diff --git a/cw 7/src/ex_7_1.hpp b/cw 7/src/ex_7_1.hpp index f30d8d9..0c41d02 100644 --- a/cw 7/src/ex_7_1.hpp +++ b/cw 7/src/ex_7_1.hpp @@ -212,44 +212,7 @@ void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) { glEnable(GL_DEPTH_TEST); } -void updateAmmoReload() { - float deltaTime = static_cast(glfwGetTime() - lastFiretime); - - if (fire) { - ammoReloadProgress += 1.0f / ammoReloadTime * deltaTime; - if (ammoReloadProgress >= 1.0f) { - ammoReloadProgress = 1.0f; - fire = false; - } - } - else { - ammoReloadProgress = fmaxf(0.0f, ammoReloadProgress - 1.0f / ammoReloadTime * deltaTime); - } -} -void drawAmmoReloadBar() { - glUseProgram(program); - - float barWidth = 0.01f; - float barHeight = 0.02f; - float barOffsetX = spaceshipPos.x-0.1f; - float barOffsetY = spaceshipPos.y -0.1f; - float barOffsetZ = spaceshipPos.z; - - glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); - glm::mat4 barModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(barOffsetX, barOffsetY, barOffsetZ)); - - barModelMatrix = glm::scale(barModelMatrix, glm::vec3(barWidth, barHeight, ammoReloadProgress/5)); - - glm::mat4 transformation = viewProjectionMatrix * barModelMatrix; - glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); - glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&barModelMatrix); - glUniform3f(glGetUniformLocation(program, "color"), 0.0f, 1.0f, 0.0f); - glUniform3f(glGetUniformLocation(program, "lightPos"), 0, 0, 0); - - Core::DrawContext(cubeContext); - glUseProgram(0); -} void drawObjectSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID) { @@ -294,8 +257,8 @@ void generatePlanetoidBelt() { planetoidsArray[i][3] -= speed; float x = planetoidsArray[i][3]; if (planetoidsArray[i][3] < -3.f) { - planetoidsArray[i][0] += spaceshipPos.z; // Płynne przesunięcie na nową pozycję - planetoidsArray[i][1] += spaceshipPos.y; + //planetoidsArray[i][0] += spaceshipPos.z - planetoidsArray[i][0]; + //planetoidsArray[i][1] += spaceshipPos.y - planetoidsArray[i][1]; planetoidsArray[i][3] = 10.f; planetoidsArray[i][4] == 0;