fix merge
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6e6a28c9ff
commit
34d2c82fd9
2 changed files with 48 additions and 49 deletions
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@ -38,7 +38,7 @@ void RendererPolygon3d::setup() {
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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m_texture = nullptr;
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m_texture = nullptr;
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m_backgroundTexturePath = "../data/img/stars_nebular.png";
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m_backgroundTexturePath = "../data/img/background_3.png";
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loadBackgroundTexture();
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loadBackgroundTexture();
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m_postprocess_shader.init();
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m_postprocess_shader.init();
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@ -520,7 +520,7 @@ void RendererPolygon3d::renderPlanets() {
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m_planetModel->render();
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m_planetModel->render();
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}
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}
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}
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}
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/*
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void RendererPolygon3d::renderSun() {
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void RendererPolygon3d::renderSun() {
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m_planetModel->bind();
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m_planetModel->bind();
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@ -546,7 +546,7 @@ void RendererPolygon3d::renderSun() {
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m_planetModel->render();
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m_planetModel->render();
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}
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}
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}
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}
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*/
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void RendererPolygon3d::renderMissiles() {
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void RendererPolygon3d::renderMissiles() {
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// TODO: add fire trail for missiles near the sun
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// TODO: add fire trail for missiles near the sun
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@ -573,7 +573,7 @@ void RendererPolygon3d::renderMissiles() {
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glm::mat4 model = computeModelMatrix(ship);
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glm::mat4 model = computeModelMatrix(ship);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
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glm::vec3 c = ship->color;
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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m_shipModel->render();
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m_shipModel->render();
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@ -139,7 +139,7 @@ namespace game {
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return false;
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return false;
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}
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}
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Ship *ship = new Ship(generateId(), spawnPos, m_shipRadius);
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Ship *ship = new Ship(generateId(), spawnPos, player->color, m_shipRadius);
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player->ship = ship;
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player->ship = ship;
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ships.push_back(ship);
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ships.push_back(ship);
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@ -234,9 +234,8 @@ namespace game {
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(void) dt;
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(void) dt;
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for (Player *player : players) {
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for (Player *player : players) {
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if (player->alive) {
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if (player->alive) {
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player->energy += dt;
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player->energy += dt * ENERGY_PER_DT;
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}
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}
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// try to execute as much queued commands as possible.
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// try to execute as much queued commands as possible.
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while (player->hasCommandInQueue()) {
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while (player->hasCommandInQueue()) {
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Command *command = player->peekCommand();
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Command *command = player->peekCommand();
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