[Refac] Separate rendering, game and application.

This commit is contained in:
Ritchie Cunningham 2025-09-14 16:09:44 +01:00
parent e4b66aa68f
commit 9615c39e67
9 changed files with 393 additions and 352 deletions

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@ -8,6 +8,7 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
# include directories..
include_directories(libbettola/include)
include_directories(src)
# Deps.
find_package(SDL3 REQUIRED)

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@ -1,6 +1,5 @@
#include <GL/glew.h>
#include <SDL3/SDL_error.h>
#include <algorithm>
/* FINE LSP!! I'll play your games!!!! */
#include <SDL3/SDL_events.h> /* ~HJAPPY?!?!?! */
#include <SDL3/SDL_stdinc.h>
@ -10,17 +9,9 @@
#include <fcntl.h>
#include <netinet/in.h>
#include <cstdlib>
#include <set>
#include <cstdio>
#include <string>
#include "bettola.h"
#include "bettola/network/net_common.h"
#include "game/remote_player.h"
#include "math/mat4.h"
#include "network/message.h"
#include "network/game_state_message.h"
#include "network/player_input_message.h"
/* Dacav's resolution ;) */
const int SCREEN_WIDTH = 800;
@ -29,59 +20,39 @@ const int SCREEN_HEIGHT = 600;
Bettola::Bettola(void) :
_is_running(false),
_window(nullptr),
_gl_context(nullptr),
_vao(0),
_vbo(0),
_our_player_id(0),
_input_sequence_number(0) {
memset(&_server_addr, 0, sizeof(_server_addr));
}
_gl_context(nullptr) {}
Bettola::~Bettola(void) {
if(_gl_context) {
SDL_GL_DestroyContext(_gl_context);
}
/* Explicitly close client socket. */
_tcp_socket.close();
_udp_socket.close();
if(_window) {
SDL_DestroyWindow(_window);
}
SDL_Quit();
if(_gl_context) {
/* Should only be deleted if it was successfully created
* and if _gl_context is valid.
*/
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
}
bool Bettola::init_sdl(void) {
if(!SDL_Init(SDL_INIT_VIDEO)) {
fprintf(stderr, "Failed to init SDL! SDL ERROR: %s\n", SDL_GetError());
return false;
}
return true;
}
int Bettola::run(void) {
if(!init_sdl()) return -1;
if(!create_window()) return -1;
if(!create_gl_context()) return -1;
if(!init_client_connection()) return -1;
if(!init_glew()) return -1;
if(!_shader.load_from_files("assets/shaders/simple.vert",
"assets/shaders/simple.frag")) {
if(!_game_client.connect("127.0.0.1", 12345)) {
return -1;
}
if(!_renderer.init(SCREEN_WIDTH, SCREEN_HEIGHT)) {
return -1;
}
_projection = BettolaMath::Mat4::orthographic(0.0f, 800.0f, 600.0f, 0.0f, -1.0f, 1.0f);
_shader.use();
unsigned int proj_loc = glGetUniformLocation(_shader.get_id(), "projection");
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, _projection.get_ptr());
setup_quad();
glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT);
_is_running = true;
@ -95,7 +66,6 @@ int Bettola::run(void) {
last_count = current_counter;
process_events();
process_network();
update(delta_time);
render();
}
@ -126,108 +96,10 @@ void Bettola::process_events(void) {
}
}
void Bettola::process_network(void) {
fd_set read_fds;
FD_ZERO(&read_fds);
int tcp_fd = _tcp_socket.get_sockfd();
int udp_fd = _udp_socket.get_sockfd();
FD_SET(tcp_fd, &read_fds);
FD_SET(udp_fd, &read_fds);
int max_fd = std::max(tcp_fd, udp_fd);
struct timeval tv;
tv.tv_sec = 0;
tv.tv_usec = 0; /* Non-blocking. */
int activity = select(max_fd+1, &read_fds, nullptr, nullptr, &tv);
if(activity > 0) {
if(FD_ISSET(tcp_fd, &read_fds)) {
/* We only expect player ID assignment for now. */
if(_our_player_id == 0) {
BettolaLib::Network::MessageHeader id_header;
ssize_t id_bytes_received = _tcp_socket.recv(&id_header, sizeof(id_header));
if(id_bytes_received > 0 && id_header.type == BettolaLib::Network::MessageType::PlayerId) {
_tcp_socket.recv(&_our_player_id, sizeof(_our_player_id));
printf("Bettola: Assigned player ID: %u\n", _our_player_id);
}
}
}
if(FD_ISSET(udp_fd, &read_fds)) {
process_udp_messages();
}
}
}
void Bettola::process_udp_messages(void) {
char buffer[1024];
sockaddr_in from_addr;
ssize_t id_bytes_received;
while((id_bytes_received = _udp_socket.recv_from(buffer,sizeof(buffer),from_addr))>0) {
