46 Commits

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
d9baf7c5ef add basic timer 2026-01-01 22:33:58 +01:00
701dd6b120 add basic entity movement 2026-01-01 22:19:55 +01:00
2225151f72 add debug fastforward 2026-01-01 22:17:01 +01:00
aef0cf4d95 fix entity rendering 2026-01-01 21:40:33 +01:00
550ff3aeec add basic camera controls 2026-01-01 20:58:28 +01:00
127fa1fcb8 add vec operations 2026-01-01 20:57:57 +01:00
d1d2b63be8 remove return 2025-08-23 12:55:37 +02:00
62c5c762f9 detect memory leaks 2025-08-23 12:55:26 +02:00
1d436aa1c3 add bots 2025-08-23 12:54:48 +02:00
73dd2dabfa render playerlist 2025-08-23 11:36:23 +02:00
5b6254c690 send map when arriving late 2025-08-22 12:24:58 +02:00
688b6e93ea fix signal 2025-08-22 11:42:17 +02:00
d64c366f4b fix teams 2025-08-22 11:42:09 +02:00
7d58b881b2 send world to client 2025-08-22 11:41:58 +02:00
20acbc0499 update to c++20 2025-08-22 11:39:16 +02:00
4fe2e25029 client PlayerManager 2025-08-21 20:51:13 +02:00
fd08833f3f fix signals 2025-08-21 20:32:47 +02:00
165ebf7b2e add valgrind 2025-08-20 12:35:04 +02:00
a02cb2b309 PlayerManager 2025-08-20 12:18:44 +02:00
bd56fb0646 add server mspt 2025-08-19 18:55:25 +02:00
39580c15c5 add Timer class 2025-08-19 18:46:54 +02:00
ee39c1e429 add playerlist packet 2025-08-19 18:42:02 +02:00
631e14e66e IServerSocket dispatch 2025-08-19 18:30:42 +02:00
53d2e3cf6b load custom imgui theme 2025-08-19 17:26:29 +02:00
cd33ea28dc renderer: use shared_ptr 2025-08-19 17:19:57 +02:00
a50898a88b begin player auth 2025-08-15 11:25:35 +02:00
833173b5e8 main menu fullscreen 2025-08-15 09:47:45 +02:00
1e4af7f298 add sdl_init error message 2025-08-14 14:16:04 +02:00
e720439109 Add vscode file 2025-08-13 21:09:40 +00:00
5f1e9a8d81 Add missing sdl init 2025-08-13 21:06:02 +00:00
953b5dcc86 remove WorldApply 2025-08-12 11:35:06 +02:00
f879c5fe8f add basic README 2025-08-11 19:57:20 +02:00
b5ff44d793 add (very) basic main menu 2025-08-11 19:47:55 +02:00
24252896c7 begin MainMenuState 2025-08-11 18:53:10 +02:00
4c0078a5f2 refactor xmake.lua 2025-08-11 18:52:46 +02:00
4072e49b32 add some minor comments 2025-08-10 12:26:21 +02:00
e0080fa50c move ClientSimulation in Client 2025-08-10 12:19:50 +02:00
8bdcffcfa6 migrate main 2025-08-10 11:49:07 +02:00
6b987cf78d fix Signal 2025-08-10 11:46:43 +02:00
cba790f804 add StateMachine 2025-08-09 11:23:17 +02:00
ac3e949323 add client 2025-08-08 13:24:50 +02:00
b09c7f9efd rename signal 2025-08-08 12:18:26 +02:00
110e6a62d2 add fakesocket method 2025-08-08 11:37:30 +02:00
106 changed files with 2143 additions and 1096 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

13
.vscode/c_cpp_properties.json vendored Normal file
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@@ -0,0 +1,13 @@
{
"configurations": [
{
"name": "TD2",
"cppStandard": "c++20",
"includePath": [
"include"
],
"compileCommands": ".vscode/compile_commands.json"
}
],
"version": 4
}

3
README.md Normal file
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@@ -0,0 +1,3 @@
# (CubeCraft) Tower Defense
## Currently in contruction 🏗️👷⚙️

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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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assets/zombie.glb LFS Normal file

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assets/zombie.png LFS Normal file

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41
include/client/Client.h Normal file
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@@ -0,0 +1,41 @@
#pragma once
#include <client/IClientSocket.h>
#include <client/PlayerManager.h>
#include <td/common/StateMachine.h>
#include <optional>
namespace td {
namespace client {
class ClientState;
class LoggingState;
class Client : public StateMachine<Client, void, float> {
private:
std::shared_ptr<IClientSocket> m_Socket;
PlayerManager m_Players;
std::optional<PlayerID> m_Id;
public:
Client(const std::shared_ptr<IClientSocket>& a_Socket);
~Client();
void SendPacket(const protocol::PacketBase& a_Packet);
void Disconnect();
const PlayerManager& GetPlayers() const {
return m_Players;
}
const std::optional<PlayerID> GetId() const {
return m_Id;
}
friend class ClientState;
friend class LoggingState;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,19 @@
#pragma once
#include <client/Client.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace client {
class ClientState : public Client::State, public protocol::PacketHandler, private utils::SlotGuard {
public:
ClientState(Client& a_Client);
virtual ~ClientState() {}
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
};
} // namespace server
} // namespace td

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@@ -0,0 +1,24 @@
#pragma once
#include <td/Types.h>
#include <td/misc/Signal.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace client {
class IClientSocket {
public:
utils::Signal<> OnConnect;
utils::Signal<> OnDisconnect;
utils::Signal<const protocol::PacketBase&> OnReceive;
virtual void Send(const protocol::PacketBase& a_Packet) = 0;
virtual void Disconnect() = 0;
IClientSocket() {}
virtual ~IClientSocket() {}
};
} // namespace client
} // namespace td

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@@ -0,0 +1,39 @@
#pragma once
#include <td/protocol/packet/Packets.h>
#include <td/misc/Signal.h>
namespace td {
namespace client {
class IClientSocket;
class PlayerManager : public protocol::PacketHandler {
private:
std::map<PlayerID, PlayerInfo> m_Players;
std::shared_ptr<IClientSocket> m_Socket;
public:
utils::Signal<const PlayerInfo&> OnPlayerJoin;
utils::Signal<PlayerID> OnPlayerLeave;
PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket);
~PlayerManager();
PlayerInfo GetPlayer(PlayerID a_Player);
auto begin() const {
return m_Players.begin();
}
auto end() const {
return m_Players.end();
}
virtual void Handle(const protocol::packets::PlayerJoinPacket&) override;
virtual void Handle(const protocol::packets::PlayerListPacket&) override;
virtual void Handle(const protocol::packets::PlayerLeavePacket&) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,34 @@
#pragma once
#include <client/IClientSocket.h>
namespace td {
namespace server {
class FakeSocket;
} // namespace server
namespace client {
class FakeSocket : public IClientSocket {
private:
std::shared_ptr<server::FakeSocket> m_Server;
PeerID m_PeerId;
struct Private{ explicit Private() = default; };
public:
FakeSocket(Private) {}
~FakeSocket() {}
static std::shared_ptr<FakeSocket> Connect(const std::shared_ptr<server::FakeSocket>& a_Server);
void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
virtual void Send(const protocol::PacketBase& a_Packet) override;
virtual void Disconnect() override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,40 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class GameState : public ClientState {
private:
game::WorldPtr m_World;
sim::ClientSimulation m_Simulation;
float m_CurrentLerp;
float m_ElapsedTime;
public:
GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
~GameState();
virtual void Update(float a_Delta) override;
float GetCurrentLerp() const {
return m_CurrentLerp;
}
float GetElapsedTime() const {
return m_ElapsedTime;
}
game::WorldPtr GetWorld() const {
return m_World;
}
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,25 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class LobbyState : public ClientState {
private:
std::shared_ptr<game::World> m_World;
public:
LobbyState(Client& a_Client);
~LobbyState();
virtual void Update(float a_Delta) override;
virtual void Handle(const protocol::packets::WorldHeaderPacket& a_Packet) override;
virtual void Handle(const protocol::packets::WorldDataPacket& a_Packet) override;
virtual void Handle(const protocol::packets::BeginGamePacket& a_Packet) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,22 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class LoggingState : public ClientState {
public:
LoggingState(Client& a_Client, const std::string& a_PlayerName);
~LoggingState();
virtual void Update(float a_Delta) override;
virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
virtual void Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) override;
};
} // namespace client
} // namespace td

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@@ -9,18 +9,27 @@ namespace server {
class IServerSocket { class IServerSocket {
public: public:
utils::Signal<PlayerID> OnConnect; using PlayerPacketHandlerType = std::unique_ptr<protocol::PacketHandler>(PlayerID);
utils::Signal<PlayerID> OnDisconnect; using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
utils::Signal<PlayerID> OnPlayerConnect;
utils::Signal<PlayerID> OnPlayerDisconnect;
utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive; utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet); void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
void Broadcast(const protocol::PacketBase& a_Packet); void Broadcast(const protocol::PacketBase& a_Packet);
IServerSocket() {} void Disconnect(PlayerID a_PlayerId);
void RegisterHandler(const PlayerPacketHandler& a_Handler);
void UnregisterHandler(const PlayerPacketHandler& a_Handler);
IServerSocket();
virtual ~IServerSocket() {} virtual ~IServerSocket() {}
private: private:
PlayerIds m_Ids; PlayerIds m_Ids;
std::vector<PlayerPacketHandler> m_Handlers;
protected: protected:
void OnConnectPeer(PeerID a_PeerId); void OnConnectPeer(PeerID a_PeerId);

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@@ -1,36 +0,0 @@
#pragma once
#include <server/IServerSocket.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace server {
class Server;
class IServerState : private utils::SlotGuard {
public:
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
virtual void OnPlayerJoin(PlayerID a_Id) = 0;
virtual void OnPlayerLeave(PlayerID a_Id) = 0;
IServerState();
virtual ~IServerState();
protected:
void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
void BroadcastPacket(const protocol::PacketBase& a_Packet);
void SetNewState(const std::shared_ptr<IServerState>& a_NewState);
virtual void Init() {}
private:
Server* m_Server;
void SetServer(Server* a_Server);
friend class Server;
};
} // namespace server
} // namespace td

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@@ -0,0 +1,44 @@
#pragma once
#include <td/misc/Signal.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace server {
class IServerSocket;
class PlayerManager {
private:
std::map<PlayerID, PlayerInfo> m_Players;
std::shared_ptr<IServerSocket> m_Socket;
public:
utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
utils::Signal<PlayerID> OnPlayerLeave;
PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
~PlayerManager();
void RemovePlayer(PlayerID a_Player);
PlayerInfo GetPlayer(PlayerID a_Player);
private:
void Disconnect(PlayerID a_Player);
class ConnectionHandler : public protocol::PacketHandler {
private:
PlayerManager& m_PlayerManager;
PlayerID m_Player;
public:
ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player);
~ConnectionHandler() = default;
virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
};
};
} // namespace server
} // namespace td

