simple (but inefficent) traces added.
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2 changed files with 31 additions and 0 deletions
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@ -73,6 +73,8 @@ namespace endofthejedi {
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renderShips();
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renderMissiles();
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renderTraces();
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//glDisable(GL_DEPTH_TEST);
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renderParticles();
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//glEnable(GL_DEPTH_TEST);
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@ -244,4 +246,31 @@ namespace endofthejedi {
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return model;
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}
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void RendererPolygon3d::renderTraces()
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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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glUseProgram(0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glColor3f(0.0, 0.0, 1.0);
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for (const game::Trace *trace : m_state->traces) {
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glBegin(GL_LINE_STRIP);
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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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}
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glEnd();
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}
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}
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}
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@ -46,6 +46,8 @@ namespace endofthejedi {
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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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void renderTraces();
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private:
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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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