Merge pull request 'health_bar' (#11) from health_bar into master
Reviewed-on: #11
This commit is contained in:
commit
3b506455c6
@ -1,5 +1,7 @@
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#include "glm.hpp"
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#include "src/Shader_Loader.h"
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#include <vector>
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#include "GameEntity.h"
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#pragma once
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class Bullet
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@ -39,14 +41,52 @@ public:
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return new Bullet(10, 10, directionNormalized, startPosition, birthTime, simpleRenderContext, 0.01f);
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}
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bool shouldBeDestroyed(float time, GLuint program) {
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bool shouldBeDestroyed(float time, GLuint program, std::vector<GameEntity*>& gameEntities, float attackerDmg) {
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float age = getAge(time);
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if (age > lifetime) {
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return true;
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}
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glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), startPosition) * glm::translate(directionNormalized * speed * age) * glm::scale(glm::vec3(scale));
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Core::drawObjectPBR(renderContext, modelMatrix, glm::vec3(1.f, 0.f, 0.f), 0.3, 0, program);
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//std::cout << "x: " << modelMatrix[3].x << std::endl;
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//std::cout << "y: " << modelMatrix[3].y << std::endl;
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//std::cout << "z: " << modelMatrix[3].z << std::endl;
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if (checkCollisionWithGameEntities(gameEntities, modelMatrix, attackerDmg)) {
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return true;
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}
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return false;
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}
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bool checkCollisionWithGameEntities(std::vector<GameEntity*>& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) {
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for (const auto& entity : gameEntities) {
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glm::mat4 entityModelMatrix = entity->getModelMatrix();
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// SprawdŸ kolizjê AABB miêdzy pociskiem a obiektem z wektora gameEntities
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if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) {
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entity->applyDamage(attackerDmg);
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return true;
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}
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}
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return false;
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}
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bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) {
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// Pobierz rozmiary obiektów z ich macierzy modelu
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glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
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glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
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glm::vec3 obj2Min = glm::vec3(obj2ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
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glm::vec3 obj2Max = glm::vec3(obj2ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
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// SprawdŸ kolizjê wzd³u¿ trzech osi (x, y, z)
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bool collisionX = obj1Max.x >= obj2Min.x && obj1Min.x <= obj2Max.x;
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bool collisionY = obj1Max.y >= obj2Min.y && obj1Min.y <= obj2Max.y;
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bool collisionZ = obj1Max.z >= obj2Min.z && obj1Min.z <= obj2Max.z;
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// Kolizja wystêpuje tylko wtedy, gdy zachodzi kolizja na wszystkich trzech osiach
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return collisionX && collisionY && collisionZ;
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}
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};
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@ -2,10 +2,11 @@
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#include "ext.hpp"
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#include "src/Render_Utils.h"
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#include "Bullet.h"
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#include "./GameEntity.h"
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#include "Spaceship.h"
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#pragma once
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class Enemy
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class Enemy : public GameEntity
