Changed the rendering system for layering and less shader switching. Noticable speed improvement

This commit is contained in:
Ethan Adams 2025-01-30 22:17:38 -05:00
parent 169cc6d617
commit 95fa07b183
34 changed files with 377 additions and 90 deletions

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@ -1,7 +1,7 @@
# CMakeList.txt : Top-level CMake project file, do global configuration
# and include sub-projects here.
#
cmake_minimum_required (VERSION 3.8)
cmake_minimum_required (VERSION 3.11)
# Enable Hot Reload for MSVC compilers if supported.
if (POLICY CMP0141)
@ -9,6 +9,22 @@ if (POLICY CMP0141)
set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT "$<IF:$<AND:$<C_COMPILER_ID:MSVC>,$<CXX_COMPILER_ID:MSVC>>,$<$<CONFIG:Debug,RelWithDebInfo>:EditAndContinue>,$<$<CONFIG:Debug,RelWithDebInfo>:ProgramDatabase>>")
endif()
include(FetchContent)
SET(TRACY_ENABLE 1)
SET(TRACY_ON_DEMAND 1)
SET(TRACY_ONLY_LOCALHOST 1)
FetchContent_Declare(
tracy
GIT_REPOSITORY https://github.com/wolfpld/tracy.git
GIT_TAG v0.11.1
GIT_SHALLOW TRUE
GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(tracy)
project ("YuppleMayham")
# Include sub-projects.

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@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<scene type="shooter" id="000">
<scene type="shooter" id="000" bg="backgrounds/blue_sky.png">
<map name="newmap"/>
<entities>
<player x="7" y="5" weapon="shotGun">

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@ -0,0 +1,11 @@
#version 330 core
in vec2 texCoord;
out vec4 FragColor;
uniform sampler2D sprite;
void main()
{
FragColor = texture(sprite, texCoord) * vec4(1.0, 0.8, 1.0, 1.0);
}

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@ -0,0 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 texCoord;
uniform mat4 projection;
uniform mat4 view;
void main()
{
texCoord = aTexCoord;
gl_Position = projection * vec4(aPos.xyz, 1.0);
}

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@ -9,7 +9,7 @@ layout (location = 6) in vec2 aOriginalSize;
layout (location = 7) in mat4 aModel;
uniform vec2 uCanvasSize;
uniform mat4 proj;
uniform mat4 projection;
uniform mat4 view;
out vec2 texCoord;
@ -18,7 +18,7 @@ flat out int textureIndex;
void main()
{
int tilesPerRow = aTilesPerRow;
gl_Position = proj * view * aModel * vec4(aPos, 1.0);
gl_Position = projection * view * aModel * vec4(aPos, 1.0);
textureIndex = aTextureIndex;
if (aTileIndex != 0)
{

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@ -67,7 +67,12 @@ add_executable (YuppleMayham
"include/utility/raycaster.h"
"include/utility/ftfont.h"
"include/utility/direction.h"
"include/graphics/animation.h" "src/graphics/animation.cpp" "include/utility/logger.h" "src/utility/logger.cpp")
"include/graphics/animation.h"
"src/graphics/animation.cpp"
"include/utility/logger.h"
"src/utility/logger.cpp"
"include/graphics/renderer.h"
"src/graphics/renderer.cpp")
add_custom_command(TARGET YuppleMayham PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/Resources/ $<TARGET_FILE_DIR:YuppleMayham>)
@ -75,6 +80,6 @@ if (CMAKE_VERSION VERSION_GREATER 3.12)
set_property(TARGET YuppleMayham PROPERTY CXX_STANDARD 20)
endif()
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image tinyxml2 lua_static freetype)
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image tinyxml2 lua_static freetype Tracy::TracyClient)
# TODO: Add tests and install targets if needed.