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@@ -1,35 +1,30 @@
#pragma once #pragma once
#include <memory>
#include <server/IServerSocket.h> #include <server/IServerSocket.h>
#include <server/IServerState.h> #include <td/common/StateMachine.h>
#include <chrono> #include <server/PlayerManager.h>
namespace td { namespace td {
namespace server { namespace server {
class Server { class ServerState;
class Server : public StateMachine<Server, void, float> {
private: private:
std::shared_ptr<IServerSocket> m_Socket; std::shared_ptr<IServerSocket> m_Socket;
std::shared_ptr<IServerState> m_State; PlayerManager m_Players;
std::chrono::time_point<std::chrono::system_clock> m_LastTime; float m_LastMspt;
public: public:
Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_LastTime(std::chrono::system_clock::now()) {} Server(const std::shared_ptr<IServerSocket>& a_Socket);
void Update(); virtual void Update(float a_Delta);
void UpdateState(const std::shared_ptr<IServerState>& a_State) { const PlayerManager& GetPlayers() const {
m_State = a_State; return m_Players;
m_State->SetServer(this);
} }
private: friend class ServerState;
void Update(float a_Delta) {
m_State->Update(a_Delta);
}
friend class IServerState;
}; };
} // namespace server } // namespace server

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@@ -0,0 +1,25 @@
#pragma once
#include <server/Server.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace server {
class ServerState : public Server::State, private utils::SlotGuard {
public:
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {}
virtual void OnPlayerLeave(PlayerID a_Id) {}
ServerState(Server& a_Server);
virtual ~ServerState();
protected:
void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
void BroadcastPacket(const protocol::PacketBase& a_Packet);
};
} // namespace server
} // namespace td

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@@ -1,22 +1,34 @@
#pragma once #pragma once
#include <client/socket/FakeSocket.h>
#include <optional>
#include <server/IServerSocket.h> #include <server/IServerSocket.h>
namespace td { namespace td {
namespace server { namespace server {
class FakeSocket : public IServerSocket { class FakeSocket : public IServerSocket {
private:
std::vector<std::optional<std::weak_ptr<client::FakeSocket>>> m_Clients;
public: public:
FakeSocket() {} FakeSocket() {}
~FakeSocket() {} ~FakeSocket() {}
utils::Signal<PeerID, const protocol::PacketBase&> OnSend; PeerID ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_Socket);
void ConnectFakePeer(PeerID a_Peer);
void DisconnectFakePeer(PeerID a_Peer); void DisconnectFakePeer(PeerID a_Peer);
void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
protected: protected:
virtual void SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) override; virtual void SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) override;
private:
/**
* \return -1 if all previous ids are not free
*/
int GetNextFreeId();
friend class client::FakeSocket;
}; };
} // namespace server } // namespace server

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@@ -1,11 +1,11 @@
#pragma once #pragma once
#include <server/IServerState.h> #include <server/ServerState.h>
namespace td { namespace td {
namespace server { namespace server {
class EndGameState : public IServerState { class EndGameState : public ServerState {
private: private:
/* data */ /* data */
public: public:

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <server/IServerState.h> #include <server/ServerState.h>
#include <td/game/World.h> #include <td/game/World.h>
#include <td/simulation/ServerSimulation.h> #include <td/simulation/ServerSimulation.h>
@@ -9,23 +9,20 @@ namespace server {
class GameStateHandler; class GameStateHandler;
class GameState : public IServerState { class GameState : public ServerState {
private: private:
std::shared_ptr<game::World> m_World; std::shared_ptr<game::World> m_World;
sim::ServerSimulation m_Simulation; sim::ServerSimulation m_Simulation;
float m_Time; float m_Time;
public: public:
GameState(const std::shared_ptr<game::World>& a_World); GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World);
~GameState() {} ~GameState() {}
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override; virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) override; virtual void Update(float a_Delta) override;
virtual void OnPlayerJoin(PlayerID a_Id) override;
virtual void OnPlayerLeave(PlayerID a_Id) override;
protected: virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) override;
virtual void Init() override;
friend class GameStateHandler; friend class GameStateHandler;
}; };

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@@ -1,22 +1,22 @@
#pragma once #pragma once
#include <server/IServerState.h> #include <server/ServerState.h>
namespace td { namespace td {
namespace server { namespace server {
// this class is temporary useless // this class is temporary useless
class LobbyState : public IServerState { class LobbyState : public ServerState {
private: private:
std::shared_ptr<game::World> m_World; std::shared_ptr<game::World> m_World;
public: public:
LobbyState(const std::shared_ptr<game::World>& a_World) : m_World(a_World) {} LobbyState(Server& a_Server);
~LobbyState() {} ~LobbyState() {}
virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) override;
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override; virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) override; virtual void Update(float a_Delta) override;
virtual void OnPlayerJoin(PlayerID a_Id) override;
virtual void OnPlayerLeave(PlayerID a_Id) override;
}; };
} // namespace server } // namespace server

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@@ -4,7 +4,7 @@
namespace td { namespace td {
static constexpr float PI = 3.141592653f; // static constexpr float PI = 3.141592653f;
template <typename T> template <typename T>
struct Vec2 { struct Vec2 {
@@ -183,6 +183,51 @@ T Lerp(T v0, T v1, T t) {
} // namespace maths } // namespace maths
template<typename T>
Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
return {vect.x + other.x, vect.y + other.y};
}
template<typename T>
Vec2<T> operator- (const Vec2<T>& vect) {
return { -vect.x, -vect.y };
}
template<typename T>
Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
return vect + (-other);
}
template<typename T>
Vec3<T> operator- (const Vec3<T>& vect) {
return { -vect.x, -vect.y, -vect.z };
}
template<typename T>
Vec3<T> operator+ (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> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
return vect + (-other);
}
template<typename T>
Vec4<T> operator- (const Vec4<T>& vect) {
return { -vect.x, -vect.y, -vect.z, -vect.w };
}
template<typename T>
Vec4<T> operator+ (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>
Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
return vect + (-other);
}
template <typename T> template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) { sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y; return a_Buffer << a_Vec.x << a_Vec.y;

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@@ -78,6 +78,11 @@ enum class Direction : std::uint8_t {
NegativeY = 1 << 3, NegativeY = 1 << 3,
}; };
struct PlayerInfo {
PlayerID m_PlayerId;
std::string m_PlayerName;
};
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords); sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords);
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float); sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);

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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@@ -0,0 +1,54 @@
#pragma once
#include <cassert>
#include <td/misc/Signal.h>
namespace td {
template <typename TDerived, typename TReturn, typename... TArgs>
class StateMachine {
public:
class State {
public:
State(TDerived& a_StateMachine) : m_StateMachine(a_StateMachine) {}
virtual ~State() {}
virtual TReturn Update(TArgs... args) = 0;
template <typename T, typename... Args>
void ChangeState(Args... args) {
m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
}
protected:
TDerived& m_StateMachine;
};
utils::Signal<State&> OnStateChange;
StateMachine() {}
StateMachine(StateMachine&&) = default;
virtual ~StateMachine() {}
virtual TReturn Update(TArgs... args) {
assert(m_State && "You must change state at least once before updating !");
return m_State->Update(std::forward<TArgs>(args)...);
}
template <typename T, typename... Args>
void ChangeState(Args... args) {
auto* currentState = m_State.get();
auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
// This allows chaining
if (m_State.get() == currentState) {
m_State = std::move(newState);
OnStateChange(*m_State);
}
}
private:
std::unique_ptr<State> m_State;
};
} // namespace td

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@@ -0,0 +1,69 @@
#pragma once
#include <cassert>
#include <vector>
#include <memory>
namespace td {
template <typename TDerived, typename TReturn, typename... TArgs>
class StateStack {
public:
class State {
public:
State(TDerived& a_StateStack) : m_StateStack(a_StateStack) {}
virtual ~State() {}
virtual TReturn Update(TArgs... args) = 0;
protected:
/**
* \brief Called when enabled (can be used to connect signals)
*/
virtual void OnEnable() {}
/**
* \brief Called when disabled (can be used to disconnect signals)
*/
virtual void OnDisable() {}
protected:
TDerived& m_StateStack;
friend class StateStack;
};
StateStack() {}
StateStack(StateStack&&) = default;
virtual ~StateStack() {}
virtual TReturn Update(TArgs... args) {
assert(!m_States.empty() && "You must push at least one state before updating !");
return m_States.back()->Update(args...);
}
void PopState() {
assert(!m_States.empty() && "You must push at least one state before poping !");
m_States.back()->OnDisable();
m_States.pop_back();
if (m_States.empty())
return;
m_States.back()->OnEnable();
}
template <typename T, typename... Args>
T* PushState(Args&&... args) {
if (!m_States.empty())
m_States.back()->OnDisable();
auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
newState->OnEnable();
m_States.push_back(std::move(newState));
return static_cast<T*>(newState.get());
}
private:
std::vector<std::unique_ptr<State>> m_States;
};
} // namespace td

View File

@@ -2,22 +2,29 @@
#include <string> #include <string>
#include <SDL3/SDL_video.h> #include <td/common/StateMachine.h>
#include <SDL3/SDL_keycode.h>
#include <td/misc/Signal.h> #include <td/misc/Signal.h>
namespace td { namespace td {
class Display { class Display : public StateMachine<Display, void, float> {
private:
int m_LastWidth;
int m_LastHeight;
float m_AspectRatio;
bool m_ShouldClose;
public: public:
utils::Signal<float> OnAspectRatioChange; 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(int a_Width, int a_Height, const std::string& a_Title);
~Display(); ~Display();
void PollEvents(); void PollEvents();
void Update(); void Update(float a_Delta) override;
void Close();
bool IsCloseRequested() { bool IsCloseRequested() {
return m_ShouldClose; return m_ShouldClose;
@@ -26,7 +33,7 @@ class Display {
float GetAspectRatio() { float GetAspectRatio() {
return m_AspectRatio; return m_AspectRatio;
} }
int GetWindowWidth() { int GetWindowWidth() {
return m_LastWidth; return m_LastWidth;
} }
@@ -34,15 +41,6 @@ class Display {
int GetWindowHeight() { int GetWindowHeight() {
return m_LastHeight; 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 } // namespace td

View File

@@ -0,0 +1,19 @@
#pragma once
#include <td/display/Display.h>
#include <td/misc/SlotGuard.h>
#include <client/ClientState.h>
namespace td {
class DisplayState : public Display::State, private utils::SlotGuard {
public:
DisplayState(Display& a_Display);
virtual ~DisplayState() {}
protected:
virtual void OnAspectRatioChange(float a_Ratio) {}
virtual void OnKeyDown(int a_Key) {}
};
} // namespace td

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@@ -0,0 +1,7 @@
#pragma once
namespace td {
void LoadTheme();
} // namespace td

View File

@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class CreatePartyMenu : public MainMenuState::Menu {
public:
CreatePartyMenu(MainMenuState& a_MainMenu);
~CreatePartyMenu();
virtual void Update() override;
};
} // namespace td

View File

@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class JoinPartyMenu : public MainMenuState::Menu {
public:
JoinPartyMenu(MainMenuState& a_MainMenu);
~JoinPartyMenu();
virtual void Update() override;
};
} // namespace td

View File

@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class MainMenu : public MainMenuState::Menu {
public:
MainMenu(MainMenuState& a_MainMenu);
~MainMenu();
virtual void Update() override;
};
} // namespace td

