Fix hud bars are no longer moving and rotating with spaceship movement
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@ -49,6 +49,7 @@ public:
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::vec3 cameraPosHUDBar = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::mat4 additionalHorRotationMatrix;
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glm::mat4 additionalHorRotationMatrix;
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glm::mat4 additionalVerRotationMatrix;
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glm::mat4 additionalVerRotationMatrix;
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@ -255,6 +256,8 @@ public:
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requestShoot(time);
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requestShoot(time);
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cameraPos = spaceshipPos - calculateCameraDistanceHor(w, shiftState, deltaTime) * spaceshipDir + glm::vec3(0, calculateCameraDistanceVer(deltaTime), 0);
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cameraPos = spaceshipPos - calculateCameraDistanceHor(w, shiftState, deltaTime) * spaceshipDir + glm::vec3(0, calculateCameraDistanceVer(deltaTime), 0);
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cameraPosHUDBar = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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cameraDir = spaceshipDir;
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cameraDir = spaceshipDir;
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glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
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glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
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if (leftParticle != nullptr && rightParticle != nullptr) {
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if (leftParticle != nullptr && rightParticle != nullptr) {
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@ -340,4 +343,32 @@ public:
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glm::mat4 getModelMatrix() override {
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glm::mat4 getModelMatrix() override {
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return calculateModelMatrix();
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return calculateModelMatrix();
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}
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}
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glm::mat4 calculateModelMatrixForHUDBar() {
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({
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spaceshipSide.x, spaceshipSide.y, spaceshipSide.z, 0,
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spaceshipUp.x, spaceshipUp.y, spaceshipUp.z, 0,
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-spaceshipDir.x, -spaceshipDir.y, -spaceshipDir.z, 0,
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0., 0., 0., 1.
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});
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return glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
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}
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glm::mat4 createCameraMatrixForHUDBar()
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{
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
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glm::mat4 cameraRotrationMatrix = glm::mat4({
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cameraSide.x,cameraSide.y,cameraSide.z,0,
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cameraUp.x,cameraUp.y,cameraUp.z ,0,
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-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
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0.,0.,0.,1.,
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});
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cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
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glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPosHUDBar);
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return cameraMatrix;
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}
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};
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};
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@ -16,7 +16,7 @@ void Core::SpriteRenderer::DrawHUDBar(const glm::vec3 color, const glm::mat4 mod
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Spaceship* spaceship = Spaceship::getInstance();
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Spaceship* spaceship = Spaceship::getInstance();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrixForHUDBar();
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// Kombinuj macierze transformacji
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// Kombinuj macierze transformacji
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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@ -104,13 +104,14 @@ void updateDeltaTime(float time) {
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lastTime = time;
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lastTime = time;
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}
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}
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void renderHUD() {
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void renderHUD() {
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glUseProgram(programSpriteBar);
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glUseProgram(programSpriteBar);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
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glm::mat4 modelMatrixHUD = spaceship->calculateModelMatrixForHUDBar();
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glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(36.0f, -34.0f, 0.0f));
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glm::mat4 healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -35.0f, 0.0f));
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spriteRenderer->DrawHUDBar(
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spriteRenderer->DrawHUDBar(
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glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3(0.0f, 1.0f, 0.0f),
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glm::scale(healthBarPosition, glm::vec3(26.0f, 4.f, 1.0f)),
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glm::scale(healthBarPosition, glm::vec3(22.0f, 4.f, 1.0f)),
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spaceship->currentHP / spaceship->maxHP,
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spaceship->currentHP / spaceship->maxHP,
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programSpriteBar);
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programSpriteBar);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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