485 lines
17 KiB
C++
485 lines
17 KiB
C++
#include "renderer_polygon_3d.hpp"
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#include <iostream>
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#include "state/events/explosion_event.hpp"
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namespace endofthejedi {
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void RendererPolygon3d::setup()
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{
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m_lastTime = -1.0;
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std::cout<<"setup polygon 3d" << std::endl;
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std::string vss_game_objects = "../data/shader/gameobjects.vert";
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std::string fss_game_objects = "../data/shader/gameobjects.frag";
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m_shader_game_objects.init();
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m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER);
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m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
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std::string vss_particles = "../data/shader/particle.vert";
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std::string fss_particles = "../data/shader/particle.frag";
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m_shader_particles.init();
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m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER);
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m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER);
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//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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addModel("../data/mesh/rocket.stl", &m_missileModel);
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addModel("../data/mesh/planet_12.stl", &m_planetModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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}
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void RendererPolygon3d::render(const game::State *state)
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{
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if (m_lastTime == -1.0) {
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m_lastTime = state->timestamp();
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}
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float dt = state->timestamp() - m_lastTime;
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if (dt < 0.0) {
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dt = 0.0;
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}
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m_state = state;
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advanceGraphicObjects(dt);
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// TODO: add stars (texture)
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// TODO: add dust particles
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// TODO: add little rocks flying around
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//glClearColor(0.0, 0.0, 0.0, 1.0);
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float s = 0.1;
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glClearColor(s, s, 1.2*s, 1.0);
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m_shader_game_objects.bind();
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// TODO: add ONE sun planet
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// TODO: add lights for explosions
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configureLightningInShader();
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//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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renderPlanets();
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renderShips();
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renderMissiles();
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renderParticles();
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renderTraces();
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//glColor3f(1.0, 0.0, 0.0);
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//glBegin(GL_QUADS);
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//glVertex2f(-1.0f, -1.0f);
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//glVertex2f(1.0f, -1.0f);
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//glVertex2f(1.0f, 1.0f);
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//glVertex2f(-1.0f, 1.0f);
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//glEnd();
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m_lastTime = state->timestamp();
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}
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void RendererPolygon3d::renderParticles()
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{
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m_shader_particles.bind();
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glUniform1f(m_shader_particles.location("aspectRatio"), m_aspectRatio);
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for (ParticleBatch *batch : m_particles) {
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batch->bind();
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batch->render(&m_shader_particles);
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}
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}
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void RendererPolygon3d::addExplosionEffect(
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size_t id, const glm::vec2 &explCenter, const glm::vec2 &missileVelocity,
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bool isPlanetHit,
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size_t n, float duration)
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{
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//float particleRadius = 0.005;
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//float particleRadius = 0.003;
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float particleRadius = 0.02;
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// TODO: use this as shader input too and make the area 2x around this
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// so that it stays hot/yellow for 2/3 of the time
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float explCoreSize = 0.02f;
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float maxVelocity = 0.4f;
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ParticleBatch *batch = new ParticleBatch(id, n, particleRadius, duration);
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batch->setup(&m_shader_particles);
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batch->setCenter(glm::vec3(explCenter, 0.0));
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batch->setMaxVelocity(maxVelocity);
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for (size_t i=0; i<n; i++) {
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// distribute in a circle
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//float t = 2.0 * M_PI * i / (float) n;
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//t += 0.2*util::randf_m1_1();
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// with random velocities
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// this is 3d because it looks better if some particles leave/enter
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// the space and they are not all on one plane.
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// especially in 3d this would look bad without 3d velocity vector.
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//glm::vec3 v = 0.5f*glm::vec3(sin(t), cos(t), util::randf_m1_1());
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glm::vec3 pos = glm::vec3(explCenter, 0.0) + glm::ballRand(explCoreSize);
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glm::vec3 v = glm::ballRand(maxVelocity);
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// TODO: is that good?
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if (isPlanetHit) {
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v *= util::randf_0_1() * util::randf_0_1() * util::randf_0_1();
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} else {
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v *= util::randf_0_1();
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}
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// find collisions with planetns and limit max distance so particles
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// won't fly through planets
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//float maxDist = 0.1;
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//float maxDist = 0.1*util::randf_0_1();
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bool isInsidePlanet = false;
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float maxParticleDist = INFINITY;
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const game::Planet *nearestPlanet = nullptr;
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for (const game::Planet *planet : m_state->planets) {
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const glm::vec3 ppos3 = glm::vec3(planet->position, 0.0f);
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// TODO: that's slightly wrong. use intersection for this.
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float dist = glm::distance(ppos3, pos);
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if (dist <= planet->radius) {
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isInsidePlanet = true;
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nearestPlanet = planet;
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}
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if (isInsidePlanet) {
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// skip searching for nearer planets once we are inside some
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// planet as the position/velocity will be changed to start
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// at the surface of the planet we were in with
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// reflected or planet-normal velocity.
