Adjust hud postion to the new scale
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parent
1f09c40bb5
commit
61170baa47
@ -85,7 +85,7 @@ private:
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void shoot(float time) {
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void shoot(float time) {
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Spaceship* spaceship = Spaceship::getInstance();
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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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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->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
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this->lastShootTime = time;
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this->lastShootTime = time;
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}
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}
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@ -98,10 +98,10 @@ 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 spaceshipModelMatrix = spaceship->calculateModelMatrix();
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glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(12.0f, -9.0f, 0.0f));
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glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(36.0f, -34.0f, 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(9.0f, 1.1f, 1.0f)),
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glm::scale(healthBarPosition, glm::vec3(26.0f, 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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@ -198,44 +198,40 @@ void renderScene(GLFWwindow* window)
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texture::spaceshipTexture,
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texture::spaceshipTexture,
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spaceship->roughness, spaceship->metallic, programTex
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spaceship->roughness, spaceship->metallic, programTex
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);
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);
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<<<<<<< HEAD
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<<<<<<< HEAD
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//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
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drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
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//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
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//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
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Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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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);
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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);
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glUseProgram(programSprite);
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//glUseProgram(programSprite);
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for (const auto& enemy : enemies) {
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//for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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// if (enemy->isAlive()) {
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spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
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// spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
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}
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// }
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}
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//}
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glUseProgram(program);
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//glUseProgram(program);
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for (const auto& enemy : enemies) {
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//for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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// if (enemy->isAlive()) {
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enemy->attack(spaceship->spaceshipPos, glfwGetTime());
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// enemy->attack(spaceship->spaceshipPos, glfwGetTime());
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enemy->renderBullets(glfwGetTime(), program);
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// enemy->renderBullets(glfwGetTime(), program, gameEntities);
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}
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// }
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}
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//}
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glm::vec3 cameraSide = glm::normalize(glm::cross(spaceship->cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 cameraSide = glm::normalize(glm::cross(spaceship->cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, spaceship->cameraDir));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, spaceship->cameraDir));
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glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
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glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
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spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
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spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
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=======
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=======
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renderHUD();
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renderHUD();
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>>>>>>> 9586849 (Add collision detection and taking dmg)
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renderEnemies();
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renderEnemies();
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//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);
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//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);
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>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
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glUseProgram(0);
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glUseProgram(0);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@ -319,12 +315,11 @@ void init(GLFWwindow* window)
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programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
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programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
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programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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<<<<<<< HEAD
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programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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=======
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programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
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programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
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programSpriteBar = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite_bar.vert", "shaders/shader_sprite_bar.frag");
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programSpriteBar = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite_bar.vert", "shaders/shader_sprite_bar.frag");
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>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
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programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
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programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
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