Merge branch 'end'
This commit is contained in:
commit
74b4573c3a
19 changed files with 663 additions and 265 deletions
|
@ -10,8 +10,10 @@ set(GAME_SRC
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|||
glclasses.cpp
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renderer.cpp
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game_window.cpp
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triangle_window.cpp
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renderer_simple.cpp
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renderer_shader.cpp
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session.cpp
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util.cpp
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game.cpp
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state/object.cpp
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@ -29,6 +31,8 @@ set(GAME_HEADERS
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opengl.hpp
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glclasses.hpp
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renderer.hpp
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renderer_simple.hpp
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renderer_shader.hpp
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)
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include_directories(${CMAKE_CURRENT_BINARY_DIR})
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@ -69,7 +69,8 @@ bool Game::cycle(float dt)
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steps++;
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}
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//std::cout << m_time_for_next_step << " s remaining time, " << steps << " steps taken." << std::endl;
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// std::cout << m_time_for_next_step << " s remaining time, " << steps << "
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// steps taken." << std::endl;
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return true;
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}
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@ -2,6 +2,8 @@
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#include "opengl.hpp"
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#include "renderer.hpp"
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#include "renderer_simple.hpp"
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#include "renderer_shader.hpp"
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#include "game.hpp"
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@ -15,6 +17,9 @@
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class GameWindow : public endofthejedi::GLWindow {
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private:
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Game* m_game;
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endofthejedi::RendererSimple m_renderer;
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protected:
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void init() override {
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glClearColor(0.5f, 0.6f, 0.7f, 1.0f);
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@ -39,80 +44,14 @@ protected:
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (const game::Planet *planet : m_game->state()->planets) {
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drawPlanet(planet->position, planet->radius);
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}
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for (const game::Trace *trace : m_game->state()->traces) {
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drawTrace(trace);
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}
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for (const game::Explosion *explosion : m_game->state()->explosions) {
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drawExplosion(explosion);
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}
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for (const game::Ship *ship : m_game->state()->ships) {
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drawShip(ship->position);
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}
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for (const game::Player *player : m_game->state()->players) {
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for (const game::Missile *missile : player->missiles) {
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drawMissile(missile->position);
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}
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}
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m_renderer.render(m_game->state());
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}
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void resize() override { glViewport(0, 0, getwidth(), getheight()); }
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void drawShip(const glm::vec2 &pos)
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{
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//std::cout<<"draw ship @ " << pos.x << ", " << pos.y << std::endl;
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glm::vec3 color = glm::vec3(0.2, 1.0, 0.3);
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float radius = m_game->state()->shipRadius();
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m_renderer.drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z, 12);
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}
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void drawPlanet(const glm::vec2 &pos, float radius)
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{
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glm::vec3 color = glm::vec3(0.7, 0.1, 0.2);
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//std::cout<<"draw planet @ " << pos.x << ", " << pos.y << std::endl;
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m_renderer.drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z, 32);
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}
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void drawMissile(const glm::vec2 &pos)
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{
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glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
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m_renderer.drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
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}
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void drawTrace(const game::Trace *trace)
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{
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for (const game::Trace::TracePoint &p : trace->points) {
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glm::vec3 color = glm::vec3(0.1, 0.3, 1.0) / (1.0f + 500.0f*p.speed);
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m_renderer.drawCircle(p.position.x, p.position.y, 0.005, color.x, color.y, color.z, 3);
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}
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}
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void drawExplosion(const game::Explosion *explosion)
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{
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// TODO: transparent
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// TODO: with glow in the middle
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float r = explosion->maxRadius * (explosion->age / explosion->maxAge);
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// TODO: transparency?
