fire from spaceship
This commit is contained in:
parent
cf07257222
commit
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7
.gitignore
vendored
7
.gitignore
vendored
@ -1,5 +1,6 @@
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################################################################################
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# Ten plik .gitignore został utworzony automatycznie przez Microsoft(R) Visual Studio.
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################################################################################
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/grk/project/shaders
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/grk/.vs/grk-cw
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/grk/project/Debug
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@ -1,11 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project>
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<ProjectOutputs>
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<ProjectOutput>
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<FullPath>C:\Users\KOMP\Documents\projekt_grafika_komputerowa\grafika_komputerowa\grk\Debug\grk-project.exe</FullPath>
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</ProjectOutput>
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</ProjectOutputs>
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<ContentFiles />
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<SatelliteDlls />
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<NonRecipeFileRefs />
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</Project>
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@ -2,6 +2,7 @@
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#include "Sun.h"
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#include "Bullet.h"
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#include "src/Shader_Loader.h"
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#include "ParticleSystem.h"
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#pragma once
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class GameUtils
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@ -12,9 +13,11 @@ private:
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{
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this->suns = new std::list<Sun*>();
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this->shaderLoader = new Core::Shader_Loader();
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this->particleSystems = new std::list<ParticleSystem*>();
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}
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std::list<Sun*>* suns;
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std::list<Bullet*> bullets;
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std::list<ParticleSystem*>* particleSystems;
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float aspectRatio;
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@ -35,6 +38,10 @@ public:
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return suns;
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}
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std::list<ParticleSystem*>* getParticleSystems() {
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return particleSystems;
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}
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static GameUtils* getInstance()
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{
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static GameUtils instance; // Jedna i jedyna instancja
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142
grk/project/ParticleSystem.h
Normal file
142
grk/project/ParticleSystem.h
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@ -0,0 +1,142 @@
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#pragma once
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#include "glew.h"
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#include <GLFW/glfw3.h>
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#include "glm.hpp"
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#include <list>
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#include "ext.hpp"
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struct Particle
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{
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public:
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float birthTime;
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glm::vec3 startPosition;
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glm::vec3 direction;
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glm::vec3 randomPointOnCircle;
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float getAge(float time) {
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return time - birthTime;
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}
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};
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class ParticleSystem
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{
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private:
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std::list<Particle> particles;
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GLuint VBO;
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GLuint VAO;
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GLfloat vertices[9];
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float lastGenerated = -1.f;
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bool shouldGenerateNewParticle(float time) {
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return lastGenerated == -1.f || time - lastGenerated > generationInterval;
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}
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glm::vec3 generateRandomPointOnCircle() {
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float distanceFromCenter = static_cast <float> (rand()) / static_cast <float> (RAND_MAX/sourceRadius);
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float radians = static_cast <float> (rand()) / static_cast <float> (RAND_MAX / 6.28f);
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glm::vec3 referenceVector(0.0f, 1.0f, 0.0f);
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glm::vec3 output = glm::normalize(glm::cross(sourceDirection, referenceVector)) * distanceFromCenter;
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glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), radians, sourceDirection);
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output = glm::vec3(rotationMatrix * glm::vec4(output, 1.0f));
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return output;
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}
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void generateNewParticle(float time) {
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Particle newParticle;
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newParticle.birthTime = time;
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newParticle.startPosition = sourcePosition;
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newParticle.randomPointOnCircle = generateRandomPointOnCircle();
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newParticle.direction = sourceDirection;
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particles.push_back(newParticle);
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lastGenerated = time;
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}
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void deleteOld(float time) {
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auto it = particles.begin();
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while (it != particles.end()) {
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if ((*it).getAge(time) > lifetime) {
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it = particles.erase(it);
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}
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else {
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++it;
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}
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}
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}
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glm::vec3 calculateParticleColor(float age) {
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float rate = glm::clamp(age / lifetime, 0.f, 1.f);
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glm::vec3 mixedColor = (1.0f - rate) * startColor + rate * endColor;
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return mixedColor;
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}
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public:
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glm::vec3 sourcePosition;