if(id_bytes_received < sizeof(BettolaLib::Network::MessageHeader)) {
continue;
}
BettolaLib::Network::MessageHeader header;
memcpy(&header, buffer, sizeof(header));
const char* payload = buffer + sizeof(BettolaLib::Network::MessageHeader);
size_t payload_size = id_bytes_received-sizeof(BettolaLib::Network::MessageHeader);
if(header.type == BettolaLib::Network::MessageType::GameState) {
if(payload_size >= sizeof(BettolaLib::Network::GameStateMessage)) {
BettolaLib::Network::GameStateMessage msg;
memcpy(&msg, payload, sizeof(msg));
process_game_state(msg);
}
}
}
}
void Bettola::update(double dt) {
float dir_x = 0.0f;
float dir_y = 0.0f;
if(_input.up) dir_y -= 1.0f;
if(_input.down) dir_y += 1.0f;
if(_input.left) dir_x -= 1.0f;
if(_input.right) dir_x += 1.0f;
_player.set_velocity_direction(dir_x, dir_y);
_player.update(dt);
for(auto& remote_player : _remote_players) {
remote_player.update(dt);
}
if(_our_player_id > 0) {
/* Sent our current input state to the server. */
BettolaLib::Network::PlayerInputMessage input_msg;
input_msg.player_id = _our_player_id;
input_msg.sequence_number = ++_input_sequence_number;
input_msg.up = _input.up;
input_msg.down = _input.down;
input_msg.left = _input.left;
input_msg.right = _input.right;
input_msg.dt = dt;
BettolaLib::Network::MessageHeader header;
header.type = BettolaLib::Network::MessageType::PlayerInput;
header.size = sizeof(input_msg);
char buffer[sizeof(header) + sizeof(input_msg)];
memcpy(buffer, &header, sizeof(header));
memcpy(buffer+sizeof(header), &input_msg, sizeof(input_msg));
_udp_socket.send_to(buffer, sizeof(buffer), _server_addr);
/* Store for reconciliation. */
_pending_inputs.push_back(input_msg);
}
_game_client.process_network_messages();
_game_client.send_input(_input, dt);
_game_client.update_players(dt);
static char window_title[256];
static double time_since_title_update = 0.0;
@ -241,120 +113,10 @@ void Bettola::update(double dt) {
}
void Bettola::render(void) {
glClearColor(0.1f, 0.1f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
_shader.use();
BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(_player.get_x(),
_player.get_y(), 0.0f);
BettolaMath::Mat4 scale_matrix = BettolaMath::Mat4::scale(_player.get_width(),
_player.get_height(), 1.0f);
BettolaMath::Mat4 model= trans_matrix.multiply(scale_matrix);
unsigned int model_loc = glGetUniformLocation(_shader.get_id(), "model");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model.get_ptr());
glBindVertexArray(_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
/* Render remote players. */
for(const auto& remote_player : _remote_players) {
BettolaMath::Mat4 remote_trans_matrix =
BettolaMath::Mat4::translation(remote_player.get_x(),
remote_player.get_y(),
0.0f);
BettolaMath::Mat4 remote_scale_matrix =
/* Assuming remote players have same size as local player. */
BettolaMath::Mat4::scale(50.0f, 50.0f, 1.0f);
BettolaMath::Mat4 remote_model = remote_trans_matrix.multiply(remote_scale_matrix);
glUniformMatrix4fv(model_loc, 1, GL_FALSE, remote_model.get_ptr());
glBindVertexArray(_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
_renderer.render(_game_client.get_player(), _game_client.get_remote_players());
SDL_GL_SwapWindow(_window);
}
void Bettola::process_game_state(const BettolaLib::Network::GameStateMessage& msg) {
/* Track remote players each update. */
std::set<unsigned int> players_in_message;
for(unsigned int i = 0; i < msg.num_players; ++i) {
const auto& player_state = msg.players[i];
if(player_state.player_id == _our_player_id) {
/* This is our player. Reconcile. */
_player.set_position(player_state.x, player_state.y);
/* Remove all inputs from our history that the server has processed. */
while(!_pending_inputs.empty() &&
_pending_inputs.front().sequence_number <= player_state.last_processed_sequence) {
_pending_inputs.pop_front();
}
/* Now, re-apply any remaining inputs that the server hasn't
* seen yet. This'll bring the client up to date with most recent inputs.
