fire from spaceship #7

Merged
s473616 merged 1 commits from fire into master 2024-01-30 21:16:16 +01:00
24 changed files with 257 additions and 181 deletions

7
.gitignore vendored
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@ -1,5 +1,6 @@
################################################################################ 
# Ten plik .gitignore został utworzony automatycznie przez Microsoft(R) Visual Studio.
################################################################################
/grk/project/shaders /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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@ -2,6 +2,7 @@
#include "Sun.h" #include "Sun.h"
#include "Bullet.h" #include "Bullet.h"
#include "src/Shader_Loader.h" #include "src/Shader_Loader.h"
#include "ParticleSystem.h"
#pragma once #pragma once
class GameUtils class GameUtils
@ -12,9 +13,11 @@ private:
{ {
this->suns = new std::list<Sun*>(); this->suns = new std::list<Sun*>();
this->shaderLoader = new Core::Shader_Loader(); this->shaderLoader = new Core::Shader_Loader();
this->particleSystems = new std::list<ParticleSystem*>();
} }
std::list<Sun*>* suns; std::list<Sun*>* suns;
std::list<Bullet*> bullets; std::list<Bullet*> bullets;
std::list<ParticleSystem*>* particleSystems;
float aspectRatio; float aspectRatio;
@ -35,6 +38,10 @@ public:
return suns; return suns;
} }
std::list<ParticleSystem*>* getParticleSystems() {
return particleSystems;
}
static GameUtils* getInstance() static GameUtils* getInstance()
{ {
static GameUtils instance; // Jedna i jedyna instancja 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 <GLFW/glfw3.h>
#include <list> #include <list>
#include "Bullet.h" #include "Bullet.h"
#include "ParticleSystem.h"
#pragma once #pragma once
@ -12,10 +13,12 @@ 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;
ParticleSystem* leftParticle;
ParticleSystem* rightParticle;
// Prywatny konstruktor, aby zapobiec zewnêtrznemu tworzeniu instancji // Prywatny konstruktor, aby zapobiec zewnêtrznemu tworzeniu instancji
Spaceship() { Spaceship() {
} }
// Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji // Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji
@ -33,7 +36,7 @@ public:
float roughness = 0.2; float roughness = 0.2;
float metallic = 1.0; 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 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);
@ -57,6 +60,13 @@ public:
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)); 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) { void processInput(GLFWwindow* window, float deltaTime, float time) {
static bool mouseButtonCallbackSet = false; static bool mouseButtonCallbackSet = false;
if (!mouseButtonCallbackSet) { if (!mouseButtonCallbackSet) {
@ -67,12 +77,30 @@ public:
float angleSpeed = 0.05f * deltaTime * 60; float angleSpeed = 0.05f * deltaTime * 60;
float moveSpeed = 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) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true); glfwSetWindowShouldClose(window, true);
} }
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (w == GLFW_PRESS)
spaceshipPos += spaceshipDir * moveSpeed; spaceshipPos += spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (s == GLFW_PRESS)
spaceshipPos -= spaceshipDir * moveSpeed; spaceshipPos -= spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipPos += spaceshipSide * moveSpeed; spaceshipPos += spaceshipSide * moveSpeed;
@ -89,13 +117,37 @@ public:
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
requestShoot(time); 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; 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; spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
spotlightConeDir = 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::mat4 createCameraMatrix()
{ {
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));