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@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class SettingsMenu : public MainMenuState::Menu {
public:
SettingsMenu(MainMenuState& a_MainMenu);
~SettingsMenu();
virtual void Update() override;
};
} // namespace td

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@@ -0,0 +1,37 @@
#pragma once
#include <client/Client.h>
#include <server/Server.h>
#include <td/display/DisplayState.h>
#include <td/render/Renderer.h>
#include <td/simulation/ClientSimulation.h>
#include <client/state/GameState.h>
#include <server/socket/FakeSocket.h>
namespace td {
class DebugWorldState : public DisplayState {
private:
render::RenderPipeline m_Renderer;
Camera m_Camera;
std::unique_ptr<server::Server> m_Server;
std::unique_ptr<client::Client> m_Client;
client::GameState* m_ClientState;
std::vector<std::unique_ptr<client::Client>> m_FakeClients;
std::shared_ptr<server::FakeSocket> m_ServerSocket;
unsigned int m_PlaySpeed = 1;
public:
DebugWorldState(Display& a_Display);
~DebugWorldState();
virtual void Update(float a_Delta) override;
protected:
virtual void OnAspectRatioChange(float a_Ratio) override;
virtual void OnKeyDown(int a_Key) override;
};
} // namespace td

View File

@@ -0,0 +1,27 @@
#pragma once
#include <td/common/StateStack.h>
#include <td/display/DisplayState.h>
namespace td {
class MainMenuState;
using MainMenuStateStack = StateStack<MainMenuState, void>;
class MainMenuState : public DisplayState, public MainMenuStateStack {
public:
using Menu = MainMenuStateStack::State;
MainMenuState(Display& a_Display);
~MainMenuState();
virtual void Update(float a_Delta) override;
void RenderBackButton();
protected:
virtual void OnKeyDown(int a_Key) override;
};
} // namespace td

View File

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

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@@ -77,7 +77,7 @@ public:
struct TeamList { struct TeamList {
std::array<Team, 2> m_Teams; std::array<Team, 2> m_Teams;
TeamList() : m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}{ TeamList() : m_Teams{Team{TeamColor::Blue}, Team{TeamColor::Red}}{
} }

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@@ -33,6 +33,9 @@ class World {
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader); bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
bool LoadMap(const protocol::pdata::WorldData& worldData); bool LoadMap(const protocol::pdata::WorldData& worldData);
protocol::packets::WorldHeaderPacket GetPacketHeader() const;
protocol::packets::WorldDataPacket GetPacketData() const;
bool LoadMapFromFile(const std::string& fileName); bool LoadMapFromFile(const std::string& fileName);
bool SaveMap(const std::string& fileName) const; bool SaveMap(const std::string& fileName) const;
@@ -102,7 +105,7 @@ class World {
return m_CurrentState->m_Teams[TeamColor::Blue]; return m_CurrentState->m_Teams[TeamColor::Blue];
} }
const Team& GetBlueTeam() const { const Team& GetBlueTeam() const {
return m_CurrentState->m_Teams[TeamColor::Red]; return m_CurrentState->m_Teams[TeamColor::Blue];
} }
Team& GetTeam(TeamColor team) { Team& GetTeam(TeamColor team) {

View File

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

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@@ -2,17 +2,21 @@
#include <algorithm> #include <algorithm>
#include <functional> #include <functional>
#include <memory>
#include <td/common/NonCopyable.h> #include <td/common/NonCopyable.h>
#include <vector> #include <vector>
namespace td { namespace td {
namespace utils { namespace utils {
/**
* \brief Signal class
*/
template <typename... Args> template <typename... Args>
class Signal : private NonCopyable { class SignalRaw : private NonCopyable {
public: public:
using FnType = void(Args...); using FnType = void(Args...);
using CallBack = std::function<FnType>; using CallBack = std::shared_ptr<std::function<FnType>>;
private: private:
std::vector<CallBack> m_Callbacks; std::vector<CallBack> m_Callbacks;
@@ -23,17 +27,79 @@ class Signal : private NonCopyable {
} }
void Disconnect(const CallBack& a_Callback) { void Disconnect(const CallBack& a_Callback) {
auto it = std::find_if(m_Callbacks.begin(), m_Callbacks.end(), auto it = std::find(m_Callbacks.begin(), m_Callbacks.end(), a_Callback);
[&a_Callback](CallBack& callback) { return a_Callback.template target<FnType>() == callback.template target<FnType>(); });
m_Callbacks.erase(it); m_Callbacks.erase(it);
} }
void operator()(Args... args) const { void operator()(Args... args) const {
for (const CallBack& callback : m_Callbacks) { for (const CallBack& callback : m_Callbacks) {
callback(args...); callback->operator()(std::forward<Args>(args)...);
} }
} }
}; };
/**
* \brief Memory managed Signal class
*/
template <typename... Args>
class Signal {
public:
using SignalBase = SignalRaw<Args...>;
using CallBack = typename SignalBase::CallBack;
using CallBackRaw = typename CallBack::element_type;
using SignalPtr = std::shared_ptr<SignalBase>;
class ConnectionGuard;
private:
SignalPtr m_Signal;
public:
Signal() : m_Signal(std::make_shared<SignalBase>()) {}
Signal(const Signal&) = default;
/**
* \warning The callback won't be disconnectable, use it wisely!
*/
void Connect(const CallBackRaw& a_Callback) {
m_Signal->Connect(std::make_shared<CallBackRaw>(a_Callback));
}
[[nodiscard]] std::shared_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
m_Signal->Connect(a_Callback);
return std::make_shared<ConnectionGuard>(*this, a_Callback);
}
void Disconnect(const CallBack& a_Callback) {
m_Signal->Disconnect(a_Callback);
}
void operator()(Args... args) const {
m_Signal->operator()(args...);
}
};
class Connection {
public:
virtual ~Connection() {}
};
template <typename... Args>
class Signal<Args...>::ConnectionGuard : public Connection {
private:
using CallBack = typename Signal<Args...>::CallBack;
std::weak_ptr<SignalRaw<Args...>> m_Signal;
CallBack m_Callback;
public:
ConnectionGuard(const Signal<Args...>& a_Signal, const CallBack& a_Callback) :
m_Signal(a_Signal.m_Signal), m_Callback(a_Callback) {}
~ConnectionGuard() {
if (!m_Signal.expired())
m_Signal.lock()->Disconnect(m_Callback);
}
};
} // namespace utils } // namespace utils
} // namespace td } // namespace td

View File

@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <td/misc/SlotGuard.h> #include <td/misc/Signal.h>
namespace td { namespace td {
namespace utils { namespace utils {
@@ -12,22 +12,20 @@ namespace utils {
*/ */
class SlotGuard { class SlotGuard {
private: private:
std::vector<std::function<void()>> m_Deleters; std::vector<std::shared_ptr<Connection>> m_Connections;
public: public:
/** /**
* \brief Connect a signal to a function (with the same signature) * \brief Connect a signal to a function (with the same signature)
*/ */
template <typename... Args> template <typename... Args>
void Connect(Signal<Args...>& a_Signal, const typename Signal<Args...>::CallBack& a_Callback) { void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack::element_type& a_Callback) {
a_Signal.Connect(a_Callback); auto ptr = std::make_shared<typename Signal<Args...>::CallBack::element_type>(a_Callback);
m_Deleters.push_back([&a_Signal, &a_Callback]() { a_Signal.Disconnect(a_Callback); }); m_Connections.emplace_back(a_Signal.ConnectSafe(ptr));
} }
~SlotGuard() { void Disconnect() {
for (auto& deleter : m_Deleters) { m_Connections.clear();
deleter();
}
} }
}; };

22
include/td/misc/Time.h Normal file
View File

@@ -0,0 +1,22 @@
#pragma once
#include <chrono>
namespace td {
class Timer {
private:
std::chrono::time_point<std::chrono::system_clock> m_LastTime;
public:
Timer() : m_LastTime(std::chrono::system_clock::now()) {}
float GetDelta() {
auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
m_LastTime = std::chrono::system_clock::now();
return timeSeconds;
}
};
} // namespace td

View File

@@ -16,27 +16,22 @@
namespace td { namespace td {
namespace protocol { namespace protocol {
struct PlayerInfo {
PlayerID m_PlayerId;
std::string m_PlayerName;
};
struct MapData { struct MapData {
}; };
namespace pdata { namespace pdata {
/** Client attempts to login (very basic) */
struct PlayerLogin {
std::string m_PlayerName;
};
/** Server indicates success */ /** Server indicates success */
struct LoggingSuccess { struct LoggingSuccess {
PlayerID m_PlayerId; PlayerID m_PlayerId;
}; };
/** Client attempts to login (very basic) */
struct PlayerLogin {
std::string m_PlayerName;
};
/** Player joins the lobby */ /** Player joins the lobby */
struct PlayerJoin { struct PlayerJoin {
PlayerInfo m_Player; PlayerInfo m_Player;
@@ -47,6 +42,11 @@ struct PlayerLeave {
PlayerID m_PlayerId; PlayerID m_PlayerId;
}; };
/** List of players who joined before */
struct PlayerList {
std::vector<PlayerInfo> m_Players;
};
struct PredictCommand { struct PredictCommand {
CommandPtr m_Command; CommandPtr m_Command;
StepTime m_FrameNumber; StepTime m_FrameNumber;
@@ -67,8 +67,6 @@ struct ChatMessage {
std::string m_Text; std::string m_Text;
}; };
// TODO: handle players joining in the first second
struct BeginGame { struct BeginGame {
std::vector<PlayerInfo> m_BlueTeam; std::vector<PlayerInfo> m_BlueTeam;
std::vector<PlayerInfo> m_RedTeam; std::vector<PlayerInfo> m_RedTeam;

View File

@@ -29,6 +29,7 @@ enum class PacketID : std::uint8_t {
PlaceTower, PlaceTower,
PlayerJoin, PlayerJoin,
PlayerLeave, PlayerLeave,
PlayerList,
PlayerLogin, PlayerLogin,
PredictCommand, PredictCommand,
SpawnTroop, SpawnTroop,
@@ -58,6 +59,7 @@ using LoggingSuccessPacket = PacketMessage<pdata::LoggingSuccess, PacketID::Logg
using PlaceTowerPacket = PacketMessage<pdata::PlaceTower, PacketID::PlaceTower>; using PlaceTowerPacket = PacketMessage<pdata::PlaceTower, PacketID::PlaceTower>;
using PlayerJoinPacket = PacketMessage<pdata::PlayerJoin, PacketID::PlayerJoin>; using PlayerJoinPacket = PacketMessage<pdata::PlayerJoin, PacketID::PlayerJoin>;
using PlayerLeavePacket = PacketMessage<pdata::PlayerLeave, PacketID::PlayerLeave>; using PlayerLeavePacket = PacketMessage<pdata::PlayerLeave, PacketID::PlayerLeave>;
using PlayerListPacket = PacketMessage<pdata::PlayerList, PacketID::PlayerList>;
using PlayerLoginPacket = PacketMessage<pdata::PlayerLogin, PacketID::PlayerLogin>; using PlayerLoginPacket = PacketMessage<pdata::PlayerLogin, PacketID::PlayerLogin>;
using PredictCommandPacket = PacketMessage<pdata::PredictCommand, PacketID::PredictCommand>; using PredictCommandPacket = PacketMessage<pdata::PredictCommand, PacketID::PredictCommand>;
using SpawnTroopPacket = PacketMessage<pdata::SpawnTroop, PacketID::SpawnTroop>; using SpawnTroopPacket = PacketMessage<pdata::SpawnTroop, PacketID::SpawnTroop>;
@@ -67,11 +69,17 @@ using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
} // namespace packets } // namespace packets
using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket, using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlaceTowerPacket, packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket,
packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::LoggingSuccessPacket, packets::PlaceTowerPacket, packets::PlayerJoinPacket, packets::PlayerLeavePacket,
packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>; packets::PlayerListPacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::SpawnTroopPacket,
packets::WorldHeaderPacket, packets::WorldDataPacket>;
class PacketHandler : public sp::GenericHandler<AllPackets> {}; class PacketHandler : public sp::GenericHandler<AllPackets> {
public:
void HandleBase(const PacketBase& a_Packet) {
a_Packet.Dispatch(*this);
}
};
using PacketDispatcher = sp::MessageDispatcher<PacketBase>; using PacketDispatcher = sp::MessageDispatcher<PacketBase>;