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@ -6,23 +6,22 @@
#include <glm/gtc/type_ptr.hpp>
#include <SDL_timer.h>
#include "graphics/shader.h"
#include "graphics/renderer.h"
class Camera;
struct PhysicsComponent;
// TODO: Allow speed to be changed and add speed as creation value in XML File!
// TODO: Create Entity System that loads entity types and creates them in scene according to name.
class Entity
class Entity : public Drawable
{
public:
Entity(const std::shared_ptr<Shader>& shader) :
shader(shader),
Entity(unsigned shaderID) :
position(glm::vec3(0.0f)),
scale(glm::vec3(1.0f)),
rotation(0.0f),
speed(20.0f),
entityid(SDL_GetTicks())
{};
{ this->shaderID = shaderID; };
virtual ~Entity() {};
void setPosition(const glm::vec3& position);
@ -44,11 +43,11 @@ public:
const bool getIsMoving() const { return isMoving; }
const int getEntityID() const { return entityid; }
const std::shared_ptr<PhysicsComponent> getPhysicsComponent() const { return physics; }
const std::shared_ptr<Shader> getShader() const { return shader; }
const unsigned getShaderID() const { return shaderID; }
// TODO: right now there is no default behavior, but eventually the Entity class will be expanded to handle physics
virtual void update(double deltaTime) = 0;
virtual void render(const std::shared_ptr<Camera>& camera) = 0;
virtual void draw() = 0;
protected:
glm::vec3 localPosition;
@ -70,8 +69,6 @@ protected:
glm::mat4 modelMatrix;
void updateModelMatrix();
std::shared_ptr<Shader> shader;
};

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@ -8,6 +8,7 @@ class InputHandler;
class Scene;
class Text;
class ResourceManager;
class Renderer;
class GLWindow;
enum {
@ -45,6 +46,7 @@ private:
std::shared_ptr<Scene> currentScene;
std::shared_ptr<InputHandler> inputHandler;
std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<Renderer> renderer;
std::shared_ptr<Text> textHandler;
};

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@ -19,16 +19,16 @@ class EventManager;
class GameActor : public Entity
{
public:
GameActor(const std::shared_ptr<Shader>& shader) : Entity(shader) {}
GameActor(const unsigned shaderID) : Entity(shaderID) {}
~GameActor();
void addComponent(std::shared_ptr<Component> component);
void pickupWeapon(std::shared_ptr<Weapon> weapon);
void hookEventManager(std::shared_ptr<EventManager> eventManager);
void update(double deltaTime) override;
void render(const std::shared_ptr<Camera>& camera) override;
void draw() override;
const std::optional<std::shared_ptr<Weapon>> getHeldWeapon() const;
const std::shared_ptr<Weapon> getHeldWeapon() const;
void setRotation(const float& rotation) override;

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@ -5,6 +5,7 @@
#include <memory>
#include "graphics/instancedraw.h"
#include "graphics/renderer.h"
class Shader;
class Camera;
@ -12,14 +13,14 @@ class ResourceManager;
struct MapData;
struct TileSetData;
class Map
class Map : public Drawable
{
public:
Map(std::shared_ptr<MapData> mapData, const std::shared_ptr<Shader>& shader, std::shared_ptr<ResourceManager> resourceManager);
Map(std::shared_ptr<MapData> mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager);
const std::vector<std::vector<int>> getCollisionMap() const { return collisionMap; }
void render(const std::shared_ptr<Camera>& camera);
void draw() override;
private:
void loadMap();
@ -31,7 +32,6 @@ private:
std::vector<std::shared_ptr<TileSetData>> tileSetData;
std::vector<std::shared_ptr<TileTextureInstance>> instanceHandles;
std::shared_ptr<Shader> shader;
std::vector<std::vector<std::vector<int>>> tileIds;
std::vector<std::vector<int>> collisionMap;
std::vector<std::vector<InstanceData>> tileData;

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@ -9,10 +9,13 @@ class Entity;
class Camera;
class Map;
class ResourceManager;
class Renderer;
class EventManager;
class GameActor;
class Line;
class PhysicsEngine;
class Sprite;
class Shader;
struct SceneData;
@ -27,7 +30,7 @@ public:
Scene(SceneType type, std::shared_ptr<ResourceManager> resources);
void update(double deltaTime);
void render();
void render(std::shared_ptr<Renderer> renderer);
std::shared_ptr<GameActor> getPlayer() const;

