bug "fixes"
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422109ae49
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@ -212,44 +212,7 @@ void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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}
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void updateAmmoReload() {
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float deltaTime = static_cast<float>(glfwGetTime() - lastFiretime);
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if (fire) {
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ammoReloadProgress += 1.0f / ammoReloadTime * deltaTime;
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if (ammoReloadProgress >= 1.0f) {
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ammoReloadProgress = 1.0f;
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fire = false;
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}
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}
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else {
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ammoReloadProgress = fmaxf(0.0f, ammoReloadProgress - 1.0f / ammoReloadTime * deltaTime);
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}
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}
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void drawAmmoReloadBar() {
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glUseProgram(program);
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float barWidth = 0.01f;
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float barHeight = 0.02f;
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float barOffsetX = spaceshipPos.x-0.1f;
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float barOffsetY = spaceshipPos.y -0.1f;
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float barOffsetZ = spaceshipPos.z;
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 barModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(barOffsetX, barOffsetY, barOffsetZ));
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barModelMatrix = glm::scale(barModelMatrix, glm::vec3(barWidth, barHeight, ammoReloadProgress/5));
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glm::mat4 transformation = viewProjectionMatrix * barModelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&barModelMatrix);
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glUniform3f(glGetUniformLocation(program, "color"), 0.0f, 1.0f, 0.0f);
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glUniform3f(glGetUniformLocation(program, "lightPos"), 0, 0, 0);
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Core::DrawContext(cubeContext);
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glUseProgram(0);
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}
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void drawObjectSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID)
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void drawObjectSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID)
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{
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{
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@ -294,8 +257,8 @@ void generatePlanetoidBelt() {
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planetoidsArray[i][3] -= speed;
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planetoidsArray[i][3] -= speed;
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float x = planetoidsArray[i][3];
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float x = planetoidsArray[i][3];
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if (planetoidsArray[i][3] < -3.f) {
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if (planetoidsArray[i][3] < -3.f) {
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planetoidsArray[i][0] += spaceshipPos.z; // Płynne przesunięcie na nową pozycję
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//planetoidsArray[i][0] += spaceshipPos.z - planetoidsArray[i][0];
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planetoidsArray[i][1] += spaceshipPos.y;
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//planetoidsArray[i][1] += spaceshipPos.y - planetoidsArray[i][1];
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planetoidsArray[i][3] = 10.f;
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planetoidsArray[i][3] = 10.f;
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planetoidsArray[i][4] == 0;
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planetoidsArray[i][4] == 0;
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