View File

@@ -1,41 +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);
};
} // 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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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <memory> #include <memory>
#include <td/render/Camera.h> #include <raylib-cpp/Camera3D.hpp>
#include <td/render/loader/GLLoader.h> #include <td/render/loader/GLLoader.h>
#include <td/render/shader/CameraShaderProgram.h> #include <td/render/shader/CameraShaderProgram.h>
#include <td/misc/SlotGuard.h> #include <td/misc/SlotGuard.h>
@@ -21,10 +21,10 @@ template <typename TShader>
class Renderer : public BasicRenderer, private utils::SlotGuard { class Renderer : public BasicRenderer, private utils::SlotGuard {
protected: protected:
std::unique_ptr<TShader> m_Shader; std::unique_ptr<TShader> m_Shader;
Camera& m_Camera; raylib::Camera& m_Camera;
public: public:
Renderer(Camera& a_Camera); Renderer(raylib::Camera& a_Camera);
virtual ~Renderer() {} virtual ~Renderer() {}
template <typename T> template <typename T>
@@ -42,8 +42,11 @@ class RenderPipeline {
virtual ~RenderPipeline() {} virtual ~RenderPipeline() {}
template <typename T, typename... Args> template <typename T, typename... Args>
void AddRenderer(Args&&... args) { T& AddRenderer(Args... args) {
m_Renderers.push_back(std::make_unique<T>(args...)); auto ptr = std::make_unique<T>(args...);
auto rawPtr = ptr.get();
m_Renderers.push_back(std::move(ptr));
return *rawPtr;
} }
void Clear() { void Clear() {
@@ -62,16 +65,16 @@ class RenderPipeline {
template <typename TShader> template <typename TShader>
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) { Renderer<TShader>::Renderer(raylib::Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
Connect(a_Camera.OnPerspectiveChange, [this](){ // Connect(a_Camera.OnPerspectiveChange, [this](){
m_Shader->Start(); // // m_Shader->Start();
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix()); // m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
}); // });
Connect(a_Camera.OnViewChange, [this]() { // Connect(a_Camera.OnViewChange, [this]() {
m_Shader->Start(); // // m_Shader->Start();
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix()); // m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
}); // });
} }
} // namespace render } // namespace render

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

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@@ -3,17 +3,19 @@
#include <td/render/Renderer.h> #include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h> #include <td/render/shader/EntityShader.h>
#include <td/game/World.h> #include <td/game/World.h>
#include <raylib-cpp/Model.hpp>
namespace td { namespace td {
namespace render { namespace render {
class EntityRenderer : public Renderer<shader::EntityShader> { class EntityRenderer : public Renderer<shader::EntityShader> {
private: private:
const game::World& m_World; game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao; raylib::Model m_ZombieModel;
Texture2D m_ZombieTexture;
public: public:
EntityRenderer(Camera& a_Camera, const game::World& a_World); EntityRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~EntityRenderer(); virtual ~EntityRenderer();
virtual void Render(float a_Lerp) override; virtual void Render(float a_Lerp) override;

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@@ -0,0 +1,27 @@
#pragma once
#include <td/render/Renderer.h>
#include <client/PlayerManager.h>
namespace td {
namespace render {
/**
* \brief This is a debug class
*/
class PlayerListRenderer : public BasicRenderer {
private:
const client::PlayerManager& m_Players;
public:
utils::Signal<> OnPlayerCreate;
// utils::Signal<> OnRequestPOV;
utils::Signal<PlayerID> OnPlayerKick;
virtual void Render(float a_Lerp) override;
PlayerListRenderer(const client::PlayerManager& a_Players);
~PlayerListRenderer() {}
};
} // namespace render
} // namespace td

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@@ -0,0 +1,21 @@
#pragma once
#include "client/state/GameState.h"
#include <td/render/Renderer.h>
#include <client/PlayerManager.h>
namespace td {
namespace render {
class TimerRenderer : public BasicRenderer {
private:
const client::GameState& m_State;
public:
virtual void Render(float a_Lerp) override;
TimerRenderer(const client::GameState& a_State);
~TimerRenderer() {}
};
} // namespace render
} // namespace td

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@@ -3,17 +3,20 @@
#include <td/render/Renderer.h> #include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h> #include <td/render/shader/EntityShader.h>
#include <td/game/World.h> #include <td/game/World.h>
#include <raylib-cpp/Model.hpp>
#include <raylib-cpp/Texture.hpp>
namespace td { namespace td {
namespace render { namespace render {
class TowerRenderer : public Renderer<shader::EntityShader> { class TowerRenderer : public Renderer<shader::EntityShader> {
private: private:
const game::World& m_World; game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao; raylib::Model m_TowerModel;
raylib::Texture2D m_TowerTexture;
public: public:
TowerRenderer(Camera& a_Camera, const game::World& a_World); TowerRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~TowerRenderer(); virtual ~TowerRenderer();
virtual void Render(float a_Lerp) override; virtual void Render(float a_Lerp) override;

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@@ -4,19 +4,23 @@
#include <td/render/Renderer.h> #include <td/render/Renderer.h>
#include <td/render/loader/GLLoader.h> #include <td/render/loader/GLLoader.h>
#include <td/render/shader/WorldShader.h> #include <td/render/shader/WorldShader.h>
#include <raylib-cpp/Model.hpp>
namespace td { namespace td {
namespace render { namespace render {
class WorldRenderer : public Renderer<shader::WorldShader> { class WorldRenderer : public Renderer<shader::WorldShader> {
private: private:
std::unique_ptr<GL::VertexArray> m_WorldVao; std::unique_ptr<raylib::Model> m_WorldModel;
public: public:
WorldRenderer(Camera& a_Camera, const game::World& a_World); WorldRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~WorldRenderer(); virtual ~WorldRenderer();
virtual void Render(float a_Lerp) override; virtual void Render(float a_Lerp) override;
private:
void UpdateControls();
}; };
} // namespace render } // namespace render

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@@ -1,16 +1,17 @@
#pragma once #pragma once
#include <td/render/shader/ShaderProgram.h> #include <td/Maths.h>
namespace td { namespace td {
namespace shader { namespace shader {
class CameraShaderProgram : public ShaderProgram { class CameraShaderProgram {
private: private:
unsigned int m_LocationProjection = 0, m_LocationView = 0; unsigned int m_LocationProjection = 0, m_LocationView = 0;
public: public:
CameraShaderProgram() {} CameraShaderProgram() {
}
void SetProjectionMatrix(const Mat4f& proj) const; void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) 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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@@ -14,10 +14,9 @@ using GameBuffer = std::vector<std::optional<td::protocol::LockStep>>;
class ClientSimulation : public protocol::PacketHandler { class ClientSimulation : public protocol::PacketHandler {
private: private:
std::uint64_t m_StepTime; std::uint64_t m_StepTime;
game::World& m_World; std::shared_ptr<game::World> m_World;
GameBuffer m_History; GameBuffer m_History;
std::uint64_t m_CurrentTime; float m_CurrentTime;
std::uint64_t m_LastTime;
StepTime m_CurrentStep; StepTime m_CurrentStep;
std::shared_ptr<WorldSnapshot> m_LastSnapshot; std::shared_ptr<WorldSnapshot> m_LastSnapshot;
@@ -34,18 +33,18 @@ class ClientSimulation : public protocol::PacketHandler {
* \brief Replay constructor * \brief Replay constructor
* \param a_StepTime in ms * \param a_StepTime in ms
*/ */
ClientSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime); ClientSimulation(std::shared_ptr<game::World> a_World, GameHistory&& a_History, std::uint64_t a_StepTime);
/** /**
* \brief Live update constructor (continuous game updates) * \brief Live update constructor (continuous game updates)
* \param a_StepTime in ms * \param a_StepTime in ms
*/ */
ClientSimulation(game::World& a_World, std::uint64_t a_StepTime); ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep>& a_FirstSteps);
/** /**
* \return the progress [0-1] between two steps * \return the progress [0-1] between two steps
*/ */
float Update(); float Update(float a_Delta);
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override; virtual void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) override; virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) override;

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@@ -16,7 +16,7 @@ class ServerSimulation : public protocol::CommandHandler {
game::World& m_World; game::World& m_World;
std::uint64_t m_StepTime; std::uint64_t m_StepTime;
std::uint64_t m_CurrentTime; std::uint64_t m_CurrentTime;
std::vector<td::protocol::LockStep> m_History; std::vector<protocol::LockStep> m_History;
using protocol::CommandHandler::Handle; using protocol::CommandHandler::Handle;
@@ -27,6 +27,8 @@ class ServerSimulation : public protocol::CommandHandler {
protocol::packets::LockStepsPacket MakePacket(); protocol::packets::LockStepsPacket MakePacket();
std::vector<protocol::LockStep> GetFirstLocksteps();
// no checks are done ! // no checks are done !
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override; virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;

25
src/client/Client.cpp Normal file
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@@ -0,0 +1,25 @@
#include <client/Client.h>
#include <client/state/LoggingState.h>
namespace td {
namespace client {
Client::Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket) {
// ChangeState<LoggingState>(a_PlayerName);
}
Client::~Client() {
Disconnect();
}
void Client::SendPacket(const protocol::PacketBase& a_Packet) {
m_Socket->Send(a_Packet);
}
void Client::Disconnect() {
m_Socket->Disconnect();
}
} // namespace client
} // namespace td

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@@ -0,0 +1,16 @@
#include <client/ClientState.h>
#include <client/Client.h>
namespace td {
namespace client {
ClientState::ClientState(Client& a_Client) : Client::State(a_Client) {
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandleBase, this, std::placeholders::_1));
}
void ClientState::SendPacket(const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Send(a_Packet);
}
} // namespace server
} // namespace td

