Revert "adding camera to 3d render. angles not yet working."

This reverts commit 602d0bb342.
This commit is contained in:
end 2016-10-04 19:12:04 +02:00
parent 8dd2f2b292
commit 1fff1fbce2
12 changed files with 29 additions and 197 deletions

View file

@ -8,16 +8,13 @@ varying vec3 normal;
varying vec3 lightDirection;
uniform mat4 model;
uniform mat4 view;
uniform vec3 lightPosition;
uniform float aspectRatio;
void main()
{
// TODO: this becomes invalid when projection matrices are used
vec3 asp = vec3(aspectRatio, 1.0, 1.0);
//vec3 asp = vec3(1.0, 1.0, 1.0);
vec3 p = (view*model*vec4(in_vertex, 1.0)).xyz;
vec3 p = (model*vec4(in_vertex/vec3(aspectRatio, 1.0, 1.0), 1.0)).xyz;
lightDirection = normalize(lightPosition - p);
vertex = p.xyz;

View file

@ -28,8 +28,6 @@ void main()
//decay = max(decay*decay, sqrt(decay));
decay = ageMod / halfAge;
//vec3 av = vec3(aspectRatio, 1.0, 1.0);
// faster particles are smaller
// TODO: scale by time too! scale down fast after 3 halfAges
float scaleBySpeed = (1.0 - 0.95*length(in_velocity)/maxVelocity);
@ -41,7 +39,6 @@ void main()
if (md > in_maxDist) {
move *= in_maxDist / md;
}
vec3 offset = move + in_position;
p += offset;

View file

@ -18,7 +18,6 @@ set(GAME_SRC
renderer_polygon_2d/renderer_polygon_2d.cpp
renderer_polygon_3d/renderer_polygon_3d.cpp
renderer_polygon_3d/camera.cpp
renderer_polygon_3d/polygon_model.cpp
renderer_polygon_3d/particle_batch.cpp
renderer_polygon_3d/image_texture.cpp
@ -45,7 +44,7 @@ set(GAME_SRC
set(SOUND_LIBRARIES "")
# TODO: make optional!
# TODO: make optional!
#set(GAME_SRC ${GAME_SRC} sound/sound.cpp)
#set(SOUND_LIBRARIES -lportaudio -lsndfile)
set(GAME_SRC ${GAME_SRC} sound/dummy_sound.cpp)

View file

@ -82,6 +82,5 @@ bool Game::cycle(float dt)
}
void Game::resize(int width, int height)
{
std::cout<<"game resize to " << width << " X " << height << std::endl;
m_state->setPlayingFieldSize(width, height);
}

View file

@ -47,13 +47,16 @@ class GameWindow : public endofthejedi::GLWindow {
void resize() override
{
//std::cout<<"resize()" << std::endl;
std::cout<<"resize()" << std::endl;
glViewport(0, 0, getwidth(), getheight());
// resize the game
m_game->resize(getwidth(), getheight());
// TODO: mark it and let the reinit() happen in the next so it happnens just once. while doing the resize
m_game->state()->init();
// resize the renderer
m_renderer.setWindowSize(getwidth(), getheight());
}

