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9 Commits
d1d2b63be8
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raylib
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d9baf7c5ef
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701dd6b120
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2225151f72
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aef0cf4d95
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550ff3aeec
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127fa1fcb8
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3
.gitattributes
vendored
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3
.gitattributes
vendored
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@@ -0,0 +1,3 @@
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.glb filter=lfs diff=lfs merge=lfs -text
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BIN
assets/turret.obj
LFS
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BIN
assets/turret.obj
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BIN
assets/turret_diffuse.png
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BIN
assets/turret_diffuse.png
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BIN
assets/zombie.glb
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assets/zombie.glb
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assets/zombie.png
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assets/zombie.png
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@@ -12,10 +12,11 @@ class GameState : public ClientState {
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game::WorldPtr m_World;
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game::WorldPtr m_World;
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sim::ClientSimulation m_Simulation;
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sim::ClientSimulation m_Simulation;
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float m_CurrentLerp;
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float m_CurrentLerp;
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float m_ElapsedTime;
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public:
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public:
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
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~GameState() {}
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~GameState();
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virtual void Update(float a_Delta) override;
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virtual void Update(float a_Delta) override;
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@@ -23,6 +24,10 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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return m_CurrentLerp;
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}
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}
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float GetElapsedTime() const {
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return m_ElapsedTime;
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}
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game::WorldPtr GetWorld() const {
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game::WorldPtr GetWorld() const {
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return m_World;
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return m_World;
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}
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}
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@@ -4,7 +4,7 @@
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namespace td {
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namespace td {
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static constexpr float PI = 3.141592653f;
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// static constexpr float PI = 3.141592653f;
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template <typename T>
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template <typename T>
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struct Vec2 {
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struct Vec2 {
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@@ -183,6 +183,51 @@ T Lerp(T v0, T v1, T t) {
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} // namespace maths
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} // namespace maths
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template<typename T>
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Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
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return {vect.x + other.x, vect.y + other.y};
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}
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template<typename T>
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Vec2<T> operator- (const Vec2<T>& vect) {
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return { -vect.x, -vect.y };
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}
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template<typename T>
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Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
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return vect + (-other);
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}
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template<typename T>
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Vec3<T> operator- (const Vec3<T>& vect) {
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return { -vect.x, -vect.y, -vect.z };
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}
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template<typename T>
