can render models with scale and translation and color now.
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parent
123e0aaa46
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1ad020dbd4
7 changed files with 1096 additions and 20 deletions
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@ -71,6 +71,7 @@ class PolygonModel {
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std::cerr<<"[polygonmodel] warning: try to upload model data "
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<< "to OpenGL but no data is loaded!" << std::endl;
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exit(-1);
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return false;
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}
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@ -126,6 +127,7 @@ class PolygonModel {
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std::cout<<"[polygonmodel] warning: try to bind model vbo "
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<< "which was not uploaded to OpenGL!" << std::endl;
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exit(-1);
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return false;
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}
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@ -152,6 +154,7 @@ class PolygonModel {
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{
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if (!m_binding_active || !m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
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exit(-1);
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return false;
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}
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@ -2,30 +2,33 @@
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#include <iostream>
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#include "glm/gtc/type_ptr.hpp"
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#include "polygon_model.hpp"
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namespace endofthejedi {
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void RendererPolygon3d::setup()
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{
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std::cout<<"setup 3d" << std::endl;
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std::cout<<"setup polygon 3d" << std::endl;
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m_atomicBomb = new PolygonModel("../data/mesh/small_atomic_bomb.stl");
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//m_atomicBomb = new PolygonModel("../data/mesh/quad_screen_coords.stl");
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m_atomicBomb->import();
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m_atomicBomb->uploadToOpenGl();
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//m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl");
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m_models.push_back(m_atomicBomb);
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addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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//addModel("../data/mesh/planet_128.stl", &m_planetModel);
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addModel("../data/mesh/planet_12.stl", &m_planetModel);
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std::string vss =
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std::string vss_simple =
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"#version 120\n"
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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" gl_Position = gl_Vertex;\n"
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" vertex = gl_Vertex.xyz;\n"
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" vertex = gl_Position.xyz;\n"
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"}\n"
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;
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std::string fss =
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std::string fss_simple =
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"#version 120\n"
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"varying vec3 vertex;\n"
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"void main()\n"
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"{\n"
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@ -34,19 +37,52 @@ namespace endofthejedi {
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"}\n"
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;
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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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"uniform float scale;\n"
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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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" gl_Position = vec4(p, gl_Vertex.w);\n"
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" vertex = p;\n"
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"}\n"
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;
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std::string fss_game_objects =
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"#version 120\n"
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"varying vec3 vertex;\n"
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"uniform vec3 color;\n"
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"void main()\n"
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"{\n"
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//" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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//" gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n"
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;
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m_shader.init();
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m_shader.load(vss.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss.c_str(), GL_FRAGMENT_SHADER);
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#if 0
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(void) vss_game_objects;
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(void) fss_game_objects;
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m_shader.load(vss_simple.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss_simple.c_str(), GL_FRAGMENT_SHADER);
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#else
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(void) vss_simple;
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(void) fss_simple;
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m_shader.load(vss_game_objects.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss_game_objects.c_str(), GL_FRAGMENT_SHADER);
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#endif
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}
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void RendererPolygon3d::render(const game::State *state)
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{
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m_shader.bind();
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(void) state;
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m_atomicBomb->bind();
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m_atomicBomb->render();
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renderPlanets(state);
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//glColor3f(1.0, 0.0, 0.0);
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//glBegin(GL_QUADS);
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@ -55,7 +91,44 @@ namespace endofthejedi {
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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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//std::cout<<"render 3d" << std::endl;
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void RendererPolygon3d::renderPlanets(const game::State *state)
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{
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m_planetModel->bind();
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for (const game::Planet *planet : state->planets) {
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glm::vec3 c = glm::vec3(0.7, 0.2, 0.1);
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const auto &p = planet->position;
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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"), planet->radius);
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m_planetModel->render();
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}
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}
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void RendererPolygon3d::renderMissiles(const game::State *state)
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{
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(void) state;
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//m_missileModel->bind();
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// TODO
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//m_missileModel->render();
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}
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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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*dest = new PolygonModel(filename);
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if (!(*dest)->import()) {
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std::cout<<"error: failed to load needed model!!!" << std::endl << std::endl;
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exit(-1);
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}
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(*dest)->uploadToOpenGl();
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m_models.push_back(*dest);
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}
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}
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@ -21,12 +21,20 @@ namespace endofthejedi {
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void setup();
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void render(const game::State *state) override;
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private:
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void renderPlanets(const game::State *state);
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void renderMissiles(const game::State *state);
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//void renderShips(const game::State *state);
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void addModel(const std::string &filename, PolygonModel **dest);
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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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// and with a specific variable name here
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PolygonModel *m_atomicBomb;
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PolygonModel *m_missileModel;
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PolygonModel *m_planetModel;
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// for rendering everything
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Shader m_shader;
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