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float sourceRadius = 0.02f;
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glm::vec3 sourceDirection = glm::vec3(1.f, 0.f, 0.f);
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float generationInterval = 0.0025f;
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float lifetime = 0.5f;
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float speed = 100.f;
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glm::vec3 startColor = glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 endColor = glm::vec3(1.f, 1.f, 0.f);
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ParticleSystem() {
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// Inicjalizacja wierzcho³ków trójk¹ta w 3D
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vertices[0] = -0.5f; vertices[1] = -0.5f; vertices[2] = 0.0f;
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vertices[3] = 0.5f; vertices[4] = -0.5f; vertices[5] = 0.0f;
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vertices[6] = 0.0f; vertices[7] = 0.5f; vertices[8] = 0.0f;
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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}
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void drawParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
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if (shouldGenerateNewParticle(time)) {
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generateNewParticle(time);
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}
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deleteOld(time);
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glUseProgram(program);
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GLuint modelLoc = glGetUniformLocation(program, "model");
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GLuint viewLoc = glGetUniformLocation(program, "view");
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GLuint projectionLoc = glGetUniformLocation(program, "projection");
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GLuint colorLoc = glGetUniformLocation(program, "color");
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int i = 0;
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for (auto particle : particles) {
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glm::vec3 color = calculateParticleColor(particle.getAge(time));
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glUniform3f(colorLoc, color.x, color.y, color.z);
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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glm::mat4 model = glm::translate(glm::mat4(1.0f), sourcePosition + particle.randomPointOnCircle);
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model = glm::scale(model, glm::vec3(0.005f, 0.005f, 0.005f));
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model = glm::translate(model, particle.direction * speed * (time - particle.birthTime));
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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i++;
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}
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glBindVertexArray(0);
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}
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};
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0
grk/project/Source.cpp
Normal file
0
grk/project/Source.cpp
Normal file
@ -3,6 +3,7 @@
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#include <GLFW/glfw3.h>
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#include <list>
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#include "Bullet.h"
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#include "ParticleSystem.h"
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#pragma once
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std::list<Bullet*> bullets;
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float lastShootTime = 0.f;
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float shootInterval = 0.3f;
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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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}
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// Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji
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float roughness = 0.2;
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float metallic = 1.0;
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glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
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glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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@ -57,6 +60,13 @@ public:
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return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));
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}
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void setPerticlesParameters(float speed, float generationInterval) {
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leftParticle->speed = speed;
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leftParticle->generationInterval = generationInterval;
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rightParticle->speed = speed;
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rightParticle->generationInterval = generationInterval;
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}
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void processInput(GLFWwindow* window, float deltaTime, float time) {
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static bool mouseButtonCallbackSet = false;
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if (!mouseButtonCallbackSet) {
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float angleSpeed = 0.05f * deltaTime * 60;
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float moveSpeed = 0.05f * deltaTime * 60;
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int w = glfwGetKey(window, GLFW_KEY_W);
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int s = glfwGetKey(window, GLFW_KEY_S);
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if (w == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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moveSpeed *= 2;
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setPerticlesParameters(200.f, 0.00005f);
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}
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else {
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setPerticlesParameters(100.f, 0.0001f);
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}
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}
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else {
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setPerticlesParameters(50.f, 0.0002f);
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}
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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if (w == GLFW_PRESS)
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spaceshipPos += spaceshipDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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if (s == GLFW_PRESS)
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spaceshipPos -= spaceshipDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
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spaceshipPos += spaceshipSide * moveSpeed;
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
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requestShoot(time);
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cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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cameraPos = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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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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if (leftParticle != nullptr && rightParticle != nullptr) {
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leftParticle->sourcePosition = spaceshipPos + perpendicularVector - (0.25f * spaceshipDir);
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rightParticle->sourcePosition = spaceshipPos - perpendicularVector - (0.25f * spaceshipDir);
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leftParticle->sourceDirection = -spaceshipDir;
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rightParticle->sourceDirection = -spaceshipDir;
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}
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spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
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spotlightConeDir = spaceshipDir;
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}
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void renderParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
