67 lines
2.1 KiB
C++
67 lines
2.1 KiB
C++
#include "renderer.hpp"
|
|
|
|
static const char *vss =
|
|
#include "main.vs"
|
|
;
|
|
static const char *fss =
|
|
#include "main.fs"
|
|
;
|
|
|
|
#include <vector>
|
|
#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<glm::vec3> positions;
|
|
std::vector<glm::vec4> colors;
|
|
std::vector<GLfloat> radii;
|
|
std::vector<GLfloat> 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();
|
|
}
|