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@@ -0,0 +1,44 @@
#include <client/PlayerManager.h>
#include <client/IClientSocket.h>
#include <iostream>
namespace td {
namespace client {
PlayerManager::PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {
a_Socket->OnReceive.Connect(std::bind(&PlayerManager::HandleBase, this, std::placeholders::_1));
OnPlayerJoin.Connect([this](const PlayerInfo& a_Player){
std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << " joined !\n";
});
OnPlayerLeave.Connect([this](const PlayerID a_Player){
std::cout << "[Client " << this << "] " << GetPlayer(a_Player).m_PlayerName << "(" << +a_Player << ") left !\n";
});
}
PlayerManager::~PlayerManager() {}
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
return m_Players.at(a_Player);
}
void PlayerManager::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
m_Players.emplace(a_Packet->m_Player.m_PlayerId, a_Packet->m_Player);
OnPlayerJoin(a_Packet->m_Player);
}
void PlayerManager::Handle(const protocol::packets::PlayerListPacket& a_Packet) {
for (auto pInfo : a_Packet->m_Players) {
m_Players.emplace(pInfo.m_PlayerId, pInfo);
OnPlayerJoin(pInfo);
}
}
void PlayerManager::Handle(const protocol::packets::PlayerLeavePacket& a_Packet) {
OnPlayerLeave(a_Packet->m_PlayerId);
m_Players.erase(a_Packet->m_PlayerId);
}
} // namespace client
} // namespace td

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@@ -0,0 +1,23 @@
#include <client/socket/FakeSocket.h>
#include <server/socket/FakeSocket.h>
namespace td {
namespace client {
void FakeSocket::Send(const protocol::PacketBase& a_Packet) {
m_Server->OnReceivePeer(m_PeerId, a_Packet);
}
std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::FakeSocket>& a_Server) {
auto socket = std::make_shared<FakeSocket>(Private());
socket->m_Server = a_Server;
socket->m_PeerId = a_Server->ConnectFakePeer(socket);
return socket;
}
void FakeSocket::Disconnect() {
m_Server->DisconnectFakePeer(m_PeerId);
}
} // namespace client
} // namespace td

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@@ -0,0 +1,31 @@
#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) :
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);
}
void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
void GameState::Update(float a_Delta) {
m_CurrentLerp = m_Simulation.Update(a_Delta);
m_ElapsedTime += a_Delta;
}
} // namespace client
} // namespace td

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@@ -0,0 +1,27 @@
#include <client/state/LobbyState.h>
#include <client/state/GameState.h>
namespace td {
namespace client {
LobbyState::LobbyState(Client& a_Client) : ClientState(a_Client), m_World(std::make_shared<game::World>()) {}
LobbyState::~LobbyState() {}
void LobbyState::Handle(const protocol::packets::WorldHeaderPacket& a_Packet) {
m_World->LoadMap(*a_Packet);
}
void LobbyState::Handle(const protocol::packets::WorldDataPacket& a_Packet) {
m_World->LoadMap(*a_Packet);
}
void LobbyState::Handle(const protocol::packets::BeginGamePacket& a_Packet) {
ChangeState<GameState>(m_World, STEP_TIME, a_Packet->m_FirstLocksteps);
}
void LobbyState::Update(float a_Delta) {}
} // namespace client
} // namespace td

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@@ -0,0 +1,27 @@
#include <client/state/LoggingState.h>
#include <client/state/LobbyState.h>
namespace td {
namespace client {
LoggingState::LoggingState(Client& a_Client, const std::string& a_PlayerName) : ClientState(a_Client) {
SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
}
void LoggingState::Update(float a_Delta) {
}
LoggingState::~LoggingState() {}
void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
// TODO: check if id matches client id
}
void LoggingState::Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) {
m_StateMachine.m_Id = a_Packet->m_PlayerId;
ChangeState<LobbyState>();
}
} // namespace client
} // namespace td

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@@ -1,159 +1,16 @@
#include <iostream> #include <td/display/state/MainMenuState.h>
#include <td/misc/Time.h>
#include <fstream>
#include <td/game/World.h>
#include <td/input/Display.h>
#include <td/protocol/packet/PacketSerialize.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h>
#include <td/simulation/ClientSimulation.h>
#include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <sp/io/MessageStream.h>
#include <sp/io/StdIo.h>
#include <server/Server.h>
#include <server/socket/FakeSocket.h>
#include <server/state/GameState.h>
class WorldApply : public td::protocol::PacketHandler {
private:
td::game::World& m_World;
using td::protocol::PacketHandler::Handle;
public:
WorldApply(td::game::World& a_World) : m_World(a_World) {}
void Handle(const td::protocol::packets::WorldHeaderPacket& a_Header) override {
m_World.LoadMap(*a_Header);
}
void Handle(const td::protocol::packets::WorldDataPacket& a_Data) override {
m_World.LoadMap(*a_Data);
}
};
class ClientHandler : public td::protocol::PacketHandler {
private:
td::sim::ClientSimulation& m_Simulation;
using td::protocol::PacketHandler::Handle;
public:
ClientHandler(td::sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
void Handle(const td::protocol::packets::LockStepsPacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
void Handle(const td::protocol::packets::LockStepResponsePacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
};
void Save(const td::protocol::PacketBase& header, const td::protocol::PacketBase& data) {
auto comp = std::make_shared<sp::ZlibCompress>();
std::ofstream fStream("test/tdmap.tdmap3");
auto out = std::make_shared<sp::StdOuput>(fStream);
sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
stream.WriteMessage(header, false);
stream.WriteMessage(data, false);
}
td::game::WorldPtr GetWorld() {
auto comp = std::make_shared<sp::ZlibCompress>();
std::ifstream fStream("test/tdmap.tdmap2");
auto out = std::make_shared<sp::StdInput>(fStream);
sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
auto header = stream.ReadMessage(td::protocol::PacketID::WorldHeader);
auto data = stream.ReadMessage(td::protocol::PacketID::WorldData);
auto w = std::make_shared<td::game::World>();
auto wa = std::make_shared<WorldApply>(*w);
td::protocol::PacketDispatcher d;
d.RegisterHandler(wa);
d.Dispatch(*header);
d.Dispatch(*data);
Save(*header, *data);
return w;
}
void FastForward(td::game::World& a_World, const td::sim::GameHistory& a_LockSteps) {
const td::FpFloat delta = td::FpFloat(1) / td::FpFloat(75);
for (const auto& lockstep : a_LockSteps) {
a_World.Tick(lockstep, delta);
}
}
int main(int argc, char** argv) { int main(int argc, char** argv) {
td::game::WorldPtr serverWorld = GetWorld();
// server
auto fakeSocket = std::make_shared<td::server::FakeSocket>();
td::server::Server server(fakeSocket);
// init GL context // init GL context
td::Display display(1920, 1080, "Tower-Defense 2"); td::Display display(1920, 1080, "Tower-Defense 2");
td::render::Camera cam; display.ChangeState<td::MainMenuState>();
display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio) { cam.UpdatePerspective(a_AspectRatio); });
td::game::WorldPtr clientWorld = GetWorld();
td::render::RenderPipeline renderer;
renderer.AddRenderer<td::render::WorldRenderer>(cam, *clientWorld);
renderer.AddRenderer<td::render::EntityRenderer>(cam, *clientWorld);
renderer.AddRenderer<td::render::TowerRenderer>(cam, *clientWorld);
cam.SetCamPos({77, 7, 13});
cam.UpdatePerspective(display.GetAspectRatio());
td::sim::ClientSimulation simulation(*clientWorld, td::STEP_TIME);
ClientHandler clientHandler(simulation);
simulation.OnMissingLockSteps.Connect([&fakeSocket](const std::vector<td::StepTime>& a_MissingSteps){
fakeSocket->OnReceive(0, td::protocol::packets::LockStepRequestPacket(a_MissingSteps));
});
// temporary tests
display.OnKeyDown.Connect([&fakeSocket](SDL_Keycode key) {
if (key == SDLK_A) {
fakeSocket->OnReceive(0, td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
} else if (key == SDLK_Z) {
fakeSocket->OnReceive(0, td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
}
});
// make a fake player join
fakeSocket->ConnectFakePeer(0);
// packets from the server to the client
fakeSocket->OnSend.Connect([&clientHandler](td::PeerID a_Peer, const td::protocol::PacketBase& a_Packet) {
a_Packet.Dispatch(clientHandler);
});
server.UpdateState(std::make_shared<td::server::GameState>(serverWorld));
td::Timer timer;
while (!display.IsCloseRequested()) { while (!display.IsCloseRequested()) {
display.PollEvents(); display.PollEvents();
server.Update(); display.Update(timer.GetDelta());
float lerp = simulation.Update();
renderer.Render(lerp);
display.Update();
} }
return 0; return 0;

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@@ -3,18 +3,39 @@
namespace td { namespace td {
namespace server { namespace server {
IServerSocket::IServerSocket() {
}
void IServerSocket::RegisterHandler(const PlayerPacketHandler& a_Handler) {
m_Handlers.push_back(a_Handler);
}
void IServerSocket::UnregisterHandler(const PlayerPacketHandler& a_Handler) {
auto it = std::find_if(m_Handlers.begin(), m_Handlers.end(),
[&a_Handler](PlayerPacketHandler& handler) { return a_Handler.template target<PlayerPacketHandlerType>() == handler.template target<PlayerPacketHandlerType>(); });
m_Handlers.erase(it);
}
void IServerSocket::OnConnectPeer(PeerID a_PeerId) { void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
// here, the client is not a player yet (we need to wait for auth)
m_Ids.AddConnection(a_PeerId); m_Ids.AddConnection(a_PeerId);
OnConnect(m_Ids.GetPlayerId(a_PeerId)); OnPlayerConnect(m_Ids.GetPlayerId(a_PeerId));
} }
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) { void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
OnDisconnect(m_Ids.GetPlayerId(a_PeerId)); OnPlayerDisconnect(m_Ids.GetPlayerId(a_PeerId));
m_Ids.RemovePeer(a_PeerId); m_Ids.RemovePeer(a_PeerId);
} }
void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) { void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) {
OnReceive(m_Ids.GetPlayerId(a_PeerId), a_Packet); auto playerId = m_Ids.GetPlayerId(a_PeerId);
for (const auto& factory : m_Handlers) {
auto handler = factory(playerId);
a_Packet.Dispatch(*handler);
}
OnReceive(playerId, a_Packet);
} }
void IServerSocket::Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet) { void IServerSocket::Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet) {
@@ -27,5 +48,9 @@ void IServerSocket::Broadcast(const protocol::PacketBase& a_Packet) {
} }
} }
void IServerSocket::Disconnect(PlayerID a_PlayerId) {
OnDisconnectPeer(m_Ids.GetPeerId(a_PlayerId));
}
} // namespace server } // namespace server
} // namespace td } // namespace td

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@@ -1,33 +0,0 @@
#include <server/IServerState.h>
#include <server/Server.h>
namespace td {
namespace server {
void IServerState::SetServer(Server* a_Server) {
assert(a_Server);
m_Server = a_Server;
Connect(m_Server->m_Socket->OnConnect, std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
Connect(m_Server->m_Socket->OnDisconnect, std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
Connect(m_Server->m_Socket->OnReceive, std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
Init();
}
IServerState::IServerState() : m_Server(nullptr) {}
IServerState::~IServerState() {}
void IServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
m_Server->m_Socket->Send(a_Id, a_Packet);
}
void IServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
m_Server->m_Socket->Broadcast(a_Packet);
}
void IServerState::SetNewState(const std::shared_ptr<IServerState>& a_NewState) {
m_Server->UpdateState(a_NewState);
}
} // namespace server
} // namespace td

