prbTexture+ammo_count #10

Merged
s473616 merged 7 commits from prbTexture+ammo_count into master 2024-02-02 22:15:40 +01:00
15 changed files with 52 additions and 7 deletions
Showing only changes of commit 54c3674f24 - Show all commits

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@ -14,15 +14,19 @@ private:
float scale;
glm::vec3 position;
glm::mat4 positionMatrix;
GLuint textureID;
GLuint normalMapID;
public:
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext) {
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, GLuint textureID, GLuint normalMapID) {
this->center = center;
this->distanceFromCenter = distanceFromCenter;
this->rotationSpeed = rotationSpeed;
this->sphereContext = sphereContext;
this->scale = scale;
this->position = glm::vec3(0);
this->textureID = textureID;
this->normalMapID = normalMapID;
}
glm::mat4 getPositionMatrix() override {
@ -37,6 +41,6 @@ public:
float rotationAngle = glm::radians(time * rotationSpeed);
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
Core::drawObjectPBR(sphereContext, modelMatrix, glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, 0.7, 0.0, program);
}
};

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@ -43,6 +43,14 @@ namespace texture {
GLuint earthTexture;
}
struct TextureTuple {
GLuint textureID;
GLuint normalMapID;
};
std::vector<TextureTuple> planetTextures;
void createGalaxy(glm::vec3 galaxyPosition);
GLuint depthMapFBO;
@ -85,6 +93,15 @@ void updateDeltaTime(float time) {
lastTime = time;
}
TextureTuple getRandomPlanetTexture() {
int textureIndex = rand() % planetTextures.size();
TextureTuple selectedTextures = planetTextures[textureIndex];
//GLuint textureID = selectedTextures.textureID;
//GLuint normalMapID = selectedTextures.normalMapID;
return planetTextures[textureIndex];
}
void renderShadowapSun() {
float time = glfwGetTime();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
@ -113,12 +130,13 @@ void renderScene(GLFWwindow* window)
sun->draw();
}
glUseProgram(program);
glUseProgram(programTex);
for (Planet* p : planets) {
p->draw(time, program);
p->draw(time, programTex);
}
glUseProgram(program);
spaceship->renderBullets(glfwGetTime(), program);
@ -196,8 +214,11 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
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++) {
TextureTuple textures = getRandomPlanetTexture();
GLuint texID = textures.textureID;
GLuint norMapID = textures.normalMapID;
float distanceFromSum = (i + 1) * planetsDistance;
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext);
Planet* planet = new Planet(sun, distanceFromSum, i * 0.1f + planetSpeedCoef, planetSizes[i], models::sphereContext, texID, norMapID);
planets.push_back(planet);
}
}
@ -210,6 +231,25 @@ void createEnemies() {
}
void loadPlanetsTextures() {
planetTextures.clear();
std::vector<std::pair<std::string, std::string>> texturePaths = {
{"./textures/planets/planet1.png", "./textures/planets/planet1normal.png"},
{"./textures/planets/planet2.png", "./textures/planets/planet2normal.png"},
{"./textures/planets/planet3.png", "./textures/planets/planet3normal.png"},
{"./textures/planets/planet4.png", "./textures/planets/planet4normal.png"}
};
for (const auto& paths : texturePaths) {
GLuint textureID = Core::LoadTexture(paths.first.c_str());
GLuint normalMapID = Core::LoadTexture(paths.second.c_str());
planetTextures.push_back({ textureID, normalMapID });
}
}
void init(GLFWwindow* window)
{
GameUtils* gameUtils = GameUtils::getInstance();
@ -244,9 +284,10 @@ void init(GLFWwindow* window)
"bkg2_back6.png"
};
loadPlanetsTextures();
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
texture::earthTexture = Core::LoadTexture("./textures/spaceship/earth_daymap.jpg");
texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
spaceship->createParticles();
createSuns();

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