Files
shadow-over-bishkek001/src/Character.cpp
T

1116 lines
47 KiB
C++

#include "Character.h"
#include "render/TextRenderer.h"
#include <cmath>
#include <iostream>
#include <random>
#include <array>
#include "GameConstants.h"
#include "Environment.h"
#include "render/TextureManager.h"
#include "utils/Utils.h"
#include "TextModel.h"
#include "game_server/IGameServer.h"
#include "navigation/PathFinder.h"
#include "Location.h"
namespace FRG {
extern float x;
extern float y;
Dialogue::TranslationDatabase Character::nameTranslations;
std::shared_ptr<const CharacterState> Character::stateSnapshot() const {
auto snapshot = gameServer_.snapshot();
if (!snapshot) return {};
auto player = snapshot->players.find(entityId_);
if (player != snapshot->players.end()) {
return std::shared_ptr<const CharacterState>(
std::move(snapshot), &player->second.state);
}
auto location = snapshot->locations.find(locationId_);
if (location == snapshot->locations.end()) return {};
auto npc = location->second.npcs.find(entityId_);
if (npc == location->second.npcs.end()) return {};
return std::shared_ptr<const CharacterState>(
std::move(snapshot), &npc->second.state);
}
bool Character::isMoving() const {
auto state = stateSnapshot();
return state && state->isMoving();
}
Eigen::Vector3f Character::getRequestedWalkTarget() const {
auto state = stateSnapshot();
return state ? state->getRequestedWalkTarget() : Eigen::Vector3f::Zero();
}
Eigen::Vector3f Character::getCurrentNavigationTarget() const {
auto state = stateSnapshot();
return state ? state->getCurrentNavigationTarget() : Eigen::Vector3f::Zero();
}
float Character::getHp() const {
auto state = stateSnapshot();
return state ? state->getHp() : 0.f;
}
void Character::loadAnimation(AnimationState animState, const std::string& filename, const std::string& zipFile) {
auto& data = animations[animState];
data.model.LoadFromFile(filename, zipFile);
if (!data.model.animations.empty() && !data.model.animations[0].keyFrames.empty()) {
data.totalFrames = data.model.animations[0].keyFrames.back().frame + 1;
} else {
data.totalFrames = 1;
}
}
void Character::loadBinaryAnimation(AnimationState animState, const std::string& filename, const std::string& zipFile) {
auto& data = animations[animState];
data.model.LoadFromBinaryFile(filename, zipFile);
if (!data.model.animations.empty() && !data.model.animations[0].keyFrames.empty()) {
data.totalFrames = data.model.animations[0].keyFrames.back().frame + 1;
} else {
data.totalFrames = 1;
}
}
std::unique_ptr<Character> Character::createFromState(const CharacterState& st, IGameServer& server,
const std::string& locationId, const std::string& entityId,
Renderer& renderer, const char* zipFile) {
auto c = std::make_unique<Character>(server, locationId, entityId);
const std::string zip = zipFile ? zipFile : "";
auto loadAnim = [&](AnimationState animState, const std::string& path) {
if (path.empty()) return;
try {
if (path.size() >= 5 && path.substr(path.size() - 5) == ".anim")
c->loadBinaryAnimation(animState, path, zip);
else
c->loadAnimation(animState, path, zip);
} catch (const std::exception& e) {
std::cerr << "Character::createFromState: failed to load animation '" << path << "': " << e.what() << std::endl;
}
};
for (const auto& [animState, path] : st.creationInfo.animationPaths)
loadAnim(animState, path);
auto loadTex = [&](const std::string& path) -> std::shared_ptr<Texture> {
if (path.empty()) return nullptr;
try {
//return std::make_shared<Texture>(CreateTextureDataFromPng(path, zip));
return renderer.textureManager.LoadFromPng(path, zip);
} catch (const std::exception& e) {
std::cerr << "Character::createFromState: failed to load texture '" << path << "': " << e.what() << std::endl;
return nullptr;
}
};
if (!st.creationInfo.singleTexturePath.empty()) {
auto tex = loadTex(st.creationInfo.singleTexturePath);
if (tex) c->setTexture(tex);
}
for (const auto& [meshName, texPath] : st.creationInfo.meshTexturePaths) {
auto tex = loadTex(texPath);
if (tex) c->setTexture(meshName, tex);
}
if (!st.creationInfo.weaponMeshPath.empty()) {
const std::string& wp = st.creationInfo.weaponMeshPath;
try {
if (wp.size() >= 4 && wp.substr(wp.size() - 4) == ".bin")
c->weaponMesh.data = LoadModelFromBinFile(wp, zip);
else
c->weaponMesh.data = LoadFromTextFile02(wp, zip);
if (st.creationInfo.weaponMeshMove != Eigen::Vector3f::Zero())
c->weaponMesh.data.Move(st.creationInfo.weaponMeshMove);
if (st.creationInfo.weaponMeshScale != 1.0f)