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Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
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return { vect.x + other.x, vect.y + other.y, vect.z + other.z };
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}
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template<typename T>
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Vec3<T> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
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return vect + (-other);
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}
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template<typename T>
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Vec4<T> operator- (const Vec4<T>& vect) {
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return { -vect.x, -vect.y, -vect.z, -vect.w };
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}
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template<typename T>
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Vec4<T> operator+ (const Vec4<T>& vect, const Vec4<T>& other) {
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return { vect.x + other.x, vect.y + other.y, vect.z + other.z, vect.w + other.w };
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}
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template<typename T>
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Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
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return vect + (-other);
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}
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template <typename T>
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template <typename T>
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
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return a_Buffer << a_Vec.x << a_Vec.y;
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return a_Buffer << a_Vec.x << a_Vec.y;
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37
include/td/common/Event.h
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37
include/td/common/Event.h
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@@ -0,0 +1,37 @@
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#pragma once
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namespace td {
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class EventDispatcher;
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class Event {
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};
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struct WindowResizeEvent {
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int m_Width;
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int m_Height;
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};
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class EventDispatcher {
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public:
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EventDispatcher(const Event& event);
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template<typename E>
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void Dispatch();
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};
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// template<typename Event>
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// class ConcreteEvent : public Event {
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// public:
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// void Accept(EventDispatcher& a_Dispatcher) {
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// a_Dispatcher.Handle(*this);
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// }
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// };
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void OnEvent(const Event& event) {
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EventDispatcher dispatcher(event);
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dispatcher.Dispatch<WindowResizeEvent>();
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}
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}
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@@ -2,8 +2,6 @@
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#include <string>
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#include <string>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_video.h>
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#include <td/common/StateMachine.h>
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#include <td/common/StateMachine.h>
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#include <td/misc/Signal.h>
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#include <td/misc/Signal.h>
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@@ -11,17 +9,15 @@ namespace td {
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class Display : public StateMachine<Display, void, float> {
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class Display : public StateMachine<Display, void, float> {
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private:
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private:
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SDL_Window* m_Window;
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int m_LastWidth;
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SDL_GLContext m_GLContext;
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int m_LastHeight;
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int m_LastWidth, m_LastHeight;
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float m_AspectRatio;
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float m_AspectRatio;
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bool m_ShouldClose;
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bool m_ShouldClose;
