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ebbda6e21e
Author | SHA1 | Date | |
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ebbda6e21e | |||
7c410aee09 | |||
598d709910 | |||
dc73f3b5f1 | |||
6f85812a35 |
@ -38,6 +38,8 @@ public:
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glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
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float roughness = 0.5;
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float metallic = 0.6;
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float turbo = 1.0f;
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float turboMAX = 1.0f;
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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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@ -49,6 +51,7 @@ public:
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::vec3 cameraPosHUDBar = cameraPos;
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glm::mat4 additionalHorRotationMatrix;
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glm::mat4 additionalVerRotationMatrix;
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@ -221,15 +224,28 @@ public:
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if (w == GLFW_PRESS) {
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if (shiftState == GLFW_PRESS) {
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moveSpeed *= 2;
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setPerticlesParameters(200.f, 0.00005f);
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turbo = glm::max(0.0f, turbo - 0.004f * deltaTime * 60);
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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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}
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else {
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moveSpeed *= 2;
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setPerticlesParameters(200.f, 0.00005f);
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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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turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60);
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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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turbo = glm::min(turboMAX, turbo + 0.005f * deltaTime * 60);
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}
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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@ -255,6 +271,8 @@ public:
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requestShoot(time);
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cameraPos = spaceshipPos - calculateCameraDistanceHor(w, shiftState, deltaTime) * spaceshipDir + glm::vec3(0, calculateCameraDistanceVer(deltaTime), 0);
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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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if (leftParticle != nullptr && rightParticle != nullptr) {
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@ -340,4 +358,32 @@ public:
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glm::mat4 getModelMatrix() override {
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return calculateModelMatrix();
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}
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glm::mat4 calculateModelMatrixForHUDBar() {
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({
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spaceshipSide.x, spaceshipSide.y, spaceshipSide.z, 0,
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spaceshipUp.x, spaceshipUp.y, spaceshipUp.z, 0,
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-spaceshipDir.x, -spaceshipDir.y, -spaceshipDir.z, 0,
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0., 0., 0., 1.
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});
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return glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
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}
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glm::mat4 createCameraMatrixForHUDBar()
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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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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
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glm::mat4 cameraRotrationMatrix = glm::mat4({
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cameraSide.x,cameraSide.y,cameraSide.z,0,
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cameraUp.x,cameraUp.y,cameraUp.z ,0,
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-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
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0.,0.,0.,1.,
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});
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cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
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glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPosHUDBar);
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return cameraMatrix;
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}
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};
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@ -16,7 +16,7 @@ void Core::SpriteRenderer::DrawHUDBar(const glm::vec3 color, const glm::mat4 mod
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Spaceship* spaceship = Spaceship::getInstance();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrixForHUDBar();
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// Kombinuj macierze transformacji
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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@ -27,9 +27,17 @@
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#include "../ParticleSystem.h"
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#include "Camera.h"
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#ifndef EX_9_1_HPP
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#define EX_9_1_HPP
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extern int WIDTH;
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extern int HEIGHT;
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#endif
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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int WIDTH = 500, HEIGHT = 500;
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//int WIDTH = 1920, HEIGHT = 1080;
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namespace models {
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Core::RenderContext marbleBustContext;
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Core::RenderContext spaceshipContext;
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@ -95,14 +103,36 @@ void updateDeltaTime(float time) {
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if (deltaTime > 0.1) deltaTime = 0.1;
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lastTime = time;
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}
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void renderHUD() {
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void renderHUD(GLFWwindow* window) {
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glm::mat4 modelMatrixHUD = spaceship->calculateModelMatrixForHUDBar();
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glm::mat4 healthBarPosition;
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glm::vec3 healthBarScale;
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glm::mat4 turboBarPosition;
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glm::vec3 turboBarScale;
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if (glfwGetWindowAttrib(window, GLFW_MAXIMIZED)) {
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healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -11.0f, 0.0f));
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healthBarScale = glm::vec3(22.0f, 2.f, 1.0f);
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turboBarScale = healthBarScale;
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turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 3.5f, 0.0f));
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}
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else {
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healthBarScale = glm::vec3(22.0f, 4.f, 1.0f);
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healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -30.0f, 0.0f));
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turboBarScale = healthBarScale;
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turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 5.0f, 0.0f));
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}
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glUseProgram(programSpriteBar);
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glDisable(GL_DEPTH_TEST);
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glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
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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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glm::vec3(0.0824f, 0.5725f, 0.9765f),
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glm::scale(turboBarPosition, turboBarScale),
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spaceship->turbo / spaceship->turboMAX,
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programSpriteBar);
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spriteRenderer->DrawHUDBar(
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glm::vec3(0.0f, 1.0f, 0.0f),
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glm::scale(healthBarPosition, glm::vec3(26.0f, 4.f, 1.0f)),
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glm::scale(healthBarPosition, healthBarScale),
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spaceship->currentHP / spaceship->maxHP,
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programSpriteBar);
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glEnable(GL_DEPTH_TEST);
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@ -229,7 +259,7 @@ void renderScene(GLFWwindow* window)
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spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
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renderHUD();
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renderHUD(window);
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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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@ -8,10 +8,11 @@
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#include "ex_9_1.hpp"
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int WIDTH = 1920, HEIGHT = 1080;
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int main(int argc, char** argv)
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{
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{
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// inicjalizacja glfw
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -23,7 +24,7 @@ int main(int argc, char** argv)
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#endif
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// tworzenie okna za pomoca glfw
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GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "FirstWindow", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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@ -34,7 +35,7 @@ int main(int argc, char** argv)
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// ladowanie OpenGL za pomoca glew
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glewInit();
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glViewport(0, 0, 500, 500);
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glViewport(0, 0, WIDTH, HEIGHT);
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init(window);
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