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glm::vec3 color = glm::vec3(1.0, 0.9, 0.1);
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m_renderer.drawCircle(explosion->position.x, explosion->position.y, r, color.x, color.y, color.z, 64);
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}
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public:
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GameWindow(unsigned int width, unsigned int height, Game* game)
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: endofthejedi::GLWindow(width, height) { m_game = game; }
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private:
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Game *m_game;
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endofthejedi::Renderer m_renderer;
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GameWindow(unsigned int width, unsigned int height, Game *ptr)
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: endofthejedi::GLWindow(width, height) {
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m_game = ptr;
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}
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};
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|
|
|
@ -1,5 +1,8 @@
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#include "glclasses.hpp"
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#include <iostream>
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#include <vector>
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endofthejedi::VAO::VAO() { glGenVertexArrays(1, &m_name); }
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endofthejedi::VAO::~VAO() { glDeleteVertexArrays(1, &m_name); }
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@ -13,27 +16,62 @@ void endofthejedi::VAO::fill(GLuint index, GLint size, GLenum type,
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glVertexAttribPointer(index, size, GL_FLOAT, normalized, stride, pointer);
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}
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endofthejedi::Shader::Shader() {
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m_program = glCreateProgram();
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}
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endofthejedi::Shader::Shader() { m_program = glCreateProgram(); }
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endofthejedi::Shader::~Shader() {}
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void endofthejedi::Shader::bind() {
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glUseProgram(m_program);
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bool endofthejedi::Shader::check() {
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GLint len = 0;
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GLint result = 0;
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glGetProgramiv(m_program, GL_LINK_STATUS, &result);
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glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &len);
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if (len > 1) {
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char *error = (char *)malloc(len);
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glGetProgramInfoLog(m_program, len, NULL, error);
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std::string str(error);
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std::cout << str << "\n";
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}
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std::cout << "checked program"
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<< "\n";
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return (bool)result;
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}
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void endofthejedi::Shader::unbind() {
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glUseProgram(0);
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bool endofthejedi::Shader::checkShader(GLuint shader) {
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GLint len = 0;
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GLint result = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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if (len > 1) {
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char *error = (char *)malloc(len+1);
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glGetShaderInfoLog(shader, 0, &len, error);
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std::string str(error, error + len);
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std::cout << str << "\n";
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}
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std::cout << "checked shader"
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<< "\n";
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return (bool)result;
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}
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void endofthejedi::Shader::bind() { glUseProgram(m_program); }
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void endofthejedi::Shader::unbind() { glUseProgram(0); }
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void endofthejedi::Shader::load(std::string path, GLenum shadertype) {
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GLuint cheddar = glCreateShader(shadertype);
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const char *cheddardata = path.c_str();
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glShaderSource(cheddar, 1, &cheddardata, NULL);
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glCompileShader(cheddar);
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checkShader(cheddar);
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glAttachShader(m_program, cheddar);
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glLinkProgram(m_program);
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check();
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glDeleteShader(cheddar);
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}
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GLuint endofthejedi::Shader::location(std::string name) {
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return glGetUniformLocation(m_program, name.c_str());
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}
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|
|
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@ -11,6 +11,7 @@ template <GLenum T> class BufferObject {
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private:
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GLuint m_name;
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GLvoid *m_mappointer;
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protected:
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public:
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BufferObject();
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|
@ -29,17 +30,22 @@ typedef BufferObject<GL_ELEMENT_ARRAY_BUFFER> IBO;
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class VAO {
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private:
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GLuint m_name;
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protected:
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public:
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VAO();
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~VAO();
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void bind();
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void fill(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride = 0, const GLvoid* pointer = NULL);
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void fill(GLuint index, GLint size, GLenum type, GLboolean normalized,
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GLsizei stride = 0, const GLvoid *pointer = NULL);
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};
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class Shader {
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private:
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GLuint m_program;
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bool check();
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bool checkShader(GLuint shader);
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protected:
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public:
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Shader();
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|
@ -47,8 +53,8 @@ class VAO {
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void bind();
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void unbind();
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void load(std::string data, GLenum shadertype);
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GLuint location(std::string name);
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};
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}
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#define TBufferObject_(pre, post) \
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|
|
|
@ -3,6 +3,7 @@
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#include <iostream>
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#include <sys/time.h>
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#include <unistd.h>
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#include "options.hpp"
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#define UNUSED(foo) (void) foo;
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|
|
|
@ -1,5 +1,4 @@
|
|||
#pragma once
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|
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#include <stdexcept>
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#include <X11/X.h>
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#include <X11/Xlib.h>
|
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|
|
234
game/raycaster.fs
Normal file
234
game/raycaster.fs
Normal file
|
@ -0,0 +1,234 @@
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|||
R"raw_string(
|
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#version 120
|
||||
|
||||
struct intersection
|
||||
{
|
||||
bool intersected;
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vec3 point;
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||||
vec3 normal;
|
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vec3 color;
|
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float reflection;
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int idx;
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||||
//todo different types
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||||
};
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varying vec2 outvertex;
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|
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//settings
|
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uniform float aspectratio;
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uniform float time;
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uniform int supersamples;
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uniform int reflections;
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uniform bool shadows;
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uniform vec3 backgroundcolor;
|
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|
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//light
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uniform vec3 l_position;
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uniform float l_radius;
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||||
|
||||
//spheres
|
||||
//todo ubo?
