<SDL_Keycode> OnKeyDown;
utils::Signal<int> OnKeyDown;
Display(int a_Width, int a_Height, const std::string& a_Title);
~Display();

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@@ -13,7 +13,7 @@ class DisplayState : public Display::State, private utils::SlotGuard {
protected:
virtual void OnAspectRatioChange(float a_Ratio) {}
virtual void OnKeyDown(SDL_Keycode a_Key) {}
virtual void OnKeyDown(int a_Key) {}
};
} // namespace td

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@@ -13,7 +13,7 @@ namespace td {
class DebugWorldState : public DisplayState {
private:
render::RenderPipeline m_Renderer;
render::Camera m_Camera;
Camera m_Camera;
std::unique_ptr<server::Server> m_Server;
std::unique_ptr<client::Client> m_Client;
client::GameState* m_ClientState;
@@ -31,7 +31,7 @@ class DebugWorldState : public DisplayState {
protected:
virtual void OnAspectRatioChange(float a_Ratio) override;
virtual void OnKeyDown(SDL_Keycode a_Key) override;
virtual void OnKeyDown(int a_Key) override;
};
} // namespace td

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@@ -21,7 +21,7 @@ class MainMenuState : public DisplayState, public MainMenuStateStack {
void RenderBackButton();
protected:
virtual void OnKeyDown(SDL_Keycode a_Key) override;
virtual void OnKeyDown(int a_Key) override;
};
} // namespace td

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@@ -79,9 +79,10 @@ class Mob : public sp::MessageBase<MobType, MobHandler> {
Vec2fp m_Position;
Direction m_Direction;
std::vector<EffectDuration> m_Effects;
const Tower* m_LastDamage; // the last tower that damaged the mob
std::shared_ptr<Tower> m_LastDamage; // the last tower that damaged the mob
float m_HitCooldown;
TeamCastle* m_CastleTarget;
std::shared_ptr<TeamCastle> m_CastleTarget;
bool m_HasReachedCastle = false;
// utils::CooldownTimer m_AttackTimer;
MobPtr m_Next;

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@@ -25,12 +25,12 @@ enum class TileType : std::uint8_t {
Ice,*/
};
static constexpr Color BLACK{0, 0, 0};
static constexpr Color WHITE{255, 255, 255};
// 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};
// static constexpr Color RED(255, 0, 0);
// static constexpr Color GREEN(0, 255, 0);
// static constexpr Color BLUE(0, 0, 255);
class TileHandler;

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@@ -33,7 +33,7 @@ class SignalRaw : private NonCopyable {
void operator()(Args... args) const {
for (const CallBack& callback : m_Callbacks) {
callback->operator()(args...);
callback->operator()(std::forward<Args>(args)...);
}
}
};
@@ -64,9 +64,9 @@ class Signal {
m_Signal->Connect(std::make_shared<CallBackRaw>(a_Callback));
}
[[nodiscard]] std::unique_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
[[nodiscard]] std::shared_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
m_Signal->Connect(a_Callback);
return std::make_unique<ConnectionGuard>(*this, a_Callback);
return std::make_shared<ConnectionGuard>(*this, a_Callback);
}
void Disconnect(const CallBack& a_Callback) {

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@@ -12,7 +12,7 @@ namespace utils {
*/
class SlotGuard {
private:
std::vector<std::unique_ptr<Connection>> m_Connections;
std::vector<std::shared_ptr<Connection>> m_Connections;
public:
/**
@@ -21,7 +21,7 @@ class SlotGuard {
template <typename... Args>
void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack::element_type& a_Callback) {
auto ptr = std::make_shared<typename Signal<Args...>::CallBack::element_type>(a_Callback);
m_Connections.push_back(a_Signal.ConnectSafe(ptr));
m_Connections.emplace_back(a_Signal.ConnectSafe(ptr));
}
void Disconnect() {

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@@ -1,42 +0,0 @@
#pragma once
#include <td/Maths.h>
#include <td/misc/Signal.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:
utils::Signal<> OnPerspectiveChange;
utils::Signal<> OnViewChange;
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);
const Vec3f& GetCamPos() const;
};
} // namespace render
} // namespace td

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@@ -1,8 +0,0 @@
#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 +1,11 @@
#pragma once
// extern "C" {
// #include <raygui.h>
// }
extern "C" {
#include <rlImGui.h>
}
#include <imgui.h>

