wip
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fb73ec7c7f
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8 changed files with 38 additions and 33 deletions
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@ -153,27 +153,25 @@ void RendererPolygon3d::setup() {
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m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0,
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m_postprocess_tex0.getName());
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renderBackgroundImage();
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renderBackgroundImage();
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//float s = 0.1;
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//glClearColor(s, s, 1.2*s, 1.0);
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//float s = 0.1;
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//glClearColor(s, s, 1.2*s, 1.0);
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m_shader_game_objects.bind();
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m_shader_game_objects.bind();
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// TODO: add ONE sun planet
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// TODO: add lights for explosions
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// TODO: add ONE sun planet
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// TODO: add lights for explosions
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configureLightningInShader(&m_shader_game_objects);
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configureLightningInShader(&m_shader_game_objects);
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//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
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//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
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renderPlanets();
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renderShips();
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renderMissiles();
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renderParticles();
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renderTraces();
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renderPlanets();
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renderShips();
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renderMissiles();
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renderParticles();
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renderTraces();
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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m_postprocess_tex1.bind();
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@ -184,14 +182,12 @@ void RendererPolygon3d::setup() {
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m_shader_game_objects.bind();
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configureLightningInShader(&m_shader_game_objects);
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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renderPlanets();
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renderShips();
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renderMissiles();
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renderParticles();
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renderTraces();
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// postprocessing
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m_postprocess_shader.bind();
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//glColor3f(1.0, 0.0, 0.0);
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@ -520,6 +516,10 @@ void RendererPolygon3d::renderPlanets() {
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m_planetModel->render();
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}
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}
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/*
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void RendererPolygon3d::renderSun() {
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m_planetModel->bind();
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@ -553,8 +553,8 @@ void RendererPolygon3d::renderMissiles() {
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m_missileModel->bind();
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for (const game::Missile *missile : m_missiles) {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glm::vec3 c = glm::vec3(missile->color);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x/2, c.y/2, c.z/2);
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// TODO: rename functions so their name represents what args they
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// take
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@ -665,6 +665,7 @@ void RendererPolygon3d::renderMissiles() {
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glUseProgram(0);
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// TODO dont use line mode. make that with own quads
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glPolygonMode(GL_FRONT, GL_LINE);
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for (const game::Trace *trace : m_state->traces) {
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float fade_out = 1.0;
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@ -680,7 +681,7 @@ void RendererPolygon3d::renderMissiles() {
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}
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glEnd();
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}
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glLineWidth(1.0f);
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glLineWidth(1.0f);
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glPolygonMode(GL_FRONT, GL_FILL);
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}
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@ -38,6 +38,7 @@ namespace endofthejedi {
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void renderMissiles();
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void renderShips();
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void renderParticles();
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void renderText(const char *text, float x, float y, float sx, float sy);
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void addModel(const std::string &filename, PolygonModel **dest);
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