|
||||
uniform int s_length;
|
||||
uniform vec3 s_positions[100];
|
||||
uniform float s_radii[100];
|
||||
uniform vec4 s_colors[100];
|
||||
uniform float s_reflections[100];
|
||||
|
||||
const float PI = 3.14159265359;
|
||||
|
||||
//din = german industrial normal
|
||||
float light_diffuse(vec3 pos, vec3 din)
|
||||
{
|
||||
vec3 l_dir = normalize(l_position - pos);
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return max(dot(l_dir, din), 0.0f);
|
||||
}
|
||||
|
||||
//adapted from https://wiki.delphigl.com/index.php/shader_ConeVolumeShadow
|
||||
float light_shadow(vec3 pos)
|
||||
{
|
||||
float s = 1.0f;
|
||||
|
||||
for(int l = 0; l < s_length; l++)
|
||||
{
|
||||
vec3 s_pos = s_positions[l];
|
||||
float s_rad = s_radii[l];
|
||||
|
||||
// project fragment (pos) on the cone axis => F_
|
||||
vec3 nvLO = s_pos - l_position;
|
||||
float dLO = length(nvLO);
|
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nvLO /= dLO;
|
||||
vec3 vLF = pos - l_position;
|
||||
float dLF_ = dot(vLF, nvLO);
|
||||
if (dLF_ < dLO) {
|
||||
// fragment before occluder => no shadow
|
||||
continue;
|
||||
}
|
||||
vec3 F_ = l_position + dLF_ * nvLO;
|
||||
float rF = distance(F_, pos);
|
||||
|
||||
// compute outer and inner radius at F_
|
||||
float rF_outer = (s_rad + l_radius) * (dLF_ / dLO) - l_radius;
|
||||
if (rF >= rF_outer) {
|
||||
// outside the outer cone => no shadow
|
||||
continue;
|
||||
}
|
||||
float rF_inner = (s_rad - l_radius) * (dLF_ / dLO) + l_radius;
|
||||
if (rF_inner >= rF) {
|
||||
// inside the inner cone => full shadow
|
||||
return 0.0;
|
||||
}
|
||||
else if (rF_inner >= 0.0 || rF >= -rF_inner) {
|
||||
// soft shadow, linear interpolation
|
||||
s *= (rF - rF_inner) / (rF_outer - rF_inner);
|
||||
}
|
||||
else {
|
||||
// light from both sides of the occluder
|
||||
s *= (-2.0*rF_inner) / (rF_outer - rF_inner);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
intersection intersect_sphere(vec3 r_pos, vec3 r_dir, vec3 s_pos, float s_rad, inout float minimum)
|
||||
{
|
||||
intersection result = intersection(false,vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f), 0.0f, -1);
|
||||
|
||||
vec3 v = r_pos - s_pos;
|
||||
float a = dot(r_pos, r_pos);
|
||||
float b = dot(v, r_dir);
|
||||
float c = dot(v, v) - (s_rad * s_rad);
|
||||
float d = b * b - c;
|
||||
|
||||
if(d >= 0)
|
||||
{
|
||||
float w1 = -b - sqrt(d);
|
||||
float w2 = -b + sqrt(d);
|
||||
|
||||
if(w1 > 0.0f || w2 > 0.0f)
|
||||
{
|
||||
float w = min(w1, w2);
|
||||
float o = max(w1, w2);
|
||||
|
||||
if(w1 <= 0.0f)
|
||||
w = w2;
|
||||
else
|
||||
if(w2 <= 0.0f)
|
||||
w = w1;
|
||||
|
||||
if(w < minimum)
|
||||
{
|
||||
minimum = w;
|
||||
}
|
||||
else
|
||||
{
|
||||
return intersection(false,vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f), 0.0f, -1);
|
||||
}
|
||||
|
||||
vec3 p = r_pos + (w * r_dir);
|
||||
result.intersected = true;
|
||||
result.point = p;
|
||||
result.normal = normalize((p - s_pos) / s_rad);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
intersection intersect(vec3 r_pos, vec3 r_dir, int idx)
|
||||
{
|
||||
