Merge, adding ship vertical shift
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8d58e41459
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@ -23,6 +23,8 @@ namespace ZL
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static bool g_exitBgAnimating = false;
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float x = 0;
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Eigen::Quaternionf generateRandomQuaternion(std::mt19937& gen)
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{
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@ -462,8 +464,8 @@ namespace ZL
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.TranslateMatrix({ 0, -6.f, 0 }); //Ship camera offset
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renderer.TranslateMatrix({ 0, -Environment::zoom * 0.03f, 0 });
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if (shipAlive) {
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glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
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renderer.DrawVertexRenderStruct(spaceship);
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@ -478,7 +480,10 @@ namespace ZL
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}
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if (shipAlive) {
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renderer.PushMatrix();
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renderer.TranslateMatrix({ 0, 0, 16 });
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sparkEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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renderer.PopMatrix();
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projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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}
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@ -905,10 +910,12 @@ namespace ZL
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if (event.key.keysym.sym == SDLK_o)
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{
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Environment::shipVelocity += 50.f;
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//x = x + 2.0;
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}
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if (event.key.keysym.sym == SDLK_l)
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{
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Environment::shipVelocity -= 50.f;
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//x = x - 2.0;
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}
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}
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#endif
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@ -157,8 +157,8 @@ namespace ZL {
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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float aspectRatio = static_cast<float>(screenWidth) / static_cast<float>(screenHeight);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, aspectRatio, Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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//float aspectRatio = static_cast<float>(screenWidth) / static_cast<float>(screenHeight);
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//renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, aspectRatio, Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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glBindTexture(GL_TEXTURE_2D, texture->getTexID());
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@ -166,13 +166,13 @@ namespace ZL {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0, 0, -1.0f * zoom });
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//renderer.LoadIdentity();
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//renderer.TranslateMatrix({ 0, 0, -1.0f * zoom });
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renderer.DrawVertexRenderStruct(sparkQuad);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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//renderer.PopProjectionMatrix();
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glDisable(GL_BLEND);
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