Compare commits
8 Commits
hotkeymenu
...
45c9e5180f
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45c9e5180f
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19ebe7b64f
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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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1721
assets/zombie.fbx
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1721
assets/zombie.fbx
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File diff suppressed because it is too large
Load Diff
BIN
assets/zombie.png
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BIN
assets/zombie.png
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Binary file not shown.
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After Width: | Height: | Size: 994 B |
@@ -12,6 +12,7 @@ class GameState : public ClientState {
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game::WorldPtr m_World;
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sim::ClientSimulation m_Simulation;
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float m_CurrentLerp;
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float m_ElapsedTime;
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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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@@ -23,6 +24,10 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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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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return m_World;
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}
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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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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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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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@@ -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::shared_ptr<server::FakeSocket> m_ServerSocket;
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unsigned int m_PlaySpeed = 1;
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public:
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DebugWorldState(Display& a_Display);
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~DebugWorldState();
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@@ -35,6 +35,7 @@ class Camera {
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void UpdatePerspective(float a_AspectRatio);
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void SetCamPos(const Vec3f& a_NewPos);
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const Vec3f& GetCamPos() const;
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};
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} // namespace render
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@@ -1,10 +1,11 @@
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#pragma once
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#include <memory>
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#include <td/misc/SlotGuard.h>
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#include <td/render/Camera.h>
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#include <td/render/loader/FbxLoader.h>
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#include <td/render/loader/GLLoader.h>
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#include <td/render/shader/CameraShaderProgram.h>
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#include <td/misc/SlotGuard.h>
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namespace td {
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namespace render {
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@@ -15,6 +16,7 @@ class BasicRenderer {
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virtual ~BasicRenderer() {}
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void Render(const GL::VertexArray& a_Vao);
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void Render(const Model& a_Model);
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};
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template <typename TShader>
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19
include/td/render/loader/FbxLoader.h
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19
include/td/render/loader/FbxLoader.h
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@@ -0,0 +1,19 @@
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#pragma once
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#include <td/render/loader/GLLoader.h>
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#include <memory>
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#include <string>
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#include <vector>
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namespace td {
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struct Model {
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std::vector<std::unique_ptr<GL::VertexArray>> m_Vaos;
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};
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namespace ModelLoader {
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Model LoadModel(const std::string& fileName);
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}
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include <td/render/loader/FbxLoader.h>
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#include <td/render/Renderer.h>
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#include <td/render/shader/EntityShader.h>
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#include <td/game/World.h>
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@@ -10,7 +11,7 @@ namespace render {
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class EntityRenderer : public Renderer<shader::EntityShader> {
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private:
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game::WorldPtr m_World;
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std::unique_ptr<GL::VertexArray> m_EntityVao;
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Model m_EntityModel;
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public:
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EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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21
include/td/render/renderer/TimerRenderer.h
Normal file
21
include/td/render/renderer/TimerRenderer.h
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@@ -0,0 +1,21 @@
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#pragma once
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#include "client/state/GameState.h"
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#include <td/render/Renderer.h>
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#include <client/PlayerManager.h>
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namespace td {
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namespace render {
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class TimerRenderer : public BasicRenderer {
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private:
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const client::GameState& m_State;
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public:
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virtual void Render(float a_Lerp) override;