intersection result = intersection(false,vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f), 0.0f, -1);
|
||||
float minimum = 1000.0f;
|
||||
|
||||
for(int l = 0; l < s_length; l++)
|
||||
{
|
||||
if(idx == l)
|
||||
continue;
|
||||
|
||||
float maximum;
|
||||
|
||||
intersection r = intersect_sphere(r_pos, r_dir, s_positions[l], s_radii[l], minimum);
|
||||
if(r.intersected)
|
||||
{
|
||||
r.color = s_colors[l].rgb;
|
||||
r.idx = l;
|
||||
r.reflection = s_reflections[l];
|
||||
|
||||
result = r;
|
||||
}
|
||||
//todo other geometric objects
|
||||
//todo handle min with other geometric objects
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 cast_ray(vec3 r_pos, vec3 r_pixel)
|
||||
{
|
||||
vec3 r_dir = normalize(r_pixel - r_pos);
|
||||
|
||||
vec3 color = backgroundcolor;
|
||||
|
||||
intersection i = intersection(false,vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f),
|
||||
vec3(0.0f, 0.0f, 0.0f), 0.0f, -1);
|
||||
|
||||
vec3 p = r_pos;
|
||||
vec3 d = r_dir;
|
||||
int idx = -1;
|
||||
|
||||
for(int bounce = 0; bounce < reflections; bounce++)
|
||||
{
|
||||
intersection i = intersect(p,d, idx);
|
||||
|
||||
if(i.intersected)
|
||||
{
|
||||
float l_factor = light_diffuse(i.point, i.normal);
|
||||
|
||||
if(shadows && l_factor > 0.004f)
|
||||
{
|
||||
l_factor *= light_shadow(i.point);
|
||||
}
|
||||
|
||||
if(bounce == 0)
|
||||
{
|
||||
color = i.color * l_factor;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = mix(color, color * i.color * l_factor, i.reflection);
|
||||
}
|
||||
|
||||
//d = 2*(dot(p, i.normal))*i.normal - p;
|
||||
d = reflect(-p, i.normal);
|
||||
p = i.point;
|
||||
idx = i.idx;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 rp = outvertex;
|
||||
rp.x = rp.x * aspectratio;
|
||||
vec4 outcolor = vec4(cast_ray(vec3(0.0f, 0.0f, 1.0f), vec3(rp, 0.0f)), 0.0f);
|
||||
for(int supersample = 1; supersample < supersamples; supersample++)
|
||||
{
|
||||
outcolor = mix(outcolor, vec4(cast_ray(vec3(sin(supersample * PI/supersamples)/200, cos(supersample * PI/supersamples)/200, 1.0f), vec3(rp, 0.0f)), 0.0f), 0.5f);
|
||||
}
|
||||
gl_FragColor = outcolor;
|
||||
}
|
||||
|
||||
)raw_string"
|
13
game/raycaster.vs
Normal file
13
game/raycaster.vs
Normal file
|
@ -0,0 +1,13 @@
|
|||
R"raw_string(
|
||||
#version 120
|
||||
|
||||
attribute vec2 invertex;
|
||||
varying vec2 outvertex;
|
||||
|
||||
void main() {
|
||||
gl_Position.xy = invertex;
|
||||
gl_Position.zw = vec2(0.0f, 1.0);
|
||||
outvertex = invertex;
|
||||
}
|
||||
|
||||
)raw_string"
|
|
@ -1,18 +1,4 @@
|
|||
#include "renderer.hpp"
|
||||
|
||||
endofthejedi::Renderer::Renderer() {
|
||||
|
||||
}
|
||||
|
||||
endofthejedi::Renderer::~Renderer() {}
|
||||
|
||||
void endofthejedi::Renderer::drawCircle(float x, float y, float radius, float r, float g, float b, int numSides)
|
||||
{
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glColor3f(r,g,b);
|
||||
glVertex2f(x, y); // center of circle
|
||||
for (int i = 0; i <= numSides; i++) {
|
||||
glVertex2f(x + (radius * cos(i * 2 * M_PI / numSides)), y + (radius * sin(i * 2 * M_PI / numSides)));
|
||||
}
|
||||
glEnd();
