#include "renderer_polygon_3d.hpp" #include #include "glm/gtc/type_ptr.hpp" #include "polygon_model.hpp" namespace endofthejedi { void RendererPolygon3d::setup() { std::cout<<"setup polygon 3d" << std::endl; //m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl"); addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel); //addModel("../data/mesh/planet_128.stl", &m_planetModel); addModel("../data/mesh/planet_12.stl", &m_planetModel); addModel("../data/mesh/ship.stl", &m_shipModel); std::string vss_simple = "#version 120\n" "varying vec3 vertex;\n" "void main()\n" "{\n" " gl_Position = gl_Vertex;\n" " vertex = gl_Position.xyz;\n" "}\n" ; std::string fss_simple = "#version 120\n" "varying vec3 vertex;\n" "void main()\n" "{\n" //" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" " gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);\n" "}\n" ; std::string vss_game_objects = "#version 120\n" "uniform vec3 position;\n" "uniform float scale;\n" "varying vec3 vertex;\n" "void main()\n" "{\n" " vec3 p = scale*gl_Vertex.xyz;\n" " p += position;\n" " gl_Position = vec4(p, gl_Vertex.w);\n" " vertex = p;\n" "}\n" ; std::string fss_game_objects = "#version 120\n" "varying vec3 vertex;\n" "uniform vec3 color;\n" "void main()\n" "{\n" //" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" //" gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);\n" " gl_FragColor = vec4(color, 1.0);\n" "}\n" ; m_shader.init(); #if 0 (void) vss_game_objects; (void) fss_game_objects; m_shader.load(vss_simple.c_str(), GL_VERTEX_SHADER); m_shader.load(fss_simple.c_str(), GL_FRAGMENT_SHADER); #else (void) vss_simple; (void) fss_simple; m_shader.load(vss_game_objects.c_str(), GL_VERTEX_SHADER); m_shader.load(fss_game_objects.c_str(), GL_FRAGMENT_SHADER); #endif } void RendererPolygon3d::render(const game::State *state) { m_shader.bind(); // TODO :Z? renderPlanets(state); renderShips(state); renderMissiles(state); //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(); } void RendererPolygon3d::renderPlanets(const game::State *state) { m_planetModel->bind(); for (const game::Planet *planet : state->planets) { glm::vec3 c = glm::vec3(0.7, 0.2, 0.1); const auto &p = planet->position; glUniform3f(m_shader.location("position"), p.x, p.y, 0.0); glUniform3f(m_shader.location("color"), c.x, c.y, c.z); glUniform1f(m_shader.location("scale"), planet->radius); m_planetModel->render(); } } void RendererPolygon3d::renderMissiles(const game::State *state) { m_missileModel->bind(); for (const game::Player *player : state->players) { for (const game::Missile *missile : player->missiles) { glm::vec3 c = glm::vec3(1.0, 1.0, 0.3); const auto &p = missile->position; glUniform3f(m_shader.location("position"), p.x, p.y, 0.0); glUniform3f(m_shader.location("color"), c.x, c.y, c.z); glUniform1f(m_shader.location("scale"), 1.0); m_missileModel->render(); } } } void RendererPolygon3d::renderShips(const game::State *state) { m_shipModel->bind(); for (const game::Ship *ship : state->ships) { glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); const auto &p = ship->position; glUniform3f(m_shader.location("position"), p.x, p.y, 0.0); glUniform3f(m_shader.location("color"), c.x, c.y, c.z); glUniform1f(m_shader.location("scale"), 0.02); 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)->uploadToOpenGl(); m_models.push_back(*dest); } }