c->weaponMesh.data.Scale(st.creationInfo.weaponMeshScale);
c->weaponMesh.RefreshVBO();
} catch (const std::exception& e) {
std::cerr << "Character::createFromState: failed to load weapon mesh '" << wp << "': " << e.what() << std::endl;
}
}
c->weaponTexture = loadTex(st.creationInfo.weaponTexturePath);
c->weaponAttachBoneName = st.creationInfo.weaponAttachBoneName;
c->weaponInitialPosition = st.creationInfo.weaponInitialPosition;
c->weaponInitialRotation = st.creationInfo.weaponInitialRotation.toRotationMatrix();
return c;
}
void Character::setTexture(std::shared_ptr<FRG::Texture> texture) {
for (auto& animEntry : animations) {
for (const auto& name : animEntry.second.model.meshNamesOrdered) {
meshTextures[name] = texture;
}
}
}
void Character::setTexture(const std::string& meshName, std::shared_ptr<Texture> tex) {
meshTextures[meshName] = std::move(tex);
}
AnimationState Character::resolveActiveState(const CharacterState& state) const {
if (animations.count(state.currentState)) return state.currentState;
return AnimationState::STAND;
}
void Character::update(int64_t deltaMs, const CharacterUpdateEvents* events) {
if (hitSparkEmitter.isConfigured()) {
hitSparkEmitter.update(static_cast<float>(deltaMs));
}
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (events) {
if (events->deathAnimationComplete && onDeathAnimComplete)
onDeathAnimComplete();
if (events->attackImpact && audioPlayer) {
audioPlayer->playSoundAsync(state.isPlayer
? "resources/audio/547041__cogfirestudios__hit-swing-sword-small-3.ogg"
: "resources/audio/13925__adcbicycle__21.ogg");
}
}
if (!state.enabled) return;
auto it = animations.find(state.currentState);
if (it == animations.end()) return;
auto& anim = it->second;
anim.currentFrame = (std::min)(
state.animationFrame, static_cast<float>((std::max)(0, anim.totalFrames - 1)));
if (static_cast<int>(anim.currentFrame) != anim.lastFrame) {
anim.gpuSkinningShaderData.ComputeSkinningMatrices(
anim.model.startBones, anim.model.animations[0].keyFrames,
static_cast<int>(anim.currentFrame));
if (!state.useGpuSkinning) {
anim.model.Interpolate(static_cast<int>(anim.currentFrame));
}
anim.lastFrame = static_cast<int>(anim.currentFrame);
}
}
void Character::draw(Renderer& renderer) {
if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
}
renderer.RenderUniform1f("uAlpha", 1.0f);
glDisable(GL_BLEND);
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (!state.enabled) return;
if (state.useGpuSkinning) {
drawGpuSkinning(renderer, state);
return;
}
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
renderer.shaderManager.PushShader("fog");
renderer.RenderUniform1i(textureUniformName, 0);
const float playerEyePos[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePos);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
for (const auto& name : anim.model.meshNamesOrdered) {
auto mit = anim.model.meshes.find(name);
if (mit == anim.model.meshes.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
modelMutable.AssignFrom(mit->second.mesh);
modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(modelMutable);
}
renderer.PopMatrix();
drawAttachedWeapon(renderer, state);
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
void Character::drawGpuSkinning(Renderer& renderer, const CharacterState& state) {
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
auto& anim = it->second;
anim.gpuSkinningShaderData.prepareGpuSkinningVBOs(anim.model);
if (anim.gpuSkinningShaderData.skinningMatrices.empty()) {
if (anim.model.animations.empty() || anim.model.animations[0].keyFrames.empty()) return;
anim.gpuSkinningShaderData.ComputeSkinningMatrices(
anim.model.startBones, anim.model.animations[0].keyFrames,
static_cast<int>(anim.currentFrame));
if (anim.gpuSkinningShaderData.skinningMatrices.empty()) return;
}
static const std::string skinningShaderName = "fog_skinning";
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
renderer.shaderManager.PushShader(skinningShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
const float playerEyePosSkin[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosSkin);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
static_cast<int>(anim.gpuSkinningShaderData.skinningMatrices.size()), false,
anim.gpuSkinningShaderData.skinningMatrices[0].data());
for (const auto& name : anim.model.meshNamesOrdered) {
auto pit = anim.gpuSkinningShaderData.perMesh.find(name);