|
||||
void endofthejedi::Renderer::render(const game::State *state) {
|
||||
}
|
||||
|
|
|
@ -5,21 +5,15 @@
|
|||
#include <epoxy/gl.h>
|
||||
#include <epoxy/glx.h>
|
||||
|
||||
#include "glclasses.hpp"
|
||||
#include "game.hpp"
|
||||
|
||||
namespace endofthejedi {
|
||||
|
||||
class Renderer {
|
||||
private:
|
||||
VBO m_vbo;
|
||||
VAO m_vao;
|
||||
Shader m_shader;
|
||||
protected:
|
||||
public:
|
||||
Renderer();
|
||||
~Renderer();
|
||||
void drawCircle(float x, float y, float radius, float r,
|
||||
float g, float b, int numSides=12);
|
||||
virtual void render(const game::State *state);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
75
game/renderer_shader.cpp
Normal file
75
game/renderer_shader.cpp
Normal file
|
@ -0,0 +1,75 @@
|
|||
#include "renderer_shader.hpp"
|
||||
|
||||
#include <vector>
|
||||
#include "glm/glm.hpp"
|
||||
#include "glm/vec2.hpp"
|
||||
#include "glm/vec3.hpp"
|
||||
#include "glm/gtc/type_ptr.hpp"
|
||||
|
||||
endofthejedi::RendererShader::RendererShader() {
|
||||
m_shader.load(vss, GL_VERTEX_SHADER);
|
||||
m_shader.load(fss, GL_FRAGMENT_SHADER);
|
||||
}
|
||||
|
||||
void endofthejedi::RendererShader::render(const game::State *state) {
|
||||
m_shader.bind();
|
||||
|
||||
std::vector<glm::vec3> positions;
|
||||
std::vector<glm::vec4> colors;
|
||||
std::vector<GLfloat> radii;
|
||||
std::vector<GLfloat> reflections;
|
||||
|
||||
for (const game::Planet *planet : state->planets) {
|
||||
positions.push_back(glm::vec3(planet->position, -5.0f));
|
||||
radii.push_back(planet->radius);
|
||||
colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
|
||||
}
|
||||
|
||||
for (const game::Ship *ship : state->ships) {
|
||||
positions.push_back(glm::vec3(ship->position, -3.0f));
|
||||
radii.push_back(ship->radius);
|
||||
colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
|
||||
}
|
||||
|
||||
for (const game::Player *player : state->players) {
|
||||
for (const game::Missile *missile : player->missiles) {
|
||||
positions.push_back(glm::vec3(missile->position, -3.0f));
|
||||
radii.push_back(0.01f);
|
||||
colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &pos : positions) {
|
||||
pos.x *= 5;
|
||||
pos.y *= 5;
|
||||
}
|
||||
for (auto &rad : radii) {
|
||||
rad *= 5;
|
||||
}
|
||||
|
||||
/*
|
||||
for (const game::Trace *trace : state->traces) {
|
||||
positions.push_back(glm::vec3(trace->position, -3.0f));
|
||||
radii.push_back(trace->radius);
|
||||
colors.push_back(glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
|
||||
}*/
|
||||
|
||||
glUniform1f(m_shader.location("aspectratio"), 1.0f);
|
||||
glUniform1i(m_shader.location("reflections"), 1);
|
||||
glUniform3f(m_shader.location("l_position"), 0.6f, 0.1f, 0.0f);
|
||||
glUniform1f(m_shader.location("l_radius"), 1.0f);
|
||||
glUniform3fv(m_shader.location("s_positions"), positions.size(),
|
||||
glm::value_ptr(positions[0]));
|
||||
glUniform4fv(m_shader.location("s_colors"), colors.size(),
|
||||
glm::value_ptr(colors[0]));
|
||||
glUniform1fv(m_shader.location("s_radii"), radii.size(), &radii[0]);
|
||||
glUniform1i(m_shader.location("s_length"), positions.size());
