From: Clyne Sullivan Date: Wed, 4 Nov 2015 13:53:26 +0000 (-0500) Subject: ortho binds to y X-Git-Url: https://code.bitgloo.com/?a=commitdiff_plain;h=b934c2d6ad99b2dc183c11e8cbb2ecc3fe375700;p=clyne%2Fgamedev.git ortho binds to y --- b934c2d6ad99b2dc183c11e8cbb2ecc3fe375700 diff --cc include/common.h index 39812c4,bc713af..56e6a38 --- a/include/common.h +++ b/include/common.h @@@ -39,8 -39,14 +39,8 @@@ typedef unsigned int uint * This flag lets the compiler know that we are using shaders */ - #define SHADERSf + #define SHADERSd -/* - * This is pi... -*/ - -#define PI 3.141592653598723846433 - /* * Create a basic 2-point structure for coordinate saving */ diff --cc main.cpp index 9d7f085,41e1227..07e2fb0 --- a/main.cpp +++ b/main.cpp @@@ -778,7 -774,12 +778,7 @@@ void render() glUseProgramObjectARB(0); #endif //SHADERS - #define raysNOPE - - - - - + #define rays #ifdef rays //LIGHT @@@ -793,42 -797,36 +796,35 @@@ glColor3f(0.0f, 0.0f, 0.0f); for(auto &r : ray){ r.start = light; - angle = 12*a; - for(int l = 0;l 0 && angle < 90){ - curCoord.x = r.start.x + float(HLINE / cos(angle*PI/180)); - curCoord.y = r.start.y + float(HLINE / sin(angle*PI/180)); - } - if(angle > 90 && angle < 180){ - curCoord.x = r.start.x - float(HLINE / cos((90-angle)*PI/180)); - curCoord.y = r.start.y + float(HLINE / sin((90-angle)*PI/180)); - } - if(angle > 180 && angle < 270){ - curCoord.x = r.start.x - float(HLINE / cos((270-angle)*PI/180)); - curCoord.y = r.start.y - float(HLINE / sin((270-angle)*PI/180)); - } - if(angle > 270 && angle < 360){ - curCoord.x = r.start.x + float(HLINE / cos((360-angle)*PI/180)); - curCoord.y = r.start.y - float(HLINE / sin((360-angle)*PI/180)); - } - }//end swtich - /*for(auto &en : entity){ - } - else{ ++ }else{ + curCoord.x += float((HLINE) * cos(angle*PI/180)); + curCoord.y += float((HLINE) * sin(angle*PI/180)); + } + for(auto &en : entity){ if(curCoord.x > en->loc.x && curCoord.x < en->loc.x + en->width){ if(curCoord.y > en->loc.y && curCoord .y < en->loc.y + en->height){ r.end = curCoord; @@@ -845,8 -848,23 +846,21 @@@ //std::cout << angle << "\n"; a++; } - #endif //rays + glUseProgramObjectARB(shaderProgram); + glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), 640,300); + glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1,1,1); + glUniform1f(glGetUniformLocation(shaderProgram, "lightStrength"), 5); + glColor4f(1.0f, 1.0f, 1.0f, .5f); + for(auto r = 0; r < ray.size(); r++){ + glBegin(GL_TRIANGLES); + glVertex2f(ray[r].start.x, ray[r].start.y); + glVertex2f(ray[r].end.x, ray[r].end.y); + r==ray.size()-1 ? glVertex2f(ray[0].end.x, ray[0].end.y) : glVertex2f(ray[r+1].end.x, ray[r+1].end.y); + glEnd(); + } + glUseProgramObjectARB(0); + #endif //ray - - //LIGHT player->inv->draw(); /*