From 9e4bda924200dff880e9399fc57a9ed3d5e9c63a Mon Sep 17 00:00:00 2001 From: end Date: Wed, 5 Oct 2016 23:37:46 +0200 Subject: [PATCH] + added line width of 2 --- .../renderer_polygon_3d.cpp | 903 +++++++++--------- 1 file changed, 451 insertions(+), 452 deletions(-) diff --git a/game/renderer_polygon_3d/renderer_polygon_3d.cpp b/game/renderer_polygon_3d/renderer_polygon_3d.cpp index aedd393..9104b51 100644 --- a/game/renderer_polygon_3d/renderer_polygon_3d.cpp +++ b/game/renderer_polygon_3d/renderer_polygon_3d.cpp @@ -9,38 +9,37 @@ #include "developer_console.hpp" namespace endofthejedi { - void RendererPolygon3d::setup() - { - m_lastTime = -1.0; +void RendererPolygon3d::setup() { + m_lastTime = -1.0; - //std::cout << "setup polygon 3d" << std::endl; + // std::cout << "setup polygon 3d" << std::endl; - m_shader_game_objects.init(); + m_shader_game_objects.init(); m_shader_game_objects.loadFile("../data/shader/gameobjects.vert", GL_VERTEX_SHADER); m_shader_game_objects.loadFile("../data/shader/gameobjects.frag", GL_FRAGMENT_SHADER); - m_shader_particles.init(); + m_shader_particles.init(); m_shader_particles.loadFile("../data/shader/particle.vert", GL_VERTEX_SHADER); m_shader_particles.loadFile("../data/shader/particle.frag", GL_FRAGMENT_SHADER); - m_shader_background.init(); + m_shader_background.init(); m_shader_background.loadFile("../data/shader/background.vert", GL_VERTEX_SHADER); m_shader_background.loadFile("../data/shader/background.frag", GL_FRAGMENT_SHADER); - //addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel); + // addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel); addModel("../data/mesh/rocket.stl", &m_missileModel); - addModel("../data/mesh/planet_128.stl", &m_planetModel); + addModel("../data/mesh/planet_128.stl", &m_planetModel); addModel("../data/mesh/ship_ufo.stl", &m_shipModel); - m_texture = nullptr; - m_backgroundTexturePath = "../data/img/background_3.png"; - loadBackgroundTexture(); + m_texture = nullptr; + m_backgroundTexturePath = "../data/img/background_3.png"; + loadBackgroundTexture(); m_postprocess_shader.init(); m_postprocess_shader.loadFile("../data/shader/postprocess.vert", @@ -73,72 +72,70 @@ namespace endofthejedi { loadBackgroundTexture(); return developer::resultOkay(); }); +} + +void RendererPolygon3d::loadBackgroundTexture() { + // m_texture = new ImageTexture("../data/img/test.png"); + if (m_texture != nullptr) { + delete (m_texture); } - void RendererPolygon3d::loadBackgroundTexture() - { - //m_texture = new ImageTexture("../data/img/test.png"); - if (m_texture != nullptr) { - delete(m_texture); - } + //"../data/img/stars_nebular.png"); + m_texture = new ImageTexture(m_backgroundTexturePath); - //"../data/img/stars_nebular.png"); - m_texture = new ImageTexture(m_backgroundTexturePath); + glActiveTexture(GL_TEXTURE0); + m_texture->loadPng(); - glActiveTexture(GL_TEXTURE0); - m_texture->loadPng(); - - std::cout<<"texture loading: " << m_texture->valid() << std::endl; - if (!m_texture->valid()) { - std::cout<<"loading failed!"; - return; - //exit(-1); - } - - glm::vec2 s = m_texture->size(); - std::cout<<"texture size is " << s.x << " X " << s.y << std::endl; + std::cout << "texture loading: " << m_texture->valid() << std::endl; + if (!m_texture->valid()) { + std::cout << "loading failed!"; + return; + // exit(-1); } - void RendererPolygon3d::renderBackgroundImage() - { - m_shader_background.bind(); + glm::vec2 s = m_texture->size(); + std::cout << "texture size is " << s.x << " X " << s.y << std::endl; +} - glUniform2fv(m_shader_background.location("uvScale"), 1, glm::value_ptr(m_texture->uvScale())); +void RendererPolygon3d::renderBackgroundImage() { + m_shader_background.bind(); - glActiveTexture(GL_TEXTURE0); - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, m_texture->textureId()); + glUniform2fv(m_shader_background.location("uvScale"), 1, + glm::value_ptr(m_texture->uvScale())); - //drawNdcQuad(); - glColor3f(1.0, 0.0, 0.0); - glBegin(GL_QUADS); - glVertex2f(-1.0f, -1.0f); - glVertex2f(1.0f, -1.0f); - glVertex2f(1.0f, 