Example #1
0
void VelocityBallRenderer::renderBalls(Gengine::SpriteBatch& spriteBatch, const std::vector<Ball>& balls,
                                       const glm::mat4& projectionMatrix) {
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    // Lazily initialize the program
    if (m_program == nullptr) {
        m_program = std::make_unique<Gengine::GLSLProgram>();
        m_program->compileShaders("Shaders/textureShading.vert", "Shaders/textureShading.frag");
        m_program->addAttribute("vertexPosition");
        m_program->addAttribute("vertexColor");
        m_program->addAttribute("vertexUV");
        m_program->linkShaders();
    }
    m_program->use();

    spriteBatch.begin();

    // Make sure the shader uses texture 0
    glActiveTexture(GL_TEXTURE0);
    GLint textureUniform = m_program->getUniformLocation("mySampler");
    glUniform1i(textureUniform, 0);

    // Grab the camera matrix
    GLint pUniform = m_program->getUniformLocation("P");
    glUniformMatrix4fv(pUniform, 1, GL_FALSE, &projectionMatrix[0][0]);

    // Render all the balls
    for (auto& ball : balls) {
        const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f);
        const glm::vec4 destRect(ball.position.x - ball.radius, ball.position.y - ball.radius,
                                 ball.radius * 2.0f, ball.radius * 2.0f);
        Gengine::ColorRGBA8 color;

        float mult = 100.0f;
        GLubyte colorVal = (GLubyte)(glm::clamp(ball.velocity.x * mult, 0.0f, 255.0f));
        color.r = 128;
        color.g = (GLubyte)((ball.position.x / m_screenWidth) * 255.0f);
        color.b = (GLubyte)((ball.position.y / m_screenHeight) * 255.0f);;
        color.a = colorVal;
        spriteBatch.draw(destRect, uvRect, ball.textureId, 0.0f, color);
    }

    spriteBatch.end();
    spriteBatch.renderBatch();

    m_program->unuse();
}
Example #2
0
void Enemy::draw(GEngine::SpriteBatch& spriteBatch) {
	const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f);

	glm::vec4 destRect;
	destRect.x = m_position.x;
	destRect.y = m_position.y;
	destRect.z = width;
	destRect.w = height;
	spriteBatch.draw(destRect, uvRect, m_textureID, 0.0f, m_color, m_direction);

	// Debug bounding box drawing
	/*
	glm::vec4 aabbRect;
	aabbRect.x = m_position.x + 16.0f;
	aabbRect.y = m_position.y + 16.0f;
	aabbRect.z = width - 32.0f;
	aabbRect.w = height - 32.0f;
	spriteBatch.draw(aabbRect, uvRect, m_debugTextureID, 1.0f, m_color);
	*/
}
Example #3
0
void TrippyBallRenderer::renderBalls(Gengine::SpriteBatch& spriteBatch, const std::vector<Ball>& balls, const glm::mat4& projectionMatrix) {
    glClearColor(0.1f, 0.0f, 0.0f, 1.0f);

    // Lazily initialize the program
    if (m_program == nullptr) {
        m_program = std::make_unique<Gengine::GLSLProgram>();
        m_program->compileShaders("Shaders/textureShading.vert", "Shaders/textureShading.frag");
        m_program->addAttribute("vertexPosition");
        m_program->addAttribute("vertexColor");
        m_program->addAttribute("vertexUV");
        m_program->linkShaders();
    }
    m_program->use();

    spriteBatch.begin();

    // Make sure the shader uses texture 0
    glActiveTexture(GL_TEXTURE0);
    GLint textureUniform = m_program->getUniformLocation("mySampler");
    glUniform1i(textureUniform, 0);

    // Grab the camera matrix
    GLint pUniform = m_program->getUniformLocation("P");
    glUniformMatrix4fv(pUniform, 1, GL_FALSE, &projectionMatrix[0][0]);

    // Change these constants to get cool stuff
    float TIME_SPEED = 0.01f;
    float DIVISOR = 4.0f; // Increase to get more arms
    float SPIRAL_INTENSITY = 10.0f; // Increase to make it spiral more

    m_time += TIME_SPEED;

    // Render all the balls
    for (auto& ball : balls) {
        const glm::vec4 uvRect(0.0f, 0.0f, 1.0f, 1.0f);
        const glm::vec4 destRect(ball.position.x - ball.radius, ball.position.y - ball.radius,
                                 ball.radius * 2.0f, ball.radius * 2.0f);
        Gengine::ColorRGBA8 color;
       
        // Get vector from center point
        glm::vec2 centerVec = ball.position - glm::vec2(m_screenWidth / 2, m_screenHeight / 2);
        float centerDist = glm::length(centerVec);

        // Get angle from the horizontal
        float angle = atan2(centerVec.x, centerVec.y) / (3.1415926 / DIVISOR);
        // Move with time
        angle -= m_time;
        // Add the spiral
        angle += (centerDist / m_screenWidth) * SPIRAL_INTENSITY;

        color.r = (GLubyte)(angle * 255.0f);
        color.g = (GLubyte)(angle * 255.0f * cos(m_time));
        color.b = (GLubyte)(angle * 255.0f * sin(m_time));
        color.a = (GLubyte)(glm::clamp(1.0f - (centerDist / (m_screenWidth / 2.0f)), 0.0f, 1.0f) * 255.0f);
        spriteBatch.draw(destRect, uvRect, ball.textureId, 0.0f, color);
    }

    spriteBatch.end();
    spriteBatch.renderBatch();

    m_program->unuse();
}