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@ -14,14 +14,14 @@ public:
Bullet
(
const unsigned int owner,
std::shared_ptr<Shader> shader,
unsigned shaderID,
glm::vec3 fireFrom,
glm::vec2 direction,
float bulletSpeed,
float bulletDrop,
glm::vec2 bulletSize
) :
Entity(shader),
Entity(shaderID),
origin(fireFrom),
direction(direction),
bulletSpeed(bulletSpeed),
@ -36,7 +36,7 @@ public:
void addComponent(std::shared_ptr<Component> component);
void update(double deltaTime) override;
void render(const std::shared_ptr<Camera>& camera) override;
void draw() override;
float getBulletDrop() const { return bulletDrop; }
glm::vec3 getBulletOrigin() const { return origin; }

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@ -22,14 +22,16 @@ public:
float bulletSpeed,
float bulletDrop,
glm::vec2 bulletSize,
const std::shared_ptr<Shader>& shader,
const unsigned& shaderID,
const std::shared_ptr<Component>& sprite);
void update(double deltaTime);
void render(const std::shared_ptr<Camera>& camera);
void draw();
void hookEventManager(const std::shared_ptr<EventManager>& eventManager);
const std::vector<std::shared_ptr<Bullet>> getBullets() { return bullets; }
private:
std::vector<std::shared_ptr<Bullet>> bullets;
std::shared_ptr<EventManager> eventManager;

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@ -27,7 +27,7 @@ struct WeaponData;
class Weapon : public Entity, public std::enable_shared_from_this<Weapon>
{
public:
Weapon(std::shared_ptr<WeaponData> data, const std::shared_ptr<Shader>& weaponShader, const std::shared_ptr<Shader>& bulletShader, ResourceManager* resourceManager);
Weapon(std::shared_ptr<WeaponData> data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager);
void setWielder(const std::shared_ptr<GameActor>& wielder) { this->wielder = wielder; }
void toggleInfiniteAmmo() { infiniteAmmo = !infiniteAmmo; }
@ -40,7 +40,7 @@ public:
void shoot();
void reload();
void update(double deltaTime);
void render(const std::shared_ptr<Camera>& camera);
void draw();
struct BulletData {
glm::vec3 origin;
@ -65,6 +65,8 @@ public:
Weapon::BulletData genBulletData ();
void createBullet (const BulletData& data);
const std::shared_ptr<BulletManager>& getBulletManager() { return bulletManager; }
private:
void adjustWeapon();
@ -82,7 +84,7 @@ private:
// in ms
float fireSpeed;
glm::vec2 bulletSize;
std::shared_ptr<Shader> bulletShader;
unsigned bulletShaderID;
std::shared_ptr<Component> bulletSprite;
std::shared_ptr<BulletManager> bulletManager;
std::shared_ptr<EventManager> eventManager;

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@ -0,0 +1,94 @@
#ifndef _H_RENDERER_H
#define _H_RENDERER_H
#include <unordered_map>
#include <memory>
#include <variant>
#include <string>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
class ResourceManager;
enum class RenderLayer {
Background,
Map,
GameObjects,
Effects,
HUD,
Menu
};
using UniformValue = std::variant<
int,
bool,
float,
double,
glm::mat4,
glm::vec2
>;
struct Uniform {
std::string name;
UniformValue value;
};
class Drawable
{
public:
virtual void draw() = 0;
const unsigned getShaderID() const { return shaderID; }
const std::vector<Uniform>& getUniforms() { return uniforms; }
const std::vector<Uniform>& getOneShotUniforms() { return oneShotUniforms; }
void clearOneShot() { oneShotUniforms.clear(); }
void clearUniforms() { uniforms.clear(); }
protected:
unsigned shaderID;
template <typename T>
void editUniform(const std::string& name, T value)
{
uniforms.emplace_back(Uniform {name, value});
}
template <typename T>
void editUniformOnce(const std::string& name, T value)
{
oneShotUniforms.emplace_back(Uniform {name, value});
}
private:
std::vector<Uniform> uniforms;
std::vector<Uniform> oneShotUniforms;
};
class Renderer
{
public:
Renderer(const std::shared_ptr<ResourceManager>&);
void clear();
void setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view);
void addDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable);
void removeDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable);
void render();
private:
std::unordered_map<RenderLayer, std::vector<std::shared_ptr<Drawable>>> layerPool;
std::vector<RenderLayer> renderingOrder = {
RenderLayer::Background,
RenderLayer::Map,
RenderLayer::GameObjects,
RenderLayer::Effects,
RenderLayer::HUD,
RenderLayer::Menu
};
void uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms);
glm::mat4 projMat;
glm::mat4 viewMat;
std::shared_ptr<ResourceManager> resourceManager;
};
#endif

