asteroids
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ebbda6e21e
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@ -16,6 +16,8 @@ private:
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glm::mat4 positionMatrix;
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GLuint textureID;
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GLuint normalMapID;
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float startEulerYRotation = 0.f;
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float startYMovement = 0.f;
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public:
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Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, GLuint textureID, GLuint normalMapID) {
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@ -39,8 +41,16 @@ public:
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}
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float rotationAngle = glm::radians(time * rotationSpeed);
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positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
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positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed + startEulerYRotation) * glm::translate(glm::vec3(distanceFromCenter, startYMovement, 0));
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glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
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Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, normalMapID, 0.7, 0.0, program);
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}
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void setStarteulerYRotation(float radians) {
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startEulerYRotation = radians;
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}
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void setStartYMovement(float value) {
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startYMovement = value;
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}
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};
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@ -229,17 +229,17 @@ public:
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if (turbo == 0.0f) {
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shiftState = GLFW_RELEASE;
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moveSpeed = 0.05f * deltaTime * 60;
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setPerticlesParameters(100.f, 0.0001f);
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setPerticlesParameters(100.f, 0.000001f);
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}
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else {
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moveSpeed *= 2;
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setPerticlesParameters(200.f, 0.00005f);
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setPerticlesParameters(200.f, 0.0000005f);
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}
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}
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else {
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setPerticlesParameters(100.f, 0.0001f);
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setPerticlesParameters(100.f, 0.000001f);
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turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60);
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}
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}
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@ -274,7 +274,7 @@ public:
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cameraPosHUDBar = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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cameraDir = spaceshipDir;
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glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
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glm::vec3 perpendicularVector = 0.08f * 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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1453
grk/project/models/Asteroid.obj
Normal file
1453
grk/project/models/Asteroid.obj
Normal file
File diff suppressed because it is too large
Load Diff
@ -6,11 +6,10 @@
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#include <cmath>
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#include <list>
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#include <vector>
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#include <random>
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "texture.h"
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#include "Box.cpp"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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@ -43,6 +42,7 @@ namespace models {
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Core::RenderContext spaceshipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext cubeContext;
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Core::RenderContext asteroid;
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}
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namespace texture {
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GLuint cubemapTexture;
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@ -50,6 +50,8 @@ namespace texture {
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GLuint spaceshipNormal;
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GLuint spriteTexture;
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GLuint earthTexture;
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GLuint asteroidTexture;
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GLuint asteroidNormal;
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}
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struct TextureTuple {
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@ -281,6 +283,32 @@ void createSuns() {
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createGalaxy(glm::vec3(0.f, 50.f, 200.f));
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}
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float generateRandomFloat(float minValue, float maxValue) {
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return minValue + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (maxValue - minValue)));
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}
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void createAsteroids() {
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GameUtils* gu = GameUtils::getInstance();
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GameObject* center = gu->getSuns()->front();
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float minDistanceFromCenter = 24.f;
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float maxDistanceFromCenter = 26.f;
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float rotationSpeed = 0.05f;
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float scale = 0.002f;
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int numAsteroids = 160;
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float distanceIncrement = 2.f / (minDistanceFromCenter + 1);
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for (int j = -1; j < 2; j++) {
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for (int i = 0; i < numAsteroids; ++i) {
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float distanceFromCenter = generateRandomFloat(minDistanceFromCenter, maxDistanceFromCenter);
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Planet* asteroid = new Planet(center, distanceFromCenter, rotationSpeed, scale, models::asteroid, texture::asteroidTexture, texture::asteroidNormal);
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asteroid->setStarteulerYRotation(distanceIncrement * i);
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asteroid->setStartYMovement(generateRandomFloat(-0.5f, 0.5f) + j);
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planets.push_back(asteroid);
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}
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}
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}
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void createGalaxy(glm::vec3 galaxyPosition) {
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float planetsSizes[] = { 1.f, 1.5f, 0.8f, 1.2f, 0.2f };
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GLuint sunTexId = sunTexturesIds[0];
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@ -294,6 +322,7 @@ void createGalaxy(glm::vec3 galaxyPosition) {
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float planetSizes4[] = { 1.f, 0.5f };
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GLuint sunTexId4 = sunTexturesIds[3];
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createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), sunTexId4, 5, planetsSizes3, 2, 25.f, 0.2f);
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createAsteroids();
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}
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void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
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@ -378,6 +407,7 @@ void init(GLFWwindow* window)
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models/cube.obj", models::cubeContext);
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Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
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Core::loadModelToContext("./models/Asteroid.obj", models::asteroid);
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texture::spriteTexture = Core::LoadTexture("textures/blinky1.png");
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@ -395,6 +425,8 @@ void init(GLFWwindow* window)
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texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
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texture::spaceshipNormal = Core::LoadTexture("./textures/spaceship/Material.001_Normal_DirectX.jpg");
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texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
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texture::asteroidTexture = Core::LoadTexture("./textures/asteroids/asteroidtx.jpg");
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texture::asteroidNormal = Core::LoadTexture("./textures/asteroids/asteroidnn.png");
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spaceship->createParticles();
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createSuns();
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grk/project/textures/asteroids/asteroidnn.png
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grk/project/textures/asteroids/asteroidnn.png
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grk/project/textures/asteroids/asteroidtx.jpg
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grk/project/textures/asteroids/asteroidtx.jpg
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After Width: | Height: | Size: 941 KiB |
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