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@@ -1,11 +1,10 @@
#pragma once
#include <memory>
#include <td/misc/SlotGuard.h>
#include <td/render/Camera.h>
#include <td/render/loader/FbxLoader.h>
#include <raylib-cpp/Camera3D.hpp>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/CameraShaderProgram.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace render {
@@ -16,17 +15,16 @@ class BasicRenderer {
virtual ~BasicRenderer() {}
void Render(const GL::VertexArray& a_Vao);
void Render(const Model& a_Model);
};
template <typename TShader>
class Renderer : public BasicRenderer, private utils::SlotGuard {
protected:
std::unique_ptr<TShader> m_Shader;
Camera& m_Camera;
raylib::Camera& m_Camera;
public:
Renderer(Camera& a_Camera);
Renderer(raylib::Camera& a_Camera);
virtual ~Renderer() {}
template <typename T>
@@ -44,7 +42,7 @@ class RenderPipeline {
virtual ~RenderPipeline() {}
template <typename T, typename... Args>
T& AddRenderer(Args&&... args) {
T& AddRenderer(Args... args) {
auto ptr = std::make_unique<T>(args...);
auto rawPtr = ptr.get();
m_Renderers.push_back(std::move(ptr));
@@ -67,16 +65,16 @@ class RenderPipeline {
template <typename TShader>
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
Connect(a_Camera.OnPerspectiveChange, [this]() {
m_Shader->Start();
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
});
Renderer<TShader>::Renderer(raylib::Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
// Connect(a_Camera.OnPerspectiveChange, [this](){
// // m_Shader->Start();
// m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
// });
Connect(a_Camera.OnViewChange, [this]() {
m_Shader->Start();
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
});
// Connect(a_Camera.OnViewChange, [this]() {
// // m_Shader->Start();
// m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
// });
}
} // namespace render

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@@ -1,19 +0,0 @@
#pragma once
#include <td/render/loader/GLLoader.h>
#include <memory>
#include <string>
#include <vector>
namespace td {
struct Model {
std::vector<std::unique_ptr<GL::VertexArray>> m_Vaos;
};
namespace ModelLoader {
Model LoadModel(const std::string& fileName);
}
}

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@@ -1,31 +0,0 @@
#pragma once
#include <sp/common/NonCopyable.h>
#include <string>
namespace td {
namespace GL {
class Texture : private sp::NonCopyable {
public:
Texture(const char* a_Data, int a_Width, int a_Height, int a_Comp);
Texture(Texture&& a_Other);
~Texture();
void Bind() const;
void Unbind() const;
private:
unsigned int m_ID;
};
} // namespace GL
namespace TextureLoader {
GL::Texture LoadTexture(const std::string& fileName);
}
} // namespace td

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@@ -1,22 +1,14 @@
#pragma once
#include <td/game/World.h>
#include <td/render/loader/GLLoader.h>
#include <raylib-cpp/Mesh.hpp>
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(const game::TowerPtr& tower);
Mesh LoadWorldModel(const td::game::World* world);
} // namespace WorldLoader

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@@ -1,10 +1,9 @@
#pragma once
#include <td/render/loader/TextureLoader.h>
#include <td/render/loader/FbxLoader.h>
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
#include <raylib-cpp/Model.hpp>
namespace td {
namespace render {
@@ -12,11 +11,11 @@ namespace render {
class EntityRenderer : public Renderer<shader::EntityShader> {
private:
game::WorldPtr m_World;
Model m_EntityModel;
std::unique_ptr<GL::Texture> m_EntityTexture;
raylib::Model m_ZombieModel;
Texture2D m_ZombieTexture;
public:
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
EntityRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~EntityRenderer();
virtual void Render(float a_Lerp) override;

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@@ -3,6 +3,8 @@
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
#include <raylib-cpp/Model.hpp>
#include <raylib-cpp/Texture.hpp>
namespace td {
namespace render {
@@ -10,10 +12,11 @@ namespace render {
class TowerRenderer : public Renderer<shader::EntityShader> {
private:
game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
raylib::Model m_TowerModel;
raylib::Texture2D m_TowerTexture;
public:
TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
TowerRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~TowerRenderer();
virtual void Render(float a_Lerp) override;

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@@ -4,16 +4,17 @@
#include <td/render/Renderer.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/WorldShader.h>
#include <raylib-cpp/Model.hpp>
namespace td {
namespace render {
class WorldRenderer : public Renderer<shader::WorldShader> {
private:
std::unique_ptr<GL::VertexArray> m_WorldVao;
std::unique_ptr<raylib::Model> m_WorldModel;
public:
WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
WorldRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~WorldRenderer();
virtual void Render(float a_Lerp) override;

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@@ -1,16 +1,17 @@
#pragma once
#include <td/render/shader/ShaderProgram.h>
#include <td/Maths.h>
namespace td {
namespace shader {
class CameraShaderProgram : public ShaderProgram {
class CameraShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
public:
CameraShaderProgram() {}
CameraShaderProgram() {
}
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;