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@@ -0,0 +1,62 @@
#include <server/PlayerManager.h>
#include <iostream>
#include <server/IServerSocket.h>
namespace td {
namespace server {
PlayerManager::ConnectionHandler::ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player) :
m_PlayerManager(a_PlayerManager), m_Player(a_Player) {}
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
auto& socket = *m_PlayerManager.m_Socket;
auto& players = m_PlayerManager.m_Players;
std::vector<PlayerInfo> playerInfos;
playerInfos.reserve(players.size());
for (auto& [id, player] : players) {
playerInfos.push_back(player);
}
socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
socket.Send(m_Player, protocol::packets::PlayerListPacket(playerInfos));
socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
players.emplace(m_Player, pInfo);
m_PlayerManager.OnPlayerJoin(m_Player, pInfo);
std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
}
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
m_PlayerManager.Disconnect(m_Player);
}
PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
a_Socket->RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::Disconnect, this, std::placeholders::_1));
}
void PlayerManager::Disconnect(PlayerID a_Player) {
if (!m_Players.contains(a_Player))
return;
std::cout << "[Server] " << +a_Player << " wants to disconnect !\n";
m_Socket->Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
m_Players.erase(a_Player);
}
PlayerManager::~PlayerManager() {}
void PlayerManager::RemovePlayer(PlayerID a_Player) {
m_Socket->Disconnect(a_Player);
Disconnect(a_Player);
}
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
return m_Players.at(a_Player);
}
} // namespace server
} // namespace td

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@@ -1,13 +1,21 @@
#include <server/Server.h> #include <server/Server.h>
#include <chrono>
#include <server/state/LobbyState.h>
namespace td { namespace td {
namespace server { namespace server {
void Server::Update() { Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {
auto timeElapsed = std::chrono::system_clock::now() - m_LastTime; ChangeState<LobbyState>();
float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count(); }
Update(timeSeconds);
m_LastTime = std::chrono::system_clock::now(); void Server::Update(float a_Delta) {
auto before = std::chrono::system_clock::now();
StateMachine<Server, void, float>::Update(a_Delta);
m_LastMspt = std::chrono::duration<float, std::chrono::milliseconds::period>(std::chrono::system_clock::now() - before).count();
// std::cout << "Tick : " << m_LastMspt << "ms\n";
} }
} // namespace server } // namespace server

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@@ -0,0 +1,26 @@
#include <server/Server.h>
#include <server/ServerState.h>
#include <td/common/StateMachine.h>
namespace td {
namespace server {
ServerState::ServerState(Server& a_Server) : Server::State(a_Server) {
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
Connect(m_StateMachine.m_Players.OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
Connect(m_StateMachine.m_Players.OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
}
ServerState::~ServerState() {}
void ServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Send(a_Id, a_Packet);
}
void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Broadcast(a_Packet);
}
} // namespace server
} // namespace td

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@@ -4,16 +4,45 @@ namespace td {
namespace server { namespace server {
void FakeSocket::SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) { void FakeSocket::SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
OnSend(a_Peer, a_Packet); auto socket = m_Clients.at(a_Peer);
assert(socket.has_value());
assert(!socket.value().expired());
socket.value().lock()->OnReceive(a_Packet);
} }
void FakeSocket::ConnectFakePeer(PeerID a_Peer) { void FakeSocket::ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
OnConnectPeer(a_Peer); OnReceivePeer(a_Peer, a_Packet);
}
PeerID FakeSocket::ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_Socket) {
int peerId = GetNextFreeId();
if (peerId == -1) {
peerId = m_Clients.size();
m_Clients.push_back(a_Socket);
} else {
m_Clients.emplace(m_Clients.begin() + peerId, a_Socket);
}
a_Socket->OnConnect();
OnConnectPeer(peerId);
return peerId;
} }
void FakeSocket::DisconnectFakePeer(PeerID a_Peer) { void FakeSocket::DisconnectFakePeer(PeerID a_Peer) {
auto socket = m_Clients.at(a_Peer);
assert(socket.has_value());
assert(!socket.value().expired());
socket.value().lock()->OnDisconnect();
OnDisconnectPeer(a_Peer); OnDisconnectPeer(a_Peer);
} }
int FakeSocket::GetNextFreeId() {
auto it = std::find_if(m_Clients.begin(), m_Clients.end(), [](const auto& a_Value) { return !a_Value.has_value(); });
if (it == m_Clients.end())
return -1;
return std::distance(m_Clients.begin(), it);
}
} // namespace server } // namespace server
} // namespace td } // namespace td

View File

@@ -1,15 +1,18 @@
#include <server/state/GameState.h> #include <server/state/GameState.h>
#include <server/state/GameStateHandler.h> #include <server/state/GameStateHandler.h>
#include <td/protocol/packet/PacketSerialize.h>
#include <iostream> #include <iostream>
namespace td { namespace td {
namespace server { namespace server {
GameState::GameState(const std::shared_ptr<game::World>& a_World) : m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {} GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) :
ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
void GameState::Init() { std::cout << "[Server] Switched to Game state !\n";
std::cout << "Switched to Game state !\n"; BroadcastPacket(a_World->GetPacketHeader());
BroadcastPacket(a_World->GetPacketData());
BroadcastPacket(protocol::packets::BeginGamePacket());
BroadcastPacket(m_Simulation.MakePacket()); BroadcastPacket(m_Simulation.MakePacket());
} }
@@ -19,18 +22,26 @@ void GameState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet
} }
void GameState::Update(float a_Delta) { void GameState::Update(float a_Delta) {
// TODO: don't make STEP_TIME constant
static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f; static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
m_Time += a_Delta; m_Time += a_Delta;
if (m_Time > stepTimeSecond) { while (m_Time > stepTimeSecond) {
m_Time = std::fmod(m_Time, stepTimeSecond); m_Time -= stepTimeSecond;
auto lockStepPacket = m_Simulation.Update(); auto lockStepPacket = m_Simulation.Update();
BroadcastPacket(lockStepPacket); BroadcastPacket(lockStepPacket);
} }
} }
void GameState::OnPlayerJoin(PlayerID a_Id) {} void GameState::OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {
SendPacket(a_Id, m_World->GetPacketHeader());
SendPacket(a_Id, m_World->GetPacketData());
void GameState::OnPlayerLeave(PlayerID a_Id) {} // TODO: real teams
std::vector<PlayerInfo> team;
std::vector<protocol::LockStep> locksteps = m_Simulation.GetFirstLocksteps();
BroadcastPacket(protocol::packets::BeginGamePacket(team, team, locksteps));
}
} // namespace server } // namespace server
} // namespace td } // namespace td

View File

@@ -1,26 +1,60 @@
#include <server/state/LobbyState.h>
#include <server/state/GameState.h> #include <server/state/GameState.h>
#include <server/state/LobbyState.h>
#include <iostream> #include <iostream>
#include <fstream>
#include <td/protocol/packet/PacketSerialize.h>
#include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <sp/io/MessageStream.h>
#include <sp/io/StdIo.h>
namespace td { namespace td {
namespace server { namespace server {
void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) { void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
auto comp = std::make_shared<sp::ZlibCompress>();
std::ofstream fStream("test/tdmap.tdmap3");
auto out = std::make_shared<sp::StdOuput>(fStream);
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
stream.WriteMessage(header, false);
stream.WriteMessage(data, false);
} }
void LobbyState::Update(float a_Delta) { game::WorldPtr GetWorld() {
SetNewState(std::make_shared<GameState>(m_World)); auto comp = std::make_shared<sp::ZlibCompress>();
std::ifstream fStream("test/tdmap.tdmap2");
auto out = std::make_shared<sp::StdInput>(fStream);
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
auto header = stream.ReadConcreteMessage<protocol::packets::WorldHeaderPacket>();
auto data = stream.ReadConcreteMessage<protocol::packets::WorldDataPacket>();
auto w = std::make_shared<game::World>();
w->LoadMap(**header);
w->LoadMap(**data);
// Save(*header, *data);
return w;
} }
void LobbyState::OnPlayerJoin(PlayerID a_Id) { LobbyState::LobbyState(Server& a_Server) : ServerState(a_Server) {}
void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {}
void LobbyState::OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {
m_StateMachine.ChangeState<GameState>(GetWorld());
} }
void LobbyState::OnPlayerLeave(PlayerID a_Id) { void LobbyState::Update(float a_Delta) {}
}
} // namespace server } // namespace server
} // namespace td } // namespace td

102
src/td/display/Display.cpp Normal file
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@@ -0,0 +1,102 @@
#include <td/display/Display.h>
#include <td/display/ImGuiTheme.h>
#include <td/misc/Format.h>
#include <td/misc/Log.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) {
InitWindow(a_Width, a_Height, a_Title.c_str());
m_LastWidth = a_Width;
m_LastHeight = a_Height;
m_AspectRatio = (float)m_LastWidth / m_LastHeight;
// WindowResizeEvent(WindowWidth, WindowHeight);
// vsync
SetTargetFPS(60);
rlImGuiSetup(true);
float main_scale = 1.5f;
ImGui::GetStyle().FontScaleMain = main_scale;
LoadTheme();
}
void Display::Close() {
m_ShouldClose = true;
}
void Display::PollEvents() {
// 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;
BeginDrawing();
rlImGuiBegin();
}
void Display::Update(float a_Delta) {
StateMachine::Update(a_Delta);
#ifndef NDEBUG
ImGui::ShowDemoWindow();
#endif
ImGui::Render();
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() {
rlImGuiShutdown();
CloseWindow();
}
} // namespace td

View File

@@ -0,0 +1,10 @@
#include <td/display/DisplayState.h>
namespace td {
DisplayState::DisplayState(Display& a_Display) : Display::State(a_Display) {
Connect(m_StateMachine.OnKeyDown, std::bind(&DisplayState::OnKeyDown, this, std::placeholders::_1));
Connect(m_StateMachine.OnAspectRatioChange, std::bind(&DisplayState::OnAspectRatioChange, this, std::placeholders::_1));
}
} // namespace td

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@@ -0,0 +1,87 @@
#include <td/display/ImGuiTheme.h>
#include <td/render/RayGui.h>
namespace td {
void LoadTheme() {
static const bool bStyleDark_ = true;
static const float alpha_ = 0.8f;
ImGuiStyle& style = ImGui::GetStyle();
// light style from Pacôme Danhiez (user itamago) https://github.com/ocornut/imgui/pull/511#issuecomment-175719267
style.Alpha = 1.0f;
style.FrameRounding = 3.0f;
style.Colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
style.Colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 0.94f);
// style.Colors[ImGuiCol_ChildWindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style.Colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.94f);
style.Colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.39f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
style.Colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.94f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.59f, 0.59f, 0.59f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
// style.Colors[ImGuiCol_ComboBg] = ImVec4(0.86f, 0.86f, 0.86f, 0.99f);
style.Colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
style.Colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
// style.Colors[ImGuiCol_Column] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
// style.Colors[ImGuiCol_ColumnHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
// style.Colors[ImGuiCol_ColumnActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.50f);
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
// style.Colors[ImGuiCol_CloseButton] = ImVec4(0.59f, 0.59f, 0.59f, 0.50f);
// style.Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
// style.Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
style.Colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
// style.Colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
if (bStyleDark_) {
for (int i = 0; i <= ImGuiCol_COUNT; i++) {
ImVec4& col = style.Colors[i];
float H, S, V;
ImGui::ColorConvertRGBtoHSV(col.x, col.y, col.z, H, S, V);
if (S < 0.1f) {
V = 1.0f - V;
}
ImGui::ColorConvertHSVtoRGB(H, S, V, col.x, col.y, col.z);
if (col.w < 1.00f) {
col.w *= alpha_;
}
}
} else {
for (int i = 0; i <= ImGuiCol_COUNT; i++) {
ImVec4& col = style.Colors[i];
if (col.w < 1.00f) {
col.x *= alpha_;
col.y *= alpha_;
col.z *= alpha_;
col.w *= alpha_;
}
}
}
}
} // namespace td