1.0f); - glVertex2f(-1.0f, 1.0f); - glEnd(); + glActiveTexture(GL_TEXTURE0); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, m_texture->textureId()); + + // drawNdcQuad(); + glColor3f(1.0, 0.0, 0.0); + glBegin(GL_QUADS); + glVertex2f(-1.0f, -1.0f); + glVertex2f(1.0f, -1.0f); + glVertex2f(1.0f, 1.0f); + glVertex2f(-1.0f, 1.0f); + glEnd(); +} + +void RendererPolygon3d::render(const game::State *state) { + if (m_lastTime == -1.0) { + m_lastTime = state->timestamp(); } - void RendererPolygon3d::render(const game::State *state) - { - if (m_lastTime == -1.0) { - m_lastTime = state->timestamp(); - } + float dt = state->timestamp() - m_lastTime; + if (dt < 0.0) { + dt = 0.0; + } - float dt = state->timestamp() - m_lastTime; - if (dt < 0.0) { - dt = 0.0; - } + m_state = state; + advanceGraphicObjects(dt); - m_state = state; - advanceGraphicObjects(dt); + // TODO: add stars (texture) + // TODO: add dust particles + // TODO: add little rocks flying around - // TODO: add stars (texture) - // TODO: add dust particles - // TODO: add little rocks flying around - - glClearColor(0.0, 0.0, 0.0, 1.0); - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClearColor(0.0, 0.0, 0.0, 1.0); + // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_postprocess_fbo.bind(); @@ -154,33 +151,25 @@ namespace endofthejedi { m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0, m_postprocess_tex0.getName()); - renderBackgroundImage(); + renderBackgroundImage(); - //float s = 0.1; - //glClearColor(s, s, 1.2*s, 1.0); + m_shader_game_objects.bind(); - m_shader_game_objects.bind(); + configureLightningInShader(&m_shader_game_objects); - // TODO: add ONE sun planet - // TODO: add lights for explosions + renderPlanets(); + renderShips(); + renderMissiles(); - configureLightningInShader(&m_shader_game_objects); + renderParticles(); - //std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl; - - renderPlanets(); - renderShips(); - renderMissiles(); - - renderParticles(); - - renderTraces(); + renderTraces(); glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio); m_postprocess_tex1.bind(); m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0, m_postprocess_tex1.getName()); - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_shader_game_objects.bind(); configureLightningInShader(&m_shader_game_objects); @@ -195,7 +184,6 @@ namespace endofthejedi { // postprocessing m_postprocess_shader.bind(); - //glColor3f(1.0, 0.0, 0.0); glActiveTexture(GL_TEXTURE0); m_postprocess_tex1.bind(); @@ -203,19 +191,17 @@ namespace endofthejedi { glUniform2f(m_postprocess_shader.location("uvScale"), 1, 1); for (int i = 0; i < 2; i++) { - glUniform2f(m_postprocess_shader.location("scale"), 2.0f / m_w, - 0.0f); - //glVertex2f(1.0f, -1.0f); + glUniform2f(m_postprocess_shader.location("scale"), 2.0f / m_w, 0.0f); + glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); glVertex2f(1.0f, 1.0f); glVertex2f(-1.0f, 1.0f); glEnd(); - //glVertex2f(1.0f, 1.0f); - glUniform2f(m_postprocess_shader.location("scale"), 0.0f, - 2.0f / m_h); - //glVertex2f(-1.0f, 1.0f); + + glUniform2f(m_postprocess_shader.location("scale"), 0.0f, 2.0f / m_h); + glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); @@ -238,7 +224,7 @@ namespace endofthejedi { m_postprocess_tex0.bind(); glActiveTexture(GL_TEXTURE1); m_postprocess_tex1.bind(); - //glEnd(); + glColor3f(1.0, 0.0, 0.0); glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); @@ -247,176 +233,185 @@ namespace endofthejedi { glVertex2f(-1.0f, 1.0f); glEnd(); - m_lastTime = state->timestamp(); + m_lastTime = state->timestamp(); +} + +void RendererPolygon3d::renderParticles() { + m_shader_particles.bind(); + + glUniform1f(m_shader_particles.location("aspectRatio"), m_aspectRatio); + + for (ParticleBatch *batch : m_particles) { + batch->bind(); + batch->render(&m_shader_particles); } +} - void RendererPolygon3d::renderParticles() - { - m_shader_particles.bind(); +void RendererPolygon3d::addExplosionEffect(size_t id, + const glm::vec2 &explCenter, + const glm::vec2 &missileVelocity, + bool