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@@ -1,43 +0,0 @@
#pragma once
#include <string>
#include <td/Maths.h>
#include <td/render/OpenGL.h>
namespace td {
namespace shader {
class ShaderProgram {
public:
ShaderProgram();
virtual ~ShaderProgram();
void Start() const;
void Stop() const;
protected:
void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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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@@ -1,15 +1,19 @@
#include <client/state/GameState.h>
namespace td {
namespace client {
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps) :
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime,
const std::vector<protocol::LockStep> a_FirstSteps) :
ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime, a_FirstSteps) {
m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
});
}
GameState::~GameState() {}
void GameState::Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}

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@@ -1,4 +1,3 @@
#include <chrono>
#include <td/display/state/MainMenuState.h>
#include <td/misc/Time.h>

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@@ -1,133 +1,34 @@
#include <td/display/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/display/ImGuiTheme.h>
#include <td/misc/Format.h>
#include <td/misc/Log.h>
#include <td/display/ImGuiTheme.h>
#include <raylib-cpp/raylib.hpp>
#include <td/render/RayGui.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) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
utils::LOGE(utils::Format("Could not initialize SDL! SDL error: %s", SDL_GetError()));
}
m_Window = SDL_CreateWindow(a_Title.c_str(), a_Width, a_Height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
InitWindow(a_Width, a_Height, a_Title.c_str());
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);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 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;
int mBuffers, mSamples;
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);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &mBuffers);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &mSamples);
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));
utils::LOG(utils::Format("MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
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);
// vsync
SDL_GL_SetSwapInterval(1);
SetTargetFPS(60);
// 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
rlImGuiSetup(true);
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();
float main_scale = 1.5f;
// 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.FontSizeBase = 13 * main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We
// leave
// // both here for documentation purpose)
ImGui::GetStyle().FontScaleMain = main_scale;
ImFontConfig cfg;
cfg.SizePixels = 13 * main_scale * 2;
io.Fonts->AddFontDefault(&cfg);
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOpenGL(m_Window, m_GLContext);
ImGui_ImplOpenGL3_Init("#version 330");
LoadTheme();
}
@@ -136,62 +37,66 @@ void Display::Close() {
}
void Display::PollEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
case SDL_EVENT_WINDOW_CLOSE_REQUESTED: {
// PollInputEvents();
// SDL_Event event;
// while (SDL_PollEvent(&event)) {
// switch (event.type) {
// case SDL_EVENT_QUIT:
// case SDL_EVENT_WINDOW_CLOSE_REQUESTED: {
// m_ShouldClose = true;
// break;
// }
// case SDL_EVENT_WINDOW_RESIZED: {
// m_LastWidth = event.window.data1;
// m_LastHeight = event.window.data2;
// m_AspectRatio = (float)m_LastWidth / m_LastHeight;
// OnAspectRatioChange(m_AspectRatio);
// break;
// }
// case SDL_EVENT_KEY_DOWN: {
// if (!event.key.repeat)
// OnKeyDown(event.key.key);
// break;
// }
// default:
// break;
// }
// ImGui_ImplSDL3_ProcessEvent(&event);
// }
// // Start the Dear ImGui frame
// ImGui_ImplOpenGL3_NewFrame();
// ImGui_ImplSDL3_NewFrame();
// ImGui::NewFrame();
if (WindowShouldClose())
m_ShouldClose = true;
break;
}
case SDL_EVENT_WINDOW_RESIZED: {
m_LastWidth = event.window.data1;
m_LastHeight = event.window.data2;
m_AspectRatio = (float)m_LastWidth / m_LastHeight;
OnAspectRatioChange(m_AspectRatio);
break;
}
case SDL_EVENT_KEY_DOWN: {
if (!event.key.repeat)
OnKeyDown(event.key.key);
break;
}
default:
break;
}
ImGui_ImplSDL3_ProcessEvent(&event);
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
BeginDrawing();
rlImGuiBegin();
}
void Display::Update(float a_Delta) {
StateMachine::Update(a_Delta);
#ifndef NDEBUG
#ifndef NDEBUG
ImGui::ShowDemoWindow();
#endif
#endif
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);
rlImGuiEnd();
EndDrawing();
ClearBackground(DARKGRAY);
// 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();
rlImGuiShutdown();
CloseWindow();
}
} // namespace td

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@@ -1,11 +1,10 @@
#include <td/display/ImGuiTheme.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {
void LoadTheme() {
static const bool bStyleDark_ = true;
static const float alpha_ = 0.8f;

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@@ -1,6 +1,6 @@
#include <td/display/menu/CreatePartyMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {

View File

@@ -1,6 +1,6 @@
#include <td/display/menu/JoinPartyMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {

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@@ -1,6 +1,6 @@
#include <td/display/menu/MainMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
#include <td/display/menu/CreatePartyMenu.h>
#include <td/display/menu/JoinPartyMenu.h>
#include <td/display/menu/SettingsMenu.h>

