2016-09-28 09:50:35 +00:00
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#include "renderer_ray_tracer.hpp"
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#include <vector>
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#include "glm/glm.hpp"
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#include "glm/vec2.hpp"
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#include "glm/vec3.hpp"
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#include "glm/gtc/type_ptr.hpp"
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static const char *vss =
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#include "raycaster.vs"
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;
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static const char *fss =
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#include "raycaster.fs"
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;
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namespace endofthejedi {
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2016-09-28 11:00:40 +00:00
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RendererRayTracer::RendererRayTracer()
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{
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}
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void RendererRayTracer::setup()
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{
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m_shader.init();
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2016-09-28 09:50:35 +00:00
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m_shader.load(vss, GL_VERTEX_SHADER);
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m_shader.load(fss, GL_FRAGMENT_SHADER);
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}
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void RendererRayTracer::render(const game::State *state) {
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m_shader.bind();
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std::vector<glm::vec3> positions;
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std::vector<glm::vec4> colors;
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std::vector<GLfloat> radii;
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std::vector<GLfloat> reflections;
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for (const game::Planet *planet : state->planets) {
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positions.push_back(glm::vec3(planet->position, -5.0f));
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radii.push_back(planet->radius);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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for (const game::Ship *ship : state->ships) {
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positions.push_back(glm::vec3(ship->position, -3.0f));
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radii.push_back(ship->radius);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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for (const game::Player *player : state->players) {
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for (const game::Missile *missile : player->missiles) {
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positions.push_back(glm::vec3(missile->position, -3.0f));
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radii.push_back(0.01f);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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}
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for (auto &pos : positions) {
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pos.x *= 5;
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pos.y *= 5;
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}
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for (auto &rad : radii) {
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rad *= 5;
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}
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/*
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for (const game::Trace *trace : state->traces) {
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positions.push_back(glm::vec3(trace->position, -3.0f));
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radii.push_back(trace->radius);
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colors.push_back(glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
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}*/
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glUniform1f(m_shader.location("aspectratio"), 1.0f);
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glUniform1i(m_shader.location("reflections"), 1);
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glUniform3f(m_shader.location("l_position"), 0.6f, 0.1f, 0.0f);
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glUniform1f(m_shader.location("l_radius"), 1.0f);
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glUniform3fv(m_shader.location("s_positions"), positions.size(),
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glm::value_ptr(positions[0]));
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glUniform4fv(m_shader.location("s_colors"), colors.size(),
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glm::value_ptr(colors[0]));
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glUniform1fv(m_shader.location("s_radii"), radii.size(), &radii[0]);
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glUniform1i(m_shader.location("s_length"), positions.size());
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// render fullscreen quad with legacy opengl (too lazy, sorry)
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glBegin(GL_QUADS);
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glVertex2f(-1.0f, -1.0f);
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glVertex2f(1.0f, -1.0f);
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glVertex2f(1.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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}
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}
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