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26 changed files with 41 additions and 1886 deletions

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@ -1,43 +0,0 @@
# Nazwa Projektu
Projekt z grafiki komputerowej - Interstellar Odyssey
## Opis
Interaktywny symulator loty kosmicznego 3D. Celem naszej gry jest zwiedzanie rożnych układów słonecznych.
Pokonywanie jak największej ilości wrogów i utrzymywanie się przy życiu za pomocą dostępnych itemków do zebrania.
## Funkcje i możliwości
-Physically Based Rendering z mapą normalnych :
![normal_map](images/normal_map.png)
-Sprite Rendering razem z techniką bilboardingu:
![sprite_rendering](images/sprite.png)
- Particle Generator:
![Turbo](images/turbo.png)
- Skybox/Tworzenie wielu galaktyk:
![galaktyki](images/galaktyki.png)
- Strzelanie
![strzelanie](images/strzelanie.png)
- Pas asteroid
![pas_asteroid](images/asteroidy.png)
- Otrzymywanie i zadawanie obrażeń
![sprite_dmg](images/sprite_dmg.png)
- Możliwości uzupełnienia turbo i życia przez zbieranie itemków
![hp](images/hp.png)
oraz dynamiczne poruszanie się statku podczas skrętów, lotów w górę i w dół oraz na ukos
## Skład zespołu
Sprite Rendering
- Mateusz Kantorski
- Paweł Felcyn
- Wojciech Goralewski

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@ -61,6 +61,8 @@ public:
bool checkCollisionWithGameEntities(std::vector<GameEntity*>& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) { bool checkCollisionWithGameEntities(std::vector<GameEntity*>& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) {
for (const auto& entity : gameEntities) { for (const auto& entity : gameEntities) {
glm::mat4 entityModelMatrix = entity->getModelMatrix(); glm::mat4 entityModelMatrix = entity->getModelMatrix();
// Sprawdź kolizję AABB między pociskiem a obiektem z wektora gameEntities
if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) { if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) {
entity->applyDamage(attackerDmg); entity->applyDamage(attackerDmg);
return true; return true;
@ -70,7 +72,7 @@ public:
return false; return false;
} }
bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) { bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) {
// Pobierz rozmiary obiektów z ich macierzy modelu
glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f)); glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f)); glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));

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@ -12,20 +12,15 @@ private:
std::list<Bullet*> bullets; std::list<Bullet*> bullets;
float lastShootTime = 0.f; float lastShootTime = 0.f;
float shootInterval = 0.3f; float shootInterval = 0.3f;
float initAggroRange;
public: public:
glm::mat4 modelMatrix; glm::mat4 modelMatrix;
float aggroRange; float aggroRange;
glm::mat4 initialModelMatrix;
Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange) Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange)
: :
aggroRange(initialAggroRange), aggroRange(initialAggroRange),
modelMatrix(initialModelMatrix), modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
initAggroRange(initialAggroRange),
GameEntity(currHp, initialHp, initialDmg) GameEntity(currHp, initialHp, initialDmg)
{} {}
@ -75,16 +70,7 @@ public:
{ {
return modelMatrix; return modelMatrix;
} }
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
this->aggroRange = this->initAggroRange;
this->dmg = this->initDMG;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
private: private:
void requestShoot(float time) { void requestShoot(float time) {
if (canShoot(time)) { if (canShoot(time)) {
@ -98,8 +84,7 @@ private:
void shoot(float time) { void shoot(float time) {
Spaceship* spaceship = Spaceship::getInstance(); Spaceship* spaceship = Spaceship::getInstance();
//glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3])); glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
glm::vec3 bulletDirection = glm::normalize(glm::vec3(spaceship->getModelMatrix()[3]) - glm::vec3(modelMatrix[3]));
//bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum //bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum
this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time)); this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
this->lastShootTime = time; this->lastShootTime = time;