View File

@@ -0,0 +1,16 @@
#include <td/display/menu/CreatePartyMenu.h>
#include <td/render/RayGui.h>
namespace td {
CreatePartyMenu::CreatePartyMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
CreatePartyMenu::~CreatePartyMenu() {}
void CreatePartyMenu::Update() {
ImGui::Text("CreatePartyMenu");
m_StateStack.RenderBackButton();
}
} // namespace td

View File

@@ -0,0 +1,16 @@
#include <td/display/menu/JoinPartyMenu.h>
#include <td/render/RayGui.h>
namespace td {
JoinPartyMenu::JoinPartyMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
JoinPartyMenu::~JoinPartyMenu() {}
void JoinPartyMenu::Update() {
ImGui::Text("JoinPartyMenu");
m_StateStack.RenderBackButton();
}
} // namespace td

View File

@@ -0,0 +1,28 @@
#include <td/display/menu/MainMenu.h>
#include <td/render/RayGui.h>
#include <td/display/menu/CreatePartyMenu.h>
#include <td/display/menu/JoinPartyMenu.h>
#include <td/display/menu/SettingsMenu.h>
#include <td/display/state/DebugWorldState.h>
namespace td {
MainMenu::MainMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
MainMenu::~MainMenu() {}
void MainMenu::Update() {
if (ImGui::Button("Create Party"))
m_StateStack.PushState<CreatePartyMenu>();
if (ImGui::Button("Join Party"))
m_StateStack.PushState<JoinPartyMenu>();
if (ImGui::Button("Settings"))
m_StateStack.PushState<SettingsMenu>();
#ifndef NDEBUG
if (ImGui::Button("Debug world"))
m_StateStack.ChangeState<DebugWorldState>();
#endif
}
} // namespace td

View File

@@ -0,0 +1,16 @@
#include <td/display/menu/SettingsMenu.h>
#include <td/render/RayGui.h>
namespace td {
SettingsMenu::SettingsMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
SettingsMenu::~SettingsMenu() {}
void SettingsMenu::Update() {
ImGui::Text("SettingsMenu");
m_StateStack.RenderBackButton();
}
} // namespace td

View File

@@ -0,0 +1,119 @@
#include <td/display/state/DebugWorldState.h>
#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>
#include <td/render/renderer/PlayerListRenderer.h>
#include <td/render/renderer/TimerRenderer.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h>
#include <server/Server.h>
#include <server/socket/FakeSocket.h>
#include <server/state/LobbyState.h>
#include <client/Client.h>
#include <client/socket/FakeSocket.h>
#include <client/state/GameState.h>
#include <client/state/LoggingState.h>
namespace td {
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);
// client
auto clientFakeSocket = client::FakeSocket::Connect(m_ServerSocket);
m_Client = std::make_unique<client::Client>(clientFakeSocket);
// TODO: make it better
m_Client->OnStateChange.Connect([this](client::Client::State& a_State) {
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
// render
auto clientWorld = gameState->GetWorld();
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, const td::client::PlayerManager&>(m_Client->GetPlayers());
list.OnPlayerCreate.Connect([this]() {
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
auto newClient = std::make_unique<client::Client>(newSocket);
newClient->ChangeState<client::LoggingState>("Bot");
m_FakeClients.push_back(std::move(newClient));
});
list.OnPlayerKick.Connect([this](PlayerID a_Player) {
auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr) {
if (!clientPtr->GetId().has_value())
return false;
return clientPtr->GetId().value() == a_Player;
});
m_FakeClients.erase(it);
});
// update state
m_ClientState = gameState;
}
});
m_Client->ChangeState<client::LoggingState>("Player0");
// camera
// 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);
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);
}
void DebugWorldState::OnKeyDown(int a_Key) {
// temporary tests
}
DebugWorldState::~DebugWorldState() {}
} // namespace td

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@@ -0,0 +1,42 @@
#include <td/display/state/MainMenuState.h>
#include <td/render/RayGui.h>
#include <td/display/menu/MainMenu.h>
#include <td/display/state/DebugWorldState.h>
namespace td {
MainMenuState::MainMenuState(Display& a_Display) : DisplayState(a_Display) {
PushState<MainMenu>();
}
MainMenuState::~MainMenuState() {}
static int GetWindowFullScreenFlags() {
return ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoBackground;
}
static void SetNextWindowFullScreen() {
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
}
void MainMenuState::Update(float a_Delta) {
SetNextWindowFullScreen();
ImGui::Begin("MainWindow", nullptr, GetWindowFullScreenFlags());
MainMenuStateStack::Update();
ImGui::End();
}
void MainMenuState::RenderBackButton() {
if (ImGui::Button("Back"))
PopState();
}
void MainMenuState::OnKeyDown(int a_Key) {
if (a_Key == KEY_ESCAPE)
PopState();
}
} // namespace td

View File

@@ -1,5 +1,9 @@
#include <cassert>
#include <td/Maths.h>
#include <td/game/World.h> #include <td/game/World.h>
#include <td/game/WorldTypes.h>
#include <td/protocol/packet/PacketSerialize.h>
#include <td/simulation/WorldTicker.h> #include <td/simulation/WorldTicker.h>
namespace td { namespace td {
@@ -14,7 +18,7 @@ class ColorTileVisitor : public TileHandler {
ColorTileVisitor(const World& a_World) : m_World(a_World), m_Result(nullptr) {} ColorTileVisitor(const World& a_World) : m_World(a_World), m_Result(nullptr) {}
virtual void Handle(const EmptyTile& a_Tile) override {} virtual void Handle(const EmptyTile& a_Tile) override {}
virtual void Handle(const TowerTile& a_Tile) override { virtual void Handle(const TowerTile& a_Tile) override {
m_Result = &m_World.GetTowerTileColorPalette()[a_Tile->m_ColorPaletteRef]; m_Result = &m_World.GetTowerTileColorPalette()[a_Tile->m_ColorPaletteRef];
} }
@@ -62,6 +66,16 @@ bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
return true; return true;
} }
protocol::packets::WorldHeaderPacket World::GetPacketHeader() const {
return protocol::packets::WorldHeaderPacket(m_TowerPlacePalette, m_WalkablePalette, m_DecorationPalette, m_Background,
m_SpawnColorPalette, m_TilePalette, GetRedTeam().GetSpawn(), GetBlueTeam().GetSpawn(), GetRedTeam().GetCastle(),
GetBlueTeam().GetCastle());
}
protocol::packets::WorldDataPacket World::GetPacketData() const {
return protocol::packets::WorldDataPacket(m_Chunks);
}
bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) { bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
m_Chunks = a_WorldData.m_Chunks; m_Chunks = a_WorldData.m_Chunks;
return true; return true;
@@ -78,5 +92,14 @@ void World::ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::
m_NextState = a_Next; m_NextState = a_Next;
} }
TilePtr World::GetTile(std::int32_t x, std::int32_t y) const {
ChunkCoord coords{static_cast<std::int16_t>(x / Chunk::ChunkWidth), static_cast<std::int16_t>(y / Chunk::ChunkHeight)};
auto it = m_Chunks.find(coords);
assert(it != m_Chunks.end());
auto chunk = it->second;
Vec2i inchunkCoords{x % Chunk::ChunkWidth, y % Chunk::ChunkHeight};
return GetTilePtr(chunk->GetTileIndex(inchunkCoords.y * Chunk::ChunkWidth + inchunkCoords.x));
}
} // namespace game } // namespace game
} // namespace td } // namespace td

View File

@@ -1,184 +0,0 @@
#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);
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);
// 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.FontSizeBase = 13 * main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave
// // both here for documentation purpose)
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");
}
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;
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();
}
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

View File

@@ -1,28 +0,0 @@
#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();
}
} // namespace render
} // namespace td

View File

@@ -1,25 +1,23 @@
#include <td/render/Renderer.h> #include <td/render/Renderer.h>
#include <td/render/OpenGL.h>
namespace td { namespace td {
namespace render { namespace render {
void BasicRenderer::Render(const GL::VertexArray& a_Vao) { void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
a_Vao.Bind(); a_Vao.Bind();
glDrawArrays(GL_TRIANGLES, 0, a_Vao.GetVertexCount()); // rlDrawArrays(RL_TRIANGLES, 0, a_Vao.GetVertexCount());
// glDrawElements(GL_TRIANGLES, a_Vao.GetVertexCount(), GL_UNSIGNED_INT, nullptr); // rlDrawElements(RL_TRIANrlES, a_Vao.GetVertexCount(), RL_UNSIGNED_INT, nullptr);
a_Vao.Unbind(); a_Vao.Unbind();
} }
RenderPipeline::RenderPipeline() { RenderPipeline::RenderPipeline() {
glEnable(GL_TEXTURE_2D); // rlEnable(RL_TEXTURE_2D);
glEnable(GL_BLEND); // rlEnable(RL_BLEND);
glEnable(GL_DEPTH_TEST); // rlEnable(RL_DEPTH_TEST);
glEnable(GL_CULL_FACE); // rlEnable(RL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // rlBlendFunc(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LESS); // rlDepthFunc(RL_LESS);
glFrontFace(GL_CCW); // rlFrontFace(RL_CCW);
} }
} // namespace render } // namespace render

