health_bar #11
@ -12,6 +12,25 @@ Core::SpriteRenderer::~SpriteRenderer()
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glDeleteBuffers(1, &this->VBO);
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glDeleteBuffers(1, &this->EBO);
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}
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void Core::SpriteRenderer::DrawHUDBar(const glm::vec3 color, const glm::mat4 modelMatrix, const float progress, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
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// Kombinuj macierze transformacji
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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// Przeka¿ macierze do shadera
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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glUniform3fv(glGetUniformLocation(program, "activeColor"), 1, glm::value_ptr(color));
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glUniform1f(glGetUniformLocation(program, "progress"), progress);
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glBindVertexArray(this->VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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};
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void Core::SpriteRenderer::DrawSpriteBar(const glm::vec3 color, const glm::mat4 modelMatrix,const float progress, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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@ -11,6 +11,7 @@ namespace Core {
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~SpriteRenderer();
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void DrawSprite(GLuint spriteTexture, const glm::mat4 modelMatrix, GLuint program);
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void DrawSpriteBar(const glm::vec3 color, const glm::mat4 modelMatrix,const float progress, GLuint program);
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void DrawHUDBar(const glm::vec3 color, const glm::mat4 modelMatrix, const float progress, GLuint program);
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private:
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unsigned int VAO;
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@ -95,7 +95,12 @@ void updateDeltaTime(float time) {
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lastTime = time;
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}
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void renderEnemies() {
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glDisable(GL_DEPTH_TEST);
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glUseProgram(programSpriteBar);
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glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
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glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(12.0f, -9.0f, 0.0f));
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spriteRenderer->DrawHUDBar(glm::vec3(0.0f, 1.0f, 0.0f), glm::scale(healthBarPosition, glm::vec3(9.0f, 1.1f, 1.0f)), 1.f, programSpriteBar);
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glEnable(GL_DEPTH_TEST);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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spriteRenderer->DrawSpriteBar(
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Block a user