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TimerRenderer(const client::GameState& a_State);
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~TimerRenderer() {}
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};
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} // namespace render
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} // namespace td
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@@ -17,6 +17,9 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
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virtual ~WorldRenderer();
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virtual void Render(float a_Lerp) override;
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private:
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void UpdateControls();
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};
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} // namespace render
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@@ -20,6 +20,7 @@ void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockSt
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void GameState::Update(float a_Delta) {
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m_CurrentLerp = m_Simulation.Update(a_Delta);
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m_ElapsedTime += a_Delta;
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}
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} // namespace client
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@@ -25,8 +25,8 @@ void GameState::Update(float a_Delta) {
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// TODO: don't make STEP_TIME constant
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static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
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m_Time += a_Delta;
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if (m_Time > stepTimeSecond) {
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m_Time = std::fmod(m_Time, stepTimeSecond);
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while (m_Time > stepTimeSecond) {
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m_Time -= stepTimeSecond;
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auto lockStepPacket = m_Simulation.Update();
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BroadcastPacket(lockStepPacket);
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}
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@@ -7,6 +7,7 @@
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#include <td/protocol/packet/Packets.h>
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#include <td/render/renderer/EntityRenderer.h>
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#include <td/render/renderer/PlayerListRenderer.h>
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#include <td/render/renderer/TimerRenderer.h>
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#include <td/render/renderer/TowerRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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@@ -41,6 +42,7 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
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auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
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@@ -73,8 +75,8 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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}
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void DebugWorldState::Update(float a_Delta) {
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m_Server->Update(a_Delta);
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m_Client->Update(a_Delta);
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m_Server->Update(a_Delta * m_PlaySpeed);
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m_Client->Update(a_Delta * m_PlaySpeed);
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if (m_ClientState)
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m_Renderer.Render(m_ClientState->GetCurrentLerp());
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}
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@@ -85,6 +87,7 @@ void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
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void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
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// temporary tests
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constexpr int SECONDS = 10;
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switch (a_Key) {
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case SDLK_A:
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m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
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@@ -94,6 +97,15 @@ void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
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m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
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break;
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case SDLK_F:
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m_Server->Update(SECONDS);
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m_Client->Update(SECONDS);
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break;
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case SDLK_P:
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m_PlaySpeed = 1 - m_PlaySpeed;
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break;
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default:
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break;
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}
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@@ -1,7 +1,10 @@
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#include <cassert>
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#include <td/Maths.h>
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#include <td/game/World.h>
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#include <td/game/WorldTypes.h>
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#include <td/simulation/WorldTicker.h>
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#include <td/protocol/packet/PacketSerialize.h>
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#include <td/simulation/WorldTicker.h>
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namespace td {
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namespace game {
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@@ -89,5 +92,14 @@ void World::ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::
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m_NextState = a_Next;
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}
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TilePtr World::GetTile(std::int32_t x, std::int32_t y) const {
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ChunkCoord coords{static_cast<std::int16_t>(x / Chunk::ChunkWidth), static_cast<std::int16_t>(y / Chunk::ChunkHeight)};
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auto it = m_Chunks.find(coords);
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assert(it != m_Chunks.end());
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auto chunk = it->second;
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Vec2i inchunkCoords{x % Chunk::ChunkWidth, y % Chunk::ChunkHeight};