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@@ -1,6 +1,6 @@
#include <td/display/menu/SettingsMenu.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {

View File

@@ -1,8 +1,7 @@
#include <td/display/state/DebugWorldState.h>
#include <chrono>
#include <iostream>
#include <td/display/Display.h>
#include <td/display/state/DebugWorldState.h>
#include <td/game/World.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h>
@@ -20,12 +19,9 @@
#include <client/state/GameState.h>
#include <client/state/LoggingState.h>
#include <td/display/Display.h>
#include <td/display/state/DebugWorldState.h>
namespace td {
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display), m_ClientState(nullptr) {
// server
m_ServerSocket = std::make_shared<server::FakeSocket>();
m_Server = std::make_unique<server::Server>(m_ServerSocket);
@@ -39,12 +35,12 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
// render
auto clientWorld = gameState->GetWorld();
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
m_Renderer.AddRenderer<render::WorldRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
m_Renderer.AddRenderer<render::TimerRenderer, client::GameState&>(*gameState);
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer, const td::client::PlayerManager&>(m_Client->GetPlayers());
list.OnPlayerCreate.Connect([this]() {
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
@@ -70,45 +66,52 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
m_Client->ChangeState<client::LoggingState>("Player0");
// camera
m_Camera.SetCamPos({77, 7, 13});
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
// m_Camera = Camera{{0}};
m_Camera.position = (Vector3){77.0f, 7.0f, 13.0f}; // Camera position
m_Camera.target = (Vector3){0.0f, 1.0f, -1.0f}; // Camera looking at point
m_Camera.up = (Vector3){0.0f, 1.0f, 0.0f}; // Camera up vector (rotation towards target)
m_Camera.fovy = 45.0f; // Camera field-of-view Y
m_Camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// m_Camera.SetCamPos({77, 7, 13});
// m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
}
void DebugWorldState::Update(float a_Delta) {
m_Server->Update(a_Delta * m_PlaySpeed);
m_Client->Update(a_Delta * m_PlaySpeed);
if (m_ClientState)
m_Renderer.Render(m_ClientState->GetCurrentLerp());
UpdateCamera(&m_Camera, CAMERA_FREE);
if (m_ClientState) {
float lerp = m_ClientState->GetCurrentLerp();
BeginMode3D(m_Camera);
m_Renderer.Render(lerp);
EndMode3D();
}
constexpr int SECONDS = 10;
if (IsKeyPressed(KEY_Q)) {
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
}
if (IsKeyPressed(KEY_Z))
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
if (IsKeyPressed(KEY_F)) {
m_Server->Update(SECONDS);
m_Client->Update(SECONDS);
}
if (IsKeyPressed(KEY_P))
m_PlaySpeed = 1 - m_PlaySpeed;
}
void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
m_Camera.UpdatePerspective(a_Ratio);
// m_Camera.UpdatePerspective(a_Ratio);
}
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
void DebugWorldState::OnKeyDown(int a_Key) {
// temporary tests
constexpr int SECONDS = 10;
switch (a_Key) {
case SDLK_A:
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
break;
case SDLK_Z:
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
break;
case SDLK_F:
m_Server->Update(SECONDS);
m_Client->Update(SECONDS);
break;
case SDLK_P:
m_PlaySpeed = 1 - m_PlaySpeed;
break;
default:
break;
}
}
DebugWorldState::~DebugWorldState() {}

View File

@@ -1,6 +1,6 @@
#include <td/display/state/MainMenuState.h>
#include <imgui.h>
#include <td/render/RayGui.h>
#include <td/display/menu/MainMenu.h>
#include <td/display/state/DebugWorldState.h>
@@ -34,8 +34,8 @@ void MainMenuState::RenderBackButton() {
PopState();
}
void MainMenuState::OnKeyDown(SDL_Keycode a_Key) {
if (a_Key == SDLK_ESCAPE)
void MainMenuState::OnKeyDown(int a_Key) {
if (a_Key == KEY_ESCAPE)
PopState();
}

View File

@@ -1,33 +0,0 @@
#include "td/Maths.h"
#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);
OnPerspectiveChange();
}
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
OnViewChange();
}
const Vec3f& Camera::GetCamPos() const {
return m_CamPos;
}
} // namespace render
} // namespace td