View File

@@ -1,28 +1,26 @@
#include <td/render/loader/GLLoader.h> #include <td/render/loader/GLLoader.h>
#include <td/render/OpenGL.h>
namespace td { namespace td {
namespace GL { namespace GL {
VertexArray::~VertexArray() { VertexArray::~VertexArray() {
if (m_ID != 0) // if (m_ID != 0)
glDeleteVertexArrays(1, &m_ID); // glDeleteVertexArrays(1, &m_ID);
} }
VertexArray::VertexArray(ElementBuffer&& indicies) : m_ElementBuffer(std::move(indicies)) { VertexArray::VertexArray(ElementBuffer&& indicies) : m_ElementBuffer(std::move(indicies)) {
glGenVertexArrays(1, &m_ID); // glGenVertexArrays(1, &m_ID);
Bind(); Bind();
BindElementArrayBuffer(); BindElementArrayBuffer();
// Unbind(); // Unbind();
} }
void VertexArray::Bind() const { void VertexArray::Bind() const {
glBindVertexArray(m_ID); // glBindVertexArray(m_ID);
} }
void VertexArray::Unbind() const { void VertexArray::Unbind() const {
glBindVertexArray(0); // glBindVertexArray(0);
} }
void VertexArray::BindVertexBuffer(VertexBuffer&& VertexBuffer) { void VertexArray::BindVertexBuffer(VertexBuffer&& VertexBuffer) {
@@ -36,24 +34,24 @@ void VertexArray::BindElementArrayBuffer() {
} }
VertexBuffer::~VertexBuffer() { VertexBuffer::~VertexBuffer() {
if (m_ID != 0) // if (m_ID != 0)
glDeleteBuffers(1, &m_ID); // glDeleteBuffers(1, &m_ID);
} }
VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) { VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
glGenBuffers(1, &m_ID); // glGenBuffers(1, &m_ID);
Bind(); Bind();
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof(float)), nullptr, GL_STATIC_DRAW); // 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()); // glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
Unbind(); Unbind();
} }
void VertexBuffer::Bind() const { void VertexBuffer::Bind() const {
glBindBuffer(GL_ARRAY_BUFFER, m_ID); // glBindBuffer(GL_ARRAY_BUFFER, m_ID);
} }
void VertexBuffer::Unbind() const { 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) { 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 { void VertexBuffer::BindVertexAttribs() const {
for (const VertexAttribPointer& pointer : m_VertexAttribs) { for (const VertexAttribPointer& pointer : m_VertexAttribs) {
glVertexAttribPointer(pointer.m_Index, static_cast<GLint>(pointer.m_Size), GL_FLOAT, false, m_DataStride * sizeof(float), // 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))); // reinterpret_cast<GLvoid*>(static_cast<std::size_t>(pointer.m_Offset)));
glEnableVertexAttribArray(pointer.m_Index); // glEnableVertexAttribArray(pointer.m_Index);
} }
} }
ElementBuffer::ElementBuffer(const std::vector<unsigned int>& indicies) { ElementBuffer::ElementBuffer(const std::vector<unsigned int>& indicies) {
m_TriangleCount = indicies.size(); m_TriangleCount = indicies.size();
glGenBuffers(1, &m_ID); // glGenBuffers(1, &m_ID);
Bind(); Bind();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<GLsizeiptr>(indicies.size() * sizeof(unsigned int)), nullptr, GL_STATIC_DRAW); // 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()); // glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(indicies.size() * sizeof(unsigned int)), indicies.data());
Unbind(); Unbind();
} }
ElementBuffer::~ElementBuffer() { ElementBuffer::~ElementBuffer() {
if (m_ID != 0) // if (m_ID != 0)
glDeleteBuffers(1, &m_ID); // glDeleteBuffers(1, &m_ID);
} }
void ElementBuffer::Bind() const { void ElementBuffer::Bind() const {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ID); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ID);
} }
void ElementBuffer::Unbind() const { void ElementBuffer::Unbind() const {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} }
} // namespace GL } // namespace GL

View File

@@ -1,8 +1,6 @@
#include <td/render/loader/WorldLoader.h> #include <td/render/loader/WorldLoader.h>
#include <iostream> #include <cstring>
#include <string.h>
#include <td/game/World.h> #include <td/game/World.h>
namespace td { namespace td {
@@ -11,11 +9,12 @@ namespace render {
namespace WorldLoader { namespace WorldLoader {
const static int POSITION_VERTEX_SIZE = 3; 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> positions;
std::vector<float> colors; std::vector<unsigned char> colors;
for (const auto& [coords, chunk] : world->GetChunks()) { for (const auto& [coords, chunk] : world->GetChunks()) {
std::int32_t chunkX = coords.x * td::game::Chunk::ChunkWidth; 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); const td::Color* tileColor = world->GetTileColor(tile);
for (int i = 0; i < 6; i++) { for (int i = 0; i < 6; i++) {
int color = 255; colors.push_back(tileColor->r);
color |= tileColor->r << 24; colors.push_back(tileColor->g);
color |= tileColor->g << 16; colors.push_back(tileColor->b);
color |= tileColor->b << 8; colors.push_back(255);
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
} }
} }
} }
@@ -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}); 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++) { for (int i = 0; i < 6; i++) {
int color = 255; colors.push_back(world->GetSpawnColor(TeamColor(spawnColor)).r);
color |= world->GetSpawnColor(TeamColor(spawnColor)).r << 24; colors.push_back(world->GetSpawnColor(TeamColor(spawnColor)).g);
color |= world->GetSpawnColor(TeamColor(spawnColor)).g << 16; colors.push_back(world->GetSpawnColor(TeamColor(spawnColor)).b);
color |= world->GetSpawnColor(TeamColor(spawnColor)).b << 8; colors.push_back(255);
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
} }
} }
@@ -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}); 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++) { for (int i = 0; i < 6; i++) {
int color = 255; colors.push_back(world->GetSpawnColor(TeamColor(castleColor)).r);
color |= world->GetSpawnColor(TeamColor(castleColor)).r << 24; colors.push_back(world->GetSpawnColor(TeamColor(castleColor)).g);
color |= world->GetSpawnColor(TeamColor(castleColor)).g << 16; colors.push_back(world->GetSpawnColor(TeamColor(castleColor)).b);
color |= world->GetSpawnColor(TeamColor(castleColor)).b << 8; colors.push_back(255);
int newColorIndex = colors.size();
colors.push_back(0);
memcpy(colors.data() + newColorIndex, &color, 1 * sizeof(int));
} }
} }
GL::VertexBuffer positionVBO(positions, POSITION_VERTEX_SIZE); mesh.vertexCount = positions.size() / 3;
positionVBO.AddVertexAttribPointer(0, POSITION_VERTEX_SIZE, 0); mesh.triangleCount = mesh.vertexCount / 3;
GL::VertexBuffer colorVBO(colors, 1);
colorVBO.AddVertexAttribPointer(1, 1, 0);
std::vector<unsigned int> indexes(positions.size() / 3, 0); const std::size_t verteciesSize = mesh.vertexCount * POSITION_VERTEX_SIZE * sizeof(float);
for (size_t i = 0; i < indexes.size(); i++) { const std::size_t colorsSize = mesh.vertexCount * COLOR_VERTEX_SIZE * sizeof(unsigned char);
indexes[i] = i + 1;
}
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 std::memcpy(reinterpret_cast<char*>(mesh.vertices), reinterpret_cast<const char*>(positions.data()), verteciesSize);
worldVao.Bind(); std::memcpy(reinterpret_cast<char*>(mesh.colors), reinterpret_cast<const char*>(colors.data()), colorsSize);
worldVao.BindVertexBuffer(std::move(positionVBO));
worldVao.BindVertexBuffer(std::move(colorVBO)); UploadMesh(&mesh, false);
worldVao.Unbind();
return worldVao; 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 WorldLoader
} // namespace render } // namespace render
} // namespace td } // namespace td

View File

@@ -1,3 +1,4 @@
#include <cassert>
#include <td/render/renderer/EntityRenderer.h> #include <td/render/renderer/EntityRenderer.h>
#include <td/render/loader/WorldLoader.h> #include <td/render/loader/WorldLoader.h>
@@ -5,25 +6,21 @@
namespace td { namespace td {
namespace render { namespace render {
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) { EntityRenderer::EntityRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World), m_ZombieModel("assets/zombie.glb") {
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
m_Shader->Start();
m_Shader->SetColorEffect({1, 0, 1});
} }
EntityRenderer::~EntityRenderer() {} EntityRenderer::~EntityRenderer() {
}
void EntityRenderer::Render(float a_Lerp) { void EntityRenderer::Render(float a_Lerp) {
m_Shader->Start(); for (const auto& mob : m_World->GetMobList()) {
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 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); }); 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, 1, z}); m_ZombieModel.Draw({x, .001, z}, 1.0f, {255, 255, 255, 255});
Renderer::Render(*m_EntityVao);
} }
} }

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@@ -0,0 +1,32 @@
#include <td/render/renderer/PlayerListRenderer.h>
#include <td/render/RayGui.h>
#include <optional>
namespace td {
namespace render {
void PlayerListRenderer::Render(float a_Lerp) {
ImGui::Begin("Players");
if (ImGui::Button("Add player")) {
OnPlayerCreate();
}
std::optional<PlayerID> kick;
for (const auto& [id, player] : m_Players) {
ImGui::PushID(id);
ImGui::Text("[%i] %s", id, player.m_PlayerName.c_str());
ImGui::SameLine();
if (ImGui::Button("Kick")){
kick = id;
}
ImGui::PopID();
}
ImGui::End();
if (kick.has_value())
OnPlayerKick(*kick);
}
PlayerListRenderer::PlayerListRenderer(const client::PlayerManager& a_Players) : m_Players(a_Players) {}
} // namespace render
} // namespace td

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@@ -0,0 +1,18 @@
#include <client/state/GameState.h>
#include <td/render/renderer/TimerRenderer.h>
#include <td/render/RayGui.h>
namespace td {
namespace render {
void TimerRenderer::Render(float a_Lerp) {
ImGui::Begin("Timer");
ImGui::Text("Time : %02d:%02d", static_cast<int>(m_State.GetElapsedTime()) / 60, static_cast<int>(m_State.GetElapsedTime()) % 60);
ImGui::End();
}
TimerRenderer::TimerRenderer(const client::GameState& a_State) : m_State(a_State) {}
} // namespace render
} // namespace td

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

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@@ -1,22 +1,33 @@
#include <td/render/renderer/WorldRenderer.h> #include <td/render/renderer/WorldRenderer.h>
#include <td/Maths.h>
#include <td/render/loader/WorldLoader.h> #include <td/render/loader/WorldLoader.h>
#include <imgui.h> #include <td/render/RayGui.h>
namespace td { namespace td {
namespace render { namespace render {
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera) { WorldRenderer::WorldRenderer(raylib::Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(&a_World)); 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.position.x -= mouseDelta.x * delta * sensitivity;
m_Camera.position.z -= mouseDelta.y * delta * sensitivity;
}
}
void WorldRenderer::Render(float a_Lerp) { void WorldRenderer::Render(float a_Lerp) {
m_Shader->Start(); m_WorldModel->Draw({}, 1.0f, {255, 255, 255, 255});
Renderer::Render(*m_WorldVao);
ImGui::ShowDemoWindow();
} }
} // namespace render } // namespace render

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

View File

@@ -84,22 +84,22 @@ void main(void){
#endif #endif
EntityShader::EntityShader() : CameraShaderProgram() { EntityShader::EntityShader() : CameraShaderProgram() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource); // ShaderProgram::LoadProgram(vertexSource, fragmentSource);
} }
void EntityShader::GetAllUniformLocation() { void EntityShader::GetAllUniformLocation() {
CameraShaderProgram::GetAllUniformLocation(); // CameraShaderProgram::GetAllUniformLocation();
m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect")); // m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition")); // m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
} }
void EntityShader::SetColorEffect(const Vec3f& color) { void EntityShader::SetColorEffect(const Vec3f& color) {
LoadVector(m_LocationColorEffect, color); // LoadVector(m_LocationColorEffect, color);
} }
void EntityShader::SetModelPos(const Vec3f& pos) const { void EntityShader::SetModelPos(const Vec3f& pos) const {
LoadVector(m_LocationPosition, pos); // LoadVector(m_LocationPosition, pos);
} }
} // namespace shader } // namespace shader

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@@ -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

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