diff --git a/grk/project/Spaceship.h b/grk/project/Spaceship.h index 186231b..6b615f2 100644 --- a/grk/project/Spaceship.h +++ b/grk/project/Spaceship.h @@ -38,6 +38,8 @@ public: glm::vec3 color = glm::vec3(0.3, 0.3, 0.5); float roughness = 0.5; float metallic = 0.6; + float turbo = 1.0f; + float turboMAX = 1.0f; glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/; glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f); @@ -49,6 +51,7 @@ public: glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f); glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f); + glm::vec3 cameraPosHUDBar = cameraPos; glm::mat4 additionalHorRotationMatrix; glm::mat4 additionalVerRotationMatrix; @@ -221,15 +224,28 @@ public: if (w == GLFW_PRESS) { if (shiftState == GLFW_PRESS) { - moveSpeed *= 2; - setPerticlesParameters(200.f, 0.00005f); + + turbo = glm::max(0.0f, turbo - 0.004f * deltaTime * 60); + if (turbo == 0.0f) { + shiftState = GLFW_RELEASE; + moveSpeed = 0.05f * deltaTime * 60; + setPerticlesParameters(100.f, 0.0001f); + } + else { + moveSpeed *= 2; + setPerticlesParameters(200.f, 0.00005f); + } + + } else { setPerticlesParameters(100.f, 0.0001f); + turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60); } } else { setPerticlesParameters(50.f, 0.0002f); + turbo = glm::min(turboMAX, turbo + 0.005f * deltaTime * 60); } if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { @@ -255,6 +271,8 @@ public: requestShoot(time); cameraPos = spaceshipPos - calculateCameraDistanceHor(w, shiftState, deltaTime) * spaceshipDir + glm::vec3(0, calculateCameraDistanceVer(deltaTime), 0); + cameraPosHUDBar = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f; + cameraDir = spaceshipDir; glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f))); if (leftParticle != nullptr && rightParticle != nullptr) { @@ -340,4 +358,32 @@ public: glm::mat4 getModelMatrix() override { return calculateModelMatrix(); } + + glm::mat4 calculateModelMatrixForHUDBar() { + glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); + glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); + + glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({ + spaceshipSide.x, spaceshipSide.y, spaceshipSide.z, 0, + spaceshipUp.x, spaceshipUp.y, spaceshipUp.z, 0, + -spaceshipDir.x, -spaceshipDir.y, -spaceshipDir.z, 0, + 0., 0., 0., 1. + }); + return glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * glm::eulerAngleY(glm::pi()) * glm::scale(glm::vec3(0.02f)); + } + glm::mat4 createCameraMatrixForHUDBar() + { + glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f))); + glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); + glm::mat4 cameraRotrationMatrix = glm::mat4({ + cameraSide.x,cameraSide.y,cameraSide.z,0, + cameraUp.x,cameraUp.y,cameraUp.z ,0, + -cameraDir.x,-cameraDir.y,-cameraDir.z,0, + 0.,0.,0.,1., + }); + cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix); + glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPosHUDBar); + + return cameraMatrix; + } }; \ No newline at end of file diff --git a/grk/project/SpriteRenderer.cpp b/grk/project/SpriteRenderer.cpp index c507f1c..7a375f1 100644 --- a/grk/project/SpriteRenderer.cpp +++ b/grk/project/SpriteRenderer.cpp @@ -16,7 +16,7 @@ void Core::SpriteRenderer::DrawHUDBar(const glm::vec3 color, const glm::mat4 mod Spaceship* spaceship = Spaceship::getInstance(); - glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix(); + glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrixForHUDBar(); // Kombinuj macierze transformacji glm::mat4 transformation = viewProjectionMatrix * modelMatrix; diff --git a/grk/project/src/ex_9_1.hpp b/grk/project/src/ex_9_1.hpp index 6ae33b0..4505308 100644 --- a/grk/project/src/ex_9_1.hpp +++ b/grk/project/src/ex_9_1.hpp @@ -27,9 +27,17 @@ #include "../ParticleSystem.h" #include "Camera.h" +#ifndef EX_9_1_HPP +#define EX_9_1_HPP + +extern int WIDTH; +extern int HEIGHT; + +#endif + const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; -int WIDTH = 500, HEIGHT = 500; +//int WIDTH = 1920, HEIGHT = 1080; namespace models { Core::RenderContext marbleBustContext; Core::RenderContext spaceshipContext; @@ -95,14 +103,36 @@ void updateDeltaTime(float time) { if (deltaTime > 0.1) deltaTime = 0.1; lastTime = time; } -void renderHUD() { +void renderHUD(GLFWwindow* window) { + glm::mat4 modelMatrixHUD = spaceship->calculateModelMatrixForHUDBar(); + glm::mat4 healthBarPosition; + glm::vec3 healthBarScale; + glm::mat4 turboBarPosition; + glm::vec3 turboBarScale; + + if (glfwGetWindowAttrib(window, GLFW_MAXIMIZED)) { + healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -11.0f, 0.0f)); + healthBarScale = glm::vec3(22.0f, 2.f, 1.0f); + turboBarScale = healthBarScale; + turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 3.5f, 0.0f)); + } + else { + healthBarScale = glm::vec3(22.0f, 4.f, 1.0f); + healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -30.0f, 0.0f)); + turboBarScale = healthBarScale; + turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 5.0f, 0.0f)); + } 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(0.0824f, 0.5725f, 0.9765f), + glm::scale(turboBarPosition, turboBarScale), + spaceship->turbo / spaceship->turboMAX, + programSpriteBar); + spriteRenderer->DrawHUDBar( glm::vec3(0.0f, 1.0f, 0.0f), - glm::scale(healthBarPosition, glm::vec3(26.0f, 4.f, 1.0f)), + glm::scale(healthBarPosition, healthBarScale), spaceship->currentHP / spaceship->maxHP, programSpriteBar); glEnable(GL_DEPTH_TEST); @@ -229,7 +259,7 @@ void renderScene(GLFWwindow* window) spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time); - renderHUD(); + renderHUD(window); 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); diff --git a/grk/project/src/main.cpp b/grk/project/src/main.cpp index 1bf7d23..18d7c5d 100644 --- a/grk/project/src/main.cpp +++ b/grk/project/src/main.cpp @@ -8,10 +8,11 @@ #include "ex_9_1.hpp" - +int WIDTH = 1920, HEIGHT = 1080; int main(int argc, char** argv) -{ +{ + // inicjalizacja glfw glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); @@ -23,7 +24,7 @@ int main(int argc, char** argv) #endif // tworzenie okna za pomoca glfw - GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); + GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "FirstWindow", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; @@ -34,7 +35,7 @@ int main(int argc, char** argv) // ladowanie OpenGL za pomoca glew glewInit(); - glViewport(0, 0, 500, 500); + glViewport(0, 0, WIDTH, HEIGHT); init(window);