Add enemy class

This commit is contained in:
s473577 2024-01-22 00:45:08 +01:00 committed by Qumpell
parent 6b60c55af7
commit f1c3a1b57b
12 changed files with 364 additions and 70 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

95
grk/project/Enemy.h Normal file
View File

@ -0,0 +1,95 @@
#include "glm.hpp"
#include "ext.hpp"
#include "src/Render_Utils.h"
#include "Bullet.h"
#include "Spaceship.h"
#pragma once
class Enemy
{
private:
std::list<Bullet*> bullets;
float lastShootTime = 0.f;
float shootInterval = 0.3f;
public:
glm::mat4 modelMatrix;
int hp;
int dmg;
float aggroRange;
Enemy(int initialHp, glm::mat4 initialModelMatrix, int initialDmg, float initialAggroRange)
: hp(initialHp), modelMatrix(initialModelMatrix), dmg(initialDmg), aggroRange(initialAggroRange)
{}
virtual ~Enemy() = default;
virtual void attack(const glm::vec3& shipPos, float time) {
if (isInAggroRange(shipPos)) {
requestShoot(time);
}
}
virtual bool isAlive() const {
if (this->hp < 0) {
return false;
}
return true;
}
virtual bool isInAggroRange(const glm::vec3& shipPos) const {
float distanceFromShip = glm::length(shipPos - glm::vec3(this->modelMatrix[3]));
if (distanceFromShip > this->aggroRange) {
return false;
}
return true;
}
void renderBullets(float time, GLuint program) {
for (auto it = bullets.begin(); it != bullets.end();) {
Bullet* bullet = *it;
if (bullet->shouldBeDestroyed(time, program)) {
delete bullet;
it = bullets.erase(it);
}
else {
it++;
}
}
}
private:
void requestShoot(float time) {
if (canShoot(time)) {
shoot(time);
}
}
bool canShoot(float time) {
return this->lastShootTime == 0 || time - this->lastShootTime > this->shootInterval;
}
void shoot(float time) {
glm::vec3 spaceshipPos = Spaceship::getInstance()->spaceshipPos;
// Przekszta³æ pozycjê statku do przestrzeni lokalnej obiektu Enemy
glm::vec3 localSpaceshipPos = glm::inverse(glm::mat3(this->modelMatrix)) * (spaceshipPos - glm::vec3(this->modelMatrix[3]));
// Uzyskaj kierunek od obecnej pozycji obiektu Enemy do pozycji statku
glm::vec3 localBulletDirection = glm::normalize(localSpaceshipPos);
// Przekszta³æ kierunek strza³u do przestrzeni œwiata, bior¹c pod uwagê macierz modelu
glm::vec3 worldBulletDirection = glm::mat3(this->modelMatrix) * localBulletDirection;
// Dodaj nowy pocisk do listy pocisków
this->bullets.push_back(Bullet::createSimpleBullet(worldBulletDirection, this->modelMatrix[3], time));
this->lastShootTime = time;
}
};

View File

@ -38,7 +38,7 @@ void Core::SpriteRenderer::DrawSprite(GLuint spriteTexture, const glm::mat4 mode
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
// Kombinuj macierze transformacji
glm::mat4 transformation = viewProjectionMatrix * billboardModelMatrix * modelMatrix;
glm::mat4 transformation = viewProjectionMatrix * billboardModelMatrix;
// Przeka¿ macierze do shadera
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));

View File

@ -1,7 +1,6 @@
#include "src/Render_Utils.h"
#include "src/Texture.h"
#include "Spaceship.h"
#include "./Enemy.h"
#pragma once
namespace Core {

View File

@ -118,6 +118,6 @@ void main()
vec3 attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
}

View File

@ -0,0 +1,129 @@
#version 430 core
float AMBIENT = 0.03;
float PI = 3.14;
uniform sampler2D depthMap;
uniform vec3 cameraPos;
uniform vec3 color;
uniform vec3 lightPositions[100];
uniform vec3 lightColors[100];
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS[4];
in vec3 spotlightDirTS;
in vec3 sunDirTS;
in vec3 test;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
void main()
{
vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos-worldPos);
vec3 lightDirs[4];
vec3 ambient = AMBIENT * color;
vec3 ilumination = ambient;
for (int i = 0; i < 100; ++i) {
lightDirs[i] = normalize(lightPositions[i] - worldPos);
vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir);
}
vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
vec3 attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
<<<<<<< HEAD
=======
//sun
//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
>>>>>>> c0971c9 (Add enemy class)
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
}

View File

@ -17,7 +17,6 @@ GLuint Core::LoadTexture( const char * filepath )
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
int w, h;
unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);