*/
for(const auto& input : _pending_inputs) {
float dir_x = (input.right ? 1.0f : 0.0f) - (input.left ? 1.0f : 0.0f);
float dir_y = (input.down ? 1.0f : 0.0f) - (input.up ? 1.0f : 0.0f);
_player.set_velocity_direction(dir_x, dir_y);
_player.update(input.dt);
}
} else {
/* Remote player. Find if we already know about them.. */
players_in_message.insert(player_state.player_id);
auto it = std::find_if(_remote_players.begin(), _remote_players.end(),
[&](const RemotePlayer& p) {
return p.get_id() == player_state.player_id;
});
if(it != _remote_players.end()) {
/* Found 'em! update their target pos. */
it->set_target_position(player_state.x, player_state.y);
} else {
/* They are new, add them to our list. */
_remote_players.emplace_back(player_state.player_id, player_state.x, player_state.y);
}
}
}
_remote_players.erase(
std::remove_if(_remote_players.begin(), _remote_players.end(),
[&](const RemotePlayer& p) {
return players_in_message.find(p.get_id()) == players_in_message.end();
}),
_remote_players.end());
}
bool Bettola::init_sdl(void) {
if(!SDL_Init(SDL_INIT_VIDEO)) {
fprintf(stderr, "Failed to iniit SDL! SDL ERROR: %s\n", SDL_GetError());
return false;
}
return true;
}
bool Bettola::init_glew(void) {
glewExperimental = GL_TRUE;
GLenum glew_error = glewInit();
if(glew_error != GLEW_OK) {
fprintf(stderr, "Failed to init GLEW! %s\n", glewGetErrorString(glew_error));
return false;
}
return true;
}
bool Bettola::create_window(void) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
@ -381,64 +143,3 @@ bool Bettola::create_gl_context(void) {
return true;
}
void Bettola::setup_quad(void) {
float vertices[] = {
/* Should be a quad??!?? */
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
glGenVertexArrays(1, &_vao);
glGenBuffers(1, &_vbo);
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
bool Bettola::init_client_connection(void) {
SDL_Delay(1000); /* Wait a second before trying to connect. */
if(!_tcp_socket.create()) {
printf("Bettola client: Failed to create socket.\n");
return false;
}
if(!_tcp_socket.connect("127.0.0.1", BettolaLib::Network::DEFAULT_PORT)) {
perror("Bettola Client: Failed to connect to server.\n");
return false;
}
if(!_udp_socket.create()) {
printf("Bettola Client: Failed to create UDP socket.\n");
return false;
}
/* Setup server address for UDP. */
_server_addr.sin_family = AF_INET;
_server_addr.sin_port = htons(BettolaLib::Network::DEFAULT_PORT);
inet_pton(AF_INET, "127.0.0.1", &_server_addr.sin_addr);
/* Set the socket to non-blocking. */
int flags = fcntl(_tcp_socket.get_sockfd(), F_GETFL, 0);
if(flags == -1) {
perror("fcntl F_GETFL failed.");
return false;
}
fcntl(_tcp_socket.get_sockfd(), F_SETFL, flags | O_NONBLOCK);
fcntl(_udp_socket.get_sockfd(), F_SETFL, flags | O_NONBLOCK);
printf("Bettola Client: Connected to server at 127.0.01.:%hu\n", BettolaLib::Network::DEFAULT_PORT);
return true;
}

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@ -5,14 +5,8 @@
#include <SDL3/SDL.h>
#include <vector>
#include "graphics/shader.h"
#include "game/player.h"
#include "game/remote_player.h"
#include "math/mat4.h"
#include "network/tcpsocket.h"
#include "network/player_input_message.h"
#include "network/udpsocket.h"
namespace BettolaLib { namespace Network { struct GameStateMessage; } }
#include "graphics/renderer.h"
#include "game_client.h"
class Bettola {
public:
@ -23,46 +17,19 @@ public:
private:
void process_events(void);
void process_network(void);
void process_udp_messages(void);
void update(double dt);
void render(void);
void process_game_state(const BettolaLib::Network::GameStateMessage& msg);
bool init_sdl(void);
bool init_glew(void);
bool create_window(void);
bool create_gl_context(void);
bool init_client_connection(void);
void setup_quad(void);
struct InputState {
bool up = false;
bool down = false;
bool left = false;
bool right = false;
