try to get rotation model matrix working.
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35cbd01a52
commit
07437fac3c
3 changed files with 29 additions and 10 deletions
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@ -15,11 +15,16 @@ Game::Game()
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m_state = new game::State();
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m_state->init();
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// XXX
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// one dummy ship for testing
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#ifdef QUICK_TEST
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m_state->addPlayer();
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#endif
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}
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bool Game::cycle(float dt)
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{
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#if 0
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#ifdef QUICK_TEST
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// XXX the following is just testing code to do things
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static float total = 0.0;
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@ -33,12 +38,11 @@ bool Game::cycle(float dt)
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// m_state->players[0]->addCommand(new game::ShootCommand(a));
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// }
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//}
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m_state->addPlayer();
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acc += dt;
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total += dt;
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float spawnInterval = 0.1;
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float spawnInterval = 1.0;
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while (acc > spawnInterval) {
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acc -= spawnInterval;
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@ -202,7 +202,8 @@ class PolygonModel {
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}
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size_t totalBytes = 3*m_numVertices*sizeof(float);
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std::cout<<"[polygonmodel] loaded " << m_numVertices << " vertices ("
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std::cout<<"[polygonmodel] loaded file " << m_filename
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<< " with " << m_numVertices << " vertices ("
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<< totalBytes << " bytes)" << std::endl;
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return true;
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@ -3,6 +3,7 @@
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#include <iostream>
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#include "glm/gtc/type_ptr.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include "polygon_model.hpp"
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@ -38,6 +39,9 @@ namespace endofthejedi {
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"}\n"
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;
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//"uniform mat4 model;\n"
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//" vec3 p = position + scale*(model*vec4(gl_Vertex.xyz, 0.0));\n"
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std::string vss_game_objects =
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"#version 120\n"
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"uniform vec3 position;\n"
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@ -45,10 +49,9 @@ namespace endofthejedi {
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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" vec3 p = scale*gl_Vertex.xyz;\n"
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" p += position;\n"
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" vec3 p = position + scale*gl_Vertex.xyz;\n"
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" gl_Position = vec4(p, gl_Vertex.w);\n"
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" vertex = p;\n"
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" vertex = p.xyz;\n"
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"}\n"
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;
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@ -85,11 +88,13 @@ namespace endofthejedi {
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// TODO :Z?
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glm::mat4 model(1.0f);
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glUniformMatrix3fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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renderPlanets(state);
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renderShips(state);
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renderMissiles(state);
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//glColor3f(1.0, 0.0, 0.0);
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//glBegin(GL_QUADS);
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//glVertex2f(-1.0f, -1.0f);
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@ -124,9 +129,18 @@ namespace endofthejedi {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
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const auto &p = missile->position;
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glm::mat4 model(1.0f);
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static float a = 0.0;
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a += 2.0*M_PI * 0.1;
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model = glm::rotate(model, a, glm::vec3(0.0f, 1.0f, 0.0f));
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glUniform3f(m_shader.location("position"), p.x, p.y, 0.0);
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glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
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glUniform1f(m_shader.location("scale"), 1.0);
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glUniform1f(m_shader.location("scale"), 0.05);
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glUniformMatrix3fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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m_missileModel->render();
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}
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@ -151,7 +165,7 @@ namespace endofthejedi {
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void RendererPolygon3d::addModel(const std::string &filename, PolygonModel **dest)
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{
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std::cout<<"adding a model: " << filename << std::endl;
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//std::cout<<"adding a model: " << filename << std::endl;
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*dest = new PolygonModel(filename);
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if (!(*dest)->import()) {
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