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{
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private:
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std::list<Bullet*> bullets;
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@ -14,12 +15,13 @@ private:
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public:
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glm::mat4 modelMatrix;
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int hp;
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int dmg;
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float aggroRange;
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Enemy(int initialHp, glm::mat4 initialModelMatrix, int initialDmg, float initialAggroRange)
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: hp(initialHp), modelMatrix(initialModelMatrix), dmg(initialDmg), aggroRange(initialAggroRange)
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Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange)
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:
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aggroRange(initialAggroRange),
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modelMatrix(initialModelMatrix),
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GameEntity(currHp, initialHp, initialDmg)
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{}
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@ -33,7 +35,7 @@ public:
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}
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virtual bool isAlive() const {
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if (this->hp < 0) {
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if (this->currentHP <= 0) {
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return false;
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}
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return true;
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@ -47,11 +49,11 @@ public:
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return true;
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}
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void renderBullets(float time, GLuint program) {
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void renderBullets(float time, GLuint program, std::vector<GameEntity*>& gameEntities) {
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for (auto it = bullets.begin(); it != bullets.end();) {
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Bullet* bullet = *it;
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if (bullet->shouldBeDestroyed(time, program)) {
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if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) {
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delete bullet;
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it = bullets.erase(it);
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}
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@ -60,6 +62,15 @@ public:
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}
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}
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}
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glm::vec3 getPosition() const override
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{
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return modelMatrix[3];
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}
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glm::mat4 getModelMatrix() override
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{
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return modelMatrix;
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}
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private:
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void requestShoot(float time) {
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if (canShoot(time)) {
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@ -74,6 +85,7 @@ private:
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void shoot(float time) {
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Spaceship* spaceship = Spaceship::getInstance();
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glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
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//bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum
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this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
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this->lastShootTime = time;
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}
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23
grk/project/GameEntity.h
Normal file
23
grk/project/GameEntity.h
Normal file
@ -0,0 +1,23 @@
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#include "glm.hpp"
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#pragma once
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class GameEntity
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{
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public:
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float currentHP;
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float dmg;
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float maxHP;
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GameEntity(float currentHP, float maxHP, float initialDmg)
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: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg)