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@ -24,6 +24,8 @@ public:
void bind();
virtual void draw() = 0;
bool loaded() const;
virtual std::shared_ptr<Sprite> clone() const = 0;
protected:
Texture* texture = nullptr;

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@ -6,11 +6,11 @@
#include <string>
#include "utility/xmlloader.h"
#include "graphics/shader.h"
#include <cassert>
class Sprite;
class SpriteAtlas;
class Shader;
class Weapon;
class Script;
class AnimationSet;
@ -37,21 +37,24 @@ public:
std::shared_ptr<AIScript> loadAIScript (const std::string& path);
std::shared_ptr<WeaponScript> loadWeaponScript (const std::string& path);
std::shared_ptr<Shader> loadShader (const std::string& name, const std::string& vertexPath, const std::string& fragPath);
std::shared_ptr<Weapon> loadWeapon (const std::string& name, std::shared_ptr<Shader> weaponShader, std::shared_ptr<Shader> bulletShader);
const unsigned loadShader (const std::string& name, const std::string& vertexPath, const std::string& fragPath);
std::shared_ptr<Weapon> loadWeapon (const std::string& name, const unsigned weaponShaderID, const unsigned bulletShaderID);
std::shared_ptr<SceneData> loadScene (const std::string& id);
std::shared_ptr<AnimationSet> loadAnimationSet(const std::string& name, int entityid = 0);
std::shared_ptr<TileSetData> loadTileSet (const std::string& name);
Shader* getShaderByID(unsigned int ID);
void clearResources();
~ResourceManager();
private:
std::unordered_map<std::string, std::shared_ptr<Sprite>> sprites;
std::unordered_map<std::string, std::shared_ptr<Shader>> shaders;
std::unordered_map<std::string, std::shared_ptr<Weapon>> weapons;
std::unordered_map<std::string, std::shared_ptr<Script>> scripts;
std::unordered_map<std::string, std::unique_ptr<Shader>> shaders;
std::unordered_map<unsigned, Shader*> shaderIDs;
std::unordered_map<std::string, std::shared_ptr<Sprite>> sprites;
std::unordered_map<std::string, std::shared_ptr<Weapon>> weapons;
std::unordered_map<std::string, std::shared_ptr<Script>> scripts;
std::unordered_map<std::string, std::shared_ptr<TileSetData>>tileSets;
//std::unordered_map<std::string, std::shared_ptr<EntityData>> entityData;
//std::unordered_map<std::string, std::shared_ptr<SceneData>> scenes;

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@ -65,6 +65,7 @@ struct TileSetData {
struct SceneData {
std::string id;
std::string type;
std::string bgFile;
std::shared_ptr<MapData> map;
std::vector<EntityData> entities;

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@ -4,6 +4,8 @@
#include "utility/raycaster.h"
#include "utility/script.h"
#include <tracy/Tracy.hpp>
AI::AI(const std::shared_ptr<GameActor>& actor, const std::shared_ptr<Raycaster>& raycaster)
: actor(actor), raycaster(raycaster), state(AIState::Idle),

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@ -54,14 +54,11 @@ void Entity::update(double deltaTime)
}
}
void Entity::render(const std::shared_ptr<Camera>& camera)
void Entity::draw()
{
//glm::mat4 mvp = camera->getProjectionMatrix() * camera->getViewMatrix() * modelMatrix;
shader->use();
shader->setMatrix4f("model", glm::value_ptr(modelMatrix));
shader->setMatrix4f("projection", glm::value_ptr(camera->getProjectionMatrix()));
shader->setMatrix4f("view", glm::value_ptr(camera->getViewMatrix()));
shader->setBool("flip", flipped);
editUniform("model", modelMatrix);
editUniform("flip", flipped);
}
void Entity::updateModelMatrix()

