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6 Commits

Author SHA1 Message Date
Pawel Felcyn
69d7db83fa fire from spaceship 2024-01-30 21:15:07 +01:00
cf07257222 Merge pull request 'enemies' (#6) from enemies into master
Reviewed-on: #6
2024-01-29 16:14:31 +01:00
Qumpell
79d0069a52 modify gitignore 2024-01-29 16:11:15 +01:00
4e3264ad2a Fix billboarding of enemies and their shooting positions 2024-01-29 16:11:15 +01:00
f1c3a1b57b Add enemy class 2024-01-29 16:10:54 +01:00
6b60c55af7 Add sprite renderer and sprite shaders 2024-01-29 16:07:55 +01:00
33 changed files with 771 additions and 232 deletions

6
.gitignore vendored Normal file
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@ -0,0 +1,6 @@

/grk/project/shaders
/grk/.vs/grk-cw
/grk/project/Debug

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@ -1,11 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>C:\Users\KOMP\Documents\projekt_grafika_komputerowa\grafika_komputerowa\grk\Debug\grk-project.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />
<SatelliteDlls />
<NonRecipeFileRefs />
</Project>

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81
grk/project/Enemy.h Normal file
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@ -0,0 +1,81 @@
#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) {
Spaceship* spaceship = Spaceship::getInstance();
glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
this->lastShootTime = time;
}
};

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@ -2,6 +2,7 @@
#include "Sun.h"
#include "Bullet.h"
#include "src/Shader_Loader.h"
#include "ParticleSystem.h"
#pragma once
class GameUtils
@ -12,9 +13,11 @@ private:
{
this->suns = new std::list<Sun*>();
this->shaderLoader = new Core::Shader_Loader();
this->particleSystems = new std::list<ParticleSystem*>();
}
std::list<Sun*>* suns;
std::list<Bullet*> bullets;
std::list<ParticleSystem*>* particleSystems;
float aspectRatio;
@ -35,6 +38,10 @@ public:
return suns;
}
std::list<ParticleSystem*>* getParticleSystems() {
return particleSystems;
}
static GameUtils* getInstance()
{
static GameUtils instance; // Jedna i jedyna instancja

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@ -0,0 +1,142 @@
#pragma once
#include "glew.h"
#include <GLFW/glfw3.h>
#include "glm.hpp"
#include <list>
#include "ext.hpp"
struct Particle
{
public:
float birthTime;
glm::vec3 startPosition;
glm::vec3 direction;
glm::vec3 randomPointOnCircle;
float getAge(float time) {
return time - birthTime;
}
};
class ParticleSystem
{
private:
std::list<Particle> particles;
GLuint VBO;
GLuint VAO;
GLfloat vertices[9];
float lastGenerated = -1.f;
bool shouldGenerateNewParticle(float time) {
return lastGenerated == -1.f || time - lastGenerated > generationInterval;
}
glm::vec3 generateRandomPointOnCircle() {
float distanceFromCenter = static_cast <float> (rand()) / static_cast <float> (RAND_MAX/sourceRadius);
float radians = static_cast <float> (rand()) / static_cast <float> (RAND_MAX / 6.28f);
glm::vec3 referenceVector(0.0f, 1.0f, 0.0f);
glm::vec3 output = glm::normalize(glm::cross(sourceDirection, referenceVector)) * distanceFromCenter;
glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), radians, sourceDirection);
output = glm::vec3(rotationMatrix * glm::vec4(output, 1.0f));
return output;
}
void generateNewParticle(float time) {
Particle newParticle;
newParticle.birthTime = time;
newParticle.startPosition = sourcePosition;
newParticle.randomPointOnCircle = generateRandomPointOnCircle();
newParticle.direction = sourceDirection;
particles.push_back(newParticle);
lastGenerated = time;
}
void deleteOld(float time) {
auto it = particles.begin();
while (it != particles.end()) {
if ((*it).getAge(time) > lifetime) {
it = particles.erase(it);
}
else {
++it;
}
}
}
glm::vec3 calculateParticleColor(float age) {
float rate = glm::clamp(age / lifetime, 0.f, 1.f);
glm::vec3 mixedColor = (1.0f - rate) * startColor + rate * endColor;
return mixedColor;
}
public:
glm::vec3 sourcePosition;
float sourceRadius = 0.02f;
glm::vec3 sourceDirection = glm::vec3(1.f, 0.f, 0.f);
float generationInterval = 0.0025f;
float lifetime = 0.5f;
float speed = 100.f;
glm::vec3 startColor = glm::vec3(1.f, 0.f, 0.f);
glm::vec3 endColor = glm::vec3(1.f, 1.f, 0.f);
ParticleSystem() {
// Inicjalizacja wierzcho³ków trójk¹ta w 3D
vertices[0] = -0.5f; vertices[1] = -0.5f; vertices[2] = 0.0f;
vertices[3] = 0.5f; vertices[4] = -0.5f; vertices[5] = 0.0f;
vertices[6] = 0.0f; vertices[7] = 0.5f; vertices[8] = 0.0f;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
}
void drawParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
if (shouldGenerateNewParticle(time)) {
generateNewParticle(time);
}
deleteOld(time);
glUseProgram(program);
GLuint modelLoc = glGetUniformLocation(program, "model");
GLuint viewLoc = glGetUniformLocation(program, "view");
GLuint projectionLoc = glGetUniformLocation(program, "projection");
GLuint colorLoc = glGetUniformLocation(program, "color");
int i = 0;
for (auto particle : particles) {
glm::vec3 color = calculateParticleColor(particle.getAge(time));
glUniform3f(colorLoc, color.x, color.y, color.z);
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glm::mat4 model = glm::translate(glm::mat4(1.0f), sourcePosition + particle.randomPointOnCircle);
model = glm::scale(model, glm::vec3(0.005f, 0.005f, 0.005f));
model = glm::translate(model, particle.direction * speed * (time - particle.birthTime));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
i++;
}
glBindVertexArray(0);
}
};

