A 2D tile-based sandbox game.
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Renderer.h 2.9KB

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  1. #pragma once
  2. #include <memory>
  3. #include <vector>
  4. #include <stdint.h>
  5. #include <swan-common/constants.h>
  6. #include <swan-common/Vector2.h>
  7. #include "util.h"
  8. namespace Cygnet {
  9. struct RendererState;
  10. struct RenderChunk {
  11. GLuint tex;
  12. };
  13. struct RenderChunkShadow {
  14. GLuint tex;
  15. };
  16. struct RenderSprite {
  17. GLuint tex;
  18. SwanCommon::Vec2 scale;
  19. int frameCount;
  20. };
  21. struct RenderCamera {
  22. SwanCommon::Vec2 pos = {0, 0};
  23. SwanCommon::Vec2i size = {1, 1};
  24. float zoom = 1;
  25. };
  26. class Renderer {
  27. public:
  28. using TileID = uint16_t;
  29. Renderer();
  30. ~Renderer();
  31. void drawChunk(RenderChunk chunk, SwanCommon::Vec2 pos);
  32. void drawChunkShadow(RenderChunkShadow shadow, SwanCommon::Vec2 pos);
  33. void drawTile(TileID id, Mat3gf mat);
  34. void drawSprite(RenderSprite sprite, Mat3gf mat, int y = 0);
  35. void drawRect(SwanCommon::Vec2 pos, SwanCommon::Vec2 size);
  36. void draw(const RenderCamera &cam);
  37. void uploadTileAtlas(const void *data, int width, int height);
  38. void modifyTile(TileID id, const void *data);
  39. RenderChunk createChunk(
  40. TileID tiles[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT]);
  41. void modifyChunk(RenderChunk chunk, SwanCommon::Vec2i pos, TileID id);
  42. void destroyChunk(RenderChunk chunk);
  43. RenderChunkShadow createChunkShadow(
  44. uint8_t data[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT]);
  45. void modifyChunkShadow(
  46. RenderChunkShadow shadow,
  47. uint8_t data[SwanCommon::CHUNK_WIDTH * SwanCommon::CHUNK_HEIGHT]);
  48. void destroyChunkShadow(RenderChunkShadow chunk);
  49. RenderSprite createSprite(void *data, int width, int height, int fh);
  50. RenderSprite createSprite(void *data, int width, int height);
  51. void destroySprite(RenderSprite sprite);
  52. SwanCommon::Vec2 winScale() { return winScale_; }
  53. private:
  54. struct DrawChunk {
  55. SwanCommon::Vec2 pos;
  56. RenderChunk chunk;
  57. };
  58. struct DrawShadow {
  59. SwanCommon::Vec2 pos;
  60. RenderChunkShadow shadow;
  61. };
  62. struct DrawTile {
  63. Mat3gf transform;
  64. TileID id;
  65. };
  66. struct DrawSprite {
  67. Mat3gf transform;
  68. int frame;
  69. RenderSprite sprite;
  70. };
  71. struct DrawRect {
  72. SwanCommon::Vec2 pos;
  73. SwanCommon::Vec2 size;
  74. };
  75. SwanCommon::Vec2 winScale_ = {1, 1};
  76. std::unique_ptr<RendererState> state_;
  77. std::vector<DrawChunk> drawChunks_;
  78. std::vector<DrawShadow> drawChunkShadows_;
  79. std::vector<DrawTile> drawTiles_;
  80. std::vector<DrawSprite> drawSprites_;
  81. std::vector<DrawRect> drawRects_;
  82. };
  83. inline void Renderer::drawChunk(RenderChunk chunk, SwanCommon::Vec2 pos) {
  84. drawChunks_.push_back({pos, chunk});
  85. }
  86. inline void Renderer::drawChunkShadow(RenderChunkShadow shadow, SwanCommon::Vec2 pos) {
  87. drawChunkShadows_.push_back({pos, shadow});
  88. }
  89. inline void Renderer::drawTile(TileID id, Mat3gf mat) {
  90. drawTiles_.push_back({mat, id});
  91. }
  92. inline void Renderer::drawSprite(RenderSprite sprite, Mat3gf mat, int frame) {
  93. drawSprites_.push_back({mat, frame, sprite});
  94. }
  95. inline void Renderer::drawRect(SwanCommon::Vec2 pos, SwanCommon::Vec2 size) {
  96. drawRects_.push_back({pos, size});
  97. }
  98. }