health_bar #11
@ -15,11 +15,12 @@ private:
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public:
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glm::mat4 modelMatrix;
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int hp;
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int initialHp;
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int dmg;
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float aggroRange;
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Enemy(int initialHp, glm::mat4 initialModelMatrix, int initialDmg, float initialAggroRange)
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: hp(initialHp), modelMatrix(initialModelMatrix), dmg(initialDmg), aggroRange(initialAggroRange)
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Enemy(int currHp,int initialHp, glm::mat4 initialModelMatrix, int initialDmg, float initialAggroRange)
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: hp(currHp), initialHp(initialHp), modelMatrix(initialModelMatrix), dmg(initialDmg), aggroRange(initialAggroRange)
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{}
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@ -12,6 +12,39 @@ 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::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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// Pobierz pozycjê kamery
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glm::vec3 cameraPosition = spaceship->cameraPos;
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glm::vec3 spritePosition = glm::vec3(modelMatrix[3]);
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// Oblicz wektor skierowany od sprita do kamery
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glm::vec3 spriteToCamera = glm::normalize(cameraPosition - spritePosition);
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// Oblicz k¹t rotacji w stopniach wokó³ osi Y
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float angle = glm::degrees(atan2(spriteToCamera.x, spriteToCamera.z));
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// Utwórz macierz rotacji wok³ osi Y
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glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
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// Utwórz macierz widoku-projekcji
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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 * rotationMatrix;
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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::DrawSprite(GLuint spriteTexture, const glm::mat4 modelMatrix, GLuint program) {
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Spaceship* spaceship = Spaceship::getInstance();
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@ -10,7 +10,7 @@ namespace Core {
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SpriteRenderer();
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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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private:
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unsigned int VAO;
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@ -64,6 +64,8 @@
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<None Include="shaders\shader_sprite.vert" />
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<None Include="shaders\shader_tex.frag" />
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<None Include="shaders\shader_tex.vert" />
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<None Include="shaders\shader_sprite_bar.frag" />
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<None Include="shaders\shader_sprite_bar.vert" />
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<None Include="shaders\test.frag" />
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<None Include="shaders\test.vert" />
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</ItemGroup>
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@ -174,5 +174,11 @@
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<None Include="particle.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_sprite_bar.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_sprite_bar.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</Project>
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24
grk/project/shaders/shader_sprite_bar.frag
Normal file
24
grk/project/shaders/shader_sprite_bar.frag
Normal file
@ -0,0 +1,24 @@
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#version 430 core
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uniform float progress;
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uniform vec3 activeColor;
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in vec3 worldPos;
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in vec2 texCoord;
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in vec3 color;
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out vec4 outColor;
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void main()
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{
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vec4 inactiveColor = vec4(0.5, 0.5, 0.5, 1.0);
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if (texCoord.x > progress) {
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outColor = inactiveColor; // Ustawienie koloru dla obszaru nieaktywnego
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return;
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}
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outColor = vec4(activeColor,1.0); // Ustawienie koloru dla obszaru aktywnego
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}
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20
grk/project/shaders/shader_sprite_bar.vert
Normal file
20
grk/project/shaders/shader_sprite_bar.vert
Normal file
@ -0,0 +1,20 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 aColor;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 worldPos;
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out vec2 texCoord;
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out vec3 color;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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texCoord = vertexTexCoord;
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color = aColor;
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}
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@ -63,6 +63,7 @@ GLuint programSprite;
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GLuint programCubemap;
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GLuint programParticle;
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GLuint programTex;
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GLuint programSpriteBar;
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std::list<Planet*> planets;
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Sun* sun;
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@ -93,7 +94,38 @@ 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 renderEnemies() {
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glUseProgram(programSpriteBar);
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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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glm::vec3(1.0f, 0.0f, 0.0f),
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glm::scale(
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glm::translate(enemy->modelMatrix, glm::vec3(0.0f, 0.7f, 0.0f)
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),
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glm::vec3(1.0f, 0.2f, 1.0f)
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),
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static_cast<float>(enemy->hp / enemy->initialHp),
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programSpriteBar);
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}
