renamed renderer classes. fixed shooting taking rad instead of degrees as parameter.

This commit is contained in:
Andreas Ortmann 2016-09-28 11:35:56 +02:00
parent 74b4573c3a
commit c8288d7a25
14 changed files with 186 additions and 393 deletions

View file

@ -10,8 +10,9 @@ set(GAME_SRC
glclasses.cpp
renderer.cpp
game_window.cpp
renderer_simple.cpp
renderer_shader.cpp
renderer_polygon_2d.cpp
renderer_polygon_3d.cpp
renderer_ray_tracer.cpp
session.cpp
util.cpp
@ -27,20 +28,12 @@ set(GAME_SRC
state/state.cpp
)
set(GAME_HEADERS
opengl.hpp
glclasses.hpp
renderer.hpp
renderer_simple.hpp
renderer_shader.hpp
)
include_directories(${CMAKE_CURRENT_BINARY_DIR})
include_directories(${CMAKE_CURRENT_SOURCE_DIR})
include_directories(${OPENGL_INCLUDE_DIR})
include_directories(${CMAKE_SOURCE_DIR}/libs/glm/)
include_directories(${CMAKE_SOURCE_DIR}/libs/asio/asio/include/)
add_executable(game ${GAME_SRC} ${GAME_HEADERS})
add_executable(game ${GAME_SRC})
setup_target(game)
target_link_libraries(game X11 epoxy pthread)

View file

@ -2,8 +2,9 @@
#include "opengl.hpp"
#include "renderer.hpp"
#include "renderer_simple.hpp"
#include "renderer_shader.hpp"
#include "renderer_polygon_2d.hpp"
#include "renderer_polygon_3d.hpp"
#include "renderer_ray_tracer.hpp"
#include "game.hpp"
@ -18,7 +19,9 @@
class GameWindow : public endofthejedi::GLWindow {
private:
Game* m_game;
endofthejedi::RendererSimple m_renderer;
endofthejedi::RendererPolygon2d m_renderer;
//endofthejedi::RendererPolygon3d m_renderer;
//endofthejedi::RendererRayTracer m_renderer;
protected:
void init() override {
@ -29,14 +32,6 @@ class GameWindow : public endofthejedi::GLWindow {
}
void render(double time) override {
// static bool once = false;
// if (!once) {
// once = true;
// for (int i=0; i<1000; i++) {
// m_game->cycle(time);
// }
//}
if (!m_game->cycle(static_cast<float>(time / 1000000000.0))) {
std::cout << "stopping the game..." << std::endl;
stop();

View file

@ -34,6 +34,7 @@ class GLWindow {
Window m_window;
GLXContext m_glcontext;
XWindowAttributes m_gwa;
Atom m_atomWmDeleteWindow;
//End of X related stuff
@ -103,5 +104,4 @@ class GLWindow {
m_maxfps = maxfps;
}
};
}

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@ -1,4 +1 @@
#include "renderer.hpp"
void endofthejedi::Renderer::render(const game::State *state) {
}

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@ -9,11 +9,17 @@
namespace endofthejedi {
/**
* Base class for the render.
*
* Implementations should render the whole scene (state) on the screen with
* opengl.
*/
class Renderer {
private:
protected:
public:
virtual void render(const game::State *state);
virtual void render(const game::State *state) = 0;
};
}

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@ -1,75 +0,0 @@
#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();
}

View file

@ -1,30 +0,0 @@
#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;
};
}

View file

@ -1,79 +0,0 @@
#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);
}
}
}

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@ -1,33 +0,0 @@
#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;
};
}

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@ -13,6 +13,11 @@ bool Session::parse(string s)
s.erase(std::find_if(s.rbegin(), s.rend(),
std::not1(std::ptr_fun<int, int>(std::isspace))).base(), s.end());
// TODO:
// from knoc:
// ALWAYS use commands here, no direct input!
// thats important!!!!
// TODO
if (s.size()==1&&s[0]=='q'){
//quit
m_socket.close();
@ -41,18 +46,18 @@ void Session::start()
if(m_started) return;
m_started=true;
m_pid = m_state->addPlayer();
char hello[] = "\nUse \"n name\" to change name, \"v velocity\" to change velocity, \"c\" to clear past shots or \"q\" to close the connection.\nEverything else is interpreted as a shooting angle.\n\n> ";
char hello[] = "\nWeclome to KlassischeKeplerKriege v0.1\n Use \"n name\" to change name, \"v velocity\" to change velocity, \"c\" to clear past shots or \"q\" to close the connection.\nEverything else is interpreted as a shooting angle.\n\n> ";
do_write(hello, strlen(hello));
}
void Session::do_read()
{
auto self(shared_from_this());
m_socket.async_read_some(asio::buffer(m_rcv_data, max_length),
m_socket.async_read_some(
asio::buffer(m_rcv_data, max_length),
[this, self](std::error_code ec, std::size_t length)
{
if (!ec)
{
if (!ec) {
std::string s(m_rcv_data,length);
if(parse(s)){
char c[]="> ";
@ -68,8 +73,7 @@ void Session::do_write(char m_snd_data[], std::size_t length)
asio::async_write(m_socket, asio::buffer(m_snd_data, length),
[this, self](std::error_code ec, std::size_t /*length*/)
{
if (!ec)
{
if (!ec) {
do_read();
}
});

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@ -1,9 +1,10 @@
#include "commands.hpp"
#include "trace.hpp"
#include <iostream>
#include "trace.hpp"
#include "util.hpp"
namespace game {
void ShootCommand::apply(Player *player, State *state) const
{
@ -12,7 +13,7 @@ namespace game {
// TODO: idea
// shoot multiple rockets at once or from different positions after
// level up / upgrade ...
Missile *missile = new Missile(player, player->ship->position, m_angle, player->speed);
Missile *missile = new Missile(player, player->ship->position, util::deg2rad(m_angle), player->speed);
Trace *trace = new Trace(missile);
missile->trace = trace;

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@ -1,5 +1,6 @@
#include "util.hpp"
#include <cmath>
#include <cstdlib>
namespace util {
@ -22,4 +23,14 @@ namespace util {
{
return glm::vec2(randf_0_1(), randf_0_1());
}
float deg2rad(float deg)
{
return M_PI*deg/180.0;
}
float rad2deg(float rad)
{
return 180.0 * rad / M_PI;
}
}

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@ -9,4 +9,7 @@ namespace util {
glm::vec2 randv2_m1_1();
glm::vec2 randv2_0_1();
float deg2rad(float deg);
float rad2deg(float rad);
}