loading texture from png and rendering on the screen (quad) works.
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dfda49c027
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a56f688204
9 changed files with 76 additions and 21 deletions
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@ -8,7 +8,7 @@ function(setup_target NAME)
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set_property(TARGET ${NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
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set_property(TARGET ${NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
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target_compile_options(${NAME} PRIVATE -Wall -Wextra)
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target_compile_options(${NAME} PRIVATE -Wall -Wextra)
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target_compile_options(${NAME} PRIVATE -fdiagnostics-color=always)
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target_compile_options(${NAME} PRIVATE -fdiagnostics-color=always)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:DEBUG>:-ggdb -O2>)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:DEBUG>:-ggdb -O0>)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:RELEASE>:-O3 -NDEBUG>)
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target_compile_options(${NAME} PRIVATE $<$<CONFIG:RELEASE>:-O3 -NDEBUG>)
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endfunction(setup_target)
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endfunction(setup_target)
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BIN
data/img/planet_mars.png
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BIN
data/img/planet_mars.png
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Binary file not shown.
After Width: | Height: | Size: 1.3 MiB |
BIN
data/img/test.png
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BIN
data/img/test.png
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Binary file not shown.
After Width: | Height: | Size: 7 KiB |
13
data/shader/background.frag
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13
data/shader/background.frag
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@ -0,0 +1,13 @@
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#version 120
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uniform sampler2D texture;
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varying vec3 vertex;
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varying vec2 uv;
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void main()
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{
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vec3 color = texture2D(texture, uv).rgb;
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gl_FragColor = vec4(color, 1.0);
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}
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12
data/shader/background.vert
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12
data/shader/background.vert
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@ -0,0 +1,12 @@
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#version 120
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uniform vec2 uvScale;
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varying vec3 vertex;
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varying vec2 uv;
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void main()
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{
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gl_Position = gl_Vertex;
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vertex = gl_Position.xyz;
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uv = uvScale * (0.5 + vertex.xy / 2.0);
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}
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@ -78,14 +78,12 @@ namespace endofthejedi {
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NULL, NULL, NULL);
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NULL, NULL, NULL);
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//update width and height based on png info
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//update width and height based on png info
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m_width = twidth;
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m_size = glm::vec2(twidth, theight);
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m_height = theight;
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int pot_width = (int) pow(2, ceilf(log2f(m_width)));
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int pot_width = (int) pow(2, ceilf(log2f(m_size.x)));
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int pot_height = (int) pow(2, ceilf(log2f(m_height)));
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int pot_height = (int) pow(2, ceilf(log2f(m_size.y)));
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m_uv_scale_x = m_width / (float) pot_width;
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m_uvScale = m_size / glm::vec2(pot_width, pot_height);
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m_uv_scale_y = m_height / (float) pot_height;
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/*puts("#########################################");*/
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/*puts("#########################################");*/
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/*printf("# PNG: width=%d, height=%d\n", width, height);*/
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/*printf("# PNG: width=%d, height=%d\n", width, height);*/
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@ -111,7 +109,7 @@ namespace endofthejedi {
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}
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}
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//row_pointers is for pointing to image_data for reading the png with libpng
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//row_pointers is for pointing to image_data for reading the png with libpng
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png_bytep *row_pointers = (png_bytep *) malloc(sizeof(png_bytep) * m_height);
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png_bytep *row_pointers = (png_bytep *) malloc(sizeof(png_bytep) * theight);
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if (!row_pointers) {
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if (!row_pointers) {
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//clean up memory and close stuff
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//clean up memory and close stuff
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png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
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png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
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@ -121,8 +119,8 @@ namespace endofthejedi {
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}
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}
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// set the individual row_pointers to point at the correct offsets of image_data
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// set the individual row_pointers to point at the correct offsets of image_data
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for (int i = 0; i < m_height; ++i) {
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for (uint32_t i = 0; i < theight; ++i) {
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row_pointers[m_height - 1 - i] = image_data + i * pot_rowbytes;
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row_pointers[theight- 1 - i] = image_data + i * pot_rowbytes;
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}
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}
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//read the png into image_data through row_pointers
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//read the png into image_data through row_pointers
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@ -46,17 +46,15 @@ namespace endofthejedi {
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bool valid() const { return m_valid; }
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bool valid() const { return m_valid; }
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glm::vec2 size() const { return glm::vec2(m_width, m_height); }
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glm::vec2 size() const { return m_size; }
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glm::vec2 uvScale() const { return glm::vec2(m_uv_scale_x, m_uv_scale_y); }
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glm::vec2 uvScale() const { return m_uvScale; }
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GLuint textureId() const { return m_texture_id; }
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GLuint textureId() const { return m_texture_id; }
