#include "renderer_polygon_3d.hpp" #include #include #include #include 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); size_t n = 10; m_particles = new ParticleBatch(n, 0.01); for (size_t i=0; isetParticle( i, glm::vec2(i/(float) n, 0.0), glm::vec2(1.0, 1.0), 0.0, 0.0); } m_particles->upload(); 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(0.5+0.5*vertex.xyz, 1.0);\n" "}\n" ; std::string vss_game_objects = "#version 120\n" "varying vec3 vertex;\n" "uniform mat4 model;\n" "void main()\n" "{\n" //" vec3 p = position + scale*gl_Vertex.xyz;\n" " vec3 p = (model*gl_Vertex).xyz;\n" " gl_Position = vec4(p, 1.0);\n" " vertex = p.xyz;\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) { glClearColor(0.0, 0.0, 0.0, 1.0); m_state = state; m_shader.bind(); // TODO :Z? renderPlanets(); renderShips(); renderMissiles(); //renderParticles(); //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::renderParticles() { //m_particles->bind(); m_particles->render(); } 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 = glm::vec3(0.7, 0.2, 0.1); 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("color"), 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("color"), 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)->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, 0.02f, a); } glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) { // TODO: rotate them before shooting, that looks better return computeModelMatrix(ship->position, m_state->shipRadius()); } 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; } }