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return GetTilePtr(chunk->GetTileIndex(inchunkCoords.y * Chunk::ChunkWidth + inchunkCoords.x));
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}
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} // namespace game
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} // namespace td
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@@ -1,3 +1,4 @@
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#include "td/Maths.h"
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#include <td/render/Camera.h>
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#include <cmath>
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@@ -24,5 +25,9 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
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OnViewChange();
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}
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const Vec3f& Camera::GetCamPos() const {
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return m_CamPos;
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}
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} // namespace render
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} // namespace td
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@@ -8,10 +8,17 @@ namespace render {
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void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
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a_Vao.Bind();
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glDrawArrays(GL_TRIANGLES, 0, a_Vao.GetVertexCount());
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// glDrawElements(GL_TRIANGLES, a_Vao.GetVertexCount(), GL_UNSIGNED_INT, nullptr);
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a_Vao.Unbind();
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}
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void BasicRenderer::Render(const Model& a_Model) {
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for (const auto& vao : a_Model.m_Vaos) {
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vao->Bind();
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glDrawElements(GL_TRIANGLES, vao->GetVertexCount(), GL_UNSIGNED_INT, nullptr);
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vao->Unbind();
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}
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}
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RenderPipeline::RenderPipeline() {
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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128
src/td/render/loader/FbxLoader.cpp
Normal file
128
src/td/render/loader/FbxLoader.cpp
Normal file
@@ -0,0 +1,128 @@
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#include <td/render/loader/FbxLoader.h>
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#include <assimp/Importer.hpp> // C++ importer interface
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#include <assimp/postprocess.h> // Post processing flags
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#include <assimp/scene.h> // Output data structure
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#include <iostream>
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#include <memory>
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#include <sp/common/DataBuffer.h>
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#include <td/render/loader/GLLoader.h>
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#include <vector>
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#define VERTEX_SIZE 3
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#define UV_SIZE 2
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#define VERTEX_POSITION_INDEX 0
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#define VERTEX_UV_INDEX 1
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#define VERTEX_NORMAL_INDEX 2
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namespace td {
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namespace ModelLoader {
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static std::unique_ptr<GL::VertexArray> ProcessMesh(aiMesh* mesh, const aiScene* scene, const aiMatrix4x4& transform) {
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std::vector<float> positions;
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std::vector<float> textureCoords;
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std::vector<float> normals;
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std::vector<unsigned int> indicies;
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aiFace* faces = mesh->mFaces;
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std::size_t faceNumber = mesh->mNumFaces;
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for (std::size_t j = 0; j < faceNumber; j++) {
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std::size_t offset = indicies.size();
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std::size_t numIndices = faces[j].mNumIndices;
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indicies.resize(indicies.size() + numIndices);
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std::memcpy(indicies.data() + offset, faces[j].mIndices, numIndices * sizeof(unsigned int));
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}
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std::size_t vertNumber = mesh->mNumVertices;
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aiVector3D* vertecies = mesh->mVertices;
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for (std::size_t j = 0; j < vertNumber; j++) {
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aiVector3D vertex = transform * vertecies[j];
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positions.push_back(vertex.x);
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positions.push_back(vertex.y);
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positions.push_back(vertex.z);
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}
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if (mesh->HasNormals()) {
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aiVector3D* vertexNormals = mesh->mNormals;
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for (std::size_t j = 0; j < vertNumber; j++) {
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aiVector3D normal = transform * vertexNormals[j];
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normals.push_back(normal.x);
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normals.push_back(normal.y);
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normals.push_back(normal.z);
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}
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}
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|
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aiVector3D** vertexTexture = mesh->mTextureCoords;
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|
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for (std::size_t j = 0; j < vertNumber; j++) {
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textureCoords.push_back(vertexTexture[0][j].x);
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textureCoords.push_back(vertexTexture[0][j].y);
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}
|
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GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