isPlanetHit, size_t n, + float duration) { + // float particleRadius = 0.005; + // float particleRadius = 0.003; + float particleRadius = 0.02; - glUniform1f(m_shader_particles.location("aspectRatio"), m_aspectRatio); + // TODO: use this as shader input too and make the area 2x around this + // so that it stays hot/yellow for 2/3 of the time + float explCoreSize = 0.02f; + float maxVelocity = 0.4f; - for (ParticleBatch *batch : m_particles) { - batch->bind(); - batch->render(&m_shader_particles); + ParticleBatch *batch = new ParticleBatch(id, n, particleRadius, duration); + batch->setup(&m_shader_particles); + batch->setCenter(glm::vec3(explCenter, 0.0)); + batch->setMaxVelocity(maxVelocity); + + for (size_t i = 0; i < n; i++) { + // distribute in a circle + // float t = 2.0 * M_PI * i / (float) n; + // t += 0.2*util::randf_m1_1(); + + // with random velocities + // this is 3d because it looks better if some particles leave/enter + // the space and they are not all on one plane. + // especially in 3d this would look bad without 3d velocity vector. + // glm::vec3 v = 0.5f*glm::vec3(sin(t), cos(t), util::randf_m1_1()); + + glm::vec3 pos = + glm::vec3(explCenter, 0.0) + glm::ballRand(explCoreSize); + + glm::vec3 v = glm::ballRand(maxVelocity); + + // TODO: is that good? + if (isPlanetHit) { + v *= util::randf_0_1() * util::randf_0_1() * util::randf_0_1(); + } else { + v *= util::randf_0_1(); } - } - void RendererPolygon3d::addExplosionEffect( - size_t id, const glm::vec2 &explCenter, const glm::vec2 &missileVelocity, - bool isPlanetHit, - size_t n, float duration) - { - //float particleRadius = 0.005; - //float particleRadius = 0.003; - float particleRadius = 0.02; + // find collisions with planetns and limit max distance so particles + // won't fly through planets + // float maxDist = 0.1; + // float maxDist = 0.1*util::randf_0_1(); + bool isInsidePlanet = false; + float maxParticleDist = INFINITY; - // TODO: use this as shader input too and make the area 2x around this - // so that it stays hot/yellow for 2/3 of the time - float explCoreSize = 0.02f; - float maxVelocity = 0.4f; + const game::Planet *nearestPlanet = nullptr; + for (const game::Planet *planet : m_state->planets) { + const glm::vec3 ppos3 = glm::vec3(planet->position, 0.0f); - ParticleBatch *batch = new ParticleBatch(id, n, particleRadius, duration); - batch->setup(&m_shader_particles); - batch->setCenter(glm::vec3(explCenter, 0.0)); - batch->setMaxVelocity(maxVelocity); - - for (size_t i=0; iradius) { + isInsidePlanet = true; + nearestPlanet = planet; } - - // find collisions with planetns and limit max distance so particles - // won't fly through planets - //float maxDist = 0.1; - //float maxDist = 0.1*util::randf_0_1(); - bool isInsidePlanet = false; - float maxParticleDist = INFINITY; - - const game::Planet *nearestPlanet = nullptr; - for (const game::Planet *planet : m_state->planets) { - const glm::vec3 ppos3 = glm::vec3(planet->position, 0.0f); - - // TODO: that's slightly wrong. use intersection for this. - float dist = glm::distance(ppos3, pos); - if (dist <= planet->radius) { - isInsidePlanet = true; - nearestPlanet = planet; - } - if (isInsidePlanet) { - // skip searching for nearer planets once we are inside some - // planet as the position/velocity will be changed to start - // at the surface of the planet we were in with - // reflected or planet-normal velocity. - continue; - } - // TODO: if inside, move position so that it looks like - // reflecting the particle from the planet - bool fliesInPlanetDirection = glm::dot(v, ppos3-pos) > 0.0f; - if (dist < maxParticleDist && fliesInPlanetDirection) { - nearestPlanet = planet; - maxParticleDist = dist; - } + if (isInsidePlanet) { + // skip searching for nearer planets once we are inside some + // planet as the position/velocity will be changed to start + // at the surface of the planet we were in with + // reflected or planet-normal velocity. + continue; } + // TODO: if inside, move position so that it looks like + // reflecting the particle from