#include "glm.hpp" #include "ext.hpp" #include #include #include "Bullet.h" #include "ParticleSystem.h" #include "GameEntity.h" #pragma once class Spaceship : public GameEntity { private: std::list bullets; float lastShootTime = 0.f; float shootInterval = 0.3f; ParticleSystem* leftParticle; ParticleSystem* rightParticle; // Prywatny konstruktor, aby zapobiec zewn�trznemu tworzeniu instancji Spaceship() : GameEntity(100.0f, 100.0f, 10.0f) { } // Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji ~Spaceship() {} public: static Spaceship* getInstance() { static Spaceship instance; // Jedna i jedyna instancja return &instance; } glm::vec3 color = glm::vec3(0.3, 0.3, 0.5); float roughness = 0.2; float metallic = 1.0; glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/; glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f); glm::vec3 spotlightPos = glm::vec3(0, 0, 0); glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0); glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3; float spotlightPhi = 3.14 / 4; glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f); glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f); glm::mat4 calculateModelMatrix() { glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir)); glm::mat4 specshipCameraRotrationMatrix = glm::mat4({ spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0, spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0, -spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0, 0.,0.,0.,1., }); return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi()) * glm::scale(glm::vec3(0.02f)); } 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) { static bool mouseButtonCallbackSet = false; if (!mouseButtonCallbackSet) { } glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f); float angleSpeed = 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) { glfwSetWindowShouldClose(window, true); } if (w == GLFW_PRESS) spaceshipPos += spaceshipDir * moveSpeed; if (s == GLFW_PRESS) spaceshipPos -= spaceshipDir * moveSpeed; if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) spaceshipPos += spaceshipSide * moveSpeed; if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS) spaceshipPos -= spaceshipSide * moveSpeed; if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) spaceshipPos += spaceshipUp * moveSpeed; if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) spaceshipPos -= spaceshipUp * moveSpeed; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0)); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0)); if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) requestShoot(time); cameraPos = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f; 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; 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::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); glm::mat4 cameraRotrationMatrix = glm::mat4({ cameraSide.x,cameraSide.y,cameraSide.z,0, cameraUp.x,cameraUp.y,cameraUp.z ,0, -cameraDir.x,-cameraDir.y,-cameraDir.z,0, 0.,0.,0.,1., }); cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix); glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos); return cameraMatrix; } void renderBullets(float time, GLuint program, std::vector& gameEntities) { for (auto it = bullets.begin(); it != bullets.end();) { Bullet* bullet = *it; if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) { delete bullet; it = bullets.erase(it); } else { it++; } } } void requestShoot(float time) { if (canShoot(time)) { shoot(time); } } bool canShoot(float time) { return lastShootTime == 0 || time - lastShootTime > shootInterval; } void shoot(float time) { glm::vec3 perpendicularVector = 0.25f * glm::normalize(glm::cross(cameraDir, glm::vec3(0.0f, 1.0f, 0.0f))); bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos - perpendicularVector, time)); bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos + perpendicularVector, time)); lastShootTime = time; } glm::vec3 getPosition() const override { return spaceshipPos; } glm::mat4 getModelMatrix() override { return calculateModelMatrix(); } };