grouped files in subdirs.

This commit is contained in:
Andreas Ortmann 2016-09-28 11:50:35 +02:00
parent 7d8585c5d9
commit aedda9d48e
14 changed files with 281 additions and 11 deletions

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@ -8,12 +8,13 @@ set(GAME_SRC
main.cpp main.cpp
opengl.cpp opengl.cpp
glclasses.cpp glclasses.cpp
renderer.cpp
game_window.cpp game_window.cpp
renderer_polygon_2d.cpp renderer.cpp
renderer_polygon_3d.cpp renderer_polygon_2d/renderer_polygon_2d.cpp
renderer_ray_tracer.cpp renderer_polygon_3d/renderer_polygon_3d.cpp
session.cpp renderer_ray_tracer/renderer_ray_tracer.cpp
network/session.cpp
util.cpp util.cpp
game.cpp game.cpp

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@ -2,9 +2,10 @@
#include "opengl.hpp" #include "opengl.hpp"
#include "renderer.hpp" #include "renderer.hpp"
#include "renderer_polygon_2d.hpp"
#include "renderer_polygon_3d.hpp" #include "renderer_polygon_2d/renderer_polygon_2d.hpp"
#include "renderer_ray_tracer.hpp" #include "renderer_polygon_3d/renderer_polygon_3d.hpp"
#include "renderer_ray_tracer/renderer_ray_tracer.hpp"
#include "game.hpp" #include "game.hpp"
@ -20,8 +21,8 @@ class GameWindow : public endofthejedi::GLWindow {
private: private:
Game* m_game; Game* m_game;
//endofthejedi::RendererPolygon2d m_renderer; //endofthejedi::RendererPolygon2d m_renderer;
endofthejedi::RendererPolygon3d m_renderer; //endofthejedi::RendererPolygon3d m_renderer;
//endofthejedi::RendererRayTracer m_renderer; endofthejedi::RendererRayTracer m_renderer;
protected: protected:
void init() override { void init() override {

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@ -7,7 +7,7 @@
#include "opengl.hpp" #include "opengl.hpp"
#include "game_window.hpp" #include "game_window.hpp"
#include "server.hpp" #include "network/server.hpp"
#include "options.hpp" #include "options.hpp"
uint64_t optionsFlags; uint64_t optionsFlags;

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@ -0,0 +1,81 @@
#include "renderer_polygon_2d.hpp"
namespace endofthejedi {
void RendererPolygon2d::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 RendererPolygon2d::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 RendererPolygon2d::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 RendererPolygon2d::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 RendererPolygon2d::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 RendererPolygon2d::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 RendererPolygon2d::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);
}
}
}
}

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@ -0,0 +1,34 @@
#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 RendererPolygon2d : 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;
};
}

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@ -0,0 +1,17 @@
#include "renderer_polygon_3d.hpp"
#include <iostream>
namespace endofthejedi {
void RendererPolygon3d::setup()
{
std::cout<<"setup 3d" << std::endl;
}
void RendererPolygon3d::render(const game::State *state)
{
(void) state;
//std::cout<<"render 3d" << std::endl;
}
}

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@ -0,0 +1,25 @@
#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 RendererPolygon3d : Renderer {
private:
protected:
public:
void setup();
void render(const game::State *state) override;
};
}

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@ -0,0 +1,88 @@
#include "renderer_ray_tracer.hpp"
#include <vector>
#include "glm/glm.hpp"
#include "glm/vec2.hpp"
#include "glm/vec3.hpp"
#include "glm/gtc/type_ptr.hpp"
static const char *vss =
#include "raycaster.vs"
;
static const char *fss =
#include "raycaster.fs"
;
namespace endofthejedi {
RendererRayTracer::RendererRayTracer() {
m_shader.load(vss, GL_VERTEX_SHADER);
m_shader.load(fss, GL_FRAGMENT_SHADER);
}
void RendererRayTracer::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();
}
}

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@ -0,0 +1,23 @@
#pragma once
#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 RendererRayTracer: Renderer {
private:
Shader m_shader;
protected:
public:
RendererRayTracer();
void render(const game::State *state) override;
};
}