#include "renderer.hpp" static const char *vss = #include "main.vs" ; static const char *fss = #include "main.fs" ; #include #include "glm/glm.hpp" #include "glm/vec2.hpp" #include "glm/vec3.hpp" #include "glm/gtc/type_ptr.hpp" endofthejedi::Renderer::Renderer() { m_shader.load(vss, GL_VERTEX_SHADER); m_shader.load(fss, GL_FRAGMENT_SHADER); } endofthejedi::Renderer::~Renderer() {} void endofthejedi::Renderer::render(const game::State *state) { m_shader.bind(); std::vector positions; std::vector colors; std::vector radii; std::vector reflections; for (const game::Planet *planet : state->planets) { positions.push_back(glm::vec3(planet->position, -10.0f)); radii.push_back(planet->radius); colors.push_back(glm::vec4(1.0f, 0.0f, 0.0f, 0.5f)); } glUniform1f(m_shader.location("aspectratio"), 16.0f/9.0f); glUniform1i(m_shader.location("reflections"), 1); glUniform3f(m_shader.location("l_position"), 0.6f, 0.1f, 0.0f); glUniform1f(m_shader.location("l_radius"), 1.0f); glUniform3fv(m_shader.location("s_positions"), positions.size(), glm::value_ptr(positions[0])); glUniform4fv(m_shader.location("s_colors"), colors.size(), glm::value_ptr(colors[0])); glUniform1fv(m_shader.location("s_radii"), radii.size(), &radii[0]); glUniform1i(m_shader.location("s_length"), positions.size()); // render fullscreen quad with legacy opengl (too lazy, sorry) 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 endofthejedi::Renderer::drawCircle(float x, float y, float radius, float r, float g, float b, int numSides) { glBegin(GL_TRIANGLE_FAN); glVertex2f(x, y); // center of circle for (int i = 0; i <= numSides; i++) { glColor3f(r, g, b); glVertex2f(x + (radius * cos(i * 2 * M_PI / numSides)), y + (radius * sin(i * 2 * M_PI / numSides))); } glEnd(); }