adding camera to 3d render. angles not yet working.
This commit is contained in:
parent
14e08db4ca
commit
602d0bb342
12 changed files with 197 additions and 29 deletions
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@ -8,13 +8,16 @@ varying vec3 normal;
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varying vec3 lightDirection;
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uniform mat4 model;
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uniform mat4 view;
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uniform vec3 lightPosition;
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uniform float aspectRatio;
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void main()
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{
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// TODO: this becomes invalid when projection matrices are used
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vec3 p = (model*vec4(in_vertex/vec3(aspectRatio, 1.0, 1.0), 1.0)).xyz;
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vec3 asp = vec3(aspectRatio, 1.0, 1.0);
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//vec3 asp = vec3(1.0, 1.0, 1.0);
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vec3 p = (view*model*vec4(in_vertex, 1.0)).xyz;
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lightDirection = normalize(lightPosition - p);
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vertex = p.xyz;
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@ -28,6 +28,8 @@ void main()
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//decay = max(decay*decay, sqrt(decay));
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decay = ageMod / halfAge;
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//vec3 av = vec3(aspectRatio, 1.0, 1.0);
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// faster particles are smaller
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// TODO: scale by time too! scale down fast after 3 halfAges
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float scaleBySpeed = (1.0 - 0.95*length(in_velocity)/maxVelocity);
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@ -39,6 +41,7 @@ void main()
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if (md > in_maxDist) {
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move *= in_maxDist / md;
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}
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vec3 offset = move + in_position;
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p += offset;
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@ -18,6 +18,7 @@ set(GAME_SRC
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renderer_polygon_2d/renderer_polygon_2d.cpp
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renderer_polygon_3d/renderer_polygon_3d.cpp
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renderer_polygon_3d/camera.cpp
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renderer_polygon_3d/polygon_model.cpp
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renderer_polygon_3d/particle_batch.cpp
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renderer_polygon_3d/image_texture.cpp
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@ -44,7 +45,7 @@ set(GAME_SRC
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set(SOUND_LIBRARIES "")
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# TODO: make optional!
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# TODO: make optional!
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#set(GAME_SRC ${GAME_SRC} sound/sound.cpp)
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#set(SOUND_LIBRARIES -lportaudio -lsndfile)
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set(GAME_SRC ${GAME_SRC} sound/dummy_sound.cpp)
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@ -82,5 +82,6 @@ bool Game::cycle(float dt)
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}
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void Game::resize(int width, int height)
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{
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std::cout<<"game resize to " << width << " X " << height << std::endl;
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m_state->setPlayingFieldSize(width, height);
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}
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@ -47,16 +47,13 @@ class GameWindow : public endofthejedi::GLWindow {
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void resize() override
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{
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std::cout<<"resize()" << std::endl;
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//std::cout<<"resize()" << std::endl;
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glViewport(0, 0, getwidth(), getheight());
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// resize the game
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m_game->resize(getwidth(), getheight());
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// TODO: mark it and let the reinit() happen in the next so it happnens just once. while doing the resize
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m_game->state()->init();
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// resize the renderer
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m_renderer.setWindowSize(getwidth(), getheight());
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}
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0
game/renderer_polygon_3d/camera.cpp
Normal file
0
game/renderer_polygon_3d/camera.cpp
Normal file
110
game/renderer_polygon_3d/camera.hpp
Normal file
110
game/renderer_polygon_3d/camera.hpp
Normal file
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@ -0,0 +1,110 @@
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#pragma once
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/random.hpp>
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#include <glm/vec3.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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namespace endofthejedi {
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// TODO:
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// add shaking attributes to camera too
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// and dirt effects
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class Camera {
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public:
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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)
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{
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}
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// set camera zoom:
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// 0 makes no sense,
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// << 1 scales down
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// 1 is neutral
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// >> 1 makes things bigger
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void setCameraZoom(float zoom)
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{
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if (zoom != m_zoom) {
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m_zoom = zoom;
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m_dirty = true;
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}
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}
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// position of the camera in world space
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void setCameraPosition(const glm::vec3 &pos)
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{
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if (pos != m_position) {
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m_position = pos;
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m_dirty = true;
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}
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}
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// some angles (in rad) for the camera.