};
bool _is_running;
unsigned int _our_player_id;
SDL_Window* _window;
SDL_GLContext _gl_context;
Shader _shader;
unsigned int _vao;
unsigned int _vbo;
BettolaMath::Mat4 _projection;
Player _player;
InputState _input;
std::vector<RemotePlayer> _remote_players;
BettolaLib::Network::TCPSocket _tcp_socket;
BettolaLib::Network::UDPSocket _udp_socket;
sockaddr_in _server_addr;
unsigned int _input_sequence_number;
std::deque<BettolaLib::Network::PlayerInputMessage> _pending_inputs;
Renderer _renderer;
GameClient _game_client;
Player::InputState _input;
};

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@ -1,5 +1,6 @@
#include "player.h"
#include "bettola/math/vec2.h"
#include "network/player_input_message.h"
Player::Player(void) :
_x(400.0f),
@ -19,6 +20,13 @@ void Player::update(double dt) {
_y += _vy * dt;
}
void Player::apply_input(const BettolaLib::Network::PlayerInputMessage& input) {
float dir_x = (input.right ? 1.0f : 0.0f) - (input.left ? 1.0f : 0.0f);
float dir_y = (input.down ? 1.0f : 0.0f) - (input.up ? 1.0f : 0.0f);
set_velocity_direction(dir_x, dir_y);
update(input.dt);
}
void Player::set_velocity_direction(float dir_x, float dir_y) {
BettolaMath::Vec2 direction = { dir_x, dir_y };

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@ -1,11 +1,21 @@
#pragma once
namespace BettolaLib { namespace Network { struct PlayerInputMessage; } }
class Player {
public:
struct InputState {
bool up =false;
bool down =false;
bool left =false;
bool right =false;
};
Player(void);
void update(double dt);
void set_position(float x, float y);
void apply_input(const BettolaLib::Network::PlayerInputMessage& input);
void set_velocity_direction(float dir_x, float dir_y);

172
src/game_client.cpp Normal file
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@ -0,0 +1,172 @@
#include <sys/select.h>
#include <arpa/inet.h>
#include <fcntl.h>
#include <set>
#include <algorithm>
#include <string.h>
#include "game_client.h"
#include "game/remote_player.h"
#include "network/game_state_message.h"
#include "network/message.h"
GameClient::GameClient(void) : _our_player_id(0), _input_sequence_number(0) {
memset(&_server_addr, 0, sizeof(_server_addr));
}
bool GameClient::connect(const char* host, unsigned short port) {
if(!_tcp_socket.create() || !_tcp_socket.connect(host,port)) {
perror("BettolaClient: Failed to connect TCP socket.\n");
return false;
}
if(!_udp_socket.create()) {
perror("BettolaClient: Failed to create UDP socket.\n");
return false;
}
/* Setup server address. */
_server_addr.sin_family = AF_INET;
_server_addr.sin_port = htons(port);
inet_pton(AF_INET, host, &_server_addr.sin_addr);
/* Set the socket to non-blocking. */
int tcp_flags = fcntl(_tcp_socket.get_sockfd(), F_GETFL, 0);
fcntl(_tcp_socket.get_sockfd(), F_SETFL, tcp_flags | O_NONBLOCK);
int udp_flags = fcntl(_udp_socket.get_sockfd(), F_GETFL, 0);
fcntl(_udp_socket.get_sockfd(), F_SETFL, udp_flags | O_NONBLOCK);
printf("BettolaClient: Connected to server at %s:%hu\n", host, port);
return true;
}
void GameClient::process_network_messages(void) {
fd_set read_fds;
FD_ZERO(&read_fds);
int tcp_fd = _tcp_socket.get_sockfd();
int udp_fd = _udp_socket.get_sockfd();
FD_SET(tcp_fd, &read_fds);
FD_SET(udp_fd, &read_fds);
int max_fd = std::max(tcp_fd, udp_fd);
struct timeval tv = {0,0}; /* Non-blocking. */
if(select(max_fd+1, &read_fds, nullptr, nullptr, &tv) > 0) {
if(FD_ISSET(tcp_fd, &read_fds) && _our_player_id == 0) {
BettolaLib::Network::MessageHeader header;
if(_tcp_socket.recv(&header, sizeof(header)) > 0 && header.type ==
BettolaLib::Network::MessageType::PlayerId) {
_tcp_socket.recv(&_our_player_id, sizeof(_our_player_id));
printf("BetollaClient: Assigned player ID: %u\n", _our_player_id);
}
}
if(FD_ISSET(udp_fd, &read_fds)) {
_process_udp_messages();
}
}
}
void GameClient::_process_udp_messages(void) {