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public:
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public:
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utils::Signal<float> OnAspectRatioChange;
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utils::Signal<float> OnAspectRatioChange;
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utils::Signal<SDL_Keycode> OnKeyDown;
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utils::Signal<int> OnKeyDown;
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Display(int a_Width, int a_Height, const std::string& a_Title);
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Display(int a_Width, int a_Height, const std::string& a_Title);
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~Display();
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~Display();
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@@ -13,7 +13,7 @@ class DisplayState : public Display::State, private utils::SlotGuard {
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protected:
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protected:
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virtual void OnAspectRatioChange(float a_Ratio) {}
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virtual void OnAspectRatioChange(float a_Ratio) {}
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virtual void OnKeyDown(SDL_Keycode a_Key) {}
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virtual void OnKeyDown(int a_Key) {}
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};
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};
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} // namespace td
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} // namespace td
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@@ -13,7 +13,7 @@ namespace td {
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class DebugWorldState : public DisplayState {
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class DebugWorldState : public DisplayState {
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private:
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private:
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render::RenderPipeline m_Renderer;
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render::RenderPipeline m_Renderer;
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render::Camera m_Camera;
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Camera m_Camera;
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std::unique_ptr<server::Server> m_Server;
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std::unique_ptr<server::Server> m_Server;
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std::unique_ptr<client::Client> m_Client;
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std::unique_ptr<client::Client> m_Client;
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client::GameState* m_ClientState;
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client::GameState* m_ClientState;
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@@ -21,6 +21,8 @@ class DebugWorldState : public DisplayState {
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std::vector<std::unique_ptr<client::Client>> m_FakeClients;
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std::vector<std::unique_ptr<client::Client>> m_FakeClients;
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std::shared_ptr<server::FakeSocket> m_ServerSocket;
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std::shared_ptr<server::FakeSocket> m_ServerSocket;
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unsigned int m_PlaySpeed = 1;
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public:
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public:
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DebugWorldState(Display& a_Display);
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DebugWorldState(Display& a_Display);
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~DebugWorldState();
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~DebugWorldState();
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@@ -29,7 +31,7 @@ class DebugWorldState : public DisplayState {
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protected:
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protected:
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virtual void OnAspectRatioChange(float a_Ratio) override;
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virtual void OnAspectRatioChange(float a_Ratio) override;
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virtual void OnKeyDown(SDL_Keycode a_Key) override;
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virtual void OnKeyDown(int a_Key) override;
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};
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};
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|
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} // namespace td
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} // namespace td
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@@ -21,7 +21,7 @@ class MainMenuState : public DisplayState, public MainMenuStateStack {
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void RenderBackButton();
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void RenderBackButton();
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protected:
|
protected:
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virtual void OnKeyDown(SDL_Keycode a_Key) override;
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virtual void OnKeyDown(int a_Key) override;
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};
|
};
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|