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void setCameraAngles(const glm::vec3 &angles)
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{
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if (angles != m_angles) {
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m_angles = angles;
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m_dirty = true;
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}
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}
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// all three arguments.
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void setCameraPositionAnglesZoom(const glm::vec3 &position, const glm::vec3 &angles, float zoom)
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{
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setCameraZoom(zoom);
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setCameraPosition(position);
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setCameraAngles(angles);
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}
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float zoom() const { return m_zoom; }
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const glm::vec3 &position() const { return m_position; }
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const glm::vec3 &angles() const { return m_angles; }
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float aspectRatio() const { return m_aspectRatio; }
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void setAspectRatio(float r)
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{
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if (r != m_aspectRatio) {
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m_aspectRatio = r;
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m_dirty = true;
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}
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}
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// recompute view matrix. return true if it was dirty and is now clean
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// and recomputed.
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bool refresh()
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{
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if (m_dirty) {
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m_dirty = false;
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recomputeMatrix();
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return true;
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}
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return false;
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}
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const glm::mat4 &viewMatrix() const { return m_viewMatrix; }
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void recomputeMatrix()
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{
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glm::mat4 view;
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// TODO: rest is smissing
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//float a = 2.0*M_PI*m_lastTime/10.0;
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//float s = glm::mod(m_lastTime, 5.0f)/1.0f;
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view = glm::translate(view, m_position);
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view = glm::scale(view, glm::vec3(m_zoom/m_aspectRatio, m_zoom, m_zoom));
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m_viewMatrix = view;
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}
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private:
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float m_aspectRatio;
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float m_zoom;
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glm::vec3 m_position;
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glm::vec3 m_angles;
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bool m_dirty;
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glm::mat4 m_viewMatrix;
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};
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}
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@ -127,7 +127,7 @@ namespace endofthejedi {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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renderBackgroundImage();
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//renderBackgroundImage();
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//float s = 0.1;
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//glClearColor(s, s, 1.2*s, 1.0);
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@ -142,6 +142,12 @@ namespace endofthejedi {
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//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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m_camera.refresh();
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auto *ptr = glm::value_ptr(m_camera.viewMatrix());
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glUniformMatrix4fv(m_shader_game_objects.location("view"), 1, GL_FALSE, ptr);
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glUniformMatrix4fv(m_shader_particles.location("view"), 1, GL_FALSE, ptr);
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renderPlanets();
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renderShips();
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renderMissiles();
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@ -601,7 +607,7 @@ namespace endofthejedi {
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}
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}
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glUniform1i( shader->location("explLightsNum"), numExplLights);
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glUniform1i(shader->location("explLightsNum"), numExplLights);
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if (numExplLights != 0) {
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glUniform3fv(shader->location("explLightsPos"), numExplLights, glm::value_ptr(positions[0]));
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@ -611,11 +617,6 @@ namespace endofthejedi {
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void RendererPolygon3d::setWindowSize(int px, int py)
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{
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m_aspectRatio = (float) px / (float) py;
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}
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void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam)
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{
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(void) cam;
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m_camera.setAspectRatio((float) px / (float) py);
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}
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}
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@ -3,7 +3,6 @@
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#include <list>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/random.hpp>
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#include <glm/vec3.hpp>
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@ -24,6 +23,7 @@
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#include "particle_batch.hpp"
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#include "polygon_model.hpp"
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#include "image_texture.hpp"
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#include "camera.hpp"
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namespace endofthejedi {
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@ -33,7 +33,11 @@ namespace endofthejedi {
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void render(const game::State *state) override;
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void setWindowSize(int px, int py);
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void setCameraMatrix(const glm::mat4 &cam);
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//void setCameraMatrix(const glm::mat4 &cam);
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// TODO: fov as argument?
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Camera &camera();
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private:
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void renderPlanets();
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@ -96,5 +100,7 @@ namespace endofthejedi {
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std::string m_backgroundTexturePath;
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ImageTexture *m_texture;
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Camera m_camera;
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};
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}
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@ -39,12 +39,56 @@ namespace game {
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m_defaultEnergy = 10.0;
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m_maxNumTraces = 10;
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setPlayingFieldCenter(0, 0);
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//setPlayingFieldCenter(0, 0);
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// TODO: need aspect ratio or data!