View File

@@ -1,32 +1,23 @@
#include <td/render/Renderer.h>
#include <td/render/OpenGL.h>
namespace td {
namespace render {
void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
a_Vao.Bind();
glDrawArrays(GL_TRIANGLES, 0, a_Vao.GetVertexCount());
// rlDrawArrays(RL_TRIANGLES, 0, a_Vao.GetVertexCount());
// rlDrawElements(RL_TRIANrlES, a_Vao.GetVertexCount(), RL_UNSIGNED_INT, nullptr);
a_Vao.Unbind();
}
void BasicRenderer::Render(const Model& a_Model) {
for (const auto& vao : a_Model.m_Vaos) {
vao->Bind();
glDrawElements(GL_TRIANGLES, vao->GetVertexCount(), GL_UNSIGNED_INT, nullptr);
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);
// rlEnable(RL_TEXTURE_2D);
// rlEnable(RL_BLEND);
// rlEnable(RL_DEPTH_TEST);
// rlEnable(RL_CULL_FACE);
// rlBlendFunc(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA);
// rlDepthFunc(RL_LESS);
// rlFrontFace(RL_CCW);
}
} // namespace render

View File

@@ -1,128 +0,0 @@
#include <td/render/loader/FbxLoader.h>
#include <assimp/Importer.hpp> // C++ importer interface
#include <assimp/postprocess.h> // Post processing flags
#include <assimp/scene.h> // Output data structure
#include <iostream>
#include <memory>
#include <sp/common/DataBuffer.h>
#include <td/render/loader/GLLoader.h>
#include <vector>
#define VERTEX_SIZE 3
#define UV_SIZE 2
#define VERTEX_POSITION_INDEX 0
#define VERTEX_UV_INDEX 1
#define VERTEX_NORMAL_INDEX 2
namespace td {
namespace ModelLoader {
static std::unique_ptr<GL::VertexArray> ProcessMesh(aiMesh* mesh, const aiScene* scene, const aiMatrix4x4& transform) {
std::vector<float> positions;
std::vector<float> textureCoords;
std::vector<float> normals;
std::vector<unsigned int> indicies;
aiFace* faces = mesh->mFaces;
std::size_t faceNumber = mesh->mNumFaces;
for (std::size_t j = 0; j < faceNumber; j++) {
std::size_t offset = indicies.size();
std::size_t numIndices = faces[j].mNumIndices;
indicies.resize(indicies.size() + numIndices);
std::memcpy(indicies.data() + offset, faces[j].mIndices, numIndices * sizeof(unsigned int));
}
std::size_t vertNumber = mesh->mNumVertices;
aiVector3D* vertecies = mesh->mVertices;
for (std::size_t j = 0; j < vertNumber; j++) {
aiVector3D vertex = transform * vertecies[j];
positions.push_back(vertex.x);
positions.push_back(vertex.y);
positions.push_back(vertex.z);
}
if (mesh->HasNormals()) {
aiVector3D* vertexNormals = mesh->mNormals;
for (std::size_t j = 0; j < vertNumber; j++) {
aiVector3D normal = transform * vertexNormals[j];
normals.push_back(normal.x);
normals.push_back(normal.y);
normals.push_back(normal.z);
}
}
aiVector3D** vertexTexture = mesh->mTextureCoords;
for (std::size_t j = 0; j < vertNumber; j++) {
textureCoords.push_back(vertexTexture[0][j].x);
textureCoords.push_back(vertexTexture[0][j].y);
}
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
positionVBO.AddVertexAttribPointer(VERTEX_POSITION_INDEX, VERTEX_SIZE, 0);
GL::VertexBuffer textureVBO(textureCoords, UV_SIZE);
textureVBO.AddVertexAttribPointer(VERTEX_UV_INDEX, UV_SIZE, 0);
GL::VertexBuffer normalVBO(normals, VERTEX_SIZE);
normalVBO.AddVertexAttribPointer(VERTEX_NORMAL_INDEX, VERTEX_SIZE, 0);
auto Vao = std::make_unique<GL::VertexArray>(GL::ElementBuffer{indicies});
Vao->Bind();
Vao->BindVertexBuffer(std::move(positionVBO));
Vao->BindVertexBuffer(std::move(textureVBO));
Vao->BindVertexBuffer(std::move(normalVBO));
Vao->Unbind();
return Vao;
}
static void ProcessNode(
aiNode* node, const aiScene* scene, std::vector<std::unique_ptr<GL::VertexArray>>& meshes, const aiMatrix4x4& transform) {
// recursive
for (unsigned int i = 0; i < node->mNumChildren; i++) {
ProcessNode(node->mChildren[i], scene, meshes, transform * node->mTransformation);
}
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(ProcessMesh(mesh, scene, transform * node->mTransformation));
}
}
Model LoadModel(const std::string& fileName) {
// DataBuffer fileData = utils::AssetsManager::GetAsset(fileName);
sp::DataBuffer fileData;
fileData.ReadFile(fileName);
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_SortByPType |
aiProcess_OptimizeGraph | aiProcess_OptimizeMeshes | aiProcess_GlobalScale | aiProcess_FlipUVs);
if (!scene) {
std::cerr << "[ModelLoader] Failed to load model !\n";
return {};
}
// utils::LOGD(utils::Format("[ModelLoader]\tModel nodes : %i", scene->mRootNode->mNumMeshes));
Model model;
ProcessNode(scene->mRootNode, scene, model.m_Vaos, {});
std::cout << "Loaded " << model.m_Vaos.size() << " vaos !\n";
return model;
}
} // namespace ModelLoader
} // namespace td