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public:
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public:
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std::string m_path; // path for the loaded texture is saved here
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std::string m_path; // path for the loaded texture is saved here
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int m_width; // used width of the pixels of the texture
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glm::vec2 m_size; // used width/height of the pixels of the texture
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int m_height; // used height of the pixels of the texture
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glm::vec2 m_uvScale; // factor to scale uv-coordinates to get rid of non-power-of-two padding
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float m_uv_scale_x; // factor to scale uv-coordinates to get rid of non-power-of-two padding
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float m_uv_scale_y; // factor to scale uv-coordinates to get rid of non-power-of-two padding
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bool m_valid;
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bool m_valid;
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@ -20,7 +20,6 @@ namespace endofthejedi {
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m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER);
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m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER);
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m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
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m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
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std::string vss_particles = "../data/shader/particle.vert";
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std::string vss_particles = "../data/shader/particle.vert";
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std::string fss_particles = "../data/shader/particle.frag";
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std::string fss_particles = "../data/shader/particle.frag";
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@ -28,13 +27,23 @@ namespace endofthejedi {
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m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER);
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m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER);
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m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER);
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m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER);
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std::string vss_background = "../data/shader/background.vert";
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std::string fss_background = "../data/shader/background.frag";
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m_shader_background.init();
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m_shader_background.loadFile(vss_background, GL_VERTEX_SHADER);
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m_shader_background.loadFile(fss_background, GL_FRAGMENT_SHADER);
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//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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addModel("../data/mesh/rocket.stl", &m_missileModel);
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addModel("../data/mesh/rocket.stl", &m_missileModel);
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addModel("../data/mesh/planet_128.stl", &m_planetModel);
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addModel("../data/mesh/planet_128.stl", &m_planetModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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m_texture = new ImageTexture("../data/image/planet_mars.png");
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m_texture = new ImageTexture("../data/img/test.png");
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glActiveTexture(GL_TEXTURE0);
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m_texture->loadPng();
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std::cout<<"texture loading: " << m_texture->valid() << std::endl;
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std::cout<<"texture loading: " << m_texture->valid() << std::endl;
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if (!m_texture->valid()) {
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if (!m_texture->valid()) {
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exit(-1);
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exit(-1);
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@ -42,7 +51,27 @@ namespace endofthejedi {
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glm::vec2 s = m_texture->size();
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glm::vec2 s = m_texture->size();
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std::cout<<"texture size is " << s.x << " X " << s.y << std::endl;
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std::cout<<"texture size is " << s.x << " X " << s.y << std::endl;
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exit(0);
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//exit(0);
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}
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void RendererPolygon3d::renderBackgroundImage()
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{
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m_shader_background.bind();
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glUniform2fv(m_shader_background.location("uvScale"), 1, glm::value_ptr(m_texture->uvScale()));
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_texture->textureId());
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//drawNdcQuad();
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glColor3f(1.0, 0.0, 0.0);
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glBegin(GL_QUADS);
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glVertex2f(-1.0f, -1.0f);
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glVertex2f(1.0f, -1.0f);
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glVertex2f(1.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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}
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}
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void RendererPolygon3d::render(const game::State *state)
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void RendererPolygon3d::render(const game::State *state)
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@ -65,6 +94,8 @@ namespace endofthejedi {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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renderBackgroundImage();
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//float s = 0.1;
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//float s = 0.1;
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//glClearColor(s, s, 1.2*s, 1.0);
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//glClearColor(s, s, 1.2*s, 1.0);
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@ -62,6 +62,8 @@ namespace endofthejedi {
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void configureLightningInShader(Shader *shader) const;
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void configureLightningInShader(Shader *shader) const;
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void renderBackgroundImage();
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private:
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private:
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// all models are also here (for easy reloading etc.)
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// all models are also here (for easy reloading etc.)
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std::vector<PolygonModel*> m_models;
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std::vector<PolygonModel*> m_models;
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PolygonModel *m_shipModel;
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PolygonModel *m_shipModel;
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// for rendering everything
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// for rendering everything
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Shader m_shader_background;
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Shader m_shader_game_objects;
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Shader m_shader_game_objects;
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Shader m_shader_particles;
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Shader m_shader_particles;
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