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continue;
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}
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// TODO: if inside, move position so that it looks like
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// reflecting the particle from the planet
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bool fliesInPlanetDirection = glm::dot(v, ppos3-pos) > 0.0f;
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if (dist < maxParticleDist && fliesInPlanetDirection) {
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nearestPlanet = planet;
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maxParticleDist = dist;
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}
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}
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bool makeStationary = false;
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if (isInsidePlanet && isPlanetHit) {
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util::IntersectionTest intersect;
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if (!intersect.raySphere(
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glm::vec3(explCenter, 0.0f), v,
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glm::vec3(nearestPlanet->position, 0.0f), nearestPlanet->radius))
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{
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makeStationary = true;
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//std::cout<<"warning: intersection should be valid!" << std::endl;
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// TODO: must be as they lie on a plane and the dist is < as
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// the radius.
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// handle if this is wrong.
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} else {
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// simple reflection, ignoring the missile velocity: this looks good enough
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(void) missileVelocity;
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glm::vec3 planetNormal = glm::normalize(pos - glm::vec3(nearestPlanet->position, 0.0f));
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v = glm::length(v) * planetNormal;
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// TODO
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// considering the missile velocity is not yet working:
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// set position to the intersection point between explosion
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// center and planet surface
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//pos = intersect.pointAtDistance(intersect.distance());
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//v = glm::vec3(missileVelocity, 0.0f);
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//v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal;
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//v *= 4.0;
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//maxParticleDist = 100.0;
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//v = -v;
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//pos = glm::vec3(nearestPlanet->position, 0.0f) + nearestPlanet->radius*planetNormal;
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// set position to the intersection point between explosion
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// center and planet surface
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//const glm::vec3 planetNormal = glm::vec3(glm::normalize(explCenter - nearestPlanet->position), 0.0f);
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//pos = glm::vec3(nearestPlanet->position, 0.0f) + nearestPlanet->radius*planetNormal;
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// build new velocity by reflecting the old velocity on the
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// planet normal
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// TODO: add a bit random
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// TODO: add reflection
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// TODO: distribute particles around main reflection angle and
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// TODO: add material exhaust that is specific for the planet.
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// TODO: spawn waves on water planet
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// TODO: start fire on gas planet
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//v = glm::length(v) * planetNormal;
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//v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal;
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//v = glm::length(v) * planetNormal;
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//glm::vec3 r = v - 2.0f*glm::dot(v, planetNormal) * planetNormal;
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//glm::vec3 vn = glm::length(v) * planetNormal;
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//v = (r+vn) / 2.0f;
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//glm::vec3 vc = glm::vec3(nearestPlanet->position-explCenter, 0.0f);
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//glm::vec3 r = vc - 2.0f*glm::dot(vc, planetNormal) * planetNormal;
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//v = r;
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}
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} else if (isInsidePlanet && !isPlanetHit) {
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// if a planet is just hit by explosions particles but not the
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// missile itself, don't reflect the particles in the planet.
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// just set them as stationary at place of explosion
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makeStationary = true;
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}
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if (makeStationary) {
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v = glm::vec3(0.0f, 0.0f, 0.0f);
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pos = glm::vec3(explCenter, 0.0f);;
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}
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batch->setParticle(i, pos, v, maxParticleDist);
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}
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batch->upload();
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m_particles.push_back(batch);
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}
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void RendererPolygon3d::advanceGraphicObjects(float dt)
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{
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#if 0
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for (const game::Explosion *expl : m_state->explosions) {
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bool gotIt = false;
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for (ParticleBatch *batch : m_particles) {
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if (batch->id() == expl->id) {
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gotIt = true;
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break;
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}
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}
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if (!gotIt) {
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addExplosionEffect(
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expl->id, expl->position,
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expl->missileVelocity,
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(expl->hit == game::Hit::Planet),
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1000, 1.0);
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}
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}
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#endif
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for (game::StateUpdateEvent *evt : m_state->currentStateUpdateEvents()) {
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if (evt->eventType() == game::StateUpdateEvent::EventType::Explosion) {
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auto cycle = evt->lifeCycle();
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if (cycle == game::StateUpdateEvent::LifeCycle::Create) {
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game::ExplosionEvent *ee = static_cast<game::ExplosionEvent*>(evt);
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const game::Explosion *expl = ee->explosion;
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addExplosionEffect(
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expl->id, expl->position,
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expl->missileVelocity,
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(expl->hit == game::Hit::Planet),
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1000, 1.0);
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std::cout<<"adding [graphic] explosion for #" << expl->id << std::endl;
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}
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}
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}
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//if (m_particles.size() == 0) {
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// addExplosionEffect(0, glm::vec2(0.0, 0.0), glm::vec2(0.0, 0.0), false, 10000, 2.0);
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//}
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std::vector<ParticleBatch*> rm;
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for (ParticleBatch *batch : m_particles) {
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batch->tick(dt);
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if (batch->done()) {
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rm.push_back(batch);
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}
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}
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for (ParticleBatch *batch : rm) {
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m_particles.remove(batch);
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delete(batch);
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}
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}
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void RendererPolygon3d::renderPlanets()