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@ -14,6 +14,7 @@
<ClCompile Include="GameObject.cpp" /> <ClCompile Include="GameObject.cpp" />
<ClCompile Include="Planet.cpp" /> <ClCompile Include="Planet.cpp" />
<ClCompile Include="SpriteRenderer.cpp" /> <ClCompile Include="SpriteRenderer.cpp" />
<ClCompile Include="Source.cpp" />
<ClCompile Include="src\Box.cpp" /> <ClCompile Include="src\Box.cpp" />
<ClCompile Include="src\Camera.cpp" /> <ClCompile Include="src\Camera.cpp" />
<ClCompile Include="src\main.cpp" /> <ClCompile Include="src\main.cpp" />
@ -30,6 +31,7 @@
<ClInclude Include="Enemy.h" /> <ClInclude Include="Enemy.h" />
<ClInclude Include="GameObject.h" /> <ClInclude Include="GameObject.h" />
<ClInclude Include="GameUtils.h" /> <ClInclude Include="GameUtils.h" />
<ClInclude Include="ParticleSystem.h" />
<ClInclude Include="Planet.h" /> <ClInclude Include="Planet.h" />
<ClInclude Include="Spaceship.h" /> <ClInclude Include="Spaceship.h" />
<ClInclude Include="SpriteRenderer.h" /> <ClInclude Include="SpriteRenderer.h" />
@ -50,6 +52,8 @@
<ItemGroup> <ItemGroup>
<None Include="fireball.frag" /> <None Include="fireball.frag" />
<None Include="fireball.vert" /> <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.frag" />
<None Include="shaders\shader_9_1.vert" /> <None Include="shaders\shader_9_1.vert" />
<None Include="shaders\shader_8_sun.frag" /> <None Include="shaders\shader_8_sun.frag" />

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@ -59,6 +59,8 @@
</ClCompile> </ClCompile>
<ClCompile Include="SpriteRenderer.cpp"> <ClCompile Include="SpriteRenderer.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
<ClCompile Include="Source.cpp">
<Filter>Shader Files</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
@ -120,6 +122,7 @@
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="SpriteRenderer.h"> <ClInclude Include="SpriteRenderer.h">
<ClInclude Include="ParticleSystem.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
@ -154,6 +157,10 @@
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_sprite.vert"> <None Include="shaders\shader_sprite.vert">
<None Include="particle.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="particle.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
</ItemGroup> </ItemGroup>

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@ -1,150 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Shader Files">
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\SOIL">
<UniqueIdentifier>{0af44075-33f4-4953-b1d6-1d28d61d758f}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\Render_Utils.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Shader_Loader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Box.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Texture.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\SOIL\SOIL.c">
<Filter>Source Files\SOIL</Filter>
</ClCompile>
<ClCompile Include="src\SOIL\stb_image_aug.c">
<Filter>Source Files\SOIL</Filter>
</ClCompile>
<ClCompile Include="src\SOIL\image_DXT.c">
<Filter>Source Files\SOIL</Filter>
</ClCompile>
<ClCompile Include="src\SOIL\image_helper.c">
<Filter>Source Files\SOIL</Filter>
</ClCompile>
<ClCompile Include="GameObject.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Planet.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\objload.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="src\Render_Utils.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="src\Shader_Loader.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="src\Camera.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="src\Texture.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="src\SOIL\image_helper.h">
<Filter>Source Files\SOIL</Filter>
</ClInclude>
<ClInclude Include="src\SOIL\SOIL.h">
<Filter>Source Files\SOIL</Filter>
</ClInclude>
<ClInclude Include="src\SOIL\stb_image_aug.h">
<Filter>Source Files\SOIL</Filter>
</ClInclude>
<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
<Filter>Source Files\SOIL</Filter>
</ClInclude>
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h">
<Filter>Source Files\SOIL</Filter>
</ClInclude>
<ClInclude Include="src\SOIL\image_DXT.h">
<Filter>Source Files\SOIL</Filter>
</ClInclude>
<ClInclude Include="src\ex_9_1.hpp">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="Sun.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Spaceship.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="GameUtils.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="GameObject.h">
<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>

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@ -4,7 +4,7 @@
namespace Core 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 // position - pozycja kamery
// forward - wektor "do przodu" kamery (jednostkowy) // forward - wektor "do przodu" kamery (jednostkowy)