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@ -50,6 +50,7 @@ bool Game::init()
game_state |= GAME_RUNNING;
resourceManager = std::make_shared<ResourceManager>();
renderer = std::make_shared<Renderer>(resourceManager);
textHandler = std::make_shared<Text>();
if (!textHandler->loadFonts("fonts"))
return false;
@ -88,11 +89,11 @@ void Game::render()
if (currentScene)
{
currentScene->render();
currentScene->render(renderer);
/*Debug ammo indicator*/
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->get()->getMagazine()), glm::vec2(10, 10), 0.5f);
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getMagazine()), glm::vec2(10, 10), 0.5f);
textHandler->DrawText("comic.ttf", "/", glm::vec2(50, 10), 0.5f);
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->get()->getAmmo()), glm::vec2(90, 10), 0.5f);
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getAmmo()), glm::vec2(90, 10), 0.5f);
}
window->swap();

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@ -14,9 +14,9 @@ void GameActor::addComponent(std::shared_ptr<Component> component)
components.push_back(component);
}
const std::optional<std::shared_ptr<Weapon>> GameActor::getHeldWeapon() const
const std::shared_ptr<Weapon> GameActor::getHeldWeapon() const
{
return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? std::nullopt : std::make_optional(weapons[currentWeaponIndex]);
return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? nullptr : weapons[currentWeaponIndex];
}
void GameActor::pickupWeapon(std::shared_ptr<Weapon> weapon)
@ -24,9 +24,9 @@ void GameActor::pickupWeapon(std::shared_ptr<Weapon> weapon)
weapon->setWielder(std::shared_ptr<GameActor>(this));
weapons.push_back(weapon);
// wield the newly picked up weapon.
getHeldWeapon().value()->putaway();
getHeldWeapon()->putaway();
currentWeaponIndex = weapons.size() - 1;
getHeldWeapon().value()->wield();
getHeldWeapon()->wield();
}
void GameActor::hookEventManager(std::shared_ptr<EventManager> eventManager)
@ -72,9 +72,9 @@ void GameActor::update(double deltaTime)
isMoving = false;
}
void GameActor::render(const std::shared_ptr<Camera>& camera)
void GameActor::draw()
{
Entity::render(camera);
Entity::draw();
// regular loop through components, but if the component returns true to kill, we erase it.
// Components are always assumed to be smart pointers!
@ -83,8 +83,8 @@ void GameActor::render(const std::shared_ptr<Camera>& camera)
component->bind();
component->render();
}
for (auto& weapon : weapons)
weapon->render(camera);
//for (auto& weapon : weapons)
// weapon->draw();
}
void GameActor::moveUp() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f,-1.f, 0.f), 1500.25f); isMoving = true; }
@ -93,7 +93,7 @@ void GameActor::moveLeft() { if (physics) physics->rigidBody.applyForce(glm::vec
void GameActor::moveRight(){ if (physics) physics->rigidBody.applyForce(glm::vec3( 1.f, 0.f, 0.f), 1500.25f); isMoving = true; }
// top-down shooter mode controls
void GameActor::fireWeapon()const { if (auto& weapon = getHeldWeapon()) weapon.value()->shoot(); }
void GameActor::fireWeapon()const { if (auto& weapon = getHeldWeapon()) weapon->shoot(); }
void GameActor::cycleUpWeapons() {
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();

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@ -7,11 +7,12 @@
#include <glm/gtc/matrix_transform.hpp>
Map::Map(std::shared_ptr<MapData> mapData, const std::shared_ptr<Shader>& shader, std::shared_ptr<ResourceManager> resourceManager) :
shader(shader),
Map::Map(std::shared_ptr<MapData> mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager) :
mapData(mapData),
tileIds(mapData->tiles)
{
this->shaderID = shaderID;
for (auto& tileSet : mapData->tileSets)
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
@ -61,8 +62,7 @@ void Map::loadMap()
instanceHandles[layer]->updateInstanceData(tileData[layer]);
}
glm::vec2 canvasSize = glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(), instanceHandles[0]->getTextureArray()->getHeight());
shader->use();
shader->setVec2("uCanvasSize", glm::value_ptr(canvasSize));
editUniformOnce("uCanvasSize", canvasSize);
}
void Map::createCollisionMap()
@ -96,11 +96,8 @@ void Map::createCollisionMap()
}
}
void Map::render(const std::shared_ptr<Camera>& camera)
void Map::draw()
{
shader->use();
shader->setMatrix4f("proj", glm::value_ptr(camera->getProjectionMatrix()));
shader->setMatrix4f("view", glm::value_ptr(camera->getViewMatrix()));
for (int layer = 0; layer < instanceHandles.size(); layer++)
{
instanceHandles[layer]->draw();