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positionVBO.AddVertexAttribPointer(VERTEX_POSITION_INDEX, VERTEX_SIZE, 0);
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GL::VertexBuffer textureVBO(textureCoords, UV_SIZE);
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textureVBO.AddVertexAttribPointer(VERTEX_UV_INDEX, UV_SIZE, 0);
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|
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GL::VertexBuffer normalVBO(normals, VERTEX_SIZE);
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normalVBO.AddVertexAttribPointer(VERTEX_NORMAL_INDEX, VERTEX_SIZE, 0);
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auto Vao = std::make_unique<GL::VertexArray>(GL::ElementBuffer{indicies});
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Vao->Bind();
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Vao->BindVertexBuffer(std::move(positionVBO));
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Vao->BindVertexBuffer(std::move(textureVBO));
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Vao->BindVertexBuffer(std::move(normalVBO));
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Vao->Unbind();
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||||
|
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return Vao;
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}
|
||||
|
||||
static void ProcessNode(
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aiNode* node, const aiScene* scene, std::vector<std::unique_ptr<GL::VertexArray>>& meshes, const aiMatrix4x4& transform) {
|
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// recursive
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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ProcessNode(node->mChildren[i], scene, meshes, transform * node->mTransformation);
|
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}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
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meshes.push_back(ProcessMesh(mesh, scene, transform * node->mTransformation));
|
||||
}
|
||||
}
|
||||
|
||||
Model LoadModel(const std::string& fileName) {
|
||||
// DataBuffer fileData = utils::AssetsManager::GetAsset(fileName);
|
||||
sp::DataBuffer fileData;
|
||||
fileData.ReadFile(fileName);
|
||||
|
||||
Assimp::Importer importer;
|
||||
|
||||
const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_SortByPType |
|
||||
aiProcess_OptimizeGraph | aiProcess_OptimizeMeshes | aiProcess_GlobalScale);
|
||||
|
||||
if (!scene) {
|
||||
std::cerr << "[ModelLoader] Failed to load model !\n";
|
||||
return {};
|
||||
}
|
||||
|
||||
// utils::LOGD(utils::Format("[ModelLoader]\tModel nodes : %i", scene->mRootNode->mNumMeshes));
|
||||
|
||||
Model model;
|
||||
ProcessNode(scene->mRootNode, scene, model.m_Vaos, {});
|
||||
|
||||
std::cout << "Loaded " << model.m_Vaos.size() << " vaos !\n";
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
} // namespace ModelLoader
|
||||
} // namespace td
|
||||
@@ -1,3 +1,4 @@
|
||||
#include "td/render/Renderer.h"
|
||||
#include <td/render/renderer/EntityRenderer.h>
|
||||
|
||||
#include <td/render/loader/WorldLoader.h>
|
||||
@@ -6,7 +7,7 @@ namespace td {
|
||||
namespace render {
|
||||
|
||||
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
|
||||
m_EntityModel = ModelLoader::LoadModel("assets/zombie.fbx");
|
||||
m_Shader->Start();
|
||||
m_Shader->SetColorEffect({1, 0, 1});
|
||||
}
|
||||
@@ -22,8 +23,8 @@ void EntityRenderer::Render(float a_Lerp) {
|
||||
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
|
||||
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
|
||||
|
||||
m_Shader->SetModelPos({x, 1, z});
|
||||
Renderer::Render(*m_EntityVao);
|
||||
m_Shader->SetModelPos({x, .001, z});
|
||||
Renderer::Render(m_EntityModel);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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 <imgui.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
|
||||
@@ -18,7 +18,7 @@ TowerRenderer::~TowerRenderer() {}
|
||||
void TowerRenderer::Render(float a_Lerp) {
|
||||
m_Shader->Start();
|
||||
for (const auto& tower : m_World->GetTowers()) {
|
||||
m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
|
||||
m_Shader->SetModelPos({tower->GetCenterX(), .001, tower->GetCenterY()});
|
||||
Renderer::Render(*m_EntityVao);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include <td/Maths.h>
|
||||
#include <td/render/renderer/WorldRenderer.h>
|
||||
|
||||
#include <td/render/loader/WorldLoader.h>
|
||||
@@ -13,7 +14,17 @@ WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) :
|
||||
|
||||
WorldRenderer::~WorldRenderer() {}
|
||||
|
||||
void WorldRenderer::UpdateControls() {
|
||||
if (ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
|
||||
constexpr float sensitivity = 1.0f;
|
||||
float delta = ImGui::GetIO().DeltaTime;
|
||||
auto mouseDelta = ImGui::GetIO().MouseDelta;
|
||||
m_Camera.SetCamPos(m_Camera.GetCamPos() + Vec3f{-mouseDelta.x * delta * sensitivity, 0, -mouseDelta.y * delta * sensitivity});
|
||||
}
|
||||
}
|
||||
|
||||
void WorldRenderer::Render(float a_Lerp) {
|
||||
UpdateControls();
|
||||
m_Shader->Start();
|
||||
Renderer::Render(*m_WorldVao);
|
||||
}
|
||||
|
||||
@@ -51,8 +51,8 @@ float ClientSimulation::Update(float a_Delta) {
|
||||
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
|
||||
static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
|
||||
m_CurrentTime += a_Delta;
|
||||
if (m_CurrentTime > stepTimeSecond) {
|
||||
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
|
||||
while (m_CurrentTime > stepTimeSecond) {
|
||||
m_CurrentTime -= stepTimeSecond;
|
||||
Step();
|
||||
}
|
||||
return (float)m_CurrentTime / stepTimeSecond;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include <td/Types.h>
|
||||
#include <td/simulation/CommandApply.h>
|
||||
|
||||
namespace td {
|
||||
@@ -24,6 +25,10 @@ void CommandApply::Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJ
|
||||
void CommandApply::Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) {
|
||||
auto zombie = std::make_shared<game::Zombie>();
|
||||
zombie->m_Position = a_SpawnTroop->m_Position;
|
||||
|
||||
// TODO: make it spawn dependant
|
||||
zombie->m_Direction = Direction::PositiveY;
|
||||
|
||||
m_Snapshot.m_Mobs.push_back(zombie);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,11 +1,61 @@
|
||||
#include <td/Maths.h>
|
||||
#include <td/Types.h>
|
||||
#include <td/game/WorldTypes.h>
|
||||
#include <td/simulation/system/EntityMove.h>
|
||||
|
||||
#include <td/game/World.h>
|
||||
|
||||
namespace td {
|
||||
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) {
|
||||
for (auto& mob : a_State.m_Mobs) {
|
||||
mob->m_Position.x += a_Delta;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@ add_rules("mode.debug", "mode.release")
|
||||
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
||||
|
||||
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
||||
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6")
|
||||
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6", "assimp")
|
||||
|
||||
set_languages("c++20")
|
||||
|
||||
@@ -21,7 +21,7 @@ target("Tower-Defense2")
|
||||
add_includedirs("include", {public = true})
|
||||
set_kind("binary")
|
||||
add_files("src/**.cpp")
|
||||
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
|
||||
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "assimp", "enet6", {public = true})
|
||||
set_rundir(".")
|
||||
add_defines("TD_GL_LOADER_GLEW")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user