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{
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}
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virtual void applyDamage(float attackerDmg) {
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currentHP = currentHP - attackerDmg;
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};
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virtual glm::vec3 getPosition() const = 0;
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virtual glm::mat4 getModelMatrix() = 0;
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};
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@ -4,10 +4,11 @@
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#include <list>
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#include "Bullet.h"
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#include "ParticleSystem.h"
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#include "GameEntity.h"
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#pragma once
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class Spaceship
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class Spaceship : public GameEntity
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{
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private:
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std::list<Bullet*> bullets;
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@ -16,8 +17,9 @@ private:
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ParticleSystem* leftParticle;
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ParticleSystem* rightParticle;
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// Prywatny konstruktor, aby zapobiec zewnêtrznemu tworzeniu instancji
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Spaceship() {
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// Prywatny konstruktor, aby zapobiec zewn<77>trznemu tworzeniu instancji
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Spaceship() : GameEntity(100.0f, 100.0f, 10.0f)
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{
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}
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@ -164,11 +166,11 @@ public:
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return cameraMatrix;
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}
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void renderBullets(float time, GLuint program) {
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void renderBullets(float time, GLuint program, std::vector<GameEntity*>& gameEntities) {
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for (auto it = bullets.begin(); it != bullets.end();) {
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Bullet* bullet = *it;
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if (bullet->shouldBeDestroyed(time, program)) {
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if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) {
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delete bullet;
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it = bullets.erase(it);
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}
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@ -194,4 +196,11 @@ public:
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bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos + perpendicularVector, time));
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lastShootTime = time;
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}
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glm::vec3 getPosition() const override {
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return spaceshipPos;
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}
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glm::mat4 getModelMatrix() override {
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return calculateModelMatrix();
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}
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};
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@ -12,6 +12,58 @@ Core::SpriteRenderer::~SpriteRenderer()
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glDeleteBuffers(1, &this->VBO);
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glDeleteBuffers(1, &this->EBO);
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}
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void Core::SpriteRenderer::DrawHUDBar(const glm::vec3 color, const glm::mat4 modelMatrix, const float progress, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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// Kombinuj macierze transformacji
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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// Przeka¿ macierze do shadera
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniform3fv(glGetUniformLocation(program, "activeColor"), 1, glm::value_ptr(color));
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glUniform1f(glGetUniformLocation(program, "progress"), progress);
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glBindVertexArray(this->VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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};
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void Core::SpriteRenderer::DrawSpriteBar(const glm::vec3 color, const glm::mat4 modelMatrix,const float progress, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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// Pobierz pozycjê kamery
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glm::vec3 cameraPosition = spaceship->cameraPos;