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}
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glUseProgram(programSprite);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
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}
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}
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glUseProgram(program);
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for (const auto& enemy : enemies) {
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if (enemy->isAlive()) {
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enemy->attack(spaceship->spaceshipPos, glfwGetTime());
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enemy->renderBullets(glfwGetTime(), program);
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}
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}
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}
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TextureTuple getRandomPlanetTexture() {
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int textureIndex = rand() % planetTextures.size();
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TextureTuple selectedTextures = planetTextures[textureIndex];
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@ -102,7 +134,6 @@ TextureTuple getRandomPlanetTexture() {
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return planetTextures[textureIndex];
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}
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void renderShadowapSun() {
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float time = glfwGetTime();
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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@ -155,6 +186,7 @@ void renderScene(GLFWwindow* window)
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spaceship->roughness, spaceship->metallic, programTex
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);
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<<<<<<< HEAD
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//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
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drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
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//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
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@ -181,6 +213,12 @@ void renderScene(GLFWwindow* window)
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, spaceship->cameraDir));
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glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
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spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
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=======
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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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>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
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glUseProgram(0);
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glfwSwapBuffers(window);
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@ -193,7 +231,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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HEIGHT = height;
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}
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void createSuns() {
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createGalaxy(glm::vec3(0.f));
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createGalaxy(glm::vec3(0.f, 50.f, 200.f));
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@ -226,9 +263,9 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
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void createEnemies() {
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enemies.push_back(new Enemy(100, glm::mat4(1.0f), 20, 5.0f));
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enemies.push_back(new Enemy(100, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 15, 5.0f));
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enemies.push_back(new Enemy(100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
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enemies.push_back(new Enemy(100,100, glm::mat4(1.0f), 20, 5.0f));
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enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 15, 5.0f));
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enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
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}
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@ -262,7 +299,12 @@ void init(GLFWwindow* window)
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programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
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programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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<<<<<<< HEAD
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programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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=======
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programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
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programSpriteBar = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite_bar.vert", "shaders/shader_sprite_bar.frag");
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>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
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programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
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|
@ -21,19 +21,15 @@
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#include "../Planet.h"
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#include "../GameObject.h"
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#include "../GameUtils.h"
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<<<<<<< HEAD
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#include "../SpriteRenderer.h"
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#include "../Enemy.h"
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=======
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#include "../ParticleSystem.h"
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#include "Camera.h"
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>>>>>>> 2162820 (fire from ship)
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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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namespace models {
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Core::RenderContext marbleBustContext;
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Core::RenderContext spaceshipContext;
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@ -42,9 +38,19 @@ namespace models {
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}
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namespace texture {
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GLuint cubemapTexture;
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GLuint spaceshipTexture;
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GLuint spriteTexture;
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GLuint earthTexture;
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}
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struct TextureTuple {
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GLuint textureID;
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GLuint normalMapID;
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};
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std::vector<TextureTuple> planetTextures;
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void createGalaxy(glm::vec3 galaxyPosition);