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@ -7,27 +7,17 @@ public:
float currentHP; float currentHP;
float dmg; float dmg;
float maxHP; float maxHP;
float initDMG;
GameEntity(float currentHP, float maxHP, float initialDmg) GameEntity(float currentHP, float maxHP, float initialDmg)
: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg), initDMG(initialDmg) : currentHP(currentHP), maxHP(maxHP), dmg(initialDmg)
{ {
} }
virtual void applyDamage(float attackerDmg) { virtual void applyDamage(float attackerDmg) {
currentHP = currentHP - attackerDmg; currentHP = currentHP - attackerDmg;
}; };
virtual glm::vec3 getPosition() const = 0; virtual glm::vec3 getPosition() const = 0;
virtual glm::mat4 getModelMatrix() = 0; virtual glm::mat4 getModelMatrix() = 0;
virtual bool isAlive() {
if (this->currentHP <= 0) {
return false;
}
return true;
};
virtual void respawn() = 0;
virtual void heal() = 0;
}; };

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@ -1,55 +0,0 @@
#include "glm.hpp"
#include "ext.hpp"
#include "src/Render_Utils.h"
#include "./GameEntity.h"
#include "Spaceship.h"
#pragma once
class Heart : public GameEntity
{
public:
glm::mat4 modelMatrix;
glm::mat4 initialModelMatrix;
float healAmount = 10;
bool isCollected;
Heart(glm::mat4 initialModelMatrix, float healAmount)
:
modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
healAmount(healAmount),
isCollected(false),
GameEntity(1, 1, 0)
{}
virtual ~Heart() = default;
virtual bool isAlive() {
if (this->currentHP <= 0) {
isCollected = true;
return false;
}
return true;
}
glm::vec3 getPosition() const override
{
return modelMatrix[3];
}
glm::mat4 getModelMatrix() override
{
return modelMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
};

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@ -1,55 +0,0 @@
#include "glm.hpp"
#include "ext.hpp"
#include "src/Render_Utils.h"
#include "./GameEntity.h"
#include "Spaceship.h"
#pragma once
class Nitro : public GameEntity
{
public:
glm::mat4 modelMatrix;
glm::mat4 initialModelMatrix;
float healAmount = 10;
bool isCollected;
Nitro(glm::mat4 initialModelMatrix, float healAmount)
:
modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
healAmount(healAmount),
isCollected(false),
GameEntity(1, 1, 0)
{}
virtual ~Nitro() = default;
virtual bool isAlive() {
if (this->currentHP <= 0) {
isCollected = true;
return false;
}
return true;
}
glm::vec3 getPosition() const override
{
return modelMatrix[3];
}
glm::mat4 getModelMatrix() override
{
return modelMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
};

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@ -16,8 +16,6 @@ private:
glm::mat4 positionMatrix; glm::mat4 positionMatrix;
GLuint textureID; GLuint textureID;
GLuint normalMapID; GLuint normalMapID;
float startEulerYRotation = 0.f;
float startYMovement = 0.f;
public: public:
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, GLuint textureID, GLuint normalMapID) { Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, GLuint textureID, GLuint normalMapID) {
@ -41,16 +39,8 @@ public:
} }
float rotationAngle = glm::radians(time * rotationSpeed); float rotationAngle = glm::radians(time * rotationSpeed);
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed + startEulerYRotation) * glm::translate(glm::vec3(distanceFromCenter, startYMovement, 0)); positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale)); glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, normalMapID, 0.7, 0.0, program); Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, normalMapID, 0.7, 0.0, program);
} }
void setStarteulerYRotation(float radians) {
startEulerYRotation = radians;
}
void setStartYMovement(float value) {
startYMovement = value;
}
}; };