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glm::vec3 spritePosition = glm::vec3(modelMatrix[3]);
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// Oblicz wektor skierowany od sprita do kamery
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glm::vec3 spriteToCamera = glm::normalize(cameraPosition - spritePosition);
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// Oblicz k¹t rotacji w stopniach wokó³ osi Y
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float angle = glm::degrees(atan2(spriteToCamera.x, spriteToCamera.z));
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// Utwórz macierz rotacji wok³ osi Y
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glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
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// Utwórz macierz widoku-projekcji
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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// Kombinuj macierze transformacji
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix * rotationMatrix;
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// Przeka¿ macierze do shadera
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniform3fv(glGetUniformLocation(program, "activeColor"), 1, glm::value_ptr(color));
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glUniform1f(glGetUniformLocation(program, "progress"), progress);
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glBindVertexArray(this->VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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};
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void Core::SpriteRenderer::DrawSprite(GLuint spriteTexture, const glm::mat4 modelMatrix, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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@ -10,7 +10,8 @@ namespace Core {
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SpriteRenderer();
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~SpriteRenderer();
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void DrawSprite(GLuint spriteTexture, const glm::mat4 modelMatrix, GLuint program);
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void DrawSpriteBar(const glm::vec3 color, const glm::mat4 modelMatrix,const float progress, GLuint program);
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void DrawHUDBar(const glm::vec3 color, const glm::mat4 modelMatrix, const float progress, GLuint program);
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private:
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unsigned int VAO;
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@ -29,6 +29,7 @@
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<ItemGroup>
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<ClInclude Include="Bullet.h" />
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<ClInclude Include="Enemy.h" />
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<ClInclude Include="GameEntity.h" />
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<ClInclude Include="GameObject.h" />
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<ClInclude Include="GameUtils.h" />
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<ClInclude Include="ParticleSystem.h" />
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@ -64,6 +65,8 @@
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<None Include="shaders\shader_sprite.vert" />
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<None Include="shaders\shader_tex.frag" />
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<None Include="shaders\shader_tex.vert" />
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<None Include="shaders\shader_sprite_bar.frag" />
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<None Include="shaders\shader_sprite_bar.vert" />
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<None Include="shaders\test.frag" />
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<None Include="shaders\test.vert" />
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</ItemGroup>
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|
@ -128,6 +128,9 @@
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<ClInclude Include="ParticleSystem.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="GameEntity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_8_sun.vert">
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@ -174,5 +177,11 @@
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<None Include="particle.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_sprite_bar.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_sprite_bar.vert">
|
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<Filter>Shader Files</Filter>
|
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</None>
|
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</ItemGroup>
|
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</Project>
|
24
grk/project/shaders/shader_sprite_bar.frag
Normal file
24
grk/project/shaders/shader_sprite_bar.frag
Normal file
@ -0,0 +1,24 @@
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#version 430 core
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uniform float progress;
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uniform vec3 activeColor;
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|
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in vec3 worldPos;
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in vec2 texCoord;
|
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in vec3 color;
|
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|