View File

@ -21,6 +21,9 @@
#include "../Planet.h"
#include "../GameObject.h"
#include "../GameUtils.h"
#include "../SpriteRenderer.h"
#include "../Enemy.h"
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
@ -34,6 +37,7 @@ namespace models {
}
namespace texture {
GLuint cubemapTexture;
GLuint spriteTexture;
}
void createGalaxy(glm::vec3 galaxyPosition);
@ -44,13 +48,16 @@ GLuint depthMap;
GLuint program;
GLuint programSun;
GLuint programTest;
GLuint programTex;
GLuint programSprite;
GLuint programCubemap;
std::list<Planet*> planets;
Sun* sun;
GLuint VAO,VBO;
std::vector<Enemy*> enemies;
float exposition = 1.f;
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
@ -61,6 +68,8 @@ float deltaTime = 0.f;
Spaceship* spaceship = Spaceship::getInstance();
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
Core::SpriteRenderer* spriteRenderer;
void updateDeltaTime(float time) {
if (lastTime < 0) {
lastTime = time;
@ -107,8 +116,6 @@ void renderScene(GLFWwindow* window)
spaceship->renderBullets(glfwGetTime(), program);
//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);
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);
@ -118,6 +125,26 @@ void renderScene(GLFWwindow* window)
spaceship->color,
spaceship->roughness, spaceship->metallic, program
);
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);
}
}
//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);
@ -158,9 +185,18 @@ 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));
}
void init(GLFWwindow* window)
{
GameUtils* gameUtils = GameUtils::getInstance();
spriteRenderer = new Core::SpriteRenderer();
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST);
@ -169,12 +205,15 @@ 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");
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/cube.obj", models::cubeContext);
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
texture::spriteTexture = Core::LoadTexture("textures/blinky1.png");
std::vector<std::string> cubeFaces = {
"bkg2_right1.png",
@ -188,11 +227,18 @@ void init(GLFWwindow* window)
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
createSuns();
createEnemies();
}
void shutdown(GLFWwindow* window)
{
GameUtils::getInstance()->shaderLoader->DeleteProgram(program);
delete spriteRenderer;
// Dealokacja pamięci po obiektach Enemy
for (const auto& enemy : enemies) {
delete enemy;
}
}
//obsluga wejscia