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} // namespace td
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} // namespace td
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@@ -79,9 +79,10 @@ class Mob : public sp::MessageBase<MobType, MobHandler> {
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Vec2fp m_Position;
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Vec2fp m_Position;
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Direction m_Direction;
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Direction m_Direction;
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std::vector<EffectDuration> m_Effects;
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std::vector<EffectDuration> m_Effects;
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const Tower* m_LastDamage; // the last tower that damaged the mob
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std::shared_ptr<Tower> m_LastDamage; // the last tower that damaged the mob
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float m_HitCooldown;
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float m_HitCooldown;
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TeamCastle* m_CastleTarget;
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std::shared_ptr<TeamCastle> m_CastleTarget;
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bool m_HasReachedCastle = false;
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// utils::CooldownTimer m_AttackTimer;
|
// utils::CooldownTimer m_AttackTimer;
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MobPtr m_Next;
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MobPtr m_Next;
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@@ -25,12 +25,12 @@ enum class TileType : std::uint8_t {
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Ice,*/
|
Ice,*/
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};
|
};
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|
|
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static constexpr Color BLACK{0, 0, 0};
|
// static constexpr Color BLACK(0, 0, 0);
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static constexpr Color WHITE{255, 255, 255};
|
// static constexpr Color WHITE(255, 255, 255);
|
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|
|
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static constexpr Color RED{255, 0, 0};
|
// static constexpr Color RED(255, 0, 0);
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static constexpr Color GREEN{0, 255, 0};
|
// static constexpr Color GREEN(0, 255, 0);
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static constexpr Color BLUE{0, 0, 255};
|
// static constexpr Color BLUE(0, 0, 255);
|
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|
|
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class TileHandler;
|
class TileHandler;
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|
|
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|
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@@ -33,7 +33,7 @@ class SignalRaw : private NonCopyable {
|
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|
|
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void operator()(Args... args) const {
|
void operator()(Args... args) const {
|
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for (const CallBack& callback : m_Callbacks) {
|
for (const CallBack& callback : m_Callbacks) {
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callback->operator()(args...);
|
callback->operator()(std::forward<Args>(args)...);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
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@@ -64,9 +64,9 @@ class Signal {
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m_Signal->Connect(std::make_shared<CallBackRaw>(a_Callback));
|
m_Signal->Connect(std::make_shared<CallBackRaw>(a_Callback));
|
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}
|
}
|
||||||
|
|
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[[nodiscard]] std::unique_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
|
[[nodiscard]] std::shared_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
|
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m_Signal->Connect(a_Callback);
|
m_Signal->Connect(a_Callback);
|
||||||
return std::make_unique<ConnectionGuard>(*this, a_Callback);
|
return std::make_shared<ConnectionGuard>(*this, a_Callback);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Disconnect(const CallBack& a_Callback) {
|
void Disconnect(const CallBack& a_Callback) {
|
||||||
|
|||||||
@@ -12,7 +12,7 @@ namespace utils {
|
|||||||
*/
|
*/
|
||||||
class SlotGuard {
|
class SlotGuard {
|
||||||
private:
|
private:
|
||||||
std::vector<std::unique_ptr<Connection>> m_Connections;
|
std::vector<std::shared_ptr<Connection>> m_Connections;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
/**
|
/**
|
||||||
@@ -21,7 +21,7 @@ class SlotGuard {
|
|||||||
template <typename... Args>
|
template <typename... Args>
|
||||||
void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack::element_type& a_Callback) {
|
void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack::element_type& a_Callback) {
|
||||||
auto ptr = std::make_shared<typename Signal<Args...>::CallBack::element_type>(a_Callback);
|
auto ptr = std::make_shared<typename Signal<Args...>::CallBack::element_type>(a_Callback);
|
||||||
m_Connections.push_back(a_Signal.ConnectSafe(ptr));
|
m_Connections.emplace_back(a_Signal.ConnectSafe(ptr));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Disconnect() {
|
void Disconnect() {
|
||||||
|
|||||||
@@ -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
|
|
||||||
@@ -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
|
|
||||||
11
include/td/render/RayGui.h
Normal file
11
include/td/render/RayGui.h