the planet + bool fliesInPlanetDirection = glm::dot(v, ppos3 - pos) > 0.0f; + if (dist < maxParticleDist && fliesInPlanetDirection) { + nearestPlanet = planet; + maxParticleDist = dist; + } + } - bool makeStationary = false; + bool makeStationary = false; - if (isInsidePlanet && isPlanetHit) { - util::IntersectionTest intersect; - if (!intersect.raySphere( - glm::vec3(explCenter, 0.0f), v, - glm::vec3(nearestPlanet->position, 0.0f), nearestPlanet->radius)) - { - makeStationary = true; - //std::cout<<"warning: intersection should be valid!" << std::endl; - // TODO: must be as they lie on a plane and the dist is < as - // the radius. - // handle if this is wrong. - - } else { - // simple reflection, ignoring the missile velocity: this looks good enough - glm::vec3 planetNormal = glm::normalize(pos - glm::vec3(nearestPlanet->position, 0.0f)); - v = glm::length(v) * planetNormal; - - // TODO - // considering the missile velocity is not yet working: - - // set position to the intersection point between explosion - // center and planet surface - //pos = intersect.pointAtDistance(intersect.distance()); - //v = glm::vec3(missileVelocity, 0.0f); - //v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; - //v *= 4.0; - //maxParticleDist = 100.0; - //v = -v; - - //pos = glm::vec3(nearestPlanet->position, 0.0f) + nearestPlanet->radius*planetNormal; - - // set position to the intersection point between explosion - // center and planet surface - //const glm::vec3 planetNormal = glm::vec3(glm::normalize(explCenter - nearestPlanet->position), 0.0f); - - //pos = glm::vec3(nearestPlanet->position, 0.0f) + nearestPlanet->radius*planetNormal; - - // build new velocity by reflecting the old velocity on the - // planet normal - // TODO: add a bit random - // TODO: add reflection - // TODO: distribute particles around main reflection angle and - // TODO: add material exhaust that is specific for the planet. - // TODO: spawn waves on water planet - // TODO: start fire on gas planet - //v = glm::length(v) * planetNormal; - //v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; - //v = glm::length(v) * planetNormal; - - //glm::vec3 r = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; - //glm::vec3 vn = glm::length(v) * planetNormal; - //v = (r+vn) / 2.0f; - - //glm::vec3 vc = glm::vec3(nearestPlanet->position-explCenter, 0.0f); - //glm::vec3 r = vc - 2.0f*glm::dot(vc, planetNormal) * planetNormal; - //v = r; - } - } else if (isInsidePlanet && !isPlanetHit) { - // if a planet is just hit by explosions particles but not the - // missile itself, don't reflect the particles in the planet. - // just set them as stationary at place of explosion + if (isInsidePlanet && isPlanetHit) { + util::IntersectionTest intersect; + if (!intersect.raySphere(glm::vec3(explCenter, 0.0f), v, + glm::vec3(nearestPlanet->position, 0.0f), + nearestPlanet->radius)) { makeStationary = true; - } + // std::cout<<"warning: intersection should be valid!" << + // std::endl; + // TODO: must be as they lie on a plane and the dist is < as + // the radius. + // handle if this is wrong. - if (makeStationary) { - v = glm::vec3(0.0f, 0.0f, 0.0f); - pos = glm::vec3(explCenter, 0.0f);; - } + } else { + // simple reflection, ignoring the missile velocity: this looks + // good enough + glm::vec3 planetNormal = glm::normalize( + pos - glm::vec3(nearestPlanet->position, 0.0f)); + v = glm::length(v) * planetNormal; - batch->setParticle(i, pos, v, maxParticleDist); + // TODO + // considering the missile velocity is not yet working: + + // set position to the intersection point between explosion + // center and planet surface + // pos = intersect.pointAtDistance(intersect.distance()); + // v = glm::vec3(missileVelocity, 0.0f); + // v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; + // v *= 4.0; + // maxParticleDist = 100.0; + // v = -v; + + // pos = glm::vec3(nearestPlanet->position, 0.0f) + + // nearestPlanet->radius*planetNormal; + + // set position to the intersection point between explosion + // center and planet surface + // const