#include "glm.hpp" #include "ext.hpp" #include #include #include "Bullet.h" #pragma once class Spaceship { private: std::list bullets; float lastShootTime = 0.f; float shootInterval = 0.3f; // Prywatny konstruktor, aby zapobiec zewnętrznemu tworzeniu instancji Spaceship() { } // 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(0.03f)); } 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; if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { glfwSetWindowShouldClose(window, true); } if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) spaceshipPos += spaceshipDir * moveSpeed; if (glfwGetKey(window, GLFW_KEY_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 - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f; cameraDir = spaceshipDir; spotlightPos = spaceshipPos + 0.2 * spaceshipDir; spotlightConeDir = spaceshipDir; } 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) { for (auto it = bullets.begin(); it != bullets.end();) { Bullet* bullet = *it; if