0
grk/project/Source.cpp Normal file
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@ -3,6 +3,7 @@
#include <GLFW/glfw3.h>
#include <list>
#include "Bullet.h"
#include "ParticleSystem.h"
#pragma once
@ -12,6 +13,8 @@ private:
std::list<Bullet*> bullets;
float lastShootTime = 0.f;
float shootInterval = 0.3f;
ParticleSystem* leftParticle;
ParticleSystem* rightParticle;
// Prywatny konstruktor, aby zapobiec zewnêtrznemu tworzeniu instancji
Spaceship() {
@ -33,7 +36,7 @@ public:
float roughness = 0.2;
float metallic = 1.0;
glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
@ -57,6 +60,13 @@ public:
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));
}
void setPerticlesParameters(float speed, float generationInterval) {
leftParticle->speed = speed;
leftParticle->generationInterval = generationInterval;
rightParticle->speed = speed;
rightParticle->generationInterval = generationInterval;
}
void processInput(GLFWwindow* window, float deltaTime, float time) {
static bool mouseButtonCallbackSet = false;
if (!mouseButtonCallbackSet) {
@ -67,12 +77,30 @@ public:
float angleSpeed = 0.05f * deltaTime * 60;
float moveSpeed = 0.05f * deltaTime * 60;
int w = glfwGetKey(window, GLFW_KEY_W);
int s = glfwGetKey(window, GLFW_KEY_S);
if (w == GLFW_PRESS) {
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
moveSpeed *= 2;
setPerticlesParameters(200.f, 0.00005f);
}
else {
setPerticlesParameters(100.f, 0.0001f);
}
}
else {
setPerticlesParameters(50.f, 0.0002f);
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
if (w == GLFW_PRESS)
spaceshipPos += spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
if (s == GLFW_PRESS)
spaceshipPos -= spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipPos += spaceshipSide * moveSpeed;
@ -89,13 +117,37 @@ public:
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
requestShoot(time);
cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraPos = 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) {
leftParticle->sourcePosition = spaceshipPos + perpendicularVector - (0.25f * spaceshipDir);
rightParticle->sourcePosition = spaceshipPos - perpendicularVector - (0.25f * spaceshipDir);
leftParticle->sourceDirection = -spaceshipDir;
rightParticle->sourceDirection = -spaceshipDir;
}
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
spotlightConeDir = spaceshipDir;
}
void renderParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
if (leftParticle != nullptr && rightParticle != nullptr) {
leftParticle->drawParticles(program, view, projection, time);
rightParticle->drawParticles(program, view, projection, time);
}
}
void createParticles() {
if (leftParticle != nullptr && rightParticle != nullptr) {
delete leftParticle;
delete rightParticle;
}
leftParticle = new ParticleSystem();
rightParticle = new ParticleSystem();
}
glm::mat4 createCameraMatrix()
{
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));