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@ -2,6 +2,7 @@
#include "gameplay/camera.h"
#include "gameplay/gameactor.h"
#include "gameplay/weapons/weapons.h"
#include "gameplay/weapons/bulletmanager.h"
#include "gameplay/map.h"
#include "gameplay/physics.h"
#include "gameplay/ai.h"
@ -135,14 +136,28 @@ void Scene::update(double deltaTime)
camera->update(deltaTime);
}
void Scene::render()
void Scene::render(std::shared_ptr<Renderer> renderer)
{
map->render(camera);
renderer->clear();
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(), camera->getViewMatrix());
renderer->addDrawable(RenderLayer::Map, map);
//map->draw();
for (auto& [id, e] : entities)
{
e->render(camera);
//e->draw();
renderer->addDrawable(RenderLayer::GameObjects, e);
if (e->getHeldWeapon()) {
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
for (const auto& bullet : e->getHeldWeapon()->getBulletManager()->getBullets()) {
renderer->addDrawable(RenderLayer::GameObjects, bullet);
}
}
}
DebugDrawer::getInstance().draw(camera->getProjectionMatrix() * camera->getViewMatrix());
renderer->render();
}
void Scene::unloadScene()
@ -158,7 +173,7 @@ void Scene::hookSceneEvents()
std::shared_ptr<GameActor> target = getGameActorByID(collideEvent->victimID);
if (shooter && target)
if (auto& weapon = shooter->getHeldWeapon())
weapon.value()->onHitCallback(target, collideEvent->bullet, collideEvent->normal);
weapon->onHitCallback(target, collideEvent->bullet, collideEvent->normal);
});
}

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@ -21,9 +21,9 @@ void Bullet::update(double deltaTime)
component->update();
}
void Bullet::render(const std::shared_ptr<Camera>& camera)
void Bullet::draw()
{
Entity::render(camera);
Entity::draw();
for (auto& component : components)
{

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@ -30,10 +30,10 @@ void BulletManager::addBullet(const unsigned int owner, const glm::vec3& fireFro
float bulletSpeed,
float bulletDrop,
glm::vec2 bulletSize,
const std::shared_ptr<Shader>& shader,
const unsigned& shaderID,
const std::shared_ptr<Component>& sprite)
{
auto bullet = std::make_shared<Bullet>(owner, shader, fireFrom, direction, bulletSpeed, bulletDrop, bulletSize);
auto bullet = std::make_shared<Bullet>(owner, shaderID, fireFrom, direction, bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(sprite);
//bullet->addPhysicsComponent(phy)
bullets.emplace_back(bullet);
@ -55,11 +55,11 @@ void BulletManager::update(double deltaTime)
}
}
void BulletManager::render(const std::shared_ptr<Camera>& camera)
void BulletManager::draw()
{
for (auto& bullet : bullets)
{
if (!bullet) continue;
bullet->render(camera);
bullet->draw();
}
}