|
||||
|
||||
// render fullscreen quad with legacy opengl (too lazy, sorry)
|
||||
glBegin(GL_QUADS);
|
||||
glVertex2f(-1.0f, -1.0f);
|
||||
glVertex2f(1.0f, -1.0f);
|
||||
glVertex2f(1.0f, 1.0f);
|
||||
glVertex2f(-1.0f, 1.0f);
|
||||
glEnd();
|
||||
}
|
30
game/renderer_shader.hpp
Normal file
30
game/renderer_shader.hpp
Normal file
|
@ -0,0 +1,30 @@
|
|||
#pragma once
|
||||
|
||||
static const char *vss =
|
||||
#include "raycaster.vs"
|
||||
;
|
||||
static const char *fss =
|
||||
#include "raycaster.fs"
|
||||
;
|
||||
|
||||
#include "renderer.hpp"
|
||||
|
||||
#include "glclasses.hpp"
|
||||
#include "game.hpp"
|
||||
#include "state/planet.hpp"
|
||||
#include "state/trace.hpp"
|
||||
#include "state/player.hpp"
|
||||
#include "state/ship.hpp"
|
||||
|
||||
namespace endofthejedi {
|
||||
|
||||
class RendererShader : Renderer {
|
||||
private:
|
||||
Shader m_shader;
|
||||
protected:
|
||||
public:
|
||||
RendererShader();
|
||||
void render(const game::State *state) override;
|
||||
};
|
||||
|
||||
}
|
79
game/renderer_simple.cpp
Normal file
79
game/renderer_simple.cpp
Normal file
|
@ -0,0 +1,79 @@
|
|||
#include "renderer_simple.hpp"
|
||||
|
||||
void endofthejedi::RendererSimple::drawCircle(float x, float y, float radius,
|
||||
float r, float g, float b,
|
||||
int numSides) {
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glColor3f(r, g, b);
|
||||
glVertex2f(x, y); // center of circle
|
||||
for (int i = 0; i <= numSides; i++) {
|
||||
glVertex2f(x + (radius * cos(i * 2 * M_PI / numSides)),
|
||||
y + (radius * sin(i * 2 * M_PI / numSides)));
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void endofthejedi::RendererSimple::drawShip(const glm::vec2 &pos,
|
||||
float radius) {
|
||||
// std::cout<<"draw ship @ " << pos.x << ", " << pos.y << std::endl;
|
||||
glm::vec3 color = glm::vec3(0.2, 1.0, 0.3);
|
||||
|
||||
drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z, 12);
|
||||
}
|
||||
|
||||
void endofthejedi::RendererSimple::drawPlanet(const glm::vec2 &pos,
|
||||
float radius) {
|
||||
glm::vec3 color = glm::vec3(0.7, 0.1, 0.2);
|
||||
|
||||
// std::cout<<"draw planet @ " << pos.x << ", " << pos.y << std::endl;
|
||||
drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z, 32);
|
||||
}
|
||||
|
||||
void endofthejedi::RendererSimple::drawMissile(const glm::vec2 &pos) {
|
||||
glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
|
||||
drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
|
||||
}
|
||||
|
||||
void endofthejedi::RendererSimple::drawTrace(const game::Trace *trace) {
|
||||
for (const game::Trace::TracePoint &p : trace->points) {
|
||||
glm::vec3 color = glm::vec3(0.1, 0.3, 1.0) / (1.0f + 500.0f * p.speed);
|
||||
drawCircle(p.position.x, p.position.y, 0.005, color.x, color.y, color.z,
|
||||
3);
|
||||
}
|
||||
}
|
||||
|
||||
void endofthejedi::RendererSimple::drawExplosion(
|
||||
const game::Explosion *explosion) {
|
||||
// TODO: transparent
|
||||
// TODO: with glow in the middle
|
||||
float r = explosion->maxRadius * (explosion->age / explosion->maxAge);
|
||||
|
||||
// TODO: transparency?