if (pit == anim.gpuSkinningShaderData.perMesh.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
pit->second.RenderVBO(renderer);
}
renderer.PopMatrix();
renderer.shaderManager.PushShader("fog");
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosSkin);
drawAttachedWeapon(renderer, state);
renderer.shaderManager.PopShader();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
bool Character::prepareGpuSkinning(const CharacterState& state) {
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return false;
auto& anim = it->second;
anim.gpuSkinningShaderData.prepareGpuSkinningVBOs(anim.model);
if (anim.gpuSkinningShaderData.skinningMatrices.empty()) {
if (anim.model.animations.empty() || anim.model.animations[0].keyFrames.empty()) return false;
anim.gpuSkinningShaderData.ComputeSkinningMatrices(
anim.model.startBones, anim.model.animations[0].keyFrames,
static_cast<int>(anim.currentFrame));
if (anim.gpuSkinningShaderData.skinningMatrices.empty()) return false;
}
return true;
}
void Character::drawAttachedWeapon(Renderer& renderer, const CharacterState& state) {
if (!state.showWeapon) return;
if (weaponMesh.data.PositionData.size() == 0 || !weaponTexture) return;
auto it = animations.find(resolveActiveState(state));
if (it == animations.end()) return;
auto& anim = it->second;
if (anim.gpuSkinningShaderData.skinningMatrices.empty()) return;
int boneIdx = anim.model.findBoneIndex(weaponAttachBoneName);
if (boneIdx < 0) return;
const Eigen::Matrix4f& bindBone = anim.model.animations[0].keyFrames[0].bones[boneIdx].boneMatrixWorld;
Eigen::Matrix4f currentBone = anim.gpuSkinningShaderData.skinningMatrices[boneIdx] * bindBone;
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
renderer.TranslateMatrix(Eigen::Vector3f(currentBone.block<3, 1>(0, 3)));
renderer.RotateMatrix(Eigen::Matrix3f(currentBone.block<3, 3>(0, 0)));
renderer.TranslateMatrix(weaponInitialPosition);
renderer.RotateMatrix(weaponInitialRotation);
glBindTexture(GL_TEXTURE_2D, weaponTexture->getTexID());
renderer.DrawVertexRenderStruct(weaponMesh);
renderer.PopMatrix();
}
// ==================== Shadow depth pass ====================
void Character::drawShadowDepth(Renderer& renderer) {
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (!state.enabled) return;
if (state.useGpuSkinning) {
drawShadowDepthGpuSkinning(renderer, state);
} else {
drawShadowDepthCpu(renderer, state);
}
}
void Character::drawShadowDepthCpu(Renderer& renderer, const CharacterState& state) {
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
for (const auto& name : anim.model.meshNamesOrdered) {
auto mit = anim.model.meshes.find(name);
if (mit == anim.model.meshes.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
modelMutable.AssignFrom(mit->second.mesh);
modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(modelMutable);
}
renderer.PopMatrix();
drawAttachedWeapon(renderer, state);
}
void Character::drawShadowDepthGpuSkinning(Renderer& renderer, const CharacterState& state) {
CheckGlError(__FILE__, __LINE__);
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
CheckGlError(__FILE__, __LINE__);
if (!prepareGpuSkinning(state)) return;
CheckGlError(__FILE__, __LINE__);
static const std::string shadowSkinningShader = "shadow_depth_skinning";
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
renderer.shaderManager.PushShader(shadowSkinningShader);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
CheckGlError(__FILE__, __LINE__);
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
it->second.gpuSkinningShaderData.skinningMatrices[0].data());
CheckGlError(__FILE__, __LINE__);
for (const auto& name : it->second.model.meshNamesOrdered) {
auto pit = it->second.gpuSkinningShaderData.perMesh.find(name);
if (pit == it->second.gpuSkinningShaderData.perMesh.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
pit->second.RenderVBO(renderer);
}
CheckGlError(__FILE__, __LINE__);
renderer.PopMatrix();
renderer.shaderManager.PopShader();
drawAttachedWeapon(renderer, state);
CheckGlError(__FILE__, __LINE__);
}
// ==================== Main pass with shadows ====================
void Character::drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera) {
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (!state.enabled) return;
if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
}
renderer.RenderUniform1f("uAlpha", 1.0f);
glDisable(GL_BLEND);
if (state.useGpuSkinning) {
drawGpuSkinningWithShadow(renderer, state, lightFromCamera, shadowMapTex, lightDirCamera);
