nicer traces
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parent
b15cc1304d
commit
11fb091b34
2 changed files with 4 additions and 14 deletions
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@ -18,7 +18,7 @@ void main()
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//todo materials (& light color)
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//todo materials (& light color)
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vec4 IAmbient = vec4(0.2f, 0.2f, 0.2f, 1.0f);
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vec4 IAmbient = vec4(0.2f, 0.2f, 0.2f, 1.0f);
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vec4 IDiffuse = vec4(1.0f, 1.0f, 1.0f, 0.0f) * max(dot(normal, lightvec), 0.0);
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vec4 IDiffuse = vec4(color, 0.0f) * max(dot(normal, lightvec), 0.0);
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//todo shininess
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//todo shininess
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vec4 ISpecular = vec4(1.0f, 0.0f, 0.0f, 0.0f) * pow(max(dot(Reflected, Eye), 0.0), 3);
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vec4 ISpecular = vec4(1.0f, 0.0f, 0.0f, 0.0f) * pow(max(dot(Reflected, Eye), 0.0), 3);
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@ -73,12 +73,12 @@ namespace endofthejedi {
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renderShips();
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renderShips();
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renderMissiles();
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renderMissiles();
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renderTraces();
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//glDisable(GL_DEPTH_TEST);
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//glDisable(GL_DEPTH_TEST);
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renderParticles();
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renderParticles();
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//glEnable(GL_DEPTH_TEST);
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//glEnable(GL_DEPTH_TEST);
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renderTraces();
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//glColor3f(1.0, 0.0, 0.0);
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//glColor3f(1.0, 0.0, 0.0);
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//glBegin(GL_QUADS);
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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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@ -249,16 +249,6 @@ namespace endofthejedi {
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void RendererPolygon3d::renderTraces()
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void RendererPolygon3d::renderTraces()
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{
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{
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//std::vector<glm::vec2> points;
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//points.push_back(glm::vec2(0.0, 0.0));
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//points.push_back(glm::vec2(0.1, 0.02));
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//points.push_back(glm::vec2(0.2, 0.05));
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//points.push_back(glm::vec2(0.3, 0.1));
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//points.push_back(glm::vec2(0.4, 0.2));
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//points.push_back(glm::vec2(0.5, 0.4));
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//points.push_back(glm::vec2(0.6, 0.8));
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//points.push_back(glm::vec2(0.7, 1.0));
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// revert to default
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// revert to default
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glUseProgram(0);
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glUseProgram(0);
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@ -269,7 +259,7 @@ namespace endofthejedi {
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fade_out = 1.0 - (trace->age / trace->maxAge);
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fade_out = 1.0 - (trace->age / trace->maxAge);
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}
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}
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glColor3f(0.0, 0.3/fade_out, 1.0/fade_out);
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glColor3f(0.0, 0.0, 1.0/fade_out);
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glBegin(GL_LINE_STRIP);
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glBegin(GL_LINE_STRIP);
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for (const game::Trace::TracePoint &tp : trace->points) {
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for (const game::Trace::TracePoint &tp : trace->points) {
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glVertex2f(tp.position.x, tp.position.y);
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glVertex2f(tp.position.x, tp.position.y);
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