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
// extern "C" {
|
||||||
|
// #include <raygui.h>
|
||||||
|
// }
|
||||||
|
|
||||||
|
extern "C" {
|
||||||
|
#include <rlImGui.h>
|
||||||
|
}
|
||||||
|
|
||||||
|
#include <imgui.h>
|
||||||
@@ -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>
|
||||||
@@ -42,7 +42,7 @@ class RenderPipeline {
|
|||||||
virtual ~RenderPipeline() {}
|
virtual ~RenderPipeline() {}
|
||||||
|
|
||||||
template <typename T, typename... Args>
|
template <typename T, typename... Args>
|
||||||
T& AddRenderer(Args&&... args) {
|
T& AddRenderer(Args... args) {
|
||||||
auto ptr = std::make_unique<T>(args...);
|
auto ptr = std::make_unique<T>(args...);
|
||||||
auto rawPtr = ptr.get();
|
auto rawPtr = ptr.get();
|
||||||
m_Renderers.push_back(std::move(ptr));
|
m_Renderers.push_back(std::move(ptr));
|
||||||
@@ -65,16 +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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
#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 {
|
||||||
@@ -10,10 +11,11 @@ namespace render {
|
|||||||
class EntityRenderer : public Renderer<shader::EntityShader> {
|
class EntityRenderer : public Renderer<shader::EntityShader> {
|
||||||
private:
|
private:
|
||||||
game::WorldPtr 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::WorldPtr& 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;
|
||||||
|
|||||||
21
include/td/render/renderer/TimerRenderer.h
Normal file
21
include/td/render/renderer/TimerRenderer.h
Normal file
@@ -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
|
||||||
@@ -3,6 +3,8 @@
|
|||||||
#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 {
|
||||||
@@ -10,10 +12,11 @@ namespace render {
|
|||||||
class TowerRenderer : public Renderer<shader::EntityShader> {
|
class TowerRenderer : public Renderer<shader::EntityShader> {
|
||||||
private:
|
private:
|
||||||
game::WorldPtr 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::WorldPtr& 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;
|
||||||
|
|||||||
@@ -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::WorldPtr& 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
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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
|
|
||||||
@@ -1,15 +1,19 @@
|
|||||||
#include <client/state/GameState.h>
|
#include <client/state/GameState.h>
|
||||||
|
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace client {
|
namespace client {
|
||||||
|
|
||||||
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps) :
|
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime,
|
||||||
|
const std::vector<protocol::LockStep> a_FirstSteps) :
|
||||||
ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime, a_FirstSteps) {
|
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) {
|
m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
|
||||||
SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
|
SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GameState::~GameState() {}
|
||||||
|
|
||||||
void GameState::Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
|
void GameState::Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
|
||||||
m_Simulation.Handle(a_LockStep);
|
m_Simulation.Handle(a_LockStep);
|
||||||
}
|
}
|
||||||
@@ -20,6 +24,7 @@ void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockSt
|
|||||||
|
|
||||||
void GameState::Update(float a_Delta) {
|
void GameState::Update(float a_Delta) {
|
||||||
m_CurrentLerp = m_Simulation.Update(a_Delta);
|
m_CurrentLerp = m_Simulation.Update(a_Delta);
|
||||||
|
m_ElapsedTime += a_Delta;
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace client
|
} // namespace client
|
||||||
|
|||||||
@@ -1,4 +1,3 @@
|
|||||||
#include <chrono>
|
|
||||||
#include <td/display/state/MainMenuState.h>
|
#include <td/display/state/MainMenuState.h>
|
||||||
#include <td/misc/Time.h>
|
#include <td/misc/Time.h>
|
||||||
|
|
||||||
|
|||||||
@@ -25,8 +25,8 @@ void GameState::Update(float a_Delta) {
|
|||||||
// TODO: don't make STEP_TIME constant
|
// 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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,133 +1,34 @@
|
|||||||
#include <td/display/Display.h>
|
#include <td/display/Display.h>
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <td/display/ImGuiTheme.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/Format.h>
|
||||||
#include <td/misc/Log.h>
|
#include <td/misc/Log.h>
|
||||||
#include <td/display/ImGuiTheme.h>
|
|
||||||
|
#include <raylib-cpp/raylib.hpp>
|
||||||
|
#include <td/render/RayGui.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
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_LastWidth(0), m_LastHeight(0), m_AspectRatio(1), m_ShouldClose(false) {
|
||||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
|
||||||
utils::LOGE(utils::Format("Could not initialize SDL! SDL error: %s", SDL_GetError()));
|
|
||||||
}
|
|
||||||
|
|
||||||
m_Window = SDL_CreateWindow(a_Title.c_str(), a_Width, a_Height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
InitWindow(a_Width, a_Height, a_Title.c_str());
|
||||||
|
|
||||||
m_LastWidth = a_Width;
|
m_LastWidth = a_Width;
|
||||||
m_LastHeight = a_Height;
|
m_LastHeight = a_Height;
|
||||||
m_AspectRatio = (float)m_LastWidth / m_LastHeight;
|
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);
|
// WindowResizeEvent(WindowWidth, WindowHeight);
|
||||||
|
|
||||||
// vsync
|
// vsync
|
||||||
SDL_GL_SetSwapInterval(1);
|
SetTargetFPS(60);
|
||||||
|
|
||||||
// Setup Dear ImGui context
|
rlImGuiSetup(true);
|
||||||
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
|
float main_scale = 1.5f;
|
||||||
ImGui::StyleColorsDark();
|
|
||||||
// ImGui::StyleColorsLight();
|
|
||||||
|
|
||||||
// Setup scaling
|
ImGui::GetStyle().FontScaleMain = main_scale;
|
||||||
