* refactored
This commit is contained in:
parent
959202e111
commit
ed3990710e
10 changed files with 226 additions and 179 deletions
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@ -10,6 +10,8 @@ set(GAME_SRC
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glclasses.cpp
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renderer.cpp
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game_window.cpp
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renderer_simple.cpp
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renderer_shader.cpp
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util.cpp
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game.cpp
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@ -28,6 +30,8 @@ set(GAME_HEADERS
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opengl.hpp
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glclasses.hpp
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renderer.hpp
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renderer_simple.hpp
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renderer_shader.hpp
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)
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include_directories(${CMAKE_CURRENT_BINARY_DIR})
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@ -2,21 +2,15 @@
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#include "opengl.hpp"
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#include "renderer.hpp"
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#include "renderer_simple.hpp"
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#include "renderer_shader.hpp"
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#include "game.hpp"
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#include "state/trace.hpp"
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#include "state/object.hpp"
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#include "state/missile.hpp"
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#include "state/player.hpp"
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#include "state/planet.hpp"
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#include "state/ship.hpp"
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#include "state/explosion.hpp"
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class GameWindow : public endofthejedi::GLWindow {
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private:
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Game m_game;
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endofthejedi::Renderer m_renderer;
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endofthejedi::RendererSimple m_renderer;
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protected:
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void init() override {
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@ -41,77 +35,12 @@ class GameWindow : public endofthejedi::GLWindow {
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/*
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for (const game::Planet *planet : m_game.state()->planets) {
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drawPlanet(planet->position, planet->radius);
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}
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for (const game::Trace *trace : m_game.state()->traces) {
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drawTrace(trace);
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}
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for (const game::Explosion *explosion : m_game.state()->explosions) {
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drawExplosion(explosion);
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}
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for (const game::Ship *ship : m_game.state()->ships) {
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drawShip(ship->position);
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}
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for (const game::Player *player : m_game.state()->players) {
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for (const game::Missile *missile : player->missiles) {
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drawMissile(missile->position);
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}
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}
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*/
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m_renderer.render(m_game.state());
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}
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void resize() override { glViewport(0, 0, getwidth(), getheight()); }
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void drawShip(const glm::vec2 &pos) {
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// std::cout<<"draw ship @ " << pos.x << ", " << pos.y << std::endl;
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glm::vec3 color = glm::vec3(0.2, 1.0, 0.3);
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float radius = m_game.state()->shipRadius();
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m_renderer.drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z,
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12);
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}
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void drawPlanet(const glm::vec2 &pos, float radius) {
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glm::vec3 color = glm::vec3(0.7, 0.1, 0.2);
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// std::cout<<"draw planet @ " << pos.x << ", " << pos.y << std::endl;
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m_renderer.drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z,
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32);
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}
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void drawMissile(const glm::vec2 &pos) {
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glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
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m_renderer.drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
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}
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void drawTrace(const game::Trace *trace) {
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for (const game::Trace::TracePoint &p : trace->points) {
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glm::vec3 color =
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glm::vec3(0.1, 0.3, 1.0) / (1.0f + 500.0f * p.speed);
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m_renderer.drawCircle(p.position.x, p.position.y, 0.005, color.x,
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color.y, color.z, 3);
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}
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}
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void drawExplosion(const game::Explosion *explosion) {
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// TODO: transparent
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// TODO: with glow in the middle
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float r = explosion->maxRadius * (explosion->age / explosion->maxAge);
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// TODO: transparency?
