GWIAZDECZKI I SERDUSZKA ON TOP ON EVERYTHING + INFINITE AMMO

This commit is contained in:
mxsgd 2024-02-08 01:38:42 +01:00
parent 466c85ae1a
commit addd1df429
7 changed files with 32822 additions and 44 deletions

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@ -37,6 +37,8 @@
<ClInclude Include="src\Texture.h" />
</ItemGroup>
<ItemGroup>
<None Include="shaders\rocket.frag" />
<None Include="shaders\rocket.vert" />
<None Include="shaders\shader_5_1.frag" />
<None Include="shaders\shader_5_1.vert" />
<None Include="shaders\shader_5_1_tex.frag" />

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@ -121,5 +121,11 @@
<None Include="shaders\shader_5_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\rocket.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\rocket.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>
</Project>

0
cw 7/models/Blank.mtl Normal file
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32679
cw 7/models/rocket.obj Normal file

File diff suppressed because it is too large Load Diff

36
cw 7/shaders/rocket.frag Normal file
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@ -0,0 +1,36 @@
#version 330 core
in vec3 fragNormal;
in vec2 fragTexCoord;
out vec4 fragColor;
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
// Dodaj inne właściwości materiałów, jeśli są potrzebne
};
uniform Material material;
uniform vec3 lightPosition;
uniform vec3 viewPosition;
void main()
{
vec3 normal = normalize(fragNormal);
vec3 lightDirection = normalize(lightPosition - gl_FragCoord.xyz);
float diff = max(dot(normal, lightDirection), 0.0);
vec3 viewDirection = normalize(viewPosition - gl_FragCoord.xyz);
vec3 reflectDirection = reflect(-lightDirection, normal);
float spec = pow(max(dot(viewDirection, reflectDirection), 0.0), 32.0);
vec3 ambient = material.ambient;
vec3 diffuse = material.diffuse * diff;
vec3 specular = material.specular * spec;
vec3 finalColor = ambient + diffuse + specular;
fragColor = vec4(finalColor, 1.0);
}

18
cw 7/shaders/rocket.vert Normal file
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@ -0,0 +1,18 @@
#version 330 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoord;
out vec3 fragNormal;
out vec2 fragTexCoord;
uniform mat4 transformation;
uniform mat4 modelMatrix;
void main()
{
gl_Position = transformation * modelMatrix * vec4(inPosition, 1.0);
fragNormal = mat3(transpose(inverse(modelMatrix))) * inNormal;
fragTexCoord = inTexCoord;
}