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@ -24,6 +24,8 @@
#include "../SpriteRenderer.h" #include "../SpriteRenderer.h"
#include "../Enemy.h" #include "../Enemy.h"
#include "../ParticleSystem.h"
#include "Camera.h"
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
@ -50,6 +52,7 @@ GLuint programSun;
GLuint programTest; GLuint programTest;
GLuint programSprite; GLuint programSprite;
GLuint programCubemap; GLuint programCubemap;
GLuint programParticle;
std::list<Planet*> planets; std::list<Planet*> planets;
Sun* sun; Sun* sun;
@ -142,10 +145,10 @@ void renderScene(GLFWwindow* window)
} }
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));
//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); glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
glUseProgram(0); glUseProgram(0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
@ -207,7 +210,8 @@ void init(GLFWwindow* window)
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.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"); programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programSprite = gameUtils->shaderLoader->CreateProgram("shaders/shader_sprite.vert", "shaders/shader_sprite.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/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext); loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext); loadModelToContext("./models/sphere.obj", models::sphereContext);
@ -227,6 +231,7 @@ void init(GLFWwindow* window)
texture::cubemapTexture = Core::LoadCubemap(cubeFaces); texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
spaceship->createParticles();
createSuns(); createSuns();
createEnemies(); createEnemies();
} }

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@ -21,9 +21,14 @@
#include "../Planet.h" #include "../Planet.h"
#include "../GameObject.h" #include "../GameObject.h"
#include "../GameUtils.h" #include "../GameUtils.h"
<<<<<<< HEAD
#include "../SpriteRenderer.h" #include "../SpriteRenderer.h"
#include "../Enemy.h" #include "../Enemy.h"
=======
#include "../ParticleSystem.h"
#include "Camera.h"
>>>>>>> 2162820 (fire from ship)
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
@ -50,6 +55,7 @@ GLuint programSun;
GLuint programTest; GLuint programTest;
GLuint programSprite; GLuint programSprite;
GLuint programCubemap; GLuint programCubemap;
GLuint programParticle;
std::list<Planet*> planets; std::list<Planet*> planets;
Sun* sun; Sun* sun;
@ -67,12 +73,9 @@ float lastTime = -1.f;
float deltaTime = 0.f; float deltaTime = 0.f;
Spaceship* spaceship = Spaceship::getInstance(); Spaceship* spaceship = Spaceship::getInstance();
<<<<<<< HEAD
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef); void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
=======
Core::SpriteRenderer* spriteRenderer; Core::SpriteRenderer* spriteRenderer;
>>>>>>> c0971c9 (Add enemy class)
void updateDeltaTime(float time) { void updateDeltaTime(float time) {
if (lastTime < 0) { if (lastTime < 0) {
lastTime = time; lastTime = time;
@ -128,6 +131,8 @@ void renderScene(GLFWwindow* window)
spaceship->color, spaceship->color,
spaceship->roughness, spaceship->metallic, program spaceship->roughness, spaceship->metallic, program
); );
<<<<<<< HEAD
glUseProgram(programSprite); glUseProgram(programSprite);
for (const auto& enemy : enemies) { for (const auto& enemy : enemies) {
if (enemy->isAlive()) { if (enemy->isAlive()) {
@ -148,6 +153,16 @@ 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); //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); glUseProgram(0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
@ -187,9 +202,7 @@ void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int
planets.push_back(planet); planets.push_back(planet);
} }
} }
<<<<<<< HEAD
=======
void createEnemies() { void createEnemies() {
enemies.push_back(new Enemy(100, glm::mat4(1.0f), 20, 5.0f)); enemies.push_back(new Enemy(100, glm::mat4(1.0f), 20, 5.0f));
@ -197,7 +210,7 @@ void createEnemies() {
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, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 25, 5.0f));
} }
>>>>>>> c0971c9 (Add enemy class)
void init(GLFWwindow* window) void init(GLFWwindow* window)
{ {
GameUtils* gameUtils = GameUtils::getInstance(); GameUtils* gameUtils = GameUtils::getInstance();
@ -210,8 +223,13 @@ void init(GLFWwindow* window)
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.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"); 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"); 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"); 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/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext); loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext); loadModelToContext("./models/sphere.obj", models::sphereContext);
@ -231,6 +249,7 @@ void init(GLFWwindow* window)
texture::cubemapTexture = Core::LoadCubemap(cubeFaces); texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
spaceship->createParticles();
createSuns(); createSuns();
createEnemies(); createEnemies();
} }