} else {
drawCpuWithShadow(renderer, state, lightFromCamera, shadowMapTex, lightDirCamera);
}
}
void Character::drawCpuWithShadow(Renderer& renderer, const CharacterState& state, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera) {
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
static const std::string shadowShader = "fog_shadow";
renderer.shaderManager.PushShader(shadowShader);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1i("uShadowMap", 1);
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
const float playerEyePosShadow[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosShadow);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
glActiveTexture(GL_TEXTURE0);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
for (const auto& name : anim.model.meshNamesOrdered) {
auto mit = anim.model.meshes.find(name);
if (mit == anim.model.meshes.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
modelMutable.AssignFrom(mit->second.mesh);
modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(modelMutable);
}
renderer.PopMatrix();
renderer.shaderManager.PushShader("fog");
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosShadow);
drawAttachedWeapon(renderer, state);
renderer.shaderManager.PopShader();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
void Character::drawGpuSkinningWithShadow(Renderer& renderer, const CharacterState& state, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera) {
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
CheckGlError(__FILE__, __LINE__);
if (!prepareGpuSkinning(state)) return;
CheckGlError(__FILE__, __LINE__);
static const std::string skinningShadowShader = "fog_skinning_shadow";
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
renderer.shaderManager.PushShader(skinningShadowShader);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1i("uShadowMap", 1);
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
renderer.RenderUniform3fv("uLightDir", lightDirCamera.data());
const float playerEyePosSkinShadow[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosSkinShadow);
CheckGlError(__FILE__, __LINE__);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
glActiveTexture(GL_TEXTURE0);
CheckGlError(__FILE__, __LINE__);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
CheckGlError(__FILE__, __LINE__);
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
it->second.gpuSkinningShaderData.skinningMatrices[0].data());
CheckGlError(__FILE__, __LINE__);
for (const auto& name : it->second.model.meshNamesOrdered) {
auto pit = it->second.gpuSkinningShaderData.perMesh.find(name);
if (pit == it->second.gpuSkinningShaderData.perMesh.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
pit->second.RenderVBO(renderer);
}
renderer.PopMatrix();
renderer.shaderManager.PushShader("fog");
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosSkinShadow);
drawAttachedWeapon(renderer, state);
renderer.shaderManager.PopShader();
CheckGlError(__FILE__, __LINE__);
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
CheckGlError(__FILE__, __LINE__);
}
// ==================== Night pass with point lights ====================
void Character::drawNight(Renderer& renderer,
const float* pointLightPosEye, const float* pointLightDirEye,
const float* pointLightColors, int pointLightCount,
const float* pointLightWorldXZ, const float* pointLightLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor)
{
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (!state.enabled) return;
if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
}
renderer.RenderUniform1f("uAlpha", 1.0f);
glDisable(GL_BLEND);
if (state.useGpuSkinning) {
drawNightGpuSkinning(renderer, state, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
} else {
drawNightCpu(renderer, state, pointLightPosEye, pointLightDirEye, pointLightColors, pointLightCount,
pointLightWorldXZ, pointLightLimitXZ, cameraViewInverse, ambientColor, fogColor);
}
}
void Character::drawNightGpuSkinning(Renderer& renderer,
const CharacterState& state,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
if (!prepareGpuSkinning(state)) return;
static const std::string nightSkinningShader = "night_fog_skinning";
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
renderer.shaderManager.PushShader(nightSkinningShader);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform3fv("uAmbientColor", ambientColor);
