Changes in new-game.cpp [446e55d:1e3dddf] in opengl-game
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new-game.cpp
r446e55d r1e3dddf 215 215 216 216 double fps; 217 unsigned int score = 0; 217 218 218 219 vec3 cam_pos; … … 264 265 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); 265 266 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 266 #else 267 #endif 268 269 GLFWwindow* window = NULL; 270 GLFWmonitor* mon = NULL; 271 267 272 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); 268 273 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); 269 #endif270 271 GLFWwindow* window = NULL;272 GLFWmonitor* mon = NULL;273 274 274 glfwWindowHint(GLFW_SAMPLES, 16); 275 275 glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true); … … 300 300 glDebugMessageCallback((GLDEBUGPROC)debugGlCallback, nullptr); 301 301 cout << "Bound debug callback" << endl; 302 } else {303 cout << "OpenGL debugg message callback is not supported" << endl;304 302 } 305 303 … … 798 796 799 797 // this code moves the asteroids 800 for ( unsignedint i = 0; i < objects.size(); i++) {798 for (int i = 0; i < objects.size(); i++) { 801 799 if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) { 802 800 transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo); … … 809 807 if (((Asteroid*)objects[i])->hp <= 0) { 810 808 removeObjectFromScene(*objects[i], ubo); 809 score++; 811 810 } 812 811 } … … 1245 1244 1246 1245 obj->normals.reserve(obj->points.size()); 1247 for ( unsignedint i = 0; i < obj->points.size(); i += 9) {1246 for (int i = 0; i < obj->points.size(); i += 9) { 1248 1247 vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]); 1249 1248 vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]); … … 1333 1332 1334 1333 // start from the second point 1335 for ( unsignedint i = 3; i < obj->points.size(); i += 3) {1334 for (int i = 3; i < obj->points.size(); i += 3) { 1336 1335 if (min_x > obj->points[i]) { 1337 1336 min_x = obj->points[i]; … … 1370 1369 obj->bounding_radius = radius_z; 1371 1370 1372 for ( unsignedint i = 0; i < obj->points.size(); i += 3) {1371 for (int i = 0; i < obj->points.size(); i += 3) { 1373 1372 obj->points[i] -= obj->bounding_center.x; 1374 1373 obj->points[i + 1] -= obj->bounding_center.y; … … 2025 2024 2026 2025 glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo); 2027 for ( unsignedint i = 0; i < obj.num_points; i++) {2026 for (int i = 0; i < obj.num_points; i++) { 2028 2027 glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset); 2029 2028 } … … 2071 2070 // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created, 2072 2071 // and then re-used here 2072 2073 mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform; 2073 2074 2074 2075 vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f)); … … 2285 2286 */ 2286 2287 2288 stringstream ssScore, ssFps; 2289 ssScore << "Score: " << score; 2290 ssFps << "FPS: " << fps; 2291 2287 2292 { 2288 2293 ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once); … … 2292 2297 ImGuiWindowFlags_NoResize | 2293 2298 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()); 2296 2301 ImGui::End(); 2297 2302 }
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