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");
|
|
||||||
LoadTheme();
|
LoadTheme();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -136,62 +37,66 @@ void Display::Close() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Display::PollEvents() {
|
void Display::PollEvents() {
|
||||||
SDL_Event event;
|
// PollInputEvents();
|
||||||
while (SDL_PollEvent(&event)) {
|
// SDL_Event event;
|
||||||
switch (event.type) {
|
// while (SDL_PollEvent(&event)) {
|
||||||
case SDL_EVENT_QUIT:
|
// switch (event.type) {
|
||||||
case SDL_EVENT_WINDOW_CLOSE_REQUESTED: {
|
// 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;
|
m_ShouldClose = true;
|
||||||
break;
|
BeginDrawing();
|
||||||
}
|
rlImGuiBegin();
|
||||||
|
|
||||||
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(float a_Delta) {
|
void Display::Update(float a_Delta) {
|
||||||
StateMachine::Update(a_Delta);
|
StateMachine::Update(a_Delta);
|
||||||
#ifndef NDEBUG
|
#ifndef NDEBUG
|
||||||
ImGui::ShowDemoWindow();
|
ImGui::ShowDemoWindow();
|
||||||
#endif
|
#endif
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
rlImGuiEnd();
|
||||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
EndDrawing();
|
||||||
// glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
ClearBackground(DARKGRAY);
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
// ImGuiIO& io = ImGui::GetIO();
|
||||||
SDL_GL_SwapWindow(m_Window);
|
// glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
// // 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() {
|
Display::~Display() {
|
||||||
ImGui_ImplOpenGL3_Shutdown();
|
rlImGuiShutdown();
|
||||||
ImGui_ImplSDL3_Shutdown();
|
CloseWindow();
|
||||||
ImGui::DestroyContext();
|
|
||||||
SDL_GL_DestroyContext(m_GLContext);
|
|
||||||
SDL_DestroyWindow(m_Window);
|
|
||||||
SDL_Quit();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
@@ -1,11 +1,10 @@
|
|||||||
#include <td/display/ImGuiTheme.h>
|
#include <td/display/ImGuiTheme.h>
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <td/render/RayGui.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
void LoadTheme() {
|
void LoadTheme() {
|
||||||
|
|
||||||
static const bool bStyleDark_ = true;
|
static const bool bStyleDark_ = true;
|
||||||
static const float alpha_ = 0.8f;
|
static const float alpha_ = 0.8f;
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <td/display/menu/CreatePartyMenu.h>
|
#include <td/display/menu/CreatePartyMenu.h>
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <td/render/RayGui.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <td/display/menu/JoinPartyMenu.h>
|
#include <td/display/menu/JoinPartyMenu.h>
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <td/render/RayGui.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <td/display/menu/MainMenu.h>
|
#include <td/display/menu/MainMenu.h>
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <td/render/RayGui.h>
|
||||||
#include <td/display/menu/CreatePartyMenu.h>
|
#include <td/display/menu/CreatePartyMenu.h>
|
||||||
#include <td/display/menu/JoinPartyMenu.h>
|
#include <td/display/menu/JoinPartyMenu.h>
|
||||||
#include <td/display/menu/SettingsMenu.h>
|
#include <td/display/menu/SettingsMenu.h>
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <td/display/menu/SettingsMenu.h>
|
#include <td/display/menu/SettingsMenu.h>
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <td/render/RayGui.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
|
|||||||
@@ -1,12 +1,12 @@
|
|||||||
#include <td/display/state/DebugWorldState.h>
|
#include <td/display/state/DebugWorldState.h>
|
||||||
|
|
||||||
#include <chrono>
|
#include <td/display/Display.h>
|
||||||
#include <iostream>
|
#include <td/display/state/DebugWorldState.h>
|
||||||
|
|
||||||
#include <td/game/World.h>
|
#include <td/game/World.h>
|
||||||
#include <td/protocol/packet/Packets.h>
|
#include <td/protocol/packet/Packets.h>
|
||||||
#include <td/render/renderer/EntityRenderer.h>
|
#include <td/render/renderer/EntityRenderer.h>
|
||||||
#include <td/render/renderer/PlayerListRenderer.h>
|
#include <td/render/renderer/PlayerListRenderer.h>
|
||||||
|
#include <td/render/renderer/TimerRenderer.h>
|
||||||
#include <td/render/renderer/TowerRenderer.h>
|
#include <td/render/renderer/TowerRenderer.h>
|
||||||
#include <td/render/renderer/WorldRenderer.h>
|
#include <td/render/renderer/WorldRenderer.h>
|
||||||
|
|
||||||
@@ -19,12 +19,9 @@
|
|||||||
#include <client/state/GameState.h>
|
#include <client/state/GameState.h>
|
||||||
#include <client/state/LoggingState.h>
|
#include <client/state/LoggingState.h>
|
||||||
|
|
||||||
#include <td/display/Display.h>
|
|
||||||
#include <td/display/state/DebugWorldState.h>
|
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display), m_ClientState(nullptr) {
|
||||||
// server
|
// server
|
||||||
m_ServerSocket = std::make_shared<server::FakeSocket>();
|
m_ServerSocket = std::make_shared<server::FakeSocket>();
|
||||||
m_Server = std::make_unique<server::Server>(m_ServerSocket);
|
m_Server = std::make_unique<server::Server>(m_ServerSocket);
|
||||||
@@ -38,11 +35,12 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
|||||||
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
|
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
|
||||||
// render
|
// render
|
||||||
auto clientWorld = gameState->GetWorld();
|
auto clientWorld = gameState->GetWorld();
|
||||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
|
m_Renderer.AddRenderer<render::WorldRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
|
||||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
|
m_Renderer.AddRenderer<render::EntityRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
|
||||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
|
m_Renderer.AddRenderer<render::TowerRenderer>(static_cast<raylib::Camera&>(m_Camera), clientWorld);