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//setPlayingFieldSize(1000, 300);
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setupPlanets(numPlanets);
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(void) numPlanets;
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//setupPlanets(numPlanets);
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setupTestPlanets();
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m_needReInit = false;
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}
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void State::setupTestPlanets()
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{
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// XXX simple setup for testing
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// TODO: spawn hmmm.m....
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//float aspectRatio = 1.0;
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float aspectRatio = m_playingFieldSize.x / m_playingFieldSize.y;
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(void) aspectRatio;
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float smallRadius = 0.05;
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float sunRadius = 0.2;
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int n = 10.0;
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float nf = n-1;
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std::cout<<"spawing planets..." << std::endl;
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// distribute planets in an area equal width the same aspect ratio as the screen
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planets.push_back(new Planet(generateId(), glm::vec2(0.0, 0.0), sunRadius, Planet::Material::Sun));
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for (int y=0; y<2; y++) {
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for (int x=0; x<n; x++) {
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glm::vec2 pos = glm::vec2(x/nf, y);
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pos = 2.0f*pos - 1.0f;
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//pos.x /= aspectRatio;
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planets.push_back(new Planet(generateId(), pos, smallRadius));
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}
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}
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for (int x=0; x<2; x++) {
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for (int y=0; y<n; y++) {
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glm::vec2 pos = glm::vec2(x, y/nf);
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pos = 2.0f*pos - 1.0f;
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//pos.x /= aspectRatio;
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planets.push_back(new Planet(generateId(), pos, smallRadius));
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}
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}
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std::cout<<"planets spawned..." << std::endl;
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}
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bool State::findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos)
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@ -99,7 +143,6 @@ namespace game {
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if (radius > 0.9) {
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radius = 0.9;
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}
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}
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glm::vec2 pos;
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@ -353,7 +396,11 @@ namespace game {
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void State::advance(float dt)
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{
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//std::cout<<"[state] (init) cycle: update events length is " << m_nextEvents.size() << std::endl;
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if (m_needReInit) {
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m_needReInit = false;
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std::cout<<"[state] need initialization of game, restarting." << std::endl;
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init();
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}
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m_time += dt;
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@ -367,19 +414,11 @@ namespace game {
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advancePlayerMissiles(dt);
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//std::cout<<"[state] (before move) cycle: update events length is " << m_nextEvents.size() << std::endl;
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// put collected events into that list.
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//m_allEvents.push_back(std::move(m_nextEvents));
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for (auto *evt : m_nextEvents) {
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m_allEvents.push_back(evt);
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}
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m_nextEvents.clear();
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//std::cout<<"[state] (after move) cycle: update events length is " << m_nextEvents.size() << std::endl;
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// finally remove things.
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//m_nextEvents.clear();
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}
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Player *State::playerForId(size_t playerId)
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void State::setPlayingFieldCenter(int center_x, int center_y)
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{
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m_playingFieldCenter = glm::vec2((float) center_x, (float) center_y);
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m_needReInit = true;
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}
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void State::setPlayingFieldSize(int width, int height)
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{
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m_playingFieldSize = glm::vec2(width, height);
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m_needReInit = true;
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}
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size_t State::generateId()
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@ -157,6 +157,8 @@ namespace game {
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void addExplosionFromHit(const Missile::Event *evt);
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bool findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos);
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void setupTestPlanets();
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void advanceTraceAges(float dt);
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void advanceExplosions(float dt);
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void advancePlayerShipSpawns(float dt);
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@ -181,6 +183,7 @@ namespace game {
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IdGenerator m_ids;
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float m_time;
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bool m_developerMode;
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bool m_needReInit;
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glm::vec2 m_playingFieldCenter;
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glm::vec2 m_playingFieldSize;
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@ -15,7 +15,9 @@ if len(sys.argv) > 2:
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delay = float(sys.argv[2])
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s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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s.connect(("192.168.0.191", 3490))
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ip = "10.172.35.191"
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#ip "192.168.0.191"
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s.connect((ip, 3490))
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for i in range(int(sys.argv[1])):
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a = random.randint(0, 360)
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