renderer.RenderUniform3fv("uFogColor", fogColor);
const float playerEyePosNight[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNight);
renderer.RenderUniform1i("uPointLightCount", plCount);
if (plCount > 0) {
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
}
renderer.RenderUniformMatrix4fv("uViewInverse", false, cameraViewInverse.data());
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
it->second.gpuSkinningShaderData.skinningMatrices[0].data());
for (const auto& name : it->second.model.meshNamesOrdered) {
auto pit = it->second.gpuSkinningShaderData.perMesh.find(name);
if (pit == it->second.gpuSkinningShaderData.perMesh.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
pit->second.RenderVBO(renderer);
}
renderer.PopMatrix();
renderer.shaderManager.PushShader("night_fog");
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform3fv("uAmbientColor", ambientColor);
renderer.RenderUniform3fv("uFogColor", fogColor);
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNight);
renderer.RenderUniform1i("uPointLightCount", plCount);
if (plCount > 0) {
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
}
drawAttachedWeapon(renderer, state);
renderer.shaderManager.PopShader();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
void Character::drawNightCpu(Renderer& renderer,
const CharacterState& state,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
static const std::string nightShader = "night_fog";
renderer.shaderManager.PushShader(nightShader);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform3fv("uAmbientColor", ambientColor);
renderer.RenderUniform3fv("uFogColor", fogColor);
const float playerEyePosNight[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNight);
renderer.RenderUniform1i("uPointLightCount", plCount);
if (plCount > 0) {
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
}
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
for (const auto& name : anim.model.meshNamesOrdered) {
auto mit = anim.model.meshes.find(name);
if (mit == anim.model.meshes.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
modelMutable.AssignFrom(mit->second.mesh);
modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(modelMutable);
}
renderer.PopMatrix();
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNight);
drawAttachedWeapon(renderer, state);
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
// ==================== Night pass with spot-light + shadow ====================
void Character::drawNightWithShadow(Renderer& renderer,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
const float* ambientColor, const float* fogColor)
{
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (!state.enabled) return;
if (hitSparkEmitter.isConfigured() && hitSparkEmitter.getActiveParticleCount() > 0) {
hitSparkEmitter.draw(renderer, 1.0f, Environment::width, Environment::height, false);
}
renderer.RenderUniform1f("uAlpha", 1.0f);
glDisable(GL_BLEND);
if (state.useGpuSkinning) {
drawNightGpuSkinningWithShadow(renderer, state, plPosEye, plDirEye, plColors, plCount,
plWorldXZ, plLimitXZ, cameraViewInverse,
lightFromCamera, shadowMapTex, ambientColor, fogColor);
} else {
drawNightCpuWithShadow(renderer, state, plPosEye, plDirEye, plColors, plCount,
plWorldXZ, plLimitXZ, cameraViewInverse,
lightFromCamera, shadowMapTex, ambientColor, fogColor);
}
}
void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
const CharacterState& state,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
if (!prepareGpuSkinning(state)) return;
static const std::string nightShadowSkinningShader = "night_fog_skinning_shadow";
static const std::string boneMatricesUniform = "uBoneMatrices[0]";
renderer.shaderManager.PushShader(nightShadowSkinningShader);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1i("uShadowMap", 1);
renderer.RenderUniform3fv("uAmbientColor", ambientColor);
renderer.RenderUniform3fv("uFogColor", fogColor);
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
if (plCount > 0) renderer.RenderUniform3fv("uLightDir", plDirEye);
const float playerEyePosNightShadow[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNightShadow);
renderer.RenderUniform1i("uPointLightCount", plCount);
if (plCount > 0) {
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
}
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
renderer.RenderUniformMatrix4fv("uViewInverse", false, cameraViewInverse.data());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
