PostProcessing
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47
src/game.cpp
47
src/game.cpp
@@ -1,5 +1,6 @@
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#include "game.h"
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#include "particleGenerator.h"
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#include "postprocessor.h"
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#include <iostream>
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#include <tuple>
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@@ -7,6 +8,7 @@ typedef std::tuple<bool, Direction,glm::vec2> Collision;
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ParticleGenerator* Particles;
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SpriteRenderer* Renderer;
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PostProcessor* effects;
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// Initial size of the player paddle
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const glm::vec2 PLAYER_SIZE (100.0f, 20.0f);
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@@ -89,6 +91,7 @@ Game::~Game()
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delete player;
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delete ball;
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delete Particles;
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delete effects;
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}
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Game::Game(unsigned int width, unsigned int height)
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@@ -102,13 +105,17 @@ void Game::Init()
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// Load shaders
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ResourceManager::LoadShader("shader.vs", "shader.fs", nullptr, "sprite");
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ResourceManager::LoadShader("particle.vs", "particle.fs", nullptr, "particle");
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ResourceManager::LoadShader("postprocessing.vs", "postprocessing.fs", nullptr, "postprocessing");
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// configure shaders
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
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ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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ResourceManager::GetShader("particle").Use().SetMatrix4("projection", projection);
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ResourceManager::GetShader("particle").Use().SetInteger("sprite", 0);
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ResourceManager::GetShader("particle").SetMatrix4("projection", projection);
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
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effects = new PostProcessor(ResourceManager::GetShader("postprocessing"), this->Width, this->Height);
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// load textures
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
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ResourceManager::LoadTexture("textures/background.jpg", false, "background");
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@@ -135,10 +142,10 @@ void Game::Init()
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ball = new BallObject(ballPos, BALL_RADIUS, INITIAL_BALL_VELOCITY, ResourceManager::GetTexture("face"));
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Particles = new ParticleGenerator(ResourceManager::GetShader("particle"), ResourceManager::GetTexture("particle"), 500);
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}
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float ShakeTime = 0.0f;
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void Game::DoCollisions()
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{
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@@ -153,6 +160,11 @@ void Game::DoCollisions()
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{
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box.Destroyed = true;
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}
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else
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{
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ShakeTime = 0.05f;
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effects->Shake = true;
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}
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// Collision resolution
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Direction dir = std::get<1>(collision);
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glm::vec2 diff_vector = std::get<2>(collision);
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@@ -236,28 +248,43 @@ void Game::Update(float dt)
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this->DoCollisions();
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Particles->Update(dt, *ball, 2, glm::vec2(ball->Radius /2.0f));
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if(ShakeTime > 0.0f)
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{
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ShakeTime -= dt;
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if (ShakeTime <= 0.0f)
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effects->Shake = false;
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}
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if(ball->Position.y >= this->Height)
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{
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this->ResetLevel();
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this->ResetPlayer();
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}
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}
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void Game::Render()
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{
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if(this->State == GAME_ACTIVE)
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{
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// draw background
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Renderer->DrawSprite(ResourceManager::GetTexture("background"),
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glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
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effects->BeginRender();
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// draw background
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Renderer->DrawSprite(ResourceManager::GetTexture("background"),
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glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
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// draw level
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this->Levels[this->Level].Draw(*Renderer);
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// draw level
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this->Levels[this->Level].Draw(*Renderer);
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// draw player
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player->Draw(*Renderer);
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// draw particles
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Particles->Draw();
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// draw ball
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ball->Draw(*Renderer);
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player->Draw(*Renderer);
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Particles->Draw();
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ball->Draw(*Renderer);
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effects->EndRender();
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effects->Render(glfwGetTime());
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}
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}
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