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glm::vec3 color = glm::vec3(1.0, 0.9, 0.1);
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m_renderer.drawCircle(explosion->position.x, explosion->position.y, r,
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color.x, color.y, color.z, 64);
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}
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public:
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GameWindow(unsigned int width, unsigned int height)
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: endofthejedi::GLWindow(width, height) {}
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@ -1,96 +1,4 @@
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#include "renderer.hpp"
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static const char *vss =
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#include "main.vs"
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;
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static const char *fss =
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#include "main.fs"
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;
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#include <vector>
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#include "glm/glm.hpp"
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#include "glm/vec2.hpp"
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#include "glm/vec3.hpp"
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#include "glm/gtc/type_ptr.hpp"
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endofthejedi::Renderer::Renderer() {
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m_shader.load(vss, GL_VERTEX_SHADER);
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m_shader.load(fss, GL_FRAGMENT_SHADER);
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}
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endofthejedi::Renderer::~Renderer() {}
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void endofthejedi::Renderer::render(const game::State *state) {
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m_shader.bind();
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std::vector<glm::vec3> positions;
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std::vector<glm::vec4> colors;
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std::vector<GLfloat> radii;
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std::vector<GLfloat> reflections;
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for (const game::Planet *planet : state->planets) {
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positions.push_back(glm::vec3(planet->position, -5.0f));
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radii.push_back(planet->radius);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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for (const game::Ship *ship : state->ships) {
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positions.push_back(glm::vec3(ship->position, -3.0f));
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radii.push_back(ship->radius);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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for (const game::Player *player : state->players) {
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for (const game::Missile *missile : player->missiles) {
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positions.push_back(glm::vec3(missile->position, -3.0f));
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radii.push_back(0.01f);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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}
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for (auto& pos : positions) {
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pos.x *= 5;
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pos.y *= 5;
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}
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for (auto& rad : radii) {
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rad *= 5;
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}
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/*
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for (const game::Trace *trace : state->traces) {
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positions.push_back(glm::vec3(trace->position, -3.0f));
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radii.push_back(trace->radius);
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colors.push_back(glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
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}*/
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glUniform1f(m_shader.location("aspectratio"), 1.0f);
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glUniform1i(m_shader.location("reflections"), 1);
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glUniform3f(m_shader.location("l_position"), 0.6f, 0.1f, 0.0f);
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glUniform1f(m_shader.location("l_radius"), 1.0f);
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glUniform3fv(m_shader.location("s_positions"), positions.size(),
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glm::value_ptr(positions[0]));
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glUniform4fv(m_shader.location("s_colors"), colors.size(),
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glm::value_ptr(colors[0]));
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glUniform1fv(m_shader.location("s_radii"), radii.size(), &radii[0]);
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glUniform1i(m_shader.location("s_length"), positions.size());
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// render fullscreen quad with legacy opengl (too lazy, sorry)
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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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void endofthejedi::Renderer::drawCircle(float x, float y, float radius, float r,
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float g, float b, int numSides) {
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f(x, y); // center of circle
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for (int i = 0; i <= numSides; i++) {
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glColor3f(r, g, b);
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glVertex2f(x + (radius * cos(i * 2 * M_PI / numSides)),
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y + (radius * sin(i * 2 * M_PI / numSides)));
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}
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glEnd();
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}
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@ -5,26 +5,15 @@
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#include <epoxy/gl.h>
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#include <epoxy/glx.h>
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#include "glclasses.hpp"
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#include "game.hpp"
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#include "state/planet.hpp"
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#include "state/trace.hpp"
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#include "state/player.hpp"
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#include "state/ship.hpp"
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#include "state/missile.hpp"
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namespace endofthejedi {
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class Renderer {
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private:
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Shader m_shader;
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protected:
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public:
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Renderer();
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~Renderer();
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void render(const game::State* state);
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void drawCircle(float x, float y, float radius, float r, float g, float b,
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int numSides = 12);
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virtual void render(const game::State *state);
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};
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}
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75
game/renderer_shader.cpp
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75
game/renderer_shader.cpp
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#include "renderer_shader.hpp"
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#include <vector>
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#include "glm/glm.hpp"
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#include "glm/vec2.hpp"
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#include "glm/vec3.hpp"
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#include "glm/gtc/type_ptr.hpp"
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endofthejedi::RendererShader::RendererShader() {
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m_shader.load(vss, GL_VERTEX_SHADER);
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m_shader.load(fss, GL_FRAGMENT_SHADER);
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}
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void endofthejedi::RendererShader::render(const game::State *state) {
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m_shader.bind();
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std::vector<glm::vec3> positions;
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std::vector<glm::vec4> colors;
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std::vector<GLfloat> radii;
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std::vector<GLfloat> reflections;
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for (const game::Planet *planet : state->planets) {
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positions.push_back(glm::vec3(planet->position, -5.0f));
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radii.push_back(planet->radius);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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for (const game::Ship *ship : state->ships) {
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positions.push_back(glm::vec3(ship->position, -3.0f));
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radii.push_back(ship->radius);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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for (const game::Player *player : state->players) {