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@ -36,12 +36,12 @@ public:
} }
glm::vec3 color = glm::vec3(0.3, 0.3, 0.5); glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
float roughness = 0.5; float roughness = 0.2;
float metallic = 0.6; float metallic = 1.0;
float turbo = 1.0f; float turbo = 1.0f;
float turboMAX = 1.0f; float turboMAX = 1.0f;
glm::vec3 spaceshipPos = glm::vec3(4.065808f, 10.250000f, -20.189549f); glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f); glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
glm::vec3 spotlightPos = glm::vec3(0, 0, 0); glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
@ -225,21 +225,21 @@ public:
if (w == GLFW_PRESS) { if (w == GLFW_PRESS) {
if (shiftState == GLFW_PRESS) { if (shiftState == GLFW_PRESS) {
turbo = glm::max(0.0f, turbo - 0.003f * deltaTime * 60); turbo = glm::max(0.0f, turbo - 0.004f * deltaTime * 60);
if (turbo == 0.0f) { if (turbo == 0.0f) {
shiftState = GLFW_RELEASE; shiftState = GLFW_RELEASE;
moveSpeed = 0.05f * deltaTime * 60; moveSpeed = 0.05f * deltaTime * 60;
setPerticlesParameters(100.f, 0.000001f); setPerticlesParameters(100.f, 0.0001f);
} }
else { else {
moveSpeed *= 2; moveSpeed *= 2;
setPerticlesParameters(200.f, 0.0000005f); setPerticlesParameters(200.f, 0.00005f);
} }
} }
else { else {
setPerticlesParameters(100.f, 0.000001f); setPerticlesParameters(100.f, 0.0001f);
turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60); turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60);
} }
} }
@ -274,7 +274,7 @@ public:
cameraPosHUDBar = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f; cameraPosHUDBar = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraDir = spaceshipDir; cameraDir = spaceshipDir;
glm::vec3 perpendicularVector = 0.08f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f))); glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
if (leftParticle != nullptr && rightParticle != nullptr) { if (leftParticle != nullptr && rightParticle != nullptr) {
leftParticle->sourcePosition = spaceshipPos + perpendicularVector - (0.25f * spaceshipDir); leftParticle->sourcePosition = spaceshipPos + perpendicularVector - (0.25f * spaceshipDir);
rightParticle->sourcePosition = spaceshipPos - perpendicularVector - (0.25f * spaceshipDir); rightParticle->sourcePosition = spaceshipPos - perpendicularVector - (0.25f * spaceshipDir);
@ -386,20 +386,4 @@ public:
return cameraMatrix; return cameraMatrix;
} }
void respawn() override {
this->currentHP = this->maxHP;
this->turbo = this->turboMAX;
this->spaceshipPos = glm::vec3(4.065808f, 10.250000f, -20.189549f);
return;
}
void heal() override {
this->currentHP = this->currentHP + 3.f;
}
void turboBoost() {
this->turbo = this->turboMAX;
}
}; };

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@ -32,8 +32,6 @@
<ClInclude Include="GameEntity.h" /> <ClInclude Include="GameEntity.h" />
<ClInclude Include="GameObject.h" /> <ClInclude Include="GameObject.h" />
<ClInclude Include="GameUtils.h" /> <ClInclude Include="GameUtils.h" />
<ClInclude Include="Heart.h" />
<ClInclude Include="Nitro.h" />
<ClInclude Include="ParticleSystem.h" /> <ClInclude Include="ParticleSystem.h" />
<ClInclude Include="Planet.h" /> <ClInclude Include="Planet.h" />
<ClInclude Include="Spaceship.h" /> <ClInclude Include="Spaceship.h" />

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@ -131,12 +131,6 @@
<ClInclude Include="GameEntity.h"> <ClInclude Include="GameEntity.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="Heart.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Nitro.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="shaders\shader_8_sun.vert"> <None Include="shaders\shader_8_sun.vert">

File diff suppressed because it is too large Load Diff

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@ -102,17 +102,8 @@ void main()
vec4 texColor = texture(textureSampler, TexCoords); vec4 texColor = texture(textureSampler, TexCoords);
vec3 normal = normalize(texture(normalSampler, TexCoords).xyz * TBN);
vec3 normalMapNormal = texture(normalSampler, TexCoords).xyz;
normalMapNormal = normalMapNormal * 2.0 - 1.0;
//normalMapNormal.y = -normalMapNormal.y;
vec3 normal = normalize(normalMapNormal * TBN );
//vec3 normal = normalize(texture(normalSampler, TexCoords).xyz * TBN);
//vec3 normal = normalize(vecNormal); //vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos-worldPos); vec3 viewDir = normalize(cameraPos-worldPos);
vec3 lightDirs[4]; vec3 lightDirs[4];