|
||||
glm::vec3 color = glm::vec3(1.0, 0.9, 0.1);
|
||||
drawCircle(explosion->position.x, explosion->position.y, r, color.x,
|
||||
color.y, color.z, 64);
|
||||
}
|
||||
|
||||
void endofthejedi::RendererSimple::render(const game::State *state) {
|
||||
for (const game::Planet *planet : state->planets) {
|
||||
drawPlanet(planet->position, planet->radius);
|
||||
}
|
||||
|
||||
for (const game::Trace *trace : state->traces) {
|
||||
drawTrace(trace);
|
||||
}
|
||||
|
||||
for (const game::Explosion *explosion : state->explosions) {
|
||||
drawExplosion(explosion);
|
||||
}
|
||||
|
||||
for (const game::Ship *ship : state->ships) {
|
||||
drawShip(ship->position, ship->radius);
|
||||
}
|
||||
|
||||
for (const game::Player *player : state->players) {
|
||||
for (const game::Missile *missile : player->missiles) {
|
||||
drawMissile(missile->position);
|
||||
}
|
||||
}
|
||||
}
|
33
game/renderer_simple.hpp
Normal file
33
game/renderer_simple.hpp
Normal file
|
@ -0,0 +1,33 @@
|
|||
#pragma once
|
||||
|
||||
#include "renderer.hpp"
|
||||
|
||||
#include "glclasses.hpp"
|
||||
|
||||
#include "game.hpp"
|
||||
#include "state/trace.hpp"
|
||||
#include "state/object.hpp"
|
||||
#include "state/missile.hpp"
|
||||
#include "state/player.hpp"
|
||||
#include "state/planet.hpp"
|
||||
#include "state/ship.hpp"
|
||||
#include "state/explosion.hpp"
|
||||
|
||||
namespace endofthejedi {
|
||||
|
||||
class RendererSimple : Renderer {
|
||||
private:
|
||||
void drawCircle(float x, float y, float radius, float r, float g, float b,
|
||||
int numSides = 12);
|
||||
void drawShip(const glm::vec2 &pos, float radius);
|
||||
void drawPlanet(const glm::vec2 &pos, float radius);
|
||||
void drawMissile(const glm::vec2 &pos);
|
||||
void drawTrace(const game::Trace *trace);
|
||||
void drawExplosion(const game::Explosion *explosion);
|
||||
|
||||
protected:
|
||||
public:
|
||||
void render(const game::State *state) override;
|
||||
};
|
||||
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#define ASIO_STANDALONE
|
||||
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <utility>
|
||||
|
|
|
@ -1,36 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include "opengl.hpp"
|
||||
|
||||
class TriangleWindow : public endofthejedi::GLWindow {
|
||||
private:
|
||||
protected:
|
||||
void init() override {
|
||||
glClearColor(0.5f, 0.6f, 0.7f, 1.0f);
|
||||
resize();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
void render(double time) override {
|
||||
(void) time;
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(0.0f, -1.0f, 0.0f);
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-1.0f, 1.0f, 0.0f);
|
||||
glColor3f(0.0f, 0.0f, 1.0f);
|
||||
glVertex3f(1.0f, 1.0f, 0.0f);
|
||||
glEnd();
|
||||
}
|
||||
void resize() override { glViewport(0, 0, getwidth(), getheight()); }
|
||||
|
||||
public:
|
||||
TriangleWindow(unsigned int width, unsigned int height)
|
||||
: endofthejedi::GLWindow(width, height)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in a new issue