#include "renderer_polygon_3d.hpp" #include #include #include #include #include namespace endofthejedi { void RendererPolygon3d::setup() { m_lastTime = -1.0; std::cout<<"setup polygon 3d" << std::endl; m_shader.init(); #if 0 std::string vss_simple = "../data/shader/simple.vert"; std::string fss_simple = "../data/shader/simple.frag"; m_shader.loadFile(vss_simple, GL_VERTEX_SHADER); m_shader.loadFile(fss_simple, GL_FRAGMENT_SHADER); #else std::string vss_game_objects = "../data/shader/gameobjects.vert"; std::string fss_game_objects = "../data/shader/gameobjects.frag"; m_shader.loadFile(vss_game_objects, GL_VERTEX_SHADER); m_shader.loadFile(fss_game_objects, GL_FRAGMENT_SHADER); #endif addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel); addModel("../data/mesh/planet_12.stl", &m_planetModel); addModel("../data/mesh/ship_ufo.stl", &m_shipModel); } void RendererPolygon3d::render(const game::State *state) { if (m_lastTime == -1.0) { m_lastTime = state->timestamp(); } float dt = state->timestamp() - m_lastTime; if (dt < 0.0) { dt = 0.0; } m_state = state; advanceGraphicObjects(dt); // TODO: add stars (texture) // TODO: add dust particles // TODO: add little rocks flying around //glClearColor(0.0, 0.0, 0.0, 1.0); float s = 0.1; glClearColor(s, s, s, 1.0); m_shader.bind(); // TODO: add ONE sun planet // TODO: add lights for explosions glm::vec3 c = glm::vec3(1.0, 1.0, 0.8); glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z); glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f); glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z); renderPlanets(); renderShips(); renderMissiles(); renderParticles(); //renderTraces(); //glColor3f(1.0, 0.0, 0.0); //glBegin(GL_QUADS); //glVertex2f(-1.0f, -1.0f); //glVertex2f(1.0f, -1.0f); //glVertex2f(1.0f, 1.0f); //glVertex2f(-1.0f, 1.0f); //glEnd(); m_lastTime = state->timestamp(); } void RendererPolygon3d::renderParticles() { for (ParticleBatch *batch : m_particles) { batch->bind(); batch->render(); } } void RendererPolygon3d::addExplosionEffect(size_t id, const glm::vec2 &pos, size_t n, float duration) { //float particleRadius = 0.005; //float particleRadius = 0.003; float particleRadius = 0.007; // TODO: use this as shader input too and make the area 2x around this // so that it stays hot/yellow for 2/3 of the time float explCoreSize = 0.02f; float maxVelocity = 0.4f; ParticleBatch *batch = new ParticleBatch(id, n, particleRadius, duration); batch->setCenter(glm::vec3(pos, 0.0)); batch->setMaxVelocity(maxVelocity); for (size_t i=0; isetParticle(i, glm::vec3(pos, 0.0) + glm::ballRand(explCoreSize), v); } batch->upload(); m_particles.push_back(batch); } void RendererPolygon3d::advanceGraphicObjects(float dt) { for (const game::Explosion *expl : m_state->explosions) { bool gotIt = false; for (ParticleBatch *batch : m_particles) { if (batch->id() == expl->id) { gotIt = true; break; } } if (!gotIt) { addExplosionEffect(expl->id, expl->position, 500, 0.5); } } //if (m_particles.size() == 0) { // addExplosionEffect(0, glm::vec2(0.0, 0.0), 1000, 2.0); //} std::vector rm; for (ParticleBatch *batch : m_particles) { batch->tick(dt); if (batch->done()) { rm.push_back(batch); } } for (ParticleBatch *batch : rm) { m_particles.remove(batch); delete(batch); } } void RendererPolygon3d::renderPlanets() { m_planetModel->bind(); for (const game::Planet *planet : m_state->planets) { glm::mat4 model = computeModelMatrix(planet); glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glm::vec3 c = planet->getColor(); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z); glUniform3f(m_shader.location("color"), c.x, c.y, c.z); m_planetModel->render(); } } void RendererPolygon3d::renderMissiles() { m_missileModel->bind(); for (const game::Player *player : m_state->players) { for (const game::Missile *missile : player->missiles) { glm::vec3 c = glm::vec3(1.0, 1.0, 0.3); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z); glm::mat4 model = computeModelMatrix(missile); glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model)); m_missileModel->render(); } } } void RendererPolygon3d::renderShips() { m_shipModel->bind(); for (const game::Ship *ship : m_state->ships) { glm::mat4 model = computeModelMatrix(ship); glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z); m_shipModel->render(); } } void RendererPolygon3d::addModel(const std::string &filename, PolygonModel **dest) { //std::cout<<"adding a model: " << filename << std::endl; *dest = new PolygonModel(filename); if (!(*dest)->import()) { std::cout<<"error: failed to load needed model!!!" << std::endl << std::endl; exit(-1); } (*dest)->setup(&m_shader); (*dest)->uploadToOpenGl(); m_models.push_back(*dest); } glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Planet *planet) { return computeModelMatrix(planet->position, planet->radius); } glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Missile *missile) { glm::vec2 vn = glm::normalize(missile->velocity); float a = std::atan2(vn.y, vn.x); // TODO: which visual size has the rocket? in game its just a point with // no size because all others have size. return computeModelMatrix(missile->position, 0.03f, a); } glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) { // TODO: rotate them before shooting, that looks better //glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius()); glm::mat4 mat = computeModelMatrix(ship->position, 5.0*m_state->shipRadius()); // XXX model is flipped //glm::mat4 mat = computeModelMatrix(ship->position, 0.3); mat = glm::rotate(mat, (float) M_PI, glm::vec3(0.0f, 1.0f, 0.0f)); return mat; } glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle) { // init as identity matrix glm::mat4 model; model = glm::translate(model, glm::vec3(pos, 0.0)); if (scale != 1.0) { model = glm::scale(model, glm::vec3(scale)); } if (angle != 0.0) { model = glm::rotate(model, angle, glm::vec3(0.0f, 0.0f, 1.0f)); } return model; } void RendererPolygon3d::renderTraces() { // revert to default glUseProgram(0); // TODO dont use line mode. make that with own quads glPolygonMode(GL_FRONT, GL_LINE); for (const game::Trace *trace : m_state->traces) { float fade_out = 1.0; if (trace->missile == nullptr) { fade_out = 1.0 - (trace->age / trace->maxAge); } glColor3f(0.0, 0.5*fade_out, 0.5*fade_out); glBegin(GL_LINE_STRIP); for (const game::Trace::TracePoint &tp : trace->points) { glVertex2f(tp.position.x, tp.position.y); } glEnd(); } glPolygonMode(GL_FRONT, GL_FILL); } }