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@ -6,10 +6,11 @@
#include <cmath> #include <cmath>
#include <list> #include <list>
#include <vector> #include <vector>
#include <random>
#include "Shader_Loader.h" #include "Shader_Loader.h"
#include "Render_Utils.h" #include "Render_Utils.h"
#include "texture.h" #include "texture.h"
#include "Box.cpp" #include "Box.cpp"
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
#include <assimp/scene.h> #include <assimp/scene.h>
@ -22,13 +23,9 @@
#include "../GameUtils.h" #include "../GameUtils.h"
#include "../SpriteRenderer.h" #include "../SpriteRenderer.h"
#include "../Enemy.h" #include "../Enemy.h"
#include "../Heart.h"
#include "../Nitro.h"
#include "../ParticleSystem.h" #include "../ParticleSystem.h"
#include "Camera.h" #include "Camera.h"
#include <random>
#ifndef EX_9_1_HPP #ifndef EX_9_1_HPP
#define EX_9_1_HPP #define EX_9_1_HPP
@ -46,7 +43,6 @@ namespace models {
Core::RenderContext spaceshipContext; Core::RenderContext spaceshipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext cubeContext; Core::RenderContext cubeContext;
Core::RenderContext asteroid;
} }
namespace texture { namespace texture {
GLuint cubemapTexture; GLuint cubemapTexture;
@ -54,10 +50,6 @@ namespace texture {
GLuint spaceshipNormal; GLuint spaceshipNormal;
GLuint spriteTexture; GLuint spriteTexture;
GLuint earthTexture; GLuint earthTexture;
GLuint asteroidTexture;
GLuint asteroidNormal;
GLuint heartTexture;
GLuint boosterTexture;
} }
struct TextureTuple { struct TextureTuple {
@ -86,8 +78,6 @@ std::list<Planet*> planets;
Sun* sun; Sun* sun;
GLuint VAO,VBO; GLuint VAO,VBO;
std::vector<Nitro*> nitros;
std::vector<Heart*> hearts;
std::vector<Enemy*> enemies; std::vector<Enemy*> enemies;
std::vector<GameEntity*> gameEntities; std::vector<GameEntity*> gameEntities;
@ -103,17 +93,6 @@ Spaceship* spaceship = Spaceship::getInstance();
void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId,float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef); void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId,float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
Core::SpriteRenderer* spriteRenderer; Core::SpriteRenderer* spriteRenderer;
const int ENEMY_COUNT = 20;
std::vector<glm::vec3> referencePoints = {
glm::vec3(0, 2, 0),
glm::vec3(150, 5, 0),
glm::vec3(-20, -30, 50),
glm::vec3(100, 20, -50),
glm::vec3(0, 52, 200),
glm::vec3(150, 55, 200),
glm::vec3(-20, 20, 250),
glm::vec3(100, 70, 150)
};
void updateDeltaTime(float time) { void updateDeltaTime(float time) {
if (lastTime < 0) { if (lastTime < 0) {
lastTime = time; lastTime = time;
@ -158,66 +137,7 @@ void renderHUD(GLFWwindow* window) {
programSpriteBar); programSpriteBar);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
} }
bool isFarFromReferencePoints(float x, float y, float z, const std::vector<glm::vec3>& referencePoints) {
float minDistance = 10.0f;
glm::vec3 currentPoint(x, y, z);
auto checkDistance = [currentPoint, minDistance](const glm::vec3& referencePoint) {
return glm::distance(currentPoint, referencePoint) > minDistance;
};
for (const auto& referencePoint : referencePoints) {
if (!checkDistance(referencePoint)) {
return false;
}
}
return true;
}
glm::mat4 generateRandomMatrix(const glm::mat4& startMatrix) {
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> disX(-30.0f, 180.0f);
std::uniform_real_distribution<float> disY(-50.0f, 60.0f);
std::uniform_real_distribution<float> disZ(-30.0f, 210.0f);
float randomX, randomY, randomZ;
do {
randomX = disX(gen);
randomY = disY(gen);
randomZ = disZ(gen);
} while (!isFarFromReferencePoints(randomX, randomY, randomZ, referencePoints));
glm::mat4 randomModelMatrix = glm::translate(startMatrix, glm::vec3(randomX, randomY, randomZ));
return randomModelMatrix;
}
void renderEnemies() { void renderEnemies() {
int counter = 0;
glUseProgram(program);
for (const auto& enemy : enemies) {
if (enemy->isAlive()) {
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
enemy->renderBullets(glfwGetTime(), program, gameEntities);
