97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
#include "renderer.hpp"
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#include <list>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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#include <glm/gtc/random.hpp>
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#include <glm/vec3.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "glclasses.hpp"
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#include "game.hpp"
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#include "state/trace.hpp"
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#include "state/object.hpp"
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#include "state/missile.hpp"
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#include "state/player.hpp"
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#include "state/planet.hpp"
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#include "state/ship.hpp"
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#include "state/explosion.hpp"
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#include "particle_batch.hpp"
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#include "polygon_model.hpp"
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#include "image_texture.hpp"
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namespace endofthejedi {
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class RendererPolygon3d : public Renderer {
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public:
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void setup();
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void render(const game::State *state) override;
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void setWindowSize(int px, int py);
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void setCameraMatrix(const glm::mat4 &cam);
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private:
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void renderPlanets();
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void renderMissiles();
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void renderShips();
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void renderParticles();
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void addModel(const std::string &filename, PolygonModel **dest);
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void addExplosionEffect(
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size_t id, const glm::vec2 &pos, const glm::vec2 &missileVelocity,
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bool hitPlanet,
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size_t n, float duration);
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void advanceGraphicObjects(float dt);
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// shortcuts which use the lower versions
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glm::mat4 computeModelMatrix(const game::Planet *planet);
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glm::mat4 computeModelMatrix(const game::Missile *missile);
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glm::mat4 computeModelMatrix(const game::Ship *ship);
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// do the actual computation with these values
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glm::mat4 computeModelMatrix(const glm::vec2 &pos, float scale, float angle=0.0);
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void renderTraces();
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void configureLightningInShader(Shader *shader) const;
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void renderBackgroundImage();
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private:
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// all models are also here (for easy reloading etc.)
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std::vector<PolygonModel*> m_models;
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// and with a specific variable name here
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PolygonModel *m_missileModel;
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PolygonModel *m_planetModel;
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PolygonModel *m_shipModel;
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// for rendering everything
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Shader m_shader_background;
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Shader m_shader_game_objects;
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Shader m_shader_particles;
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// for accessing
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const game::State *m_state;
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std::list<ParticleBatch*> m_particles;
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// time value for last rendering cycle (-1 after setup/startup)
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float m_lastTime;
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float m_aspectRatio;
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// TODO: put representation specialized for rendering in here
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std::list<const game::Missile*> m_missiles;
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std::list<const game::Ship*> m_ships;
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ImageTexture *m_texture;
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};
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}
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