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@ -14,10 +14,10 @@
// TODO: Regular clean up, make this mess readable!
Weapon::Weapon(std::shared_ptr<WeaponData> data, const std::shared_ptr<Shader>& weaponShader, const std::shared_ptr<Shader>& bulletShader, ResourceManager* resourceManager)
Weapon::Weapon(std::shared_ptr<WeaponData> data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager)
:
Entity (weaponShader),
bulletShader (bulletShader),
Entity (weaponShaderID),
bulletShaderID (bulletShaderID),
weaponSize (glm::vec2(data->sizeX, data->sizeY)),
weaponOffset (glm::vec2(data->offsetX, data->offsetY)),
weaponMagSize (data->clipSize),
@ -169,9 +169,9 @@ void Weapon::update(double deltaTime)
bulletManager->update(deltaTime);
}
void Weapon::render(const std::shared_ptr<Camera>& camera)
void Weapon::draw()
{
Entity::render(camera);
Entity::draw();
if (wielded)
{
for (auto& component : components)
@ -181,7 +181,7 @@ void Weapon::render(const std::shared_ptr<Camera>& camera)
component->render();
}
}
bulletManager->render(camera);
//bulletManager->draw();
}
void Weapon::adjustWeapon()
@ -241,7 +241,7 @@ Weapon::BulletData Weapon::genBulletData()
void Weapon::createBullet(const Weapon::BulletData& data)
{
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShader, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(bulletSprite);
bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * glm::vec3(data.direction.x, data.direction.y, 0.f) / data.mass;

View file

@ -0,0 +1,102 @@
#include "graphics/renderer.h"
#include "graphics/shader.h"
#include "utility/resourcemanager.h"
#include "utility/logger.h"
#include <algorithm>
Renderer::Renderer(const std::shared_ptr<ResourceManager>& r)
: resourceManager(r)
{
projMat = glm::mat4(0.f);
viewMat = glm::mat4(0.f);
}
void Renderer::setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view)
{
projMat = proj;
viewMat = view;
}
void Renderer::addDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable)
{
layerPool[renderLayer].push_back(drawable);
}
void Renderer::removeDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable)
{
auto& pool = layerPool[renderLayer];
pool.erase(std::remove(pool.begin(), pool.end(), drawable));
}
void Renderer::render()
{
// Sort by shader id, this works to batch shaders together to avoid shader switching too much
for (auto& [_,pool] : layerPool) {
std::sort(pool.begin(), pool.end(),
[](const std::shared_ptr<Drawable>& a, const std::shared_ptr<Drawable>& b) {
return a->getShaderID() < b->getShaderID();
});
}
Shader* curShader = nullptr;
for (const auto& layer : renderingOrder) {
unsigned curShaderID = static_cast<unsigned>(-1);
for (const auto& item : layerPool[layer]) {
if (item->getShaderID() != curShaderID) {
curShaderID = item->getShaderID();
curShader = resourceManager->getShaderByID(curShaderID);
if (curShader) {
curShader->use();
curShader->setMatrix4f("projection", glm::value_ptr(projMat));
curShader->setMatrix4f("view", glm::value_ptr(viewMat));
} else {
LOG(ERROR, "Shader with ID {} not found!", curShaderID);
continue;
}
}
if (!item->getOneShotUniforms().empty()) {
uploadUniforms(curShaderID, item->getOneShotUniforms());
item->clearOneShot();
}
uploadUniforms(curShaderID, item->getUniforms());
item->clearUniforms();
item->draw();
}
}
}
void Renderer::clear()
{
layerPool.clear();
}
void Renderer::uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms)
{
Shader *shader = resourceManager->getShaderByID(shaderID);
if (shader == nullptr) {
LOG(ERROR, "No shader found with id {} !", shaderID);
return;
}
for (const auto& uniform : uniforms) {
std::visit([&](auto&& arg) {
using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, bool>) {
shader->setBool(uniform.name, arg);
}
else if constexpr (std::is_same_v<T, int>) {
shader->setInt(uniform.name, arg);
}
else if constexpr (std::is_same_v<T, float>) {
shader->setFloat(uniform.name, arg);
}
else if constexpr (std::is_same_v<T, glm::vec2>) {
shader->setVec2(uniform.name, glm::value_ptr(arg));
}
else if constexpr (std::is_same_v<T, glm::mat4>) {
shader->setMatrix4f(uniform.name, glm::value_ptr(arg));
}
}, uniform.value);
}
}