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{
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m_planetModel->bind();
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// TODO: put material into attributes and render witd glDrawInstanced
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// too (same for missiles)
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for (const game::Planet *planet : m_state->planets) {
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glm::mat4 model = computeModelMatrix(planet);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glm::vec3 c = planet->getColor();
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glUniform1i(m_shader_game_objects.location("materialSeed"), planet->seed);
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glUniform1i(m_shader_game_objects.location("materialKind"), (int) planet->material);
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m_planetModel->render();
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}
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}
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void RendererPolygon3d::renderMissiles()
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{
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// TODO: add fire trail for missiles near the sun
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m_missileModel->bind();
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for (const game::Player *player : m_state->players) {
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for (const game::Missile *missile : player->missiles) {
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glm::mat4 model = computeModelMatrix(missile);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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m_missileModel->render();
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}
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}
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}
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void RendererPolygon3d::renderShips()
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{
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m_shipModel->bind();
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for (const game::Ship *ship : m_state->ships) {
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glm::mat4 model = computeModelMatrix(ship);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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m_shipModel->render();
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}
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}
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void RendererPolygon3d::addModel(const std::string &filename, PolygonModel **dest)
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{
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//std::cout<<"adding a model: " << filename << std::endl;
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*dest = new PolygonModel(filename);
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if (!(*dest)->import()) {
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std::cout<<"error: failed to load needed model!!!" << std::endl << std::endl;
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exit(-1);
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}
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(*dest)->setup(&m_shader_game_objects);
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(*dest)->uploadToOpenGl();
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m_models.push_back(*dest);
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}
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glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Planet *planet)
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{
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return computeModelMatrix(planet->position, planet->radius);
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}
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glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Missile *missile)
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{
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glm::vec2 vn = glm::normalize(missile->velocity);
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float a = std::atan2(vn.y, vn.x);
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glm::mat4 mat = computeModelMatrix(missile->position, 0.1f, a);
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// TODO: which visual size has the rocket? in game its just a point with
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// no size because all others have size.
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//for atomic bomb
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//return computeModelMatrix(missile->position, 0.03f, a);
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// flipped too
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mat = glm::rotate(mat, (float) M_PI/2.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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return mat;
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}
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glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship)
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{
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// TODO: rotate them before shooting, that looks better
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glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius());
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// XXX model is flipped
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//glm::mat4 mat = computeModelMatrix(ship->position, 0.3);
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mat = glm::rotate(mat, (float) M_PI, glm::vec3(0.0f, 1.0f, 0.0f));
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return mat;
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}
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glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle)
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{
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// init as identity matrix
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(pos, 0.0));
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if (scale != 1.0) {
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model = glm::scale(model, glm::vec3(scale));
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}
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if (angle != 0.0) {
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model = glm::rotate(model, angle, glm::vec3(0.0f, 0.0f, 1.0f));
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}
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return model;
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}
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void RendererPolygon3d::renderTraces()
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{
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// revert to default
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glUseProgram(0);
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// TODO dont use line mode. make that with own quads
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glPolygonMode(GL_FRONT, GL_LINE);
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for (const game::Trace *trace : m_state->traces) {
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float fade_out = 1.0;
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if (trace->missile == nullptr) {
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fade_out = 1.0 - (trace->age / trace->maxAge);
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}
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glColor3f(0.0, 0.5*fade_out, 0.5*fade_out);
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glBegin(GL_LINE_STRIP);
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for (const game::Trace::TracePoint &tp : trace->points) {
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glVertex2f(tp.position.x, tp.position.y);
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}
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glEnd();
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}
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glPolygonMode(GL_FRONT, GL_FILL);
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}
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void RendererPolygon3d::configureLightningInShader()
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{
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// TODO: add a few small lights for explosions so they lit the
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// surroundsings
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// TODO: use the sun planet color for this!
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
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glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f);
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for (const game::Planet *planet : m_state->planets) {
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if (planet->material == game::Planet::Material::Sun) {
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p = glm::vec3(planet->position, 0.0);
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c = planet->getColor();
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break;
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}
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}
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glUniform3f(m_shader_game_objects.location("lightPosition"), p.x, p.y, p.z);
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glUniform3f(m_shader_game_objects.location("lightColor"), c.x, c.y, c.z);
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}
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void RendererPolygon3d::setWindowSize(int px, int py)
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{
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m_aspectRatio = (float) px / (float) py;
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}
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void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam)
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{
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(void) cam;
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}
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}
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