View File

@@ -1,28 +1,26 @@
#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);
// if (m_ID != 0)
// glDeleteVertexArrays(1, &m_ID);
}
VertexArray::VertexArray(ElementBuffer&& indicies) : m_ElementBuffer(std::move(indicies)) {
glGenVertexArrays(1, &m_ID);
// glGenVertexArrays(1, &m_ID);
Bind();
BindElementArrayBuffer();
// Unbind();
}
void VertexArray::Bind() const {
glBindVertexArray(m_ID);
// glBindVertexArray(m_ID);
}
void VertexArray::Unbind() const {
glBindVertexArray(0);
// glBindVertexArray(0);
}
void VertexArray::BindVertexBuffer(VertexBuffer&& VertexBuffer) {
@@ -36,24 +34,24 @@ void VertexArray::BindElementArrayBuffer() {
}
VertexBuffer::~VertexBuffer() {
if (m_ID != 0)
glDeleteBuffers(1, &m_ID);
// 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);
// 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());
// 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);
// glBindBuffer(GL_ARRAY_BUFFER, m_ID);
}
void VertexBuffer::Unbind() const {
glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexBuffer::AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
@@ -67,32 +65,32 @@ void VertexBuffer::AddVertexAttribPointer(unsigned int index, unsigned int coord
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);
// 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);
// 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());
// 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);
// if (m_ID != 0)
// glDeleteBuffers(1, &m_ID);
}
void ElementBuffer::Bind() const {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ID);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ID);
}
void ElementBuffer::Unbind() const {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
} // namespace GL

View File

@@ -1,89 +0,0 @@
/*
* TextureLoader.cpp
*
* Created on: 15 nov. 2020
* Author: simon
*/
// #include "render/loader/TextureLoader.h"
// #include "render/loader/stb_image.h"
// #include "render/GL.h"
// #include "misc/Log.h"
// #include "misc/Format.h"
#include <td/render/loader/TextureLoader.h>
#include <stdexcept>
#include <td/misc/Log.h>
#include <utility>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <td/render/OpenGL.h>
namespace td {
namespace TextureLoader {
GL::Texture LoadTexture(const std::string& fileName) {
int width, height, comp;
unsigned char* image = stbi_load(fileName.c_str(), &width, &height, &comp, STBI_rgb_alpha);
if (image == nullptr) {
utils::LOGE("Erreur lors du chargement de la texture !");
throw std::runtime_error("Failed to load texture");
}
GL::Texture texture(reinterpret_cast<const char*>(image), width, height, comp);
stbi_image_free(image);
// utils::LOGD(utils::format("Texture %s chargée !", fileName.c_str()));
return texture;
}
} // namespace TextureLoader
namespace GL {
Texture::Texture(const char* textureData, int width, int height, int comp) {
glGenTextures(1, &m_ID);
Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
assert(comp == 3 || comp == 4);
if (comp == 3)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
Unbind();
}
Texture::Texture(Texture&& a_Other) {
std::swap(m_ID, a_Other.m_ID);
}
Texture::~Texture() {
glDeleteTextures(1, &m_ID);
}
void Texture::Bind() const {
glBindTexture(GL_TEXTURE_2D, m_ID);
}
void Texture::Unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
} // namespace GL
} // namespace td