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out vec4 outColor;
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void main()
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{
|
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vec4 inactiveColor = vec4(0.5, 0.5, 0.5, 1.0);
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|
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if (texCoord.x > progress) {
|
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outColor = inactiveColor; // Ustawienie koloru dla obszaru nieaktywnego
|
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return;
|
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}
|
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|
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outColor = vec4(activeColor,1.0); // Ustawienie koloru dla obszaru aktywnego
|
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|
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|
||||
|
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}
|
20
grk/project/shaders/shader_sprite_bar.vert
Normal file
20
grk/project/shaders/shader_sprite_bar.vert
Normal file
@ -0,0 +1,20 @@
|
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#version 430 core
|
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|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 aColor;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
uniform mat4 transformation;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
out vec3 worldPos;
|
||||
out vec2 texCoord;
|
||||
out vec3 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
texCoord = vertexTexCoord;
|
||||
color = aColor;
|
||||
}
|
@ -63,13 +63,14 @@ GLuint programSprite;
|
||||
GLuint programCubemap;
|
||||
GLuint programParticle;
|
||||
GLuint programTex;
|
||||
GLuint programSpriteBar;
|
||||
|
||||
std::list<Planet*> planets;
|
||||
Sun* sun;
|
||||
GLuint VAO,VBO;
|
||||
|
||||
std::vector<Enemy*> enemies;
|
||||
|
||||
std::vector<GameEntity*> gameEntities;
|
||||
|
||||
float exposition = 1.f;
|
||||
|
||||
@ -93,7 +94,52 @@ void updateDeltaTime(float time) {
|
||||
if (deltaTime > 0.1) deltaTime = 0.1;
|
||||
lastTime = time;
|
||||
}
|
||||
void renderHUD() {
|
||||
glUseProgram(programSpriteBar);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
|
||||
glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(36.0f, -34.0f, 0.0f));
|
||||
spriteRenderer->DrawHUDBar(
|
||||
glm::vec3(0.0f, 1.0f, 0.0f),
|
||||
glm::scale(healthBarPosition, glm::vec3(26.0f, 4.f, 1.0f)),
|
||||
spaceship->currentHP / spaceship->maxHP,
|
||||
programSpriteBar);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
void renderEnemies() {
|
||||
|
||||
glUseProgram(programSpriteBar);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
spriteRenderer->DrawSpriteBar(
|
||||
glm::vec3(1.0f, 0.0f, 0.0f),
|
||||
glm::scale(
|
||||
glm::translate(enemy->modelMatrix, glm::vec3(0.0f, 0.7f, 0.0f)
|
||||
),
|
||||
glm::vec3(1.0f, 0.2f, 1.0f)
|
||||
),
|
||||
enemy->currentHP / enemy->maxHP,
|
||||
programSpriteBar);
|
||||
}
|
||||
}
|
||||
glUseProgram(programSprite);
|
||||
for (const auto& enemy : enemies) {
|
||||
|
||||
if (enemy->isAlive()) {
|
||||
spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
|
||||
}
|
||||
|
||||
}
|
||||
glUseProgram(program);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
|
||||
enemy->renderBullets(glfwGetTime(), program, gameEntities);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
TextureTuple getRandomPlanetTexture() {
|
||||
int textureIndex = rand() % planetTextures.size();
|
||||
TextureTuple selectedTextures = planetTextures[textureIndex];
|
||||
@ -102,7 +148,6 @@ TextureTuple getRandomPlanetTexture() {
|
||||
|
||||
return planetTextures[textureIndex];
|
||||
}
|
||||
|
||||
void renderShadowapSun() {
|
||||
float time = glfwGetTime();
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
@ -138,9 +183,8 @@ void renderScene(GLFWwindow* window)
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
spaceship->renderBullets(glfwGetTime(), program);
|
||||
|
||||
|
||||
std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end());
|
||||
spaceship->renderBullets(glfwGetTime(), program, gameEntities);
|
||||
|
||||
drawObjectPBR(models::sphereContext,
|
||||
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
|
||||
@ -161,27 +205,34 @@ void renderScene(GLFWwindow* window)
|
||||
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||
drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||
|
||||
glUseProgram(programSprite);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
|
||||
}
|
||||
//glUseProgram(programSprite);
|
||||
//for (const auto& enemy : enemies) {
|
||||
// if (enemy->isAlive()) {
|
||||
// spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
|
||||
// }
|
||||
|
||||
}
|
||||
glUseProgram(program);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
|
||||
enemy->renderBullets(glfwGetTime(), program);
|
||||
}
|
||||
//}
|
||||
//glUseProgram(program);
|
||||
//for (const auto& enemy : enemies) {
|
||||
// if (enemy->isAlive()) {
|
||||
// enemy->attack(spaceship->spaceshipPos, glfwGetTime());
|
||||
// enemy->renderBullets(glfwGetTime(), program, gameEntities);
|
||||
// }
|
||||
|
||||
}
|
||||
//}
|
||||
|
||||
glm::vec3 cameraSide = glm::normalize(glm::cross(spaceship->cameraDir, glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, spaceship->cameraDir));
|
||||
glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
|
||||
spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
|
||||
|
||||
|
||||
renderHUD();
|
||||
renderEnemies();
|