}
else {
counter++;
}
}
if (counter >= ENEMY_COUNT / 2) {
for (const auto& enemy : enemies) {
if (!enemy->isAlive()) {
enemy->initialModelMatrix = generateRandomMatrix(enemy->getModelMatrix());
enemy->respawn();
enemy->aggroRange *= 1.1;
enemy->dmg *= 1.2;
}
}
counter = 0;
}
glUseProgram(programSpriteBar); glUseProgram(programSpriteBar);
for (const auto& enemy : enemies) { for (const auto& enemy : enemies) {
@ -241,47 +161,16 @@ void renderEnemies() {
} }
} }
glUseProgram(program);
for (const auto& enemy : enemies) {
if (enemy->isAlive()) {
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
enemy->renderBullets(glfwGetTime(), program, gameEntities);
}
}
} }
void renderHeartsAndNitro() {
//if (heart->isAlive()) {
//spriteRenderer->DrawSprite(texture::heartTexture, heart->modelMatrix, programSprite);
//}
glUseProgram(programSprite);
for (auto it = hearts.begin(); it != hearts.end();) {
Heart* heart = *it;
if (heart->isAlive()) {
spriteRenderer->DrawSprite(texture::heartTexture, heart->modelMatrix, programSprite);
}
if (heart->isCollected) {
spaceship->heal();
it = hearts.erase(it);
}
else {
++it;
}
}
for (auto it = nitros.begin(); it != nitros.end();) {
Nitro* nitro = *it;
if (nitro->isAlive()) {
spriteRenderer->DrawSprite(texture::boosterTexture, nitro->modelMatrix, programSprite);
}
if (nitro->isCollected) {
spaceship->turboBoost();
it = nitros.erase(it);
}
else {
++it;
}
}
}
TextureTuple getRandomPlanetTexture() { TextureTuple getRandomPlanetTexture() {
int textureIndex = rand() % planetTextures.size(); int textureIndex = rand() % planetTextures.size();
TextureTuple selectedTextures = planetTextures[textureIndex]; TextureTuple selectedTextures = planetTextures[textureIndex];
@ -326,13 +215,8 @@ void renderScene(GLFWwindow* window)
glUseProgram(program); glUseProgram(program);
std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end()); std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end());
//spaceship->renderBullets(glfwGetTime(), program, gameEntities);
gameEntities.insert(gameEntities.end(), hearts.begin(), hearts.end());
gameEntities.insert(gameEntities.end(), nitros.begin(), nitros.end());
spaceship->renderBullets(glfwGetTime(), program, gameEntities); spaceship->renderBullets(glfwGetTime(), program, gameEntities);
drawObjectPBR(models::sphereContext, 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::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); glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
@ -374,17 +258,10 @@ void renderScene(GLFWwindow* window)
glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp); glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time); spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
if(!spaceship->isAlive()){
spaceship->respawn();
for (const auto& enemy : enemies) {
enemy->respawn();
}
}
renderHUD(window); renderHUD(window);
renderEnemies(); renderEnemies();
renderHeartsAndNitro();
//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(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);
@ -404,32 +281,6 @@ void createSuns() {
createGalaxy(glm::vec3(0.f, 50.f, 200.f)); createGalaxy(glm::vec3(0.f, 50.f, 200.f));
} }
float generateRandomFloat(float minValue, float maxValue) {
return minValue + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (maxValue - minValue)));
}
void createAsteroids() {
GameUtils* gu = GameUtils::getInstance();
GameObject* center = gu->getSuns()->front();
float minDistanceFromCenter = 24.f;
float maxDistanceFromCenter = 26.f;
float rotationSpeed = 0.05f;
float scale = 0.002f;
int numAsteroids = 80;
float distanceIncrement = 2.f / (minDistanceFromCenter + 1);
for (int j = -1; j < 2; j++) {
for (int i = 0; i < numAsteroids; ++i) {
float distanceFromCenter = generateRandomFloat(minDistanceFromCenter, maxDistanceFromCenter);
Planet* asteroid = new Planet(center, distanceFromCenter, rotationSpeed, scale, models::asteroid, texture::asteroidTexture, texture::asteroidNormal);
asteroid->setStarteulerYRotation(distanceIncrement * i);