View file

@ -1,110 +0,0 @@
#pragma once
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtc/random.hpp>
#include <glm/vec3.hpp>
#include <glm/gtc/matrix_transform.hpp>
namespace endofthejedi {
// TODO:
// add shaking attributes to camera too
// and dirt effects
class Camera {
public:
Camera() : m_aspectRatio(1.0), m_zoom(1.0), m_position(0.0, 0.0, 0.0), m_angles(0.0, 0.0, 0.0), m_dirty(true)
{
}
// set camera zoom:
// 0 makes no sense,
// << 1 scales down
// 1 is neutral
// >> 1 makes things bigger
void setCameraZoom(float zoom)
{
if (zoom != m_zoom) {
m_zoom = zoom;
m_dirty = true;
}
}
// position of the camera in world space
void setCameraPosition(const glm::vec3 &pos)
{
if (pos != m_position) {
m_position = pos;
m_dirty = true;
}
}
// some angles (in rad) for the camera.
void setCameraAngles(const glm::vec3 &angles)
{
if (angles != m_angles) {
m_angles = angles;
m_dirty = true;
}
}
// all three arguments.
void setCameraPositionAnglesZoom(const glm::vec3 &position, const glm::vec3 &angles, float zoom)
{
setCameraZoom(zoom);
setCameraPosition(position);
setCameraAngles(angles);
}
float zoom() const { return m_zoom; }
const glm::vec3 &position() const { return m_position; }
const glm::vec3 &angles() const { return m_angles; }
float aspectRatio() const { return m_aspectRatio; }
void setAspectRatio(float r)
{
if (r != m_aspectRatio) {
m_aspectRatio = r;
m_dirty = true;
}
}
// recompute view matrix. return true if it was dirty and is now clean
// and recomputed.
bool refresh()
{
if (m_dirty) {
m_dirty = false;
recomputeMatrix();
return true;
}
return false;
}
const glm::mat4 &viewMatrix() const { return m_viewMatrix; }
void recomputeMatrix()
{
glm::mat4 view;
// TODO: rest is smissing
//float a = 2.0*M_PI*m_lastTime/10.0;
//float s = glm::mod(m_lastTime, 5.0f)/1.0f;
view = glm::translate(view, m_position);
view = glm::scale(view, glm::vec3(m_zoom/m_aspectRatio, m_zoom, m_zoom));
m_viewMatrix = view;
}
private:
float m_aspectRatio;
float m_zoom;
glm::vec3 m_position;
glm::vec3 m_angles;
bool m_dirty;
glm::mat4 m_viewMatrix;
};
}

View file

@ -127,7 +127,7 @@ namespace endofthejedi {
glClearColor(0.0, 0.0, 0.0, 1.0);
//renderBackgroundImage();
renderBackgroundImage();
//float s = 0.1;
//glClearColor(s, s, 1.2*s, 1.0);
@ -142,12 +142,6 @@ namespace endofthejedi {
//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
m_camera.refresh();
auto *ptr = glm::value_ptr(m_camera.viewMatrix());
glUniformMatrix4fv(m_shader_game_objects.location("view"), 1, GL_FALSE, ptr);
glUniformMatrix4fv(m_shader_particles.location("view"), 1, GL_FALSE, ptr);
renderPlanets();
renderShips();
renderMissiles();
@ -607,7 +601,7 @@ namespace endofthejedi {
}
}
glUniform1i(shader->location("explLightsNum"), numExplLights);
glUniform1i( shader->location("explLightsNum"), numExplLights);
if (numExplLights != 0) {
glUniform3fv(shader->location("explLightsPos"), numExplLights, glm::value_ptr(positions[0]));
@ -617,6 +611,11 @@ namespace endofthejedi {
void RendererPolygon3d::setWindowSize(int px, int py)
{
m_camera.setAspectRatio((float) px / (float) py);
m_aspectRatio = (float) px / (float) py;
}
void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam)
{
(void) cam;
}
}

View file

@ -3,6 +3,7 @@
#include <list>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtc/random.hpp>
#include <glm/vec3.hpp>
@ -23,7 +24,6 @@
#include "particle_batch.hpp"
#include "polygon_model.hpp"
#include "image_texture.hpp"
#include "camera.hpp"
namespace endofthejedi {
@ -33,11 +33,7 @@ namespace endofthejedi {
void render(const game::State *state) override;
void setWindowSize(int px, int py);
//void setCameraMatrix(const glm::mat4 &cam);
// TODO: fov as argument?
Camera &camera();
void setCameraMatrix(const glm::mat4 &cam);
private:
void renderPlanets();
@ -100,7 +96,5 @@ namespace endofthejedi {
std::string m_backgroundTexturePath;
ImageTexture *m_texture;
Camera m_camera;
};
}