||||
|
||||
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
||||
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
@ -193,7 +244,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
HEIGHT = height;
|
||||
}
|
||||
|
||||
|
||||
void createSuns() {
|
||||
createGalaxy(glm::vec3(0.f));
|
||||
createGalaxy(glm::vec3(0.f, 50.f, 200.f));
|
||||
@ -226,9 +276,12 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
|
||||
|
||||
void createEnemies() {
|
||||
|
||||
enemies.push_back(new Enemy(100, glm::mat4(1.0f), 20, 5.0f));
|
||||
enemies.push_back(new Enemy(100, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 15, 5.0f));
|
||||
enemies.push_back(new Enemy(100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
|
||||
|
||||
//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
|
||||
gameEntities.push_back(spaceship);
|
||||
|
||||
}
|
||||
|
||||
@ -262,8 +315,12 @@ void init(GLFWwindow* window)
|
||||
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||
|
||||
programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||
|
||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||
programSpriteBar = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite_bar.vert", "shaders/shader_sprite_bar.frag");
|
||||
|
||||
|
||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||
programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
|
||||
|
@ -21,19 +21,15 @@
|
||||
#include "../Planet.h"
|
||||
#include "../GameObject.h"
|
||||
#include "../GameUtils.h"
|
||||
<<<<<<< HEAD
|
||||
#include "../SpriteRenderer.h"
|
||||
#include "../Enemy.h"
|
||||
|
||||
=======
|
||||
#include "../ParticleSystem.h"
|
||||
#include "Camera.h"
|
||||
>>>>>>> 2162820 (fire from ship)
|
||||
|
||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
|
||||
int WIDTH = 500, HEIGHT = 500;
|
||||
|
||||
namespace models {
|
||||
Core::RenderContext marbleBustContext;
|
||||
Core::RenderContext spaceshipContext;
|
||||
@ -42,9 +38,19 @@ namespace models {
|
||||
}
|
||||
namespace texture {
|
||||
GLuint cubemapTexture;
|
||||
GLuint spaceshipTexture;
|
||||
GLuint spriteTexture;
|
||||
GLuint earthTexture;
|
||||
}
|
||||
|
||||
struct TextureTuple {
|
||||
GLuint textureID;
|
||||
GLuint normalMapID;
|
||||
};
|
||||
|
||||
std::vector<TextureTuple> planetTextures;
|
||||
|
||||
|
||||
void createGalaxy(glm::vec3 galaxyPosition);
|
||||
|
||||
GLuint depthMapFBO;
|
||||
@ -56,13 +62,15 @@ GLuint programTest;
|
||||
GLuint programSprite;
|
||||
GLuint programCubemap;
|
||||
GLuint programParticle;
|
||||
GLuint programTex;
|
||||
GLuint programSpriteBar;
|
||||
|
||||
std::list<Planet*> planets;
|
||||
Sun* sun;
|
||||
GLuint VAO,VBO;
|
||||
|
||||
std::vector<Enemy*> enemies;
|
||||
|
||||
std::vector<GameEntity*> gameEntities;
|
||||
|
||||
float exposition = 1.f;
|
||||
|
||||
@ -86,7 +94,60 @@ void updateDeltaTime(float time) {
|
||||
if (deltaTime > 0.1) deltaTime = 0.1;
|
||||
lastTime = time;
|
||||
}
|
||||
void renderHUD() {
|
||||
glUseProgram(programSpriteBar);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
|
||||
glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(12.0f, -9.0f, 0.0f));
|
||||
spriteRenderer->DrawHUDBar(
|
||||
glm::vec3(0.0f, 1.0f, 0.0f),
|
||||
glm::scale(healthBarPosition, glm::vec3(9.0f, 1.1f, 1.0f)),
|
||||
spaceship->currentHP / spaceship->maxHP,
|
||||
programSpriteBar);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
void renderEnemies() {
|
||||
|
||||
glUseProgram(programSpriteBar);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
spriteRenderer->DrawSpriteBar(
|
||||
glm::vec3(1.0f, 0.0f, 0.0f),
|
||||
glm::scale(
|
||||
glm::translate(enemy->modelMatrix, glm::vec3(0.0f, 0.7f, 0.0f)
|
||||
),
|
||||
glm::vec3(1.0f, 0.2f, 1.0f)
|
||||
),
|
||||
enemy->currentHP / enemy->maxHP,
|
||||
programSpriteBar);
|
||||
}
|
||||
}
|
||||
glUseProgram(programSprite);
|
||||
for (const auto& enemy : enemies) {
|
||||
|
||||
if (enemy->isAlive()) {
|
||||
spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
|
||||
}
|
||||
|
||||
}
|
||||
glUseProgram(program);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
|
||||
enemy->renderBullets(glfwGetTime(), program, gameEntities);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
TextureTuple getRandomPlanetTexture() {
|
||||
int textureIndex = rand() % planetTextures.size();
|
||||
TextureTuple selectedTextures = planetTextures[textureIndex];
|
||||
//GLuint textureID = selectedTextures.textureID;
|
||||
//GLuint normalMapID = selectedTextures.normalMapID;
|
||||
|
||||
return planetTextures[textureIndex];
|
||||
}
|
||||
void renderShadowapSun() {
|
||||
float time = glfwGetTime();
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
@ -97,6 +158,7 @@ void renderShadowapSun() {
|
||||
}
|
||||
void renderScene(GLFWwindow* window)
|
||||
{
|
||||
|
||||
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
float time = glfwGetTime();
|
||||
@ -114,25 +176,43 @@ void renderScene(GLFWwindow* window)
|
||||
sun->draw();
|
||||
}
|
||||
|
||||
glUseProgram(programTex);
|
||||
for (Planet* p : planets) {
|
||||
p->draw(time, programTex);
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
for (Planet* p : planets) {
|
||||
p->draw(time, program);
|
||||
}
|
||||
|
||||
spaceship->renderBullets(glfwGetTime(), program);
|
||||
=======
|
||||
std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end());
|
||||
spaceship->renderBullets(glfwGetTime(), program, gameEntities);
|
||||
>>>>>>> 9586849 (Add collision detection and taking dmg)
|
||||
|
||||
|
||||
|
||||
drawObjectPBR(models::sphereContext,
|
||||
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
