#include "renderer_polygon_3d.hpp" #include #include "state/events/explosion_event.hpp" namespace endofthejedi { void RendererPolygon3d::setup() { m_lastTime = -1.0; std::cout<<"setup polygon 3d" << std::endl; std::string vss_game_objects = "../data/shader/gameobjects.vert"; std::string fss_game_objects = "../data/shader/gameobjects.frag"; m_shader_game_objects.init(); m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER); m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER); std::string vss_particles = "../data/shader/particle.vert"; std::string fss_particles = "../data/shader/particle.frag"; m_shader_particles.init(); m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER); m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER); //addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel); addModel("../data/mesh/rocket.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, 1.2*s, 1.0); m_shader_game_objects.bind(); // TODO: add ONE sun planet // TODO: add lights for explosions configureLightningInShader(); //std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl; glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio); 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() { m_shader_particles.bind(); glUniform1f(m_shader_particles.location("aspectRatio"), m_aspectRatio); for (ParticleBatch *batch : m_particles) { batch->bind(); batch->render(&m_shader_particles); } } void RendererPolygon3d::addExplosionEffect( size_t id, const glm::vec2 &explCenter, const glm::vec2 &missileVelocity, bool isPlanetHit, size_t n, float duration) { //float particleRadius = 0.005; //float particleRadius = 0.003; float particleRadius = 0.02; // 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->setup(&m_shader_particles); batch->setCenter(glm::vec3(explCenter, 0.0)); batch->setMaxVelocity(maxVelocity); for (size_t i=0; iplanets) { const glm::vec3 ppos3 = glm::vec3(planet->position, 0.0f); // TODO: that's slightly wrong. use intersection for this. float dist = glm::distance(ppos3, pos); if (dist <= planet->radius) { isInsidePlanet = true; nearestPlanet = planet; } if (isInsidePlanet) { // skip searching for nearer planets once we are inside some // planet as the position/velocity will be changed to start // at the surface of the planet we were in with // reflected or planet-normal velocity. continue; } // TODO: if inside, move position so that it looks like // reflecting the particle from the planet bool fliesInPlanetDirection = glm::dot(v, ppos3-pos) > 0.0f; if (dist < maxParticleDist && fliesInPlanetDirection) { nearestPlanet = planet; maxParticleDist = dist; } } bool makeStationary = false; if (isInsidePlanet && isPlanetHit) { util::IntersectionTest intersect; if (!intersect.raySphere( glm::vec3(explCenter, 0.0f), v, glm::vec3(nearestPlanet->position, 0.0f), nearestPlanet->radius)) { makeStationary = true; //std::cout<<"warning: intersection should be valid!" << std::endl; // TODO: must be as they lie on a plane and the dist is < as // the radius. // handle if this is wrong. } else { // simple reflection, ignoring the missile velocity: this looks good enough (void) missileVelocity; glm::vec3 planetNormal = glm::normalize(pos - glm::vec3(nearestPlanet->position, 0.0f)); v = glm::length(v) * planetNormal; // TODO // considering the missile velocity is not yet working: // set position to the intersection point between explosion // center and planet surface //pos = intersect.pointAtDistance(intersect.distance()); //v = glm::vec3(missileVelocity, 0.0f); //v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; //v *= 4.0; //maxParticleDist = 100.0; //v = -v; //pos = glm::vec3(nearestPlanet->position, 0.0f) + nearestPlanet->radius*planetNormal; // set position to the intersection point between explosion // center and planet surface //const glm::vec3 planetNormal = glm::vec3(glm::normalize(explCenter - nearestPlanet->position), 0.0f); //pos = glm::vec3(nearestPlanet->position, 0.0f) + nearestPlanet->radius*planetNormal; // build new velocity by reflecting the old velocity on the // planet normal // TODO: add a bit random // TODO: add reflection // TODO: distribute particles around main reflection angle and // TODO: add material exhaust