Changes in new-game.cpp [446e55d:1e3dddf] in opengl-game


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  • new-game.cpp

    r446e55d r1e3dddf  
    215215
    216216double fps;
     217unsigned int score = 0;
    217218
    218219vec3 cam_pos;
     
    264265   glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    265266   glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    266 #else
     267#endif
     268
     269   GLFWwindow* window = NULL;
     270   GLFWmonitor* mon = NULL;
     271
    267272   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    268273   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    269 #endif
    270 
    271    GLFWwindow* window = NULL;
    272    GLFWmonitor* mon = NULL;
    273 
    274274   glfwWindowHint(GLFW_SAMPLES, 16);
    275275   glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
     
    300300      glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr);
    301301      cout << "Bound debug callback" << endl;
    302    } else {
    303      cout << "OpenGL debugg message callback is not supported" << endl;
    304302   }
    305303
     
    798796
    799797         // this code moves the asteroids
    800          for (unsigned int i = 0; i < objects.size(); i++) {
     798         for (int i = 0; i < objects.size(); i++) {
    801799            if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
    802800               transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
     
    809807               if (((Asteroid*)objects[i])->hp <= 0) {
    810808                  removeObjectFromScene(*objects[i], ubo);
     809                  score++;
    811810               }
    812811            }
     
    12451244
    12461245   obj->normals.reserve(obj->points.size());
    1247    for (unsigned int i = 0; i < obj->points.size(); i += 9) {
     1246   for (int i = 0; i < obj->points.size(); i += 9) {
    12481247      vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
    12491248      vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
     
    13331332
    13341333   // start from the second point
    1335    for (unsigned int i = 3; i < obj->points.size(); i += 3) {
     1334   for (int i = 3; i < obj->points.size(); i += 3) {
    13361335      if (min_x > obj->points[i]) {
    13371336         min_x = obj->points[i];
     
    13701369      obj->bounding_radius = radius_z;
    13711370
    1372    for (unsigned int i = 0; i < obj->points.size(); i += 3) {
     1371   for (int i = 0; i < obj->points.size(); i += 3) {
    13731372      obj->points[i] -= obj->bounding_center.x;
    13741373      obj->points[i + 1] -= obj->bounding_center.y;
     
    20252024
    20262025   glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
    2027    for (unsigned int i = 0; i < obj.num_points; i++) {
     2026   for (int i = 0; i < obj.num_points; i++) {
    20282027      glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
    20292028   }
     
    20712070   // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
    20722071   // and then re-used here
     2072
     2073   mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform;
    20732074
    20742075   vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
     
    22852286   */
    22862287
     2288   stringstream ssScore, ssFps;
     2289   ssScore << "Score: " << score;
     2290   ssFps << "FPS:   " << fps;
     2291
    22872292   {
    22882293      ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once);
     
    22922297         ImGuiWindowFlags_NoResize |
    22932298         ImGuiWindowFlags_NoMove);
    2294       ImGui::Text("Score: ???");
    2295       ImGui::Text("FPS:   %f", fps);
     2299      ImGui::Text(ssScore.str().c_str());
     2300      ImGui::Text(ssFps.str().c_str());
    22962301      ImGui::End();
    22972302   }
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