|
||||
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
|
||||
|
||||
drawObjectPBR(models::spaceshipContext,
|
||||
|
||||
glUseProgram(programTex);
|
||||
//Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
|
||||
drawObjectPBRTexture(models::spaceshipContext,
|
||||
spaceship->calculateModelMatrix(),
|
||||
spaceship->color,
|
||||
spaceship->roughness, spaceship->metallic, program
|
||||
texture::spaceshipTexture,
|
||||
spaceship->roughness, spaceship->metallic, programTex
|
||||
);
|
||||
<<<<<<< HEAD
|
||||
|
||||
<<<<<<< HEAD
|
||||
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||
drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||
//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
|
||||
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||
drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||
|
||||
glUseProgram(programSprite);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
@ -149,20 +229,19 @@ void renderScene(GLFWwindow* window)
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
||||
|
||||
=======
|
||||
std::list<ParticleSystem*>* particleSystems = GameUtils::getInstance()->getParticleSystems();
|
||||
glm::vec3 cameraSide = glm::normalize(glm::cross(spaceship->cameraDir, glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, spaceship->cameraDir));
|
||||
glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
|
||||
spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
|
||||
/*for (auto particleSystem : *particleSystems) {
|
||||
particleSystem->drawParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
|
||||
}*/
|
||||
>>>>>>> 2162820 (fire from ship)
|
||||
=======
|
||||
=======
|
||||
renderHUD();
|
||||
>>>>>>> 9586849 (Add collision detection and taking dmg)
|
||||
renderEnemies();
|
||||
|
||||
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
||||
|
||||
>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
@ -175,7 +254,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
HEIGHT = height;
|
||||
}
|
||||
|
||||
|
||||
void createSuns() {
|
||||
createGalaxy(glm::vec3(0.f));
|
||||
createGalaxy(glm::vec3(0.f, 50.f, 200.f));
|
||||
@ -197,26 +275,50 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
|
||||
sun = new Sun(programSun, models::sphereContext, sunPos, glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, sunScale);
|
||||
gu->getSuns()->push_back(sun);
|
||||
for (int i = 0; i < numberOfPlanets; i++) {
|
||||
TextureTuple textures = getRandomPlanetTexture();
|
||||
GLuint texID = textures.textureID;
|
||||
GLuint norMapID = textures.normalMapID;
|
||||
float distanceFromSum = (i + 1) * planetsDistance;
|
||||
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext);
|
||||
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext, texID, norMapID);
|
||||
planets.push_back(planet);
|
||||
}
|
||||
}
|
||||
|
||||
void createEnemies() {
|
||||
|
||||
enemies.push_back(new Enemy(100, glm::mat4(1.0f), 20, 5.0f));
|
||||
enemies.push_back(new Enemy(100, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 15, 5.0f));
|
||||
enemies.push_back(new Enemy(100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
|
||||
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
|
||||
|
||||
//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
|
||||
gameEntities.push_back(spaceship);
|
||||
|
||||
}
|
||||
|
||||
void loadPlanetsTextures() {
|
||||
planetTextures.clear();
|
||||
|
||||
std::vector<std::pair<std::string, std::string>> texturePaths = {
|
||||
{"./textures/planets/planet1.png", "./textures/planets/planet1normal.png"},
|
||||
{"./textures/planets/planet2.png", "./textures/planets/planet2normal.png"},
|
||||
{"./textures/planets/planet3.png", "./textures/planets/planet3normal.png"},
|
||||
{"./textures/planets/planet4.png", "./textures/planets/planet4normal.png"}
|
||||
};
|
||||
|
||||
for (const auto& paths : texturePaths) {
|
||||
GLuint textureID = Core::LoadTexture(paths.first.c_str());
|
||||
GLuint normalMapID = Core::LoadTexture(paths.second.c_str());
|
||||
planetTextures.push_back({ textureID, normalMapID });
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void init(GLFWwindow* window)
|
||||
{
|
||||
GameUtils* gameUtils = GameUtils::getInstance();
|
||||
spriteRenderer = new Core::SpriteRenderer();
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
@ -224,14 +326,18 @@ void init(GLFWwindow* window)
|
||||
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||
<<<<<<< HEAD
|
||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||
|
||||
programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||
=======
|
||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||
programSpriteBar = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite_bar.vert", "shaders/shader_sprite_bar.frag");
|
||||
>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
|
||||
|
||||
|
||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||
programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
|
||||
|
||||
>>>>>>> 2162820 (fire from ship)
|
||||
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/StarShip2.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
loadModelToContext("./models/cube.obj", models::cubeContext);
|
||||
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
|
||||
@ -247,7 +353,10 @@ void init(GLFWwindow* window)
|
||||
"bkg2_back6.png"
|
||||
};
|
||||
|
||||
loadPlanetsTextures();
|
||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
|
||||
texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
|
||||
|
||||
spaceship->createParticles();
|
||||
createSuns();
|
||||
|
Loading…
Reference in New Issue
Block a user