View File

@@ -1,8 +1,6 @@
#include <td/render/loader/WorldLoader.h>
#include <iostream>
#include <string.h>
#include <cstring>
#include <td/game/World.h>
namespace td {
@@ -11,11 +9,12 @@ namespace render {
namespace WorldLoader {
const static int POSITION_VERTEX_SIZE = 3;
// const static int TEXTURE_VERTEX_SIZE = 2;
const static int COLOR_VERTEX_SIZE = 4;
GL::VertexArray LoadWorldModel(const td::game::World* world) {
Mesh LoadWorldModel(const td::game::World* world) {
Mesh mesh = {0};
std::vector<float> positions;
std::vector<float> colors;
std::vector<unsigned char> colors;
for (const auto& [coords, chunk] : world->GetChunks()) {
std::int32_t chunkX = coords.x * td::game::Chunk::ChunkWidth;
@@ -42,15 +41,10 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
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));
colors.push_back(tileColor->r);
colors.push_back(tileColor->g);
colors.push_back(tileColor->b);
colors.push_back(255);
}
}
}
@@ -64,15 +58,10 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
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));
colors.push_back(world->GetSpawnColor(TeamColor(spawnColor)).r);
colors.push_back(world->GetSpawnColor(TeamColor(spawnColor)).g);
colors.push_back(world->GetSpawnColor(TeamColor(spawnColor)).b);
colors.push_back(255);
}
}
@@ -84,162 +73,31 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
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));
colors.push_back(world->GetSpawnColor(TeamColor(castleColor)).r);
colors.push_back(world->GetSpawnColor(TeamColor(castleColor)).g);
colors.push_back(world->GetSpawnColor(TeamColor(castleColor)).b);
colors.push_back(255);
}
}
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
GL::VertexBuffer colorVBO(colors, 1);
colorVBO.AddVertexAttribPointer(1, 1, 0);
mesh.vertexCount = positions.size() / 3;
mesh.triangleCount = mesh.vertexCount / 3;
std::vector<unsigned int> indexes(positions.size() / 3, 0);
for (size_t i = 0; i < indexes.size(); i++) {
indexes[i] = i + 1;
}
const std::size_t verteciesSize = mesh.vertexCount * POSITION_VERTEX_SIZE * sizeof(float);
const std::size_t colorsSize = mesh.vertexCount * COLOR_VERTEX_SIZE * sizeof(unsigned char);
GL::ElementBuffer indexVBO(indexes);
mesh.vertices = (float*)MemAlloc(verteciesSize);
mesh.colors = (unsigned char*)MemAlloc(colorsSize);
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;
std::memcpy(reinterpret_cast<char*>(mesh.vertices), reinterpret_cast<const char*>(positions.data()), verteciesSize);
std::memcpy(reinterpret_cast<char*>(mesh.colors), reinterpret_cast<const char*>(colors.data()), colorsSize);
UploadMesh(&mesh, false);
return mesh;
}
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(const 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;
}
GL::VertexArray LoadMobModel() {
std::vector<float> positions = {
-0.5, 0, -0.5,
-0.5, 0, 0.5,
0.5, 0, -0.5,
0.5, 0, -0.5,
-0.5, 0, 0.5,
0.5, 0, 0.5
};
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::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE);
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0);
GL::VertexArray mobVao(std::move(indexVBO)); // each pos = 1 color
mobVao.Bind();
mobVao.BindVertexBuffer(std::move(positionVBO));
mobVao.Unbind();
return mobVao;
}
} // namespace WorldLoader
} // namespace render
} // namespace td

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@@ -1,6 +1,4 @@
#include "td/render/Renderer.h"
#include "td/render/loader/TextureLoader.h"
#include <memory>
#include <cassert>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/loader/WorldLoader.h>
@@ -8,27 +6,21 @@
namespace td {
namespace render {
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
m_EntityModel = ModelLoader::LoadModel("assets/zombie.fbx");
m_EntityTexture = std::make_unique<GL::Texture>(TextureLoader::LoadTexture("assets/zombie.png"));
m_Shader->Start();
m_Shader->SetColorEffect({1, 1, 1});
EntityRenderer::EntityRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World), m_ZombieModel("assets/zombie.glb") {
}
EntityRenderer::~EntityRenderer() {}
EntityRenderer::~EntityRenderer() {
}
void EntityRenderer::Render(float a_Lerp) {
m_Shader->Start();
for (const auto& mob : m_World->GetMobList()) {
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
m_Shader->SetModelPos({x, .001, z});
m_EntityTexture->Bind();
Renderer::Render(m_EntityModel);
m_ZombieModel.Draw({x, .001, z}, 1.0f, {255, 255, 255, 255});
}
}

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@@ -1,6 +1,6 @@
#include <td/render/renderer/PlayerListRenderer.h>
#include <imgui.h>
#include <td/render/RayGui.h>
#include <optional>
namespace td {

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@@ -1,7 +1,7 @@
#include <client/state/GameState.h>
#include <td/render/renderer/TimerRenderer.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {
namespace render {

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@@ -5,21 +5,18 @@
namespace td {
namespace render {
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
m_Shader->Start();
m_Shader->SetColorEffect({0, 0, 1});
TowerRenderer::TowerRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World), m_TowerModel("assets/turret.obj"), m_TowerTexture("assets/turret_diffuse.png") {
m_TowerModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = m_TowerTexture;
}
TowerRenderer::~TowerRenderer() {}
TowerRenderer::~TowerRenderer() {
}
void TowerRenderer::Render(float a_Lerp) {
m_Shader->Start();
for (const auto& tower : m_World->GetTowers()) {
m_Shader->SetModelPos({tower->GetCenterX(), .001, tower->GetCenterY()});
Renderer::Render(*m_EntityVao);
m_TowerModel.Draw({tower->GetCenterX(), .001, tower->GetCenterY()}, 0.3f, {255, 255, 255, 255});
}
}