glActiveTexture(GL_TEXTURE0);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
renderer.RenderUniformMatrix4fvArray(boneMatricesUniform,
static_cast<int>(it->second.gpuSkinningShaderData.skinningMatrices.size()), false,
it->second.gpuSkinningShaderData.skinningMatrices[0].data());
for (const auto& name : it->second.model.meshNamesOrdered) {
auto pit = it->second.gpuSkinningShaderData.perMesh.find(name);
if (pit == it->second.gpuSkinningShaderData.perMesh.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
pit->second.RenderVBO(renderer);
}
renderer.PopMatrix();
renderer.shaderManager.PushShader("night_fog_shadow");
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1i("uShadowMap", 1);
renderer.RenderUniform3fv("uAmbientColor", ambientColor);
renderer.RenderUniform3fv("uFogColor", fogColor);
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
if (plCount > 0) renderer.RenderUniform3fv("uLightDir", plDirEye);
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNightShadow);
renderer.RenderUniform1i("uPointLightCount", plCount);
if (plCount > 0) {
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
}
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
drawAttachedWeapon(renderer, state);
renderer.shaderManager.PopShader();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
void Character::drawNightCpuWithShadow(Renderer& renderer,
const CharacterState& state,
const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
const float* plWorldXZ, const float* plLimitXZ,
const Eigen::Matrix4f& cameraViewInverse,
const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
const float* ambientColor, const float* fogColor)
{
AnimationState drawState = resolveActiveState(state);
auto it = animations.find(drawState);
if (it == animations.end()) return;
static const std::string nightShadowShader = "night_fog_shadow";
renderer.shaderManager.PushShader(nightShadowShader);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1i("uShadowMap", 1);
renderer.RenderUniform3fv("uAmbientColor", ambientColor);
renderer.RenderUniform3fv("uFogColor", fogColor);
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
if (plCount > 0) renderer.RenderUniform3fv("uLightDir", plDirEye);
const float playerEyePosNightShadow[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNightShadow);
renderer.RenderUniform1i("uPointLightCount", plCount);
if (plCount > 0) {
renderer.RenderUniform3fvArray("uPointLightPos[0]", plCount, plPosEye);
renderer.RenderUniform3fvArray("uPointLightDir[0]", plCount, plDirEye);
renderer.RenderUniform3fvArray("uPointLightColor[0]", plCount, plColors);
}
renderer.RenderUniform2fvArray("uPointLightWorldXZ[0]", plCount, plWorldXZ);
renderer.RenderUniform2fvArray("uPointLightLimitXZ[0]", plCount, plLimitXZ);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, shadowMapTex);
glActiveTexture(GL_TEXTURE0);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
for (const auto& name : anim.model.meshNamesOrdered) {
auto mit = anim.model.meshes.find(name);
if (mit == anim.model.meshes.end()) continue;
auto tit = meshTextures.find(name);
if (tit == meshTextures.end() || !tit->second) continue;
glBindTexture(GL_TEXTURE_2D, tit->second->getTexID());
modelMutable.AssignFrom(mit->second.mesh);
modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(modelMutable);
}
renderer.PopMatrix();
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePosNightShadow);
drawAttachedWeapon(renderer, state);
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
void Character::setupHitSparks(std::shared_ptr<Texture> sparkTexture) {
hitSparkEmitter.setTexture(sparkTexture);
hitSparkEmitter.setShaderProgramName("spark");
hitSparkEmitter.setMaxParticles(128);
hitSparkEmitter.setParticleSize(0.02f);
hitSparkEmitter.setBiasX(0.0f);
hitSparkEmitter.setEmissionRate(1.0e9f);
hitSparkEmitter.setSpeedRange(2.0f, 4.0f);
hitSparkEmitter.setZSpeedRange(0.5f, 2.0f);
hitSparkEmitter.setScaleRange(0.8f, 1.2f);
hitSparkEmitter.setLifeTimeRange(300.0f, 600.0f);
hitSparkEmitter.setIsActive(false);
hitSparkEmitter.markConfigured();
}
void Character::presentDamage(float hp, float maxHp,
const Eigen::Vector3f& attackDirection,
const std::string& attackerId) {
if (onHpChanged)
onHpChanged(hp, maxHp, attackerId);
if (!hitSparkEmitter.isConfigured()) return;
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
Eigen::Vector3f emitPos = state.position + Eigen::Vector3f(0.f, 1.f, 0.f);