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GLuint depthMapFBO;
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@ -55,7 +61,12 @@ GLuint programSun;
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GLuint programTest;
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GLuint programSprite;
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GLuint programCubemap;
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<<<<<<< HEAD
|
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GLuint programParticle;
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GLuint programTex;
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=======
|
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GLuint programSpriteBar;
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>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
|
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|
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std::list<Planet*> planets;
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Sun* sun;
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||||
@ -86,7 +97,51 @@ 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 renderEnemies() {
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glUseProgram(programSpriteBar);
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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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glm::vec3(1.0f, 0.0f, 0.0f),
|
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glm::scale(
|
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glm::translate(enemy->modelMatrix, glm::vec3(0.0f, 0.7f, 0.0f)
|
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),
|
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glm::vec3(1.0f, 0.2f, 1.0f)
|
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),
|
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static_cast<float>(enemy->hp / enemy->initialHp),
|
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programSpriteBar);
|
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}
|
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|
||||
<<<<<<< HEAD
|
||||
TextureTuple getRandomPlanetTexture() {
|
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int textureIndex = rand() % planetTextures.size();
|
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TextureTuple selectedTextures = planetTextures[textureIndex];
|
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//GLuint textureID = selectedTextures.textureID;
|
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//GLuint normalMapID = selectedTextures.normalMapID;
|
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|
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return planetTextures[textureIndex];
|
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}
|
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|
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=======
|
||||
}
|
||||
glUseProgram(programSprite);
|
||||
for (const auto& enemy : enemies) {
|
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if (enemy->isAlive()) {
|
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spriteRenderer->DrawSprite(texture::spriteTexture, enemy->modelMatrix, programSprite);
|
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}
|
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|
||||
}
|
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glUseProgram(program);
|
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for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
|
||||
enemy->renderBullets(glfwGetTime(), program);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
|
||||
void renderShadowapSun() {
|
||||
float time = glfwGetTime();
|
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
@ -97,6 +152,7 @@ void renderShadowapSun() {
|
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}
|
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void renderScene(GLFWwindow* window)
|
||||
{
|
||||
|
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glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
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float time = glfwGetTime();
|
||||
@ -114,25 +170,37 @@ void renderScene(GLFWwindow* window)
|
||||
sun->draw();
|
||||
}
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
glUseProgram(programTex);
|
||||
for (Planet* p : planets) {
|
||||
p->draw(time, program);
|
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p->draw(time, programTex);
|
||||
}
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
spaceship->renderBullets(glfwGetTime(), 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);
|
||||
|
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drawObjectPBR(models::spaceshipContext,
|
||||
|
||||
glUseProgram(programTex);
|
||||
//Core::SetActiveTexture(texture::spaceshipTexture, "textureSampler", programTex, 0);
|
||||
drawObjectPBRTexture(models::spaceshipContext,
|
||||
spaceship->calculateModelMatrix(),
|
||||
spaceship->color,
|
||||
spaceship->roughness, spaceship->metallic, program
|
||||
texture::spaceshipTexture,
|
||||
spaceship->roughness, spaceship->metallic, programTex
|
||||
);
|
||||
|
||||
<<<<<<< HEAD
|
||||
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
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drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||
//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
|
||||
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
|
||||
drawObjectPBRTexture(models::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)), texture::earthTexture, 0.3, 0.0, programTex);
|
||||
|
||||
glUseProgram(programSprite);
|
||||
for (const auto& enemy : enemies) {
|
||||
if (enemy->isAlive()) {
|
||||
@ -149,20 +217,16 @@ void renderScene(GLFWwindow* window)
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//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)));
|
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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)
|
||||
=======
|
||||
renderEnemies();
|
||||
|
||||
//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);
|
||||
|
||||
>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
@ -175,7 +239,6 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
HEIGHT = height;
|
||||
}
|
||||
|
||||
|
||||
void createSuns() {
|
||||
createGalaxy(glm::vec3(0.f));
|
||||
createGalaxy(glm::vec3(0.f, 50.f, 200.f));
|
||||
@ -197,26 +260,47 @@ 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);
|
||||
}
|
||||
}
|
||||
|
||||
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));
|
||||
enemies.push_back(new Enemy(100,100, glm::mat4(1.0f), 20, 5.0f));
|
||||
enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 15, 5.0f));
|
||||
enemies.push_back(new Enemy(100,100, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
spriteRenderer = new Core::SpriteRenderer();
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
@ -224,14 +308,18 @@ void init(GLFWwindow* window)
|
||||
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");
|
||||
|
||||
programTex = gameUtils->shaderLoader->CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||
=======
|
||||
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.frag");
|
||||
programSpriteBar = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite_bar.vert", "shaders/shader_sprite_bar.frag");
|
||||
>>>>>>> 6ccdec5 (Add drawing health bars for enemies)
|
||||
|
||||
|
||||
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/StarShip2.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
loadModelToContext("./models/cube.obj", models::cubeContext);
|
||||
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
|
||||
@ -247,7 +335,10 @@ 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/planets/8k_earth_daymap.jpg");
|
||||
|
||||
spaceship->createParticles();
|
||||
createSuns();
|
||||
|
Loading…
Reference in New Issue
Block a user