glm::vec3 planetNormal = + // glm::vec3(glm::normalize(explCenter - + // nearestPlanet->position), 0.0f); + + // pos = glm::vec3(nearestPlanet->position, 0.0f) + + // nearestPlanet->radius*planetNormal; + + // build new velocity by reflecting the old velocity on the + // planet normal + // TODO: add a bit random + // TODO: add reflection + // TODO: distribute particles around main reflection angle and + // TODO: add material exhaust that is specific for the planet. + // TODO: spawn waves on water planet + // TODO: start fire on gas planet + // v = glm::length(v) * planetNormal; + // v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; + // v = glm::length(v) * planetNormal; + + // glm::vec3 r = v - 2.0f*glm::dot(v, planetNormal) * + // planetNormal; + // glm::vec3 vn = glm::length(v) * planetNormal; + // v = (r+vn) / 2.0f; + + // glm::vec3 vc = glm::vec3(nearestPlanet->position-explCenter, + // 0.0f); + // glm::vec3 r = vc - 2.0f*glm::dot(vc, planetNormal) * + // planetNormal; + // v = r; + } + } else if (isInsidePlanet && !isPlanetHit) { + // if a planet is just hit by explosions particles but not the + // missile itself, don't reflect the particles in the planet. + // just set them as stationary at place of explosion + makeStationary = true; } - batch->upload(); + if (makeStationary) { + v = glm::vec3(0.0f, 0.0f, 0.0f); + pos = glm::vec3(explCenter, 0.0f); + ; + } - m_particles.push_back(batch); + batch->setParticle(i, pos, v, maxParticleDist); } - void RendererPolygon3d::advanceGraphicObjects(float dt) - { + batch->upload(); + + m_particles.push_back(batch); +} + +void RendererPolygon3d::advanceGraphicObjects(float dt) { #if 0 for (const game::Explosion *expl : m_state->explosions) { bool gotIt = false; @@ -437,80 +432,85 @@ namespace endofthejedi { } #endif - for (auto *evt : m_state->currentStateUpdateEvents()) { - auto type = evt->eventType(); - auto cycle = evt->lifeCycle(); + for (auto *evt : m_state->currentStateUpdateEvents()) { + auto type = evt->eventType(); + auto cycle = evt->lifeCycle(); - if (type == game::EventType::Explosion) { - if (cycle == game::LifeCycle::Create) { - game::ExplosionEvent *ee = static_cast(evt); - game::Explosion *expl = static_cast(ee->object()); + if (type == game::EventType::Explosion) { + if (cycle == game::LifeCycle::Create) { + game::ExplosionEvent *ee = + static_cast(evt); + game::Explosion *expl = + static_cast(ee->object()); - addExplosionEffect( - expl->id, expl->position, - glm::vec3(expl->missileVelocity,1.0), - (expl->hit == game::Hit::Planet), - 1000, 1.0); - } - } else if (type == game::EventType::Ship) { - game::ShipEvent *me = static_cast(evt); - game::Ship *ship = static_cast(me->object()); - - // is always modificated - if (cycle == game::LifeCycle::Create) { - //std::cout<<"[renderer] adding missile #" << missile->id << std::endl; - m_ships.push_back(ship); - - } else if (cycle == game::LifeCycle::Destroy) { - //std::cout<<"[renderer] removing missile #" << missile->id << std::endl; - m_ships.remove(ship); - } - } else if (type == game::EventType::Missile) { - game::MissileEvent *me = static_cast(evt); - game::Missile *missile = static_cast(me->object()); - - // is always modificated - if (cycle == game::LifeCycle::Create) { - //std::cout<<"[renderer] adding missile #" << missile->id << std::endl; - m_missiles.push_back(missile); - - } else if (cycle == game::LifeCycle::Destroy) { - //std::cout<<"[renderer] removing missile #" << missile->id << std::endl; - m_missiles.remove(missile); - } + addExplosionEffect(expl->id, expl->position, + glm::vec3(expl->missileVelocity, 1.0), + (expl->hit == game::Hit::Planet), 1000, 1.0); } - } + } else if (type == game::EventType::Ship) { + game::ShipEvent *me = static_cast(evt); + game::Ship *ship = static_cast(me->object()); - //if (m_particles.size() == 0) { - // addExplosionEffect(0, glm::vec2(0.0, 0.0), glm::vec2(0.0, 0.0), false, 10000, 2.0); - //} + // is always modificated + if (cycle == game::LifeCycle::Create) { + // std::cout<<"[renderer] adding missile #" << missile->id << + // std::endl; + m_ships.push_back(ship); - std::vector rm; - - for (ParticleBatch *batch : m_particles) { - batch->tick(dt); - if (batch->done()) { - rm.push_back(batch); + } else if (cycle == game::LifeCycle::Destroy) { + // std::cout<<"[renderer] removing missile #" << missile->id << + // std::endl; + m_ships.remove(ship); } - } + } else if (type == game::EventType::Missile) { + game::MissileEvent *me = static_cast(evt); + game::Missile *missile = static_cast(me->object()); - for (ParticleBatch *batch : rm) { - m_particles.remove(batch); - delete (batch); + // is always modificated + if (cycle == game::LifeCycle::Create) { + // std::cout<<"[renderer] adding missile #" << missile->id << + // std::endl; + m_missiles.push_back(missile); + + } else if (cycle == game::LifeCycle::Destroy) { + // std::cout<<"[renderer] removing missile #" << missile->id << + // std::endl; + m_missiles.remove(missile); + } } } -void RendererPolygon3d::renderPlanets() { - m_planetModel->bind(); + // if (m_particles.size() == 0) { + // addExplosionEffect(0, glm::vec2(0.0, 0.0), glm::vec2(0.0, 0.0), false, + // 10000, 2.0); + //} - // TODO: put material into attributes and render witd glDrawInstanced - // too (same for missiles) - for (const game::Planet *planet : m_state->planets) { - glm::mat4 model = computeModelMatrix(planet); + std::vector rm; + + for (ParticleBatch *batch : m_particles) { + batch->tick(dt); + if (batch->done()) { + rm.push_back(batch); + } + } + + for (ParticleBatch *batch : rm) { + m_particles.remove(batch); + delete (batch); + } +} + +void RendererPolygon3d::renderPlanets() { + m_planetModel->bind(); + + // TODO: put material into attributes and render witd glDrawInstanced + // too (same for missiles) + for (const game::Planet *planet : m_state->planets) { + glm::mat4 model = computeModelMatrix(planet); glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); - glm::vec3 c = planet->getColor(); + glm::vec3 c = planet->getColor(); glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z); glUniform1i(m_shader_game_objects.location("materialSeed"), @@ -518,9 +518,9 @@ void RendererPolygon3d::renderPlanets() { glUniform1i(m_shader_game_objects.location("materialKind"), (int)planet->material); - m_planetModel->render(); - } + m_planetModel->render(); } +} void RendererPolygon3d::renderSun() { m_planetModel->bind(); @@ -549,44 +549,47 @@ void RendererPolygon3d::renderSun() { } void RendererPolygon3d::renderMissiles() { - // TODO: add fire trail for missiles near the sun + // TODO: add fire trail for missiles near the sun - m_missileModel->bind(); + m_missileModel->bind(); - for (const game::Missile *missile : m_missiles) { - glm::vec3 c = glm::vec3(1.0, 1.0, 0.3); - glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z); + for (const game::Missile *missile : m_missiles) { + glm::vec3 c = glm::vec3(1.0, 1.0, 0.3); + glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, + c.z); - // TODO: rename functions so their name represents what args they - // take - glm::mat4 model = computeModelMatrix(missile); - glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); + // TODO: rename functions so their name represents what args they + // take + glm::mat4 model = computeModelMatrix(missile); + glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, + glm::value_ptr(model)); - m_missileModel->render(); - } + m_missileModel->render(); } +} - void RendererPolygon3d::renderShips() - { - m_shipModel->bind(); +void RendererPolygon3d::renderShips() { + m_shipModel->bind(); - for (const game::Ship *ship : m_ships) { - glm::mat4 model = computeModelMatrix(ship); - glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); + for (const game::Ship *ship : m_ships) { + glm::mat4 model = computeModelMatrix(ship); + glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, + glm::value_ptr(model)); - glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); - glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z); + glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); + glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, + c.z); - m_shipModel->render(); - } + m_shipModel->render(); } +} - void RendererPolygon3d::addModel(const std::string &filename, PolygonModel **dest) - { - //std::cout<<"adding a model: " << filename << std::endl; +void RendererPolygon3d::addModel(const std::string &filename, + PolygonModel **dest) { + // std::cout<<"adding a model: " << filename << std::endl; - *dest = new PolygonModel(filename); - if (!