View file

@ -3,6 +3,8 @@
#include "util.h"
#include "utility/events.h"
bool Sprite::loaded() const { return (texture != nullptr); }
SpriteStatic::SpriteStatic(const char* texturePath)
{
EBO = 0, VBO = 0, VAO = 0;
@ -10,6 +12,8 @@ SpriteStatic::SpriteStatic(const char* texturePath)
texture->loadTexture(texturePath);
if (texture)
setupSprite();
else
delete texture;
}
void SpriteStatic::setupSprite()
@ -71,6 +75,8 @@ SpriteAtlas::SpriteAtlas(const char* textureAtlasPath, float frameSize, bool isD
else
SetupDirectional(frameSize);
}
else
delete texture;
}
void SpriteAtlas::Setup(float frameSize)

View file

@ -1,7 +1,6 @@
#include <SDL.h>
#include <SDL_image.h>
#include <iostream>
// TODO: Fix circular dependency issues, mostly with input.h needing gameactor.h and command.h

View file

@ -22,6 +22,8 @@ std::shared_ptr<Sprite> ResourceManager::loadSpriteStatic(const std::string& pat
if (iterator != sprites.end())
return iterator->second;
auto sprite = std::make_shared<SpriteStatic>(path.c_str());
if (!sprite->loaded())
return nullptr;
sprites[path] = sprite;
return sprite;
}
@ -41,22 +43,30 @@ std::shared_ptr<TileSetData> ResourceManager::loadTileSet(const std::string& nam
return xmlLoader->getTileSetData(name);
}
std::shared_ptr<Shader> ResourceManager::loadShader(const std::string& name, const std::string& vertexPath, const std::string& fragPath)
const unsigned ResourceManager::loadShader(const std::string& name, const std::string& vertexPath, const std::string& fragPath)
{
auto iterator = shaders.find(name);
if (iterator != shaders.end())
return iterator->second;
auto shader = std::make_shared<Shader>(vertexPath.c_str(), fragPath.c_str());
shaders[name] = shader;
return shader;
return iterator->second->ID;
auto shader = std::make_unique<Shader>(vertexPath.c_str(), fragPath.c_str());
unsigned id = shader->ID;
shaderIDs[shader->ID] = shader.get();
shaders[name] = std::move(shader);
return id;
}
Shader* ResourceManager::getShaderByID(unsigned int ID)
{
auto iterator = shaderIDs.find(ID);
return (iterator != shaderIDs.end() ? iterator->second : nullptr);
}
// We attach our script after we create our weapon because we are passing a reference to the weapon into the script and we don't want to pass an
// incomplete reference to our script.
std::shared_ptr<Weapon> ResourceManager::loadWeapon(const std::string& name, std::shared_ptr<Shader> weaponShader, std::shared_ptr<Shader> shader)
std::shared_ptr<Weapon> ResourceManager::loadWeapon(const std::string& name, const unsigned weaponShaderID, const unsigned bulletShaderID)
{
std::shared_ptr<WeaponData> data = xmlLoader->getWeaponData(name);
auto weapon = std::make_shared<Weapon>(data, weaponShader, shader, this);
auto weapon = std::make_shared<Weapon>(data, weaponShaderID, bulletShaderID, this);
if (!data->script.empty())
weapon->attachScript(loadWeaponScript(data->script));
return weapon;
@ -92,6 +102,7 @@ void ResourceManager::clearResources()
{
sprites.clear();
shaders.clear();
shaderIDs.clear();
weapons.clear();
tileSets.clear();
}

View file

@ -33,13 +33,17 @@ bool XMLLoader::loadXmlScene(const char* xmlFile, SceneData* out)
ERROR_LOG("Failed to load file: {}", xmlFile);
tinyxml2::XMLElement* scene = doc.FirstChildElement("scene");
const char* type, * id, * mapName;
const char* type, * id, * mapName, * bgFile;
if (scene->QueryStringAttribute("type", &type) != tinyxml2::XML_SUCCESS ||
scene->QueryStringAttribute("id", &id) != tinyxml2::XML_SUCCESS)
ERROR_LOG("Could not read type or id tag in file: {}", xmlFile);
out->type = type;
out->id = id;
if (scene->QueryStringAttribute("bg", &bgFile) != tinyxml2::XML_SUCCESS)
LOG(WARN, "No background set! attribute 'bg' is empty");
else
out->bgFile = bgFile;
tinyxml2::XMLElement* map = scene->FirstChildElement("map");
if (map == NULL)