hitSparkEmitter.resetEmissionPoints({ emitPos });
hitSparkEmitter.setEmissionDirection(attackDirection);
static std::mt19937 gen(std::random_device{}());
std::uniform_int_distribution<int> countDist(10, 15);
int count = countDist(gen);
for (int i = 0; i < count; ++i) {
hitSparkEmitter.emit();
}
}
void Character::prepareHitSparksForDraw(const Eigen::Matrix4f& cameraViewMatrix) {
if (!hitSparkEmitter.isConfigured()) return;
hitSparkEmitter.prepareForDraw(cameraViewMatrix);
}
static void drawCharacterNameLabel(
TextRenderer& textRenderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix,
const CharacterState& state,
const std::string& displayName,
const std::array<float, 4>& color)
{
if (!state.enabled || state.hp <= 0.f || displayName.empty()) return;
Eigen::Vector4f worldPos(
state.position.x(), state.position.y() + 1.83f, state.position.z(), 1.f);
Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
if (clip.w() <= 0.f) return;
float ndcX = clip.x() / clip.w();
float ndcY = clip.y() / clip.w();
if (ndcX < -1.f || ndcX > 1.f || ndcY < -1.f || ndcY > 1.f) return;
float screenX = (ndcX * 0.5f + 0.5f) * Environment::projectionWidth;
float screenY = (ndcY * 0.5f + 0.5f) * Environment::projectionHeight;
textRenderer.drawText(displayName, screenX, screenY, 1.0f, true, color);
}
void Character::drawName(TextRenderer& textRenderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix)
{
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (state.isPlayer) return;
if (state.npcName.empty()) return;
std::array<float, 4> color = state.canAttack
? std::array<float, 4>{ 1.f, 0.f, 0.f, 1.f }
: std::array<float, 4>{ 0.f, 1.f, 0.f, 1.f };
const std::string& translatedName = Character::nameTranslations.translateRef(state.npcName, g_currentLanguage);
drawCharacterNameLabel(
textRenderer, cameraViewMatrix, projectionMatrix,
state, translatedName, color);
}
void Character::drawPlayerName(
TextRenderer& textRenderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix,
const std::string& displayName)
{
auto snapshot = stateSnapshot();
if (!snapshot) return;
static const std::array<float, 4> color = {0.f, 1.f, 0.f, 1.f};
drawCharacterNameLabel(
textRenderer, cameraViewMatrix, projectionMatrix,
*snapshot, displayName, color);
}
void Character::drawHealthBar(Renderer& renderer,
const Eigen::Matrix4f& cameraViewMatrix,
const Eigen::Matrix4f& projectionMatrix)
{
auto stateSnapshot = this->stateSnapshot();
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
if (state.isPlayer || !state.canAttack) return;
if (!state.enabled) return;
if (state.hp <= 0.f) return;
if (state.initialHp <= 0.f) return;
Eigen::Vector4f worldPos(state.position.x(), state.position.y() + 1.75f, state.position.z(), 1.f);
Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
if (clip.w() <= 0.f) return;
float ndcX = clip.x() / clip.w();
float ndcY = clip.y() / clip.w();
if (ndcX < -1.2f || ndcX > 1.2f || ndcY < -1.2f || ndcY > 1.2f) return;
const float sx = (ndcX * 0.5f + 0.5f) * Environment::projectionWidth;
const float sy = (ndcY * 0.5f + 0.5f) * Environment::projectionHeight;
const float barW = 60.f;
const float barH = 6.f;
const float left = sx - barW * 0.5f;
const float right = sx + barW * 0.5f;
const float bottom = sy - barH * 0.5f;
const float top = sy + barH * 0.5f;
float frac = state.hp / state.initialHp;
if (frac < 0.f) frac = 0.f;
if (frac > 1.f) frac = 1.f;
const float split = left + barW * frac;
VertexDataStruct data;
const Eigen::Vector3f green(0.f, 1.f, 0.f);
const Eigen::Vector3f red (1.f, 0.f, 0.f);
auto pushQuad = [&](float x0, float x1, const Eigen::Vector3f& col) {
data.PositionData.push_back({ x0, bottom, 0.f });
data.PositionData.push_back({ x1, bottom, 0.f });
data.PositionData.push_back({ x1, top, 0.f });
data.PositionData.push_back({ x0, bottom, 0.f });
data.PositionData.push_back({ x1, top, 0.f });
data.PositionData.push_back({ x0, top, 0.f });
for (int i = 0; i < 6; ++i) data.ColorData.push_back(col);
};
if (frac > 0.f) pushQuad(left, split, green);
if (frac < 1.f) pushQuad(split, right, red);
healthBarMesh.AssignFrom(data);
healthBarMesh.RefreshVBO();
renderer.shaderManager.PushShader("defaultColor");
renderer.PushProjectionMatrix(0.f, Environment::projectionWidth,
0.f, Environment::projectionHeight,
-1.f, 1.f);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.DrawVertexRenderStruct(healthBarMesh);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
} // namespace FRG