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89
src/pinball/Pinball.cpp
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src/pinball/Pinball.cpp
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/*******************************************************************************
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*
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* Copyright (c) 2019 Gnarly Narwhal
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*
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* -----------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files(the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*******************************************************************************/
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#include "../geno/GenoMacros.h"
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#include "Pinball.h"
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const float Pinball::RADIUS = 25;
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GenoTexture2D * Pinball::texture;
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GenoVao * Pinball::vao;
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MixShader * Pinball::shader;
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void Pinball::init() {
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uint32 textureParams[] = {
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GL_TEXTURE_MIN_FILTER, GL_LINEAR,
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GL_TEXTURE_MAG_FILTER, GL_LINEAR,
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GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE,
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GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE
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};
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GenoTexture2DCreateInfo textureInfo = {};
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textureInfo.type = GENO_TEXTURE2D_TYPE_PNG;
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textureInfo.texture = "res/img/Pinball.png";
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textureInfo.numParams = GENO_ARRAY_SIZE(textureParams) / 2;
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textureInfo.params = textureParams;
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texture = GenoTexture2D::create(textureInfo);
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shader = new MixShader();
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float vertices[] = {
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1, -1, 0, // Top left
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1, 1, 0, // Bottom left
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-1, 1, 0, // Bottom right
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-1, -1, 0 // Top right
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};
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uint32 indices[] = {
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0, 1, 3,
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1, 2, 3
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};
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float texCoords[] = {
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1, 0,
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1, 1,
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0, 1,
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0, 0
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};
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vao = new GenoVao(4, vertices, 6, indices);
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vao->addAttrib(4, 2, texCoords);
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}
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Pinball::Pinball(GenoCamera2D * camera, GenoVector4f * palette, uint32 color, const GenoVector2f & position, const GenoVector2f & velocity) :
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camera(camera),
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palette(palette),
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color(color),
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position(position),
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velocity(velocity) {}
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void Pinball::render() {
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texture->bind();
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shader->enable();
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shader->setColor(palette[color]);
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shader->setMvp(translate2D(camera->getVPMatrix(), position).rotate2D(rotation).scale(RADIUS));
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vao->render();
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}
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Pinball::~Pinball() {}
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