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if (leftParticle != nullptr && rightParticle != nullptr) {
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leftParticle->drawParticles(program, view, projection, time);
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rightParticle->drawParticles(program, view, projection, time);
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}
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}
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void createParticles() {
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if (leftParticle != nullptr && rightParticle != nullptr) {
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delete leftParticle;
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delete rightParticle;
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}
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leftParticle = new ParticleSystem();
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rightParticle = new ParticleSystem();
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}
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glm::mat4 createCameraMatrix()
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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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<ClCompile Include="GameObject.cpp" />
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<ClCompile Include="Planet.cpp" />
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<ClCompile Include="SpriteRenderer.cpp" />
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<ClCompile Include="Source.cpp" />
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<ClCompile Include="src\Box.cpp" />
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<ClCompile Include="src\Camera.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClInclude Include="Enemy.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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<ClInclude Include="Planet.h" />
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<ClInclude Include="Spaceship.h" />
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<ClInclude Include="SpriteRenderer.h" />
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@ -50,6 +52,8 @@
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<ItemGroup>
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<None Include="fireball.frag" />
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<None Include="fireball.vert" />
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<None Include="particle.frag" />
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<None Include="particle.vert" />
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<None Include="shaders\shader_9_1.frag" />
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<None Include="shaders\shader_9_1.vert" />
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<None Include="shaders\shader_8_sun.frag" />
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</ClCompile>
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<ClCompile Include="SpriteRenderer.cpp">
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<Filter>Source Files</Filter>
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<ClCompile Include="Source.cpp">
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<Filter>Shader Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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@ -120,6 +122,7 @@
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="SpriteRenderer.h">
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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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</ItemGroup>
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@ -154,6 +157,10 @@
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_sprite.vert">
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<None Include="particle.frag">
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<Filter>Shader Files</Filter>
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</None>
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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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</ItemGroup>
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</ClInclude>
|
||||
<ClInclude Include="src\Camera.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Texture.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_helper.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\SOIL.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_DXT.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\ex_9_1.hpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Sun.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spaceship.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameUtils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Planet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Bullet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="shaders\shader_8_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_8_sun.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<<<<<<< HEAD
|
||||
<None Include="shaders\shader_skybox.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_skybox.vert">
|
||||
=======
|
||||
<None Include="fireball.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.frag">
|
||||
>>>>>>> 62afe67 (add shooting)
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -4,7 +4,7 @@
|
||||
|
||||
namespace Core
|
||||
{
|
||||
glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f);
|
||||
glm::mat4 createPerspectiveMatrix(float zNear, float zFar, float frustumScale);
|
||||
|
||||
// position - pozycja kamery
|
||||
// forward - wektor "do przodu" kamery (jednostkowy)
|
||||
|
@ -24,6 +24,8 @@
|
||||
#include "../SpriteRenderer.h"
|
||||
#include "../Enemy.h"
|
||||
|
||||
#include "../ParticleSystem.h"
|
||||
#include "Camera.h"
|
||||
|
||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
|
||||
@ -50,6 +52,7 @@ GLuint programSun;
|
||||
GLuint programTest;
|
||||
GLuint programSprite;
|
||||
GLuint programCubemap;
|
||||
GLuint programParticle;
|
||||
|
||||
std::list<Planet*> planets;
|
||||
Sun* sun;
|
||||
@ -142,10 +145,10 @@ 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);
|
||||
|
||||
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);
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
@ -207,7 +210,8 @@ 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");
|
||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||
|
||||
programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
|
||||
|
||||
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
@ -227,6 +231,7 @@ void init(GLFWwindow* window)
|
||||
|
||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||
|
||||
spaceship->createParticles();
|
||||
createSuns();
|
||||
createEnemies();
|
||||
}
|
||||
|
@ -21,9 +21,14 @@
|
||||
#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;
|
||||
|
||||
@ -50,6 +55,7 @@ GLuint programSun;
|
||||
GLuint programTest;
|
||||
GLuint programSprite;
|
||||
GLuint programCubemap;
|
||||
GLuint programParticle;
|
||||
|
||||
std::list<Planet*> planets;
|
||||
Sun* sun;
|
||||
@ -67,12 +73,9 @@ float lastTime = -1.f;
|
||||
float deltaTime = 0.f;
|
||||
|
||||
Spaceship* spaceship = Spaceship::getInstance();
|
||||
<<<<<<< HEAD
|
||||
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
|
||||
=======
|
||||
Core::SpriteRenderer* spriteRenderer;
|
||||
|
||||
>>>>>>> c0971c9 (Add enemy class)
|
||||
void updateDeltaTime(float time) {
|
||||
if (lastTime < 0) {
|
||||
lastTime = time;
|
||||
@ -128,6 +131,8 @@ void renderScene(GLFWwindow* window)
|
||||
spaceship->color,
|
||||
spaceship->roughness, spaceship->metallic, program
|
||||
);
|
||||
|
||||
<<<<<<< HEAD
|
||||
glUseProgram(programSprite);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
@ -148,6 +153,16 @@ 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)
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
@ -187,9 +202,7 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
|
||||
planets.push_back(planet);
|
||||
}
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
|
||||
=======
|
||||
void createEnemies() {
|
||||
|
||||
enemies.push_back(new Enemy(100, glm::mat4(1.0f), 20, 5.0f));
|
||||
@ -197,7 +210,7 @@ void createEnemies() {
|
||||
enemies.push_back(new Enemy(100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
|
||||
|
||||
}
|
||||
>>>>>>> c0971c9 (Add enemy class)
|
||||
|
||||
void init(GLFWwindow* window)
|
||||
{
|
||||
GameUtils* gameUtils = GameUtils::getInstance();
|
||||
@ -210,8 +223,13 @@ 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");
|
||||
<<<<<<< HEAD
|
||||
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/sphere.obj", models::sphereContext);
|
||||
@ -231,6 +249,7 @@ void init(GLFWwindow* window)
|
||||
|
||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||
|
||||
spaceship->createParticles();
|
||||
createSuns();
|
||||
createEnemies();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user