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@ -0,0 +1,91 @@
#include "SpriteRenderer.h"
#include <iostream>
Core::SpriteRenderer::SpriteRenderer()
{
this->initRenderData();
}
Core::SpriteRenderer::~SpriteRenderer()
{
glDeleteVertexArrays(1, &this ->VAO);
glDeleteBuffers(1, &this->VBO);
glDeleteBuffers(1, &this->EBO);
}
void Core::SpriteRenderer::DrawSprite(GLuint spriteTexture, const glm::mat4 modelMatrix, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
// Pobierz pozycjê kamery
glm::vec3 cameraPosition = spaceship->cameraPos;
glm::vec3 spritePosition = glm::vec3(modelMatrix[3]);
// Oblicz wektor skierowany od sprita do kamery
glm::vec3 spriteToCamera = glm::normalize(cameraPosition - spritePosition);
// Oblicz k¹t rotacji w stopniach wokó³ osi Y
float angle = glm::degrees(atan2(spriteToCamera.x, spriteToCamera.z));
// Utwórz macierz rotacji wok³ osi Y
glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
// Utwórz macierz widoku-projekcji
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
// Kombinuj macierze transformacji
glm::mat4 transformation = viewProjectionMatrix * modelMatrix * rotationMatrix;
// Przeka¿ macierze do shadera
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
Core::SetActiveTexture(spriteTexture, "colorTexture", program, 0);
glBindVertexArray(this->VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void Core::SpriteRenderer::initRenderData()
{
// Definicja wierzcho³ków kwadratu
float vertices[] = {
// Postions //colors // texture coordiantes
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // Left down
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,1.0f, // Left up
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,// Right up
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,0.0f// Right down
};
// Definicja indeksów wierzcho³ków dla kwadratu
unsigned int indices[] = {
0, 2, 1, // Upper triangle
0, 3, 2 // Lower triangle
};
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindVertexArray(this->VAO);
// Wype³nij bufor wierzcho³ków
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Wype³nij bufor indeksów
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
// Konfiguracja atrybutu koordynatow kolorow
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
// Konfiguracja atrybutu koordynatow tekstury
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindVertexArray(0);
}

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@ -0,0 +1,26 @@
#include "src/Render_Utils.h"
#include "src/Texture.h"
#include "Spaceship.h"
#pragma once
namespace Core {
class SpriteRenderer
{
public:
SpriteRenderer();
~SpriteRenderer();
void DrawSprite(GLuint spriteTexture, const glm::mat4 modelMatrix, GLuint program);
private:
unsigned int VAO;
unsigned int VBO;
unsigned int EBO;
// Initializes and configures the quad's buffer and vertex attributes
void initRenderData();
};
}

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@ -13,6 +13,8 @@
<ItemGroup>
<ClCompile Include="GameObject.cpp" />
<ClCompile Include="Planet.cpp" />
<ClCompile Include="SpriteRenderer.cpp" />
<ClCompile Include="Source.cpp" />
<ClCompile Include="src\Box.cpp" />
<ClCompile Include="src\Camera.cpp" />
<ClCompile Include="src\main.cpp" />
@ -26,10 +28,13 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="Bullet.h" />
<ClInclude Include="Enemy.h" />
<ClInclude Include="GameObject.h" />
<ClInclude Include="GameUtils.h" />
<ClInclude Include="ParticleSystem.h" />
<ClInclude Include="Planet.h" />
<ClInclude Include="Spaceship.h" />
<ClInclude Include="SpriteRenderer.h" />
<ClInclude Include="src\Camera.h" />
<ClInclude Include="src\ex_9_1.hpp" />
<ClInclude Include="src\objload.h" />
@ -47,12 +52,16 @@
<ItemGroup>
<None Include="fireball.frag" />
<None Include="fireball.vert" />
<None Include="particle.frag" />
<None Include="particle.vert" />
<None Include="shaders\shader_9_1.frag" />
<None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" />
<None Include="shaders\shader_8_sun.vert" />
<None Include="shaders\shader_skybox.frag" />
<None Include="shaders\shader_skybox.vert" />
<None Include="shaders\shader_sprite.frag" />
<None Include="shaders\shader_sprite.vert" />
<None Include="shaders\test.frag" />
<None Include="shaders\test.vert" />
</ItemGroup>

