merge + trace fade out fix
This commit is contained in:
commit
26e1d4fd19
4 changed files with 6 additions and 5 deletions
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@ -75,7 +75,8 @@ namespace endofthejedi {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.5);
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glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
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glm::vec3 p = glm::vec3(1.0, 0.0, 0.0);
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//glm::vec3 p = glm::vec3(1.0, 0.0, 0.0);
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glm::vec3 p = glm::vec3(0.5f, 0.5f, -4.0f);
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glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
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renderPlanets();
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@ -161,6 +162,7 @@ namespace endofthejedi {
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glm::vec3 c = planet->getColor();
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glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
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glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
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m_planetModel->render(m_shader);
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}
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@ -268,7 +270,7 @@ namespace endofthejedi {
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fade_out = 1.0 - (trace->age / trace->maxAge);
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}
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glColor3f(0.0, 0.0, 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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for (const game::Trace::TracePoint &tp : trace->points) {
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glVertex2f(tp.position.x, tp.position.y);
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@ -50,7 +50,6 @@ namespace game {
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planets.push_back(new Planet(pos, i, 0.03 + 0.07*util::randf_0_1()));
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}
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planets.push_back(new Planet(glm::vec2(0.0f, 0.0f), 0, 0.1f));
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}
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bool State::spawnShipForPlayer(Player *player)
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@ -31,7 +31,7 @@ namespace game {
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void Trace::addPointFromMissile(bool forceAdd)
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{
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fidelityCounter++;
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if (forceAdd || fidelityCounter >= 20) {
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if (forceAdd || fidelityCounter >= 10) {
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fidelityCounter = 0;
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points.push_back(TracePoint(missile));
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}
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@ -13,7 +13,7 @@ namespace game {
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*/
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class Trace {
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public:
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Trace(Missile *missile, float maxAge=5.0);
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Trace(Missile *missile, float maxAge=3.0);
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~Trace();
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// Add the current position of the missile as a new point on the
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