(*dest)->import()) { + *dest = new PolygonModel(filename); + if (!(*dest)->import()) { std::cout << "error: failed to load needed model!!!" << std::endl << std::endl; exit(-1); @@ -599,151 +602,147 @@ void RendererPolygon3d::renderMissiles() { if (!(*dest)->import()) { std::cout << "error: failed to load needed model!!!" << std::endl << std::endl; - exit(-1); - } - - (*dest)->setup(&m_shader_game_objects); - (*dest)->uploadToOpenGl(); - - m_models.push_back(*dest); + exit(-1); } - glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Planet *planet) - { - return computeModelMatrix(planet->position, planet->radius); + (*dest)->setup(&m_shader_game_objects); + (*dest)->uploadToOpenGl(); + + m_models.push_back(*dest); +} + +glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Planet *planet) { + return computeModelMatrix(planet->position, planet->radius); +} + +glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Missile *missile) { + glm::vec2 vn = glm::normalize(missile->velocity); + float a = std::atan2(vn.y, vn.x); + + glm::mat4 mat = computeModelMatrix(missile->position, 0.1f, a); + + // TODO: which visual size has the rocket? in game its just a point with + // no size because all others have size. + // for atomic bomb + // return computeModelMatrix(missile->position, 0.03f, a); + + // flipped too + mat = glm::rotate(mat, (float)M_PI / 2.0f, glm::vec3(0.0f, 1.0f, 0.0f)); + + return mat; +} + +glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) { + // TODO: rotate them before shooting, that looks better + glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius()); + + // XXX model is flipped + // glm::mat4 mat = computeModelMatrix(ship->position, 0.3); + mat = glm::rotate(mat, (float)M_PI, glm::vec3(0.0f, 1.0f, 0.0f)); + return mat; +} + +glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, + float scale, float angle) { + // init as identity matrix + glm::mat4 model; + + model = glm::translate(model, glm::vec3(pos, 0.0)); + + if (scale != 1.0) { + model = glm::scale(model, glm::vec3(scale)); } - glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Missile *missile) - { - glm::vec2 vn = glm::normalize(missile->velocity); - float a = std::atan2(vn.y, vn.x); - - glm::mat4 mat = computeModelMatrix(missile->position, 0.1f, a); - - // TODO: which visual size has the rocket? in game its just a point with - // no size because all others have size. - //for atomic bomb - //return computeModelMatrix(missile->position, 0.03f, a); - - // flipped too - mat = glm::rotate(mat, (float) M_PI/2.0f, glm::vec3(0.0f, 1.0f, 0.0f)); - - return mat; + if (angle != 0.0) { + model = glm::rotate(model, angle, glm::vec3(0.0f, 0.0f, 1.0f)); } - glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) - { - // TODO: rotate them before shooting, that looks better - glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius()); + return model; +} - // XXX model is flipped - //glm::mat4 mat = computeModelMatrix(ship->position, 0.3); - mat = glm::rotate(mat, (float) M_PI, glm::vec3(0.0f, 1.0f, 0.0f)); - return mat; +void RendererPolygon3d::renderTraces() { + // revert to default + glUseProgram(0); + + // TODO dont use line mode. make that with own quads + glPolygonMode(GL_FRONT, GL_LINE); + glLineWidth(2.0f); + for (const game::Trace *trace : m_state->traces) { + float fade_out = 1.0; + if (trace->missile == nullptr) { + fade_out = 1.0 - (trace->age / trace->maxAge); + } + + glColor3f(0.0, 0.5 * fade_out, 0.5 * fade_out); + glBegin(GL_LINE_STRIP); + for (const game::Trace::TracePoint &tp : trace->points) { + glVertex2f(tp.position.x, tp.position.y); + } + glEnd(); + } + glLineWidth(1.0f); + glPolygonMode(GL_FRONT, GL_FILL); +} + +void RendererPolygon3d::configureLightningInShader(Shader *shader) const { + // TODO: add a few small lights for explosions so they lit the + // surroundsings + + // TODO: use the sun planet color for this! + glm::vec3 c = glm::vec3(1.0, 1.0, 0.8); + glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f); + + for (const game::Planet *planet : m_state->planets) { + if (planet->material == game::Planet::Material::Sun) { + p = glm::vec3(planet->position, 0.0); + c = planet->getColor(); + break; + } } - glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle) - { - // init as identity matrix - glm::mat4 model; + glUniform3f(shader->location("lightPosition"), p.x, p.y, p.z); + glUniform3f(shader->location("lightColor"), c.x, c.y, c.z); - model = glm::translate(model, glm::vec3(pos, 0.0)); + std::vector positions; + std::vector intensities; - if (scale != 1.0) { - model = glm::scale(model, glm::vec3(scale)); - } + size_t numExplLights = 0; - if (angle != 0.0) { - model = glm::rotate(model, angle, glm::vec3(0.0f, 0.0f, 1.0f)); - } + for (ParticleBatch *batch : m_particles) { + float age = batch->ageNormalized(); + // TODO: use function with a peak for this: + // + // /\__ + // _/ \--____ - return model; - } + float intensity = 1.0 - age; + glm::vec3 p = batch->explosionCenter(); - void RendererPolygon3d::renderTraces() - { - // revert to default - glUseProgram(0); + intensities.push_back(intensity); + positions.push_back(p); - // TODO dont use line mode. make that with own quads - glPolygonMode(GL_FRONT, GL_LINE); - for (const game::Trace *trace : m_state->traces) { - float fade_out = 1.0; - if (trace->missile == nullptr) { - fade_out = 1.0 - (trace->age / trace->maxAge); - } + numExplLights++; - glColor3f(0.0, 0.5*fade_out, 0.5*fade_out); - glBegin(GL_LINE_STRIP); - for (const game::Trace::TracePoint &tp : trace->points) { - glVertex2f(tp.position.x, tp.position.y); - } - glEnd(); - } - glPolygonMode(GL_FRONT, GL_FILL); - } - - void RendererPolygon3d::configureLightningInShader(Shader *shader) const - { - // TODO: add a few small lights for explosions so they lit the - // surroundsings - - // TODO: use the sun planet color for this! - glm::vec3 c = glm::vec3(1.0, 1.0, 0.8); - glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f); - - for (const game::Planet *planet : m_state->planets) { - if (planet->material == game::Planet::Material::Sun) { - p = glm::vec3(planet->position, 0.0); - c = planet->getColor(); - break; - } - } - - glUniform3f(shader->location("lightPosition"), p.x, p.y, p.z); - glUniform3f(shader->location("lightColor"), c.x, c.y, c.z); - - std::vector positions; - std::vector intensities; - - size_t numExplLights = 0; - - for (ParticleBatch *batch : m_particles) { - float age = batch->ageNormalized(); - // TODO: use function with a peak for this: - // - // /\__ - // _/ \--____ - - float intensity = 1.0-age; - glm::vec3 p = batch->explosionCenter(); - - intensities.push_back(intensity); - positions.push_back(p); - - numExplLights++; - - if (numExplLights == 10) { - break; - } - } - - glUniform1i( shader->location("explLightsNum"), numExplLights); - - if (numExplLights != 0) { - glUniform3fv(shader->location("explLightsPos"), numExplLights, glm::value_ptr(positions[0])); - glUniform1fv(shader->location("explLightsIntensities"), numExplLights, intensities.data()); + if (numExplLights == 10) { + break; } } + glUniform1i(shader->location("explLightsNum"), numExplLights); + + if (numExplLights != 0) { + glUniform3fv(shader->location("explLightsPos"), numExplLights, + glm::value_ptr(positions[0])); + glUniform1fv(shader->location("explLightsIntensities"), numExplLights, + intensities.data()); + } +} + void RendererPolygon3d::setWindowSize(int px, int py) { m_aspectRatio = (float)px / (float)py; m_w = px; m_h = py; - } - - void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam) - { - (void) cam; - } +} + +void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam) { (void)cam; } }