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for (const game::Missile *missile : player->missiles) {
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positions.push_back(glm::vec3(missile->position, -3.0f));
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radii.push_back(0.01f);
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colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f));
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}
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}
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for (auto &pos : positions) {
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pos.x *= 5;
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pos.y *= 5;
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}
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for (auto &rad : radii) {
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rad *= 5;
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}
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/*
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for (const game::Trace *trace : state->traces) {
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positions.push_back(glm::vec3(trace->position, -3.0f));
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radii.push_back(trace->radius);
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colors.push_back(glm::vec4(0.0f, 1.0f, 0.0f, 0.5f));
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}*/
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glUniform1f(m_shader.location("aspectratio"), 1.0f);
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glUniform1i(m_shader.location("reflections"), 1);
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glUniform3f(m_shader.location("l_position"), 0.6f, 0.1f, 0.0f);
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glUniform1f(m_shader.location("l_radius"), 1.0f);
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glUniform3fv(m_shader.location("s_positions"), positions.size(),
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glm::value_ptr(positions[0]));
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glUniform4fv(m_shader.location("s_colors"), colors.size(),
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glm::value_ptr(colors[0]));
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glUniform1fv(m_shader.location("s_radii"), radii.size(), &radii[0]);
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glUniform1i(m_shader.location("s_length"), positions.size());
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// render fullscreen quad with legacy opengl (too lazy, sorry)
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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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30
game/renderer_shader.hpp
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30
game/renderer_shader.hpp
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#pragma once
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static const char *vss =
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#include "raycaster.vs"
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;
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static const char *fss =
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#include "raycaster.fs"
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;
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#include "renderer.hpp"
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#include "glclasses.hpp"
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#include "game.hpp"
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#include "state/planet.hpp"
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#include "state/trace.hpp"
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#include "state/player.hpp"
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#include "state/ship.hpp"
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namespace endofthejedi {
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class RendererShader : Renderer {
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private:
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Shader m_shader;
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protected:
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public:
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RendererShader();
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void render(const game::State *state) override;
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};
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}
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79
game/renderer_simple.cpp
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79
game/renderer_simple.cpp
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#include "renderer_simple.hpp"
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void endofthejedi::RendererSimple::drawCircle(float x, float y, float radius,
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float r, float g, float b,
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int numSides) {
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f(x, y); // center of circle
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for (int i = 0; i <= numSides; i++) {
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glColor3f(r, g, b);
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glVertex2f(x + (radius * cos(i * 2 * M_PI / numSides)),
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y + (radius * sin(i * 2 * M_PI / numSides)));
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}
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glEnd();
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}
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void endofthejedi::RendererSimple::drawShip(const glm::vec2 &pos,
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float radius) {
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// std::cout<<"draw ship @ " << pos.x << ", " << pos.y << std::endl;
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glm::vec3 color = glm::vec3(0.2, 1.0, 0.3);
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drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z, 12);
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}
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void endofthejedi::RendererSimple::drawPlanet(const glm::vec2 &pos,
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float radius) {
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glm::vec3 color = glm::vec3(0.7, 0.1, 0.2);
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// std::cout<<"draw planet @ " << pos.x << ", " << pos.y << std::endl;
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drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z, 32);
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}
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void endofthejedi::RendererSimple::drawMissile(const glm::vec2 &pos) {
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glm::vec3 color = glm::vec3(1.0, 1.0, 0.3);
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drawCircle(pos.x, pos.y, 0.01, color.x, color.y, color.z, 6);
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}
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void endofthejedi::RendererSimple::drawTrace(const game::Trace *trace) {
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for (const game::Trace::TracePoint &p : trace->points) {
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glm::vec3 color = glm::vec3(0.1, 0.3, 1.0) / (1.0f + 500.0f * p.speed);
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drawCircle(p.position.x, p.position.y, 0.005, color.x, color.y, color.z,
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3);
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}
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}
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void endofthejedi::RendererSimple::drawExplosion(
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const game::Explosion *explosion) {
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// TODO: transparent
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// TODO: with glow in the middle
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float r = explosion->maxRadius * (explosion->age / explosion->maxAge);
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// TODO: transparency?
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glm::vec3 color = glm::vec3(1.0, 0.9, 0.1);
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drawCircle(explosion->position.x, explosion->position.y, r, color.x,
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color.y, color.z, 64);
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}
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void endofthejedi::RendererSimple::render(const game::State *state) {
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for (const game::Planet *planet : state->planets) {
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drawPlanet(planet->position, planet->radius);
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}
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for (const game::Trace *trace : state->traces) {
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drawTrace(trace);
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}
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for (const game::Explosion *explosion : state->explosions) {
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drawExplosion(explosion);
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}
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for (const game::Ship *ship : state->ships) {
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drawShip(ship->position, ship->radius);
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}
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for (const game::Player *player : state->players) {
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for (const game::Missile *missile : player->missiles) {
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drawMissile(missile->position);
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}
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}
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}
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33
game/renderer_simple.hpp
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33
game/renderer_simple.hpp
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#pragma once
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|
||||
#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;
|
||||
};
|
||||
|
||||
}
|
Loading…
Reference in a new issue