View File

@ -21,6 +21,9 @@
#include "../Planet.h"
#include "../GameObject.h"
#include "../GameUtils.h"
#include "../SpriteRenderer.h"
#include "../Enemy.h"
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
@ -34,21 +37,27 @@ namespace models {
}
namespace texture {
GLuint cubemapTexture;
GLuint spriteTexture;
}
void createGalaxy(glm::vec3 galaxyPosition);
GLuint depthMapFBO;
GLuint depthMap;
GLuint program;
GLuint programSun;
GLuint programTest;
GLuint programTex;
GLuint programSprite;
GLuint programCubemap;
std::list<Planet*> planets;
Sun* sun;
GLuint VAO,VBO;
std::vector<Enemy*> enemies;
float exposition = 1.f;
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
@ -58,7 +67,12 @@ 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;
@ -105,8 +119,6 @@ void renderScene(GLFWwindow* window)
spaceship->renderBullets(glfwGetTime(), program);
//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);
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);
@ -116,6 +128,26 @@ void renderScene(GLFWwindow* window)
spaceship->color,
spaceship->roughness, spaceship->metallic, program
);
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);
}
}
//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);
@ -130,60 +162,63 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
void createSuns() {
GameUtils* gu = GameUtils::getInstance();
sun = new Sun(programSun, models::sphereContext, glm::vec3(0, 2, 0), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, 1);
Planet* planet = new Planet(sun, 20.f, 0.25f, 1.f, models::sphereContext);
planets.push_back(planet);
Planet* moon = new Planet(planet, 5.f, 1.f, 0.2f, models::sphereContext);
planets.push_back(moon);
gu->getSuns()->push_back(sun);
Planet* planet2 = new Planet(sun, 50.f, 0.5f, 1.5f, models::sphereContext);
planets.push_back(planet2);
/*suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-80, 20, 50), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(1.0f, 0.8f, 0.2f), 4.0));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(50, 40, -30), glm::vec3(-0.73633f, 0.451106, 0.023226f), glm::vec3(0.9f, 0.5f, 0.1f), 3.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, -60, 100), glm::vec3(-0.53633f, 0.551106, 0.043226f), glm::vec3(0.8f, 0.2f, 0.2f), 4.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(20, 80, -70), glm::vec3(0.33633f, 0.651106, 0.063226f), glm::vec3(0.5f, 0.7f, 0.9f), 3.8));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-60, -20, 30), glm::vec3(-0.23633f, 0.751106, 0.083226f), glm::vec3(0.7f, 0.2f, 0.7f), 4.2));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(70, -50, -80), glm::vec3(-0.03633f, 0.851106, 0.103226f), glm::vec3(0.1f, 0.3f, 0.9f), 3.9));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(10, 30, 60), glm::vec3(0.13633f, -0.951106, -0.123226f), glm::vec3(0.6f, 0.9f, 0.4f), 4.3));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-40, -80, -50), glm::vec3(0.33633f, -0.851106, -0.143226f), glm::vec3(0.7f, 0.5f, 0.2f), 3.7));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(90, 70, 20), glm::vec3(0.53633f, -0.751106, -0.163226f), glm::vec3(0.4f, 0.1f, 0.9f), 4.1));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-30, 10, -40), glm::vec3(0.73633f, -0.651106, -0.183226f), glm::vec3(0.8f, 0.4f, 0.1f), 4.4));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(150, -100, 80), glm::vec3(0.33633f, -0.951106, -0.143226f), glm::vec3(0.2f, 0.8f, 0.5f), 3.9));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-120, 50, -60), glm::vec3(0.73633f, 0.551106, 0.103226f), glm::vec3(0.9f, 0.2f, 0.7f), 3.6));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, 120, -150), glm::vec3(-0.23633f, -0.751106, 0.083226f), glm::vec3(0.5f, 0.6f, 0.9f), 3.4));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-180, -50, 120), glm::vec3(0.13633f, 0.351106, -0.003226f), glm::vec3(0.7f, 0.9f, 0.2f), 4.2));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(60, -150, 180), glm::vec3(-0.93633f, -0.451106, -0.023226f), glm::vec3(0.3f, 0.7f, 0.8f), 3.8));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(100, 80, -120), glm::vec3(0.53633f, -0.651106, 0.163226f), glm::vec3(0.8f, 0.1f, 0.4f), 4.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-50, -180, 150), glm::vec3(-0.33633f, 0.951106, -0.083226f), glm::vec3(0.4f, 0.8f, 0.6f), 3.5));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(200, 150, -100), glm::vec3(0.03633f, 0.151106, 0.103226f), glm::vec3(0.6f, 0.2f, 0.9f), 3.9));
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-150, -100, -50), glm::vec3(0.83633f, -0.251106, -0.123226f), glm::vec3(0.7f, 0.5f, 0.8f), 4.1));*/
createGalaxy(glm::vec3(0.f));
createGalaxy(glm::vec3(0.f, 50.f, 200.f));
}
void createGalaxy(glm::vec3 galaxyPosition) {
float planetsSizes[] = { 1.f, 1.5f, 0.8f, 1.2f, 0.2f };
createSolarSystem(galaxyPosition + glm::vec3(0, 2, 0), 3, planetsSizes, 5, 15.f, 0.2f);
float planetsSizes2[] = { 0.6f, 1.1f, 0.9f };
createSolarSystem(galaxyPosition + glm::vec3(150, 5, 0), 2, planetsSizes2, 3, 15.f, 0.2f);
float planetsSizes3[] = { 0.7f, 1.5f, 1.2f, 1.f };
createSolarSystem(galaxyPosition + glm::vec3(-20, -30, 50), 4, planetsSizes3, 4, 20.f, 0.2f);
float planetSizes4[] = { 1.f, 0.5f };
createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), 5, planetsSizes3, 2, 25.f, 0.2f);
}
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
GameUtils* gu = GameUtils::getInstance();
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++) {
float distanceFromSum = (i + 1) * planetsDistance;
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext);
planets.push_back(planet);
}
}
<<<<<<< HEAD
=======
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));
}
>>>>>>> c0971c9 (Add enemy class)
void init(GLFWwindow* window)
{
GameUtils* gameUtils = GameUtils::getInstance();
spriteRenderer = new Core::SpriteRenderer();
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST);
<<<<<<< HEAD
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
programCubemap = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
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");
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/cube.obj", models::cubeContext);
/*std::vector<std::string> cubeFaces = {
"space_rt.png",
"space_lf.png",
"space_up.png",
"space_dn.png",
"space_bk.png",
"space_ft.png"
};*/
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
texture::spriteTexture = Core::LoadTexture("textures/blinky1.png");
std::vector<std::string> cubeFaces = {
"bkg2_right1.png",
@ -196,28 +231,19 @@ void init(GLFWwindow* window)
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
=======
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
//loadModelToContext("./models/sphere.obj", sphereContext);
//loadModelToContext("./models/spaceship.obj", spaceship.context);
Core::loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
Core::loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
Core::loadModelToContext("./models/sphere.obj", models::sphereContext);
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
>>>>>>> 62afe67 (add shooting)
createSuns();
createEnemies();
}
void shutdown(GLFWwindow* window)
{
GameUtils::getInstance()->shaderLoader->DeleteProgram(program);
delete spriteRenderer;
// Dealokacja pamięci po obiektach Enemy
for (const auto& enemy : enemies) {
delete enemy;
}
}
//obsluga wejscia