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@@ -1,32 +1,33 @@
#include <td/Maths.h>
#include <td/render/renderer/WorldRenderer.h>
#include <td/Maths.h>
#include <td/render/loader/WorldLoader.h>
#include <imgui.h>
#include <td/render/RayGui.h>
namespace td {
namespace render {
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(a_World.get()));
WorldRenderer::WorldRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
Mesh mesh = WorldLoader::LoadWorldModel(a_World.get());
m_WorldModel = std::make_unique<raylib::Model>(mesh);
}
WorldRenderer::~WorldRenderer() {}
WorldRenderer::~WorldRenderer() {
}
void WorldRenderer::UpdateControls() {
if (ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
constexpr float sensitivity = 1.0f;
float delta = ImGui::GetIO().DeltaTime;
auto mouseDelta = ImGui::GetIO().MouseDelta;
m_Camera.SetCamPos(m_Camera.GetCamPos() + Vec3f{-mouseDelta.x * delta * sensitivity, 0, -mouseDelta.y * delta * sensitivity});
m_Camera.position.x -= mouseDelta.x * delta * sensitivity;
m_Camera.position.z -= mouseDelta.y * delta * sensitivity;
}
}
void WorldRenderer::Render(float a_Lerp) {
UpdateControls();
m_Shader->Start();
Renderer::Render(*m_WorldVao);
m_WorldModel->Draw({}, 1.0f, {255, 255, 255, 255});
}
} // namespace render

View File

@@ -4,16 +4,16 @@ namespace td {
namespace shader {
void CameraShaderProgram::SetProjectionMatrix(const Mat4f& proj) const {
LoadMat4(m_LocationProjection, proj);
// LoadMat4(m_LocationProjection, proj);
}
void CameraShaderProgram::SetViewMatrix(const Mat4f& view) const {
LoadMat4(m_LocationView, view);
// LoadMat4(m_LocationView, view);
}
void CameraShaderProgram::GetAllUniformLocation() {
m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
// m_LocationProjection = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
// m_LocationView = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
}

View File

@@ -53,16 +53,12 @@ static const char vertexSource[] = R"(
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoords;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 modelPosition;
out vec2 pass_textureCoords;
void main(void){
pass_textureCoords = texCoords;
gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
}
)";
@@ -70,44 +66,40 @@ void main(void){
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);
vec4 color = vec4(ColorEffect, 1.0);
if (color.a <= 0.1)
discard;
out_color = color;
}
)";
#endif
EntityShader::EntityShader() : CameraShaderProgram() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
// ShaderProgram::LoadProgram(vertexSource, fragmentSource);
}
void EntityShader::GetAllUniformLocation() {
CameraShaderProgram::GetAllUniformLocation();
m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
// CameraShaderProgram::GetAllUniformLocation();
// m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
// m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
}
void EntityShader::SetColorEffect(const Vec3f& color) {
LoadVector(m_LocationColorEffect, color);
// LoadVector(m_LocationColorEffect, color);
}
void EntityShader::SetModelPos(const Vec3f& pos) const {
LoadVector(m_LocationPosition, pos);
// LoadVector(m_LocationPosition, pos);
}
} // namespace shader

View File

@@ -1,145 +0,0 @@
/*
* 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) {
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

View File

@@ -82,7 +82,7 @@ void main(void){
#endif
WorldShader::WorldShader() : CameraShaderProgram() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
// ShaderProgram::LoadProgram(vertexSource, fragmentSource);
}
} // namespace shader

View File

@@ -46,6 +46,9 @@ class DirectionTileVisitor : public game::TileHandler {
void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
for (auto& mob : a_State.m_Mobs) {
if (mob->m_HasReachedCastle)
continue;
auto tile = a_World.GetTile(static_cast<std::int32_t>(mob->m_Position.x), static_cast<std::int32_t>(mob->m_Position.y));
Direction direction = mob->m_Direction;
if (tile) {
@@ -56,6 +59,8 @@ void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloa
auto directVector = GetUnitDirection(direction);
mob->m_Position.x += directVector.x * a_Delta;
mob->m_Position.y += directVector.y * a_Delta;
}
}

View File

@@ -2,8 +2,7 @@ add_rules("mode.debug", "mode.release")
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6", "assimp", "stb")
add_requires("rlimgui", "raylib-cpp", "splib 2.3.2", "zlib", "fpm", "enet6")
set_languages("c++20")
@@ -21,9 +20,8 @@ target("Tower-Defense2")
add_includedirs("include", {public = true})
set_kind("binary")
add_files("src/**.cpp")
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "assimp", "enet6", "stb", {public = true})
add_packages("rlimgui", "raylib-cpp", "splib", "zlib", "fpm", "enet6", {public = true})
set_rundir(".")
add_defines("TD_GL_LOADER_GLEW")
-- Tests