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@ -19,6 +19,8 @@
#include "SOIL/SOIL.h"
#include <chrono>
#include <sstream>
#include <fstream>
#include <string>
namespace texture {
GLuint earth;
@ -64,7 +66,7 @@ Core::RenderContext cubeContext;
Core::RenderContext starContext;
Core::RenderContext saberContext;
Core::RenderContext heartContext;
Core::RenderContext rocketContext;
glm::vec3 cameraPos = glm::vec3(-3.f, 0, 0);
glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
@ -80,6 +82,8 @@ std::uniform_real_distribution<float> radiusDistribution(-5.f, 5.f);
std::uniform_real_distribution<float> planetoidsYDistribution(-3.f, 3.f);
std::uniform_real_distribution<float> planetoidsXDistribution(-2.f, 10.f);
std::uniform_real_distribution<float> planetoidsScaleDistribution(0.1f, 0.2f);
std::vector<glm::vec3> ammunitionPositions;
std::vector<glm::mat4> ammunitionModelMatrices;
float planetoidsArray[400][5];
glm::vec3 asteroid_Calc = spaceshipDir * glm::vec3(a, a, a);
glm::vec3 asteroid_Pos = spaceshipPos + glm::vec3(0, a, 0) + asteroid_Calc;
@ -312,15 +316,19 @@ void generatePlanetoidBelt() {
exit(0);
}
}
else if ((checkCollision(glm::vec3(x, y, z), 0.1f, ammoPos, 0.025f, true)))
else
{
for (int n = 0; n < ammunitionPositions.size(); ++n)
{
if (checkCollision(glm::vec3(x, y, z), 0.1f, ammunitionPositions[n], 0.025f, true))
{
// Asteroida zestrzelona
std::cout << "Collision with ammo " << i << std::endl;
planetoidsArray[i][4] = 1;
}
}
}
}
if (!collision) {
if (fmod(i, starind) == 0) {
float time = glfwGetTime();
@ -344,6 +352,9 @@ void generatePlanetoidBelt() {
}
}
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
@ -378,6 +389,28 @@ void drawHearts(int collision_number) {
}
}
}
void updateAmmunition() {
if (fire) {
glm::vec3 newAmmoPos = spaceshipPos + glm::vec3(0.025f, 0.f, 0.f);
ammunitionPositions.push_back(newAmmoPos);
fire = false;
}
}
void renderAmmunition() {
for (int i = ammunitionPositions.size() - 1; i >= 0; --i) {
ammunitionPositions[i] = ammunitionPositions[i] + glm::vec3(0.025f, 0.f, 0.f);
if (ammunitionPositions[i].x > 8.f) {
ammunitionPositions.erase(ammunitionPositions.begin() + i);
}
else {
glm::mat4 modelMatrix = glm::translate(ammunitionPositions[i]) * glm::rotate(glm::mat4(1.0f), glm::radians(90.f), glm::vec3(1.0f, 0.0f, 0.f));
drawObjectColor(rocketContext, glm::translate(ammunitionPositions[i]) * glm::rotate(glm::mat4(1.0f), glm::radians(270.f), glm::vec3(0.0f, 1.0f, 0.f)) * glm::scale(glm::vec3(0.003f)), glm::vec3(0.1, 0.1, 0.7), starMetalness, starRoughness, spaceshipPos);
}
}
}
void renderScene(GLFWwindow* window)
{
@ -426,19 +459,20 @@ void renderScene(GLFWwindow* window)
// glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>())*glm::scale(glm::vec3(0.1f)),
// texture::ship, texture::shipNormal
//);
updateAmmunition();
renderAmmunition();
generatePlanetoidBelt();
if (fire == true){
ammoPos = ammoPos + glm::vec3(0.025f, 0.f, 0.f);
glm::mat4 modelMatrix = glm::translate(ammoPos) * glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 1.0f));
drawObjectColor(saberContext, modelMatrix * glm::scale(glm::vec3(0.003f)), glm::vec3(0.1, 0.1, 0.7), starMetalness, starRoughness, spaceshipPos);
}
//if (fire == true){
// ammoPos = ammoPos + glm::vec3(0.025f, 0.f, 0.f);
// glm::mat4 modelMatrix = glm::translate(ammoPos) * glm::rotate(glm::mat4(1.0f), glm::radians(90.f), glm::vec3(1.0f, 0.0f, 0.f));
// drawObjectColor(rocketContext, modelMatrix * glm::rotate(glm::mat4(1.0f), glm::radians(270.f), glm::vec3(0.0f, 1.0f, 0.f)) * glm::scale(glm::vec3(0.003f)), glm::vec3(0.1, 0.1, 0.7), starMetalness, starRoughness, spaceshipPos);
// }
glDisable(GL_DEPTH_TEST);
drawStars(star_counter);
drawHearts(colission);
//updateAmmoReload();
//drawAmmoReloadBar();
glEnable(GL_DEPTH_TEST);
glUseProgram(0);
glfwSwapBuffers(window);
}
@ -481,6 +515,7 @@ void init(GLFWwindow* window)
loadModelToContext("./models/estrellica.obj", starContext);
loadModelToContext("./models/CraneoOBJ.obj", saberContext);
loadModelToContext("./models/heart.obj", heartContext);
loadModelToContext("./models/rocket.obj", rocketContext);
texture::earth = Core::LoadTexture("textures/earth.png");
texture::ship = Core::LoadTexture("textures/ship/spaceship_color.jpg");
@ -506,6 +541,8 @@ void init(GLFWwindow* window)
texture::metalnessShip = Core::LoadTexture("textures/ship/spaceship_metalness.jpg");
texture::roughnessShip = Core::LoadTexture("textures/ship/spaceship_rough.jpg");
for (int i = 0; i < 400; ++i) {
float z = radiusDistribution(gen);
float x = planetoidsXDistribution(gen);