View file

@ -39,56 +39,12 @@ namespace game {
m_defaultEnergy = 10.0;
m_maxNumTraces = 10;
//setPlayingFieldCenter(0, 0);
setPlayingFieldCenter(0, 0);
// TODO: need aspect ratio or data!
//setPlayingFieldSize(1000, 300);
(void) numPlanets;
//setupPlanets(numPlanets);
setupTestPlanets();
m_needReInit = false;
}
void State::setupTestPlanets()
{
// XXX simple setup for testing
// TODO: spawn hmmm.m....
//float aspectRatio = 1.0;
float aspectRatio = m_playingFieldSize.x / m_playingFieldSize.y;
(void) aspectRatio;
float smallRadius = 0.05;
float sunRadius = 0.2;
int n = 10.0;
float nf = n-1;
std::cout<<"spawing planets..." << std::endl;
// distribute planets in an area equal width the same aspect ratio as the screen
planets.push_back(new Planet(generateId(), glm::vec2(0.0, 0.0), sunRadius, Planet::Material::Sun));
for (int y=0; y<2; y++) {
for (int x=0; x<n; x++) {
glm::vec2 pos = glm::vec2(x/nf, y);
pos = 2.0f*pos - 1.0f;
//pos.x /= aspectRatio;
planets.push_back(new Planet(generateId(), pos, smallRadius));
}
}
for (int x=0; x<2; x++) {
for (int y=0; y<n; y++) {
glm::vec2 pos = glm::vec2(x, y/nf);
pos = 2.0f*pos - 1.0f;
//pos.x /= aspectRatio;
planets.push_back(new Planet(generateId(), pos, smallRadius));
}
}
std::cout<<"planets spawned..." << std::endl;
setupPlanets(numPlanets);
}
bool State::findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos)
@ -143,6 +99,7 @@ namespace game {
if (radius > 0.9) {
radius = 0.9;
}
}
glm::vec2 pos;
@ -396,11 +353,7 @@ namespace game {
void State::advance(float dt)
{
if (m_needReInit) {
m_needReInit = false;
std::cout<<"[state] need initialization of game, restarting." << std::endl;
init();
}
//std::cout<<"[state] (init) cycle: update events length is " << m_nextEvents.size() << std::endl;
m_time += dt;
@ -414,11 +367,19 @@ namespace game {
advancePlayerMissiles(dt);
//std::cout<<"[state] (before move) cycle: update events length is " << m_nextEvents.size() << std::endl;
// put collected events into that list.
//m_allEvents.push_back(std::move(m_nextEvents));
for (auto *evt : m_nextEvents) {
m_allEvents.push_back(evt);
}
m_nextEvents.clear();
//std::cout<<"[state] (after move) cycle: update events length is " << m_nextEvents.size() << std::endl;
// finally remove things.
//m_nextEvents.clear();
}
Player *State::playerForId(size_t playerId)
@ -546,13 +507,11 @@ namespace game {
void State::setPlayingFieldCenter(int center_x, int center_y)
{
m_playingFieldCenter = glm::vec2((float) center_x, (float) center_y);
m_needReInit = true;
}
void State::setPlayingFieldSize(int width, int height)
{
m_playingFieldSize = glm::vec2(width, height);
m_needReInit = true;
}
size_t State::generateId()

View file

@ -157,8 +157,6 @@ namespace game {
void addExplosionFromHit(const Missile::Event *evt);
bool findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos);
void setupTestPlanets();
void advanceTraceAges(float dt);
void advanceExplosions(float dt);
void advancePlayerShipSpawns(float dt);
@ -183,7 +181,6 @@ namespace game {
IdGenerator m_ids;
float m_time;
bool m_developerMode;
bool m_needReInit;
glm::vec2 m_playingFieldCenter;
glm::vec2 m_playingFieldSize;

View file

@ -15,9 +15,7 @@ if len(sys.argv) > 2:
delay = float(sys.argv[2])
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
ip = "10.172.35.191"
#ip "192.168.0.191"
s.connect((ip, 3490))
s.connect(("192.168.0.191", 3490))
for i in range(int(sys.argv[1])):
a = random.randint(0, 360)