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


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  • new-game.cpp

    r1e3dddf r446e55d  
    215215
    216216double fps;
    217 unsigned int score = 0;
    218217
    219218vec3 cam_pos;
     
    265264   glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    266265   glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
     266#else
     267   glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
     268   glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    267269#endif
    268270
     
    270272   GLFWmonitor* mon = NULL;
    271273
    272    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    273    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    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;
    302304   }
    303305
     
    796798
    797799         // this code moves the asteroids
    798          for (int i = 0; i < objects.size(); i++) {
     800         for (unsigned int i = 0; i < objects.size(); i++) {
    799801            if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
    800802               transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
     
    807809               if (((Asteroid*)objects[i])->hp <= 0) {
    808810                  removeObjectFromScene(*objects[i], ubo);
    809                   score++;
    810811               }
    811812            }
     
    12441245
    12451246   obj->normals.reserve(obj->points.size());
    1246    for (int i = 0; i < obj->points.size(); i += 9) {
     1247   for (unsigned int i = 0; i < obj->points.size(); i += 9) {
    12471248      vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
    12481249      vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
     
    13321333
    13331334   // start from the second point
    1334    for (int i = 3; i < obj->points.size(); i += 3) {
     1335   for (unsigned int i = 3; i < obj->points.size(); i += 3) {
    13351336      if (min_x > obj->points[i]) {
    13361337         min_x = obj->points[i];
     
    13691370      obj->bounding_radius = radius_z;
    13701371
    1371    for (int i = 0; i < obj->points.size(); i += 3) {
     1372   for (unsigned int i = 0; i < obj->points.size(); i += 3) {
    13721373      obj->points[i] -= obj->bounding_center.x;
    13731374      obj->points[i + 1] -= obj->bounding_center.y;
     
    20242025
    20252026   glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
    2026    for (int i = 0; i < obj.num_points; i++) {
     2027   for (unsigned int i = 0; i < obj.num_points; i++) {
    20272028      glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
    20282029   }
     
    20702071   // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
    20712072   // and then re-used here
    2072 
    2073    mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform;
    20742073
    20752074   vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
     
    22862285   */
    22872286
    2288    stringstream ssScore, ssFps;
    2289    ssScore << "Score: " << score;
    2290    ssFps << "FPS:   " << fps;
    2291 
    22922287   {
    22932288      ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once);
     
    22972292         ImGuiWindowFlags_NoResize |
    22982293         ImGuiWindowFlags_NoMove);
    2299       ImGui::Text(ssScore.str().c_str());
    2300       ImGui::Text(ssFps.str().c_str());
     2294      ImGui::Text("Score: ???");
     2295      ImGui::Text("FPS:   %f", fps);
    23012296      ImGui::End();
    23022297   }
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