char buffer[1024];
sockaddr_in from_addr;
ssize_t bytes_received;
while((bytes_received = _udp_socket.recv_from(buffer,sizeof(buffer),from_addr))>0) {
if(bytes_received < sizeof(BettolaLib::Network::MessageHeader)) continue;
BettolaLib::Network::MessageHeader header;
memcpy(&header, buffer, sizeof(header));
const char* payload = buffer + sizeof(BettolaLib::Network::MessageHeader);
size_t payload_size = bytes_received-sizeof(BettolaLib::Network::MessageHeader);
if(header.type == BettolaLib::Network::MessageType::GameState) {
if(payload_size >= sizeof(BettolaLib::Network::GameStateMessage)) {
BettolaLib::Network::GameStateMessage msg;
memcpy(&msg, payload, sizeof(msg));
_process_game_state(msg);
}
}
}
}
void GameClient::_process_game_state(const BettolaLib::Network::GameStateMessage& msg) {
/* Track remote players each update. */
std::set<unsigned int> players_in_message;
for(unsigned int i = 0; i < msg.num_players; ++i) {
const auto& ps = msg.players[i];
if(ps.player_id == _our_player_id) {
/* This is our player. Reconcile. */
_player.set_position(ps.x, ps.y);
/* Remove all inputs from our history that the server has processed. */
while(!_pending_inputs.empty() &&
_pending_inputs.front().sequence_number <= ps.last_processed_sequence) {
_pending_inputs.pop_front();
}
/* Now, re-apply any remaining inputs that the server hasn't
* seen yet. This'll bring the client up to date with most recent inputs.
*/
for(const auto& input : _pending_inputs) {
_player.apply_input(input);
}
} else {
/* Remote player. Find if we already know about them.. */
players_in_message.insert(ps.player_id);
auto it = std::find_if(_remote_players.begin(), _remote_players.end(), [&](const
RemotePlayer&p) {return p.get_id() == ps.player_id; });
if(it != _remote_players.end()) {
/* Found 'em! update their target pos. */
it->set_target_position(ps.x, ps.y);
} else {
/* They are new, add them to our list. */
_remote_players.emplace_back(ps.player_id, ps.x, ps.y);
}
}
}
_remote_players.erase(std::remove_if(_remote_players.begin(), _remote_players.end(),
[&](const RemotePlayer& p) { return players_in_message.find(p.get_id()) ==
players_in_message.end(); }), _remote_players.end());
}
void GameClient::send_input(const Player::InputState& input, float dt) {
if(_our_player_id > 0) {
/* Sent our current input state to the server. */
BettolaLib::Network::PlayerInputMessage input_msg;
input_msg.player_id = _our_player_id;
input_msg.sequence_number = ++_input_sequence_number;
input_msg.up = input.up;
input_msg.down = input.down;
input_msg.left = input.left;
input_msg.right = input.right;
input_msg.dt = dt;
BettolaLib::Network::MessageHeader header;
header.type = BettolaLib::Network::MessageType::PlayerInput;
header.size = sizeof(input_msg);
char buffer[sizeof(header) + sizeof(input_msg)];
memcpy(buffer, &header, sizeof(header));
memcpy(buffer+sizeof(header), &input_msg, sizeof(input_msg));
_udp_socket.send_to(buffer, sizeof(buffer), _server_addr);
_pending_inputs.push_back(input_msg); /* Store for reconciliation. */
}
}
void GameClient::update_players(float dt) {
_player.update(dt);
for(auto& p : _remote_players) {
p.update(dt);
}
}

40
src/game_client.h Normal file
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@ -0,0 +1,40 @@
#pragma once
#include <deque>
#include <vector>
#include <netinet/in.h>
#include "game/player.h"
#include "game/remote_player.h"
#include "network/tcpsocket.h"
#include "network/udpsocket.h"
#include "network/player_input_message.h"
namespace BettolaLib { namespace Network { struct GameStateMessage; } }
class GameClient {
public:
GameClient(void);
bool connect(const char* host, unsigned short port);
void process_network_messages(void);
void send_input(const Player::InputState& input, float dt);
const Player& get_player(void) const { return _player; }