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@ -57,6 +57,11 @@
<ClCompile Include="Planet.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="SpriteRenderer.cpp">
<Filter>Source Files</Filter>
<ClCompile Include="Source.cpp">
<Filter>Shader Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\objload.h">
@ -113,6 +118,13 @@
<ClInclude Include="Bullet.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Enemy.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="SpriteRenderer.h">
<ClInclude Include="ParticleSystem.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="shaders\shader_8_sun.vert">
@ -139,5 +151,17 @@
<None Include="shaders\shader_skybox.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="fireball.frag" />
<None Include="fireball.vert" />
<None Include="shaders\shader_sprite.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_sprite.vert">
<None Include="particle.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="particle.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>
</Project>

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@ -1,150 +0,0 @@
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<Filter Include="Resource Files">
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<Filter Include="Shader Files">
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
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<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>

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

@ -0,0 +1,16 @@
#version 430 core
uniform sampler2D colorTexture;
in vec3 worldPos;
in vec2 texCoord;
in vec3 color;
out vec4 outColor;
void main()
{
outColor = texture(colorTexture, texCoord);
outColor *= vec4(color, 1.0);
}

View File

@ -0,0 +1,21 @@
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 worldPos;
out vec2 texCoord;
out vec3 color;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
texCoord = vertexTexCoord;
texCoord.y = 1.0 - texCoord.y; // so that it is turned correctly
color = aColor;
}

View File

@ -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)

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 +21,11 @@
#include "../Planet.h"
#include "../GameObject.h"
#include "../GameUtils.h"
#include "../SpriteRenderer.h"
#include "../Enemy.h"
#include "../ParticleSystem.h"
#include "Camera.h"
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
@ -34,6 +39,7 @@ namespace models {
}
namespace texture {
GLuint cubemapTexture;
GLuint spriteTexture;
}
void createGalaxy(glm::vec3 galaxyPosition);
@ -44,13 +50,17 @@ GLuint depthMap;
GLuint program;
GLuint programSun;
GLuint programTest;
GLuint programTex;
GLuint programSprite;
GLuint programCubemap;
GLuint programParticle;
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 +71,8 @@ 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 +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);
@ -119,6 +129,27 @@ void renderScene(GLFWwindow* window)
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);
}
}
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);
}
@ -158,9 +189,18 @@ 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);
@ -169,6 +209,8 @@ 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");
programParticle = gameUtils->shaderLoader->CreateProgram("shaders/particle.vert", "shaders/particle.frag");
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
@ -176,6 +218,8 @@ void init(GLFWwindow* window)
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",
"bkg2_left2.png",
@ -187,12 +231,20 @@ void init(GLFWwindow* window)
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
spaceship->createParticles();
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 +21,14 @@
#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;
@ -34,21 +42,28 @@ 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;
GLuint programParticle;
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);
@ -58,6 +73,8 @@ float lastTime = -1.f;
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) {
@ -105,8 +122,6 @@ 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);
@ -117,6 +132,38 @@ void renderScene(GLFWwindow* window)
spaceship->roughness, spaceship->metallic, program
);
<<<<<<< HEAD
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);
=======
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);
}
@ -130,60 +177,66 @@ 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);
}
}
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);
<<<<<<< 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");
<<<<<<< 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);
loadModelToContext("./models/cube.obj", models::cubeContext);
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
/*std::vector<std::string> cubeFaces = {
"space_rt.png",
"space_lf.png",
"space_up.png",
"space_dn.png",
"space_bk.png",
"space_ft.png"
};*/
texture::spriteTexture = Core::LoadTexture("textures/blinky1.png");
std::vector<std::string> cubeFaces = {
"bkg2_right1.png",
@ -196,28 +249,20 @@ 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)
spaceship->createParticles();
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

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