asteroid->setStartYMovement(generateRandomFloat(-0.5f, 0.5f) + j);
planets.push_back(asteroid);
}
}
}
void createGalaxy(glm::vec3 galaxyPosition) { void createGalaxy(glm::vec3 galaxyPosition) {
float planetsSizes[] = { 1.f, 1.5f, 0.8f, 1.2f, 0.2f }; float planetsSizes[] = { 1.f, 1.5f, 0.8f, 1.2f, 0.2f };
GLuint sunTexId = sunTexturesIds[0]; GLuint sunTexId = sunTexturesIds[0];
@ -443,7 +294,6 @@ void createGalaxy(glm::vec3 galaxyPosition) {
float planetSizes4[] = { 1.f, 0.5f }; float planetSizes4[] = { 1.f, 0.5f };
GLuint sunTexId4 = sunTexturesIds[3]; GLuint sunTexId4 = sunTexturesIds[3];
createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), sunTexId4, 5, planetsSizes3, 2, 25.f, 0.2f); createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), sunTexId4, 5, planetsSizes3, 2, 25.f, 0.2f);
createAsteroids();
} }
void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) { void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
@ -459,36 +309,18 @@ void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float*
planets.push_back(planet); planets.push_back(planet);
} }
} }
void createEnemies() { void createEnemies() {
//enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f)); enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f)); enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f)); enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
int j = 0;
enemies.push_back(new Enemy(100.0f, 100.0f, glm::translate(glm::translate(glm::mat4(1.0f), spaceship->getPosition()), glm::vec3(1.f, 1.f, 2.f)), 1.0f, 5.0f));
for (int i = 0; i < ENEMY_COUNT; ++i) {
glm::mat4 randomModelMatrix = generateRandomMatrix(glm::mat4(1.0f));
enemies.push_back(new Enemy(100.0f, 100.0f, randomModelMatrix, 1.0f, 8.0f));
if (j % 4 == 0) {
hearts.push_back(new Heart(glm::translate(randomModelMatrix, glm::vec3(6.f, 5.f, 8.f)), -5.0f));
nitros.push_back(new Nitro(glm::translate(randomModelMatrix, glm::vec3(2.f, -9.f, 3.f)), 10.0f));
}
j = j + 1;
}
hearts.push_back(new Heart(glm::translate(glm::mat4(1.0f), glm::vec3(25.f, 20.f, 25.f)), 10.0f));
nitros.push_back(new Nitro(glm::translate(glm::mat4(1.0f), glm::vec3(20.f, 20.f, 25.f)), 10.0f));
//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy //obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
gameEntities.push_back(spaceship); gameEntities.push_back(spaceship);
} }
void loadPlanetsAndSunTextures() { void loadPlanetsAndSunTextures() {
planetTextures.clear(); planetTextures.clear();
@ -546,7 +378,6 @@ void init(GLFWwindow* window)
loadModelToContext("./models/sphere.obj", models::sphereContext); loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/cube.obj", models::cubeContext); loadModelToContext("./models/cube.obj", models::cubeContext);
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext); Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
Core::loadModelToContext("./models/Asteroid.obj", models::asteroid);
texture::spriteTexture = Core::LoadTexture("textures/blinky1.png"); texture::spriteTexture = Core::LoadTexture("textures/blinky1.png");
@ -564,10 +395,6 @@ void init(GLFWwindow* window)
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg"); texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
texture::spaceshipNormal = Core::LoadTexture("./textures/spaceship/Material.001_Normal_DirectX.jpg"); texture::spaceshipNormal = Core::LoadTexture("./textures/spaceship/Material.001_Normal_DirectX.jpg");
texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg"); texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
texture::asteroidTexture = Core::LoadTexture("./textures/asteroids/asteroidtx.jpg");
texture::asteroidNormal = Core::LoadTexture("./textures/asteroids/asteroidnn.png");
texture::heartTexture = Core::LoadTexture("textures/heart.png");
texture::boosterTexture = Core::LoadTexture("textures/boooster.png");
spaceship->createParticles(); spaceship->createParticles();
createSuns(); createSuns();

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