const std::vector<RemotePlayer>& get_remote_players(void) const { return _remote_players; }
void update_players(float dt);
private:
void _process_udp_messages(void);
void _process_game_state(const BettolaLib::Network::GameStateMessage& msg);
unsigned int _our_player_id;
Player _player;
std::vector<RemotePlayer> _remote_players;
BettolaLib::Network::TCPSocket _tcp_socket;
BettolaLib::Network::UDPSocket _udp_socket;
sockaddr_in _server_addr;
unsigned int _input_sequence_number;
std::deque<BettolaLib::Network::PlayerInputMessage> _pending_inputs;
};

116
src/graphics/renderer.cpp Normal file
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@ -0,0 +1,116 @@
#include <GL/glew.h>
#include <cstdio>
#include "renderer.h"
Renderer::Renderer(void) : _vao(0), _vbo(0) {}
Renderer::~Renderer(void) {
if(_vao != 0) {
glDeleteVertexArrays(1, &_vao);
}
if(_vbo != 0) {
glDeleteBuffers(1, &_vbo);
}
}
bool Renderer::init(int screen_width, int screen_height) {
glewExperimental = GL_TRUE;
GLenum glew_error = glewInit();
if(glew_error != GLEW_OK) {
fprintf(stderr, "Failed to init GLEW! %s\n", glewGetErrorString(glew_error));
return false;
}
if(!_init_shaders()) {
return false;
}
_projection = BettolaMath::Mat4::orthographic(0.0f, (float)screen_width, (float)screen_height, 0.0f, -1.0f, 1.0f);
_shader.use();
unsigned int proj_loc = glGetUniformLocation(_shader.get_id(), "projection");
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, _projection.get_ptr());
_setup_quad();
glViewport(0,0,screen_width, screen_height);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
return true;
}
void Renderer::render(const Player& player, const std::vector<RemotePlayer>& remote_players) {
glClearColor(0.1f, 0.1f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
_shader.use();
BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(player.get_x(),
player.get_y(), 0.0f);
BettolaMath::Mat4 scale_matrix = BettolaMath::Mat4::scale(player.get_width(),
player.get_height(), 1.0f);
BettolaMath::Mat4 model= trans_matrix.multiply(scale_matrix);
unsigned int model_loc = glGetUniformLocation(_shader.get_id(), "model");
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model.get_ptr());
glBindVertexArray(_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
/* Render remote players. */
for(const auto& remote_player : remote_players) {
BettolaMath::Mat4 remote_trans_matrix =
BettolaMath::Mat4::translation(remote_player.get_x(),
remote_player.get_y(),
0.0f);
BettolaMath::Mat4 remote_scale_matrix =
/* Assuming remote players have same size as local player. */
BettolaMath::Mat4::scale(50.0f, 50.0f, 1.0f);
BettolaMath::Mat4 remote_model = remote_trans_matrix.multiply(remote_scale_matrix);
glUniformMatrix4fv(model_loc, 1, GL_FALSE, remote_model.get_ptr());
glBindVertexArray(_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
}
bool Renderer::_init_shaders(void) {
if(!_shader.load_from_files("assets/shaders/simple.vert",
"assets/shaders/simple.frag")) {
return false;
}
return true;
}
void Renderer::_setup_quad(void) {
float vertices[] = {
/* Should be a quad??!?? */
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
glGenVertexArrays(1, &_vao);
glGenBuffers(1, &_vbo);
glBindVertexArray(_vao);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}

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src/graphics/renderer.h Normal file
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#pragma once
#include <vector>
#include "shader.h"
#include "game/player.h"
#include "game/remote_player.h"
#include "math/mat4.h"
class Renderer {
public:
Renderer(void);
~Renderer(void);
bool init(int screen_width, int screen_height);
void render(const Player& player, const std::vector<RemotePlayer>& remote_players);
private:
bool _init_shaders();
void _setup_quad();
Shader _shader;
unsigned int _vao;
unsigned int _vbo;
BettolaMath::Mat4 _projection;
};