|
||||||
|
m_Renderer.AddRenderer<render::TimerRenderer, client::GameState&>(*gameState);
|
||||||
|
|
||||||
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
|
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer, const td::client::PlayerManager&>(m_Client->GetPlayers());
|
||||||
|
|
||||||
list.OnPlayerCreate.Connect([this]() {
|
list.OnPlayerCreate.Connect([this]() {
|
||||||
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
|
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
|
||||||
@@ -52,7 +50,7 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
|||||||
});
|
});
|
||||||
|
|
||||||
list.OnPlayerKick.Connect([this](PlayerID a_Player) {
|
list.OnPlayerKick.Connect([this](PlayerID a_Player) {
|
||||||
auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr){
|
auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr) {
|
||||||
if (!clientPtr->GetId().has_value())
|
if (!clientPtr->GetId().has_value())
|
||||||
return false;
|
return false;
|
||||||
return clientPtr->GetId().value() == a_Player;
|
return clientPtr->GetId().value() == a_Player;
|
||||||
@@ -68,35 +66,52 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
|||||||
m_Client->ChangeState<client::LoggingState>("Player0");
|
m_Client->ChangeState<client::LoggingState>("Player0");
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
m_Camera.SetCamPos({77, 7, 13});
|
// m_Camera = Camera{{0}};
|
||||||
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
|
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) {
|
void DebugWorldState::Update(float a_Delta) {
|
||||||
m_Server->Update(a_Delta);
|
m_Server->Update(a_Delta * m_PlaySpeed);
|
||||||
m_Client->Update(a_Delta);
|
m_Client->Update(a_Delta * m_PlaySpeed);
|
||||||
if (m_ClientState)
|
UpdateCamera(&m_Camera, CAMERA_FREE);
|
||||||
m_Renderer.Render(m_ClientState->GetCurrentLerp());
|
|
||||||
|
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) {
|
void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
|
||||||
m_Camera.UpdatePerspective(a_Ratio);
|
// m_Camera.UpdatePerspective(a_Ratio);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
|
void DebugWorldState::OnKeyDown(int a_Key) {
|
||||||
// temporary tests
|
// temporary tests
|
||||||
switch (a_Key) {
|
|
||||||
case SDLK_A:
|
|
||||||
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
|
|
||||||
break;
|
|
||||||
|
|
||||||
case SDLK_Z:
|
|
||||||
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
DebugWorldState::~DebugWorldState() {}
|
DebugWorldState::~DebugWorldState() {}
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <td/display/state/MainMenuState.h>
|
#include <td/display/state/MainMenuState.h>
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <td/render/RayGui.h>
|
||||||
#include <td/display/menu/MainMenu.h>
|
#include <td/display/menu/MainMenu.h>
|
||||||
#include <td/display/state/DebugWorldState.h>
|
#include <td/display/state/DebugWorldState.h>
|
||||||
|
|
||||||
@@ -34,8 +34,8 @@ void MainMenuState::RenderBackButton() {
|
|||||||
PopState();
|
PopState();
|
||||||
}
|
}
|
||||||
|
|
||||||
void MainMenuState::OnKeyDown(SDL_Keycode a_Key) {
|
void MainMenuState::OnKeyDown(int a_Key) {
|
||||||
if (a_Key == SDLK_ESCAPE)
|
if (a_Key == KEY_ESCAPE)
|
||||||
PopState();
|
PopState();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,10 @@
|
|||||||
|
#include <cassert>
|
||||||
|
#include <td/Maths.h>
|
||||||
#include <td/game/World.h>
|
#include <td/game/World.h>
|
||||||
|
#include <td/game/WorldTypes.h>
|
||||||
|
|
||||||
#include <td/simulation/WorldTicker.h>
|
|
||||||
#include <td/protocol/packet/PacketSerialize.h>
|
#include <td/protocol/packet/PacketSerialize.h>
|
||||||
|
#include <td/simulation/WorldTicker.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace game {
|
namespace game {
|
||||||
@@ -89,5 +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
|
||||||
|
|||||||
@@ -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
|
|
||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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::WorldPtr& 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);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <td/render/renderer/PlayerListRenderer.h>
|
#include <td/render/renderer/PlayerListRenderer.h>
|
||||||
|
|
||||||
#include <imgui.h>
|
#include <td/render/RayGui.h>
|
||||||
#include <optional>
|
#include <optional>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|||||||
18
src/td/render/renderer/TimerRenderer.cpp
Normal file
18
src/td/render/renderer/TimerRenderer.cpp
Normal file
@@ -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
|
||||||
@@ -5,21 +5,18 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace render {
|
namespace render {
|
||||||
|
|
||||||
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::WorldPtr& 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_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
|
m_TowerModel.Draw({tower->GetCenterX(), .001, tower->GetCenterY()}, 0.3f, {255, 255, 255, 255});
|
||||||
Renderer::Render(*m_EntityVao);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,21 +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::WorldPtr& 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.get()));
|
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace render
|
} // namespace render
|
||||||
|
|||||||
@@ -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"));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
|
||||||
@@ -82,7 +82,7 @@ void main(void){
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
WorldShader::WorldShader() : CameraShaderProgram() {
|
WorldShader::WorldShader() : CameraShaderProgram() {
|
||||||
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
// ShaderProgram::LoadProgram(vertexSource, fragmentSource);