that is specific for the planet. // TODO: spawn waves on water planet // TODO: start fire on gas planet //v = glm::length(v) * planetNormal; //v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; //v = glm::length(v) * planetNormal; //glm::vec3 r = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; //glm::vec3 vn = glm::length(v) * planetNormal; //v = (r+vn) / 2.0f; //glm::vec3 vc = glm::vec3(nearestPlanet->position-explCenter, 0.0f); //glm::vec3 r = vc - 2.0f*glm::dot(vc, planetNormal) * planetNormal; //v = r; } } else if (isInsidePlanet && !isPlanetHit) { // if a planet is just hit by explosions particles but not the // missile itself, don't reflect the particles in the planet. // just set them as stationary at place of explosion makeStationary = true; } if (makeStationary) { v = glm::vec3(0.0f, 0.0f, 0.0f); pos = glm::vec3(explCenter, 0.0f);; } batch->setParticle(i, pos, v, maxParticleDist); } batch->upload(); m_particles.push_back(batch); } void RendererPolygon3d::advanceGraphicObjects(float dt) { #if 0 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, expl->missileVelocity, (expl->hit == game::Hit::Planet), 1000, 1.0); } } #endif for (game::StateUpdateEvent *evt : m_state->currentStateUpdateEvents()) { if (evt->eventType() == game::StateUpdateEvent::EventType::Explosion) { auto cycle = evt->lifeCycle(); if (cycle == game::StateUpdateEvent::LifeCycle::Create) { game::ExplosionEvent *ee = static_cast(evt); const game::Explosion *expl = ee->explosion; addExplosionEffect( expl->id, expl->position, expl->missileVelocity, (expl->hit == game::Hit::Planet), 1000, 1.0); std::cout<<"adding [graphic] explosion for #" << expl->id << std::endl; } } } //if (m_particles.size() == 0) { // addExplosionEffect(0, glm::vec2(0.0, 0.0), glm::vec2(0.0, 0.0), false, 10000, 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(); // TODO: put material into attributes and render witd glDrawInstanced // too (same for missiles) for (const game::Planet *planet : m_state->planets) { glm::mat4 model = computeModelMatrix(planet); glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glm::vec3 c = planet->getColor(); glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z); glUniform1i(m_shader_game_objects.location("materialSeed"), planet->seed); glUniform1i(m_shader_game_objects.location("materialKind"), (int) planet->material); m_planetModel->render(); } } void RendererPolygon3d::renderMissiles() { // TODO: add fire trail for missiles near the sun 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_game_objects.location("materialColor"), c.x, c.y, c.z); glm::mat4 model = computeModelMatrix(missile); glUniformMatrix4fv(m_shader_game_objects.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_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); glUniform3f(m_shader_game_objects.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_game_objects); (*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); glm::mat4 mat = computeModelMatrix(missile->position, 0.1f, a); // TODO: which visual size has the rocket? in game its just a point with // no size because all others have size. //for atomic bomb //return computeModelMatrix(missile->position, 0.03f, a); // flipped too mat = glm::rotate(mat, (float) M_PI/2.0f, glm::vec3(0.0f, 1.0f, 0.0f)); return mat; } 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()); // 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); } void RendererPolygon3d::configureLightningInShader() { // TODO: add a few small lights for explosions so they lit the // surroundsings // TODO: use the sun planet color for this! glm::vec3 c = glm::vec3(1.0, 1.0, 0.8); glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f); for (const game::Planet *planet : m_state->planets) { if (planet->material == game::Planet::Material::Sun) { p = glm::vec3(planet->position, 0.0); c = planet->getColor(); break; } } glUniform3f(m_shader_game_objects.location("lightPosition"), p.x, p.y, p.z); glUniform3f(m_shader_game_objects.location("lightColor"), c.x, c.y, c.z); } void RendererPolygon3d::setWindowSize(int px, int py) { m_aspectRatio = (float) px / (float) py; } void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam) { (void) cam; } }