2016-09-28 09:50:35 +00:00
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#include "renderer.hpp"
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2016-09-29 06:28:56 +00:00
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#include <list>
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2016-09-28 09:50:35 +00:00
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#include "glclasses.hpp"
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#include "game.hpp"
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#include "state/trace.hpp"
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#include "state/object.hpp"
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#include "state/missile.hpp"
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#include "state/player.hpp"
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#include "state/planet.hpp"
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#include "state/ship.hpp"
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#include "state/explosion.hpp"
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2016-09-28 19:26:11 +00:00
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#include "particle_batch.hpp"
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#include "polygon_model.hpp"
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2016-09-28 14:12:25 +00:00
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2016-09-30 19:24:06 +00:00
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#include <glm/vec3.hpp>
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2016-09-28 19:26:11 +00:00
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#include <glm/gtc/matrix_transform.hpp>
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2016-09-28 11:00:40 +00:00
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2016-09-28 09:50:35 +00:00
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namespace endofthejedi {
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2016-09-28 11:00:40 +00:00
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class RendererPolygon3d : public Renderer {
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2016-09-28 09:50:35 +00:00
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public:
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void setup();
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void render(const game::State *state) override;
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2016-09-28 12:19:05 +00:00
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private:
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2016-09-28 14:12:25 +00:00
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void renderPlanets();
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void renderMissiles();
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void renderShips();
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2016-09-28 19:26:11 +00:00
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void renderParticles();
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2016-09-28 12:19:05 +00:00
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void addModel(const std::string &filename, PolygonModel **dest);
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2016-09-30 18:19:10 +00:00
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void addExplosionEffect(size_t id, const glm::vec2 &pos, size_t n, float duration);
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2016-09-29 06:28:56 +00:00
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void advanceGraphicObjects(float dt);
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2016-09-28 14:12:25 +00:00
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// shortcuts which use the lower versions
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glm::mat4 computeModelMatrix(const game::Planet *planet);
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glm::mat4 computeModelMatrix(const game::Missile *missile);
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glm::mat4 computeModelMatrix(const game::Ship *ship);
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// do the actual computation with these values
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glm::mat4 computeModelMatrix(const glm::vec2 &pos, float scale, float angle=0.0);
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2016-09-29 07:16:34 +00:00
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void renderTraces();
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2016-09-28 11:00:40 +00:00
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private:
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2016-09-28 11:36:22 +00:00
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// all models are also here (for easy reloading etc.)
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std::vector<PolygonModel*> m_models;
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// and with a specific variable name here
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2016-09-28 12:19:05 +00:00
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PolygonModel *m_missileModel;
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PolygonModel *m_planetModel;
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2016-09-28 12:41:15 +00:00
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PolygonModel *m_shipModel;
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2016-09-28 11:16:11 +00:00
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2016-09-28 11:36:22 +00:00
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// for rendering everything
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Shader m_shader;
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2016-09-28 14:12:25 +00:00
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// for accessing
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const game::State *m_state;
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2016-09-28 19:26:11 +00:00
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2016-09-29 06:28:56 +00:00
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std::list<ParticleBatch*> m_particles;
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// time value for last rendering cycle (-1 after setup/startup)
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float m_lastTime;
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2016-09-28 11:00:40 +00:00
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};
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2016-09-28 09:50:35 +00:00
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}
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