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace shader
|
} // namespace shader
|
||||||
|
|||||||
@@ -51,8 +51,8 @@ float ClientSimulation::Update(float a_Delta) {
|
|||||||
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
|
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
|
||||||
static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
|
static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
|
||||||
m_CurrentTime += a_Delta;
|
m_CurrentTime += a_Delta;
|
||||||
if (m_CurrentTime > stepTimeSecond) {
|
while (m_CurrentTime > stepTimeSecond) {
|
||||||
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
|
m_CurrentTime -= stepTimeSecond;
|
||||||
Step();
|
Step();
|
||||||
}
|
}
|
||||||
return (float)m_CurrentTime / stepTimeSecond;
|
return (float)m_CurrentTime / stepTimeSecond;
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
#include <td/Types.h>
|
||||||
#include <td/simulation/CommandApply.h>
|
#include <td/simulation/CommandApply.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
@@ -6,7 +7,7 @@ namespace sim {
|
|||||||
CommandApply::CommandApply(const game::World& a_World, WorldSnapshot& a_Snapshot) : m_World(a_World), m_Snapshot(a_Snapshot) {}
|
CommandApply::CommandApply(const game::World& a_World, WorldSnapshot& a_Snapshot) : m_World(a_World), m_Snapshot(a_Snapshot) {}
|
||||||
|
|
||||||
void CommandApply::Handle(const protocol::commands::EndCommand& a_End) {
|
void CommandApply::Handle(const protocol::commands::EndCommand& a_End) {
|
||||||
(void) m_World;
|
(void)m_World;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CommandApply::Handle(const protocol::commands::PlaceTowerCommand& a_PlaceTower) {
|
void CommandApply::Handle(const protocol::commands::PlaceTowerCommand& a_PlaceTower) {
|
||||||
@@ -24,6 +25,10 @@ void CommandApply::Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJ
|
|||||||
void CommandApply::Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) {
|
void CommandApply::Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) {
|
||||||
auto zombie = std::make_shared<game::Zombie>();
|
auto zombie = std::make_shared<game::Zombie>();
|
||||||
zombie->m_Position = a_SpawnTroop->m_Position;
|
zombie->m_Position = a_SpawnTroop->m_Position;
|
||||||
|
|
||||||
|
// TODO: make it spawn dependant
|
||||||
|
zombie->m_Direction = Direction::PositiveY;
|
||||||
|
|
||||||
m_Snapshot.m_Mobs.push_back(zombie);
|
m_Snapshot.m_Mobs.push_back(zombie);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,11 +1,66 @@
|
|||||||
|
#include <td/Maths.h>
|
||||||
|
#include <td/Types.h>
|
||||||
|
#include <td/game/WorldTypes.h>
|
||||||
#include <td/simulation/system/EntityMove.h>
|
#include <td/simulation/system/EntityMove.h>
|
||||||
|
|
||||||
|
#include <td/game/World.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace sim {
|
namespace sim {
|
||||||
|
|
||||||
|
static Vec2i GetUnitDirection(Direction a_Direction) {
|
||||||
|
switch (a_Direction) {
|
||||||
|
case Direction::PositiveX:
|
||||||
|
return {1, 0};
|
||||||
|
case Direction::NegativeX:
|
||||||
|
return {-1, 0};
|
||||||
|
case Direction::PositiveY:
|
||||||
|
return {0, 1};
|
||||||
|
case Direction::NegativeY:
|
||||||
|
return {0, -1};
|
||||||
|
}
|
||||||
|
return {0, 0};
|
||||||
|
}
|
||||||
|
|
||||||
|
class DirectionTileVisitor : public game::TileHandler {
|
||||||
|
private:
|
||||||
|
Direction m_Direction;
|
||||||
|
|
||||||
|
public:
|
||||||
|
DirectionTileVisitor() {}
|
||||||
|
|
||||||
|
virtual void Handle(const game::EmptyTile& a_Tile) override {}
|
||||||
|
|
||||||
|
virtual void Handle(const game::TowerTile& a_Tile) override {}
|
||||||
|
|
||||||
|
virtual void Handle(const game::DecorationTile& a_Tile) override {}
|
||||||
|
|
||||||
|
virtual void Handle(const game::WalkableTile& a_Tile) override {
|
||||||
|
m_Direction = a_Tile->m_Direction;
|
||||||
|
}
|
||||||
|
|
||||||
|
const Direction GetDirection() {
|
||||||
|
return m_Direction;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
|
void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
|
||||||
for (auto& mob : a_State.m_Mobs) {
|
for (auto& mob : a_State.m_Mobs) {
|
||||||
mob->m_Position.x += a_Delta;
|
if (mob->m_HasReachedCastle)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
auto tile = a_World.GetTile(static_cast<std::int32_t>(mob->m_Position.x), static_cast<std::int32_t>(mob->m_Position.y));
|
||||||
|
Direction direction = mob->m_Direction;
|
||||||
|
if (tile) {
|
||||||
|
DirectionTileVisitor visitor;
|
||||||
|
tile->Dispatch(visitor);
|
||||||
|
direction = visitor.GetDirection();
|
||||||
|
}
|
||||||
|
auto directVector = GetUnitDirection(direction);
|
||||||
|
mob->m_Position.x += directVector.x * a_Delta;
|
||||||
|
mob->m_Position.y += directVector.y * a_Delta;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,8 +2,7 @@ add_rules("mode.debug", "mode.release")
|
|||||||
|
|
||||||
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
||||||
|
|
||||||
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
add_requires("rlimgui", "raylib-cpp", "splib 2.3.2", "zlib", "fpm", "enet6")
|
||||||
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6")
|
|
||||||
|
|
||||||
set_languages("c++20")
|
set_languages("c++20")
|
||||||
|
|
||||||
@@ -21,9 +20,8 @@ target("Tower-Defense2")
|
|||||||
add_includedirs("include", {public = true})
|
add_includedirs("include", {public = true})
|
||||||
set_kind("binary")
|
set_kind("binary")
|
||||||
add_files("src/**.cpp")
|
add_files("src/**.cpp")
|
||||||
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
|
add_packages("rlimgui", "raylib-cpp", "splib", "zlib", "fpm", "enet6", {public = true})
|
||||||
set_rundir(".")
|
set_rundir(".")
|
||||||
add_defines("TD_GL_LOADER_GLEW")
|
|
||||||
|
|
||||||
|
|
||||||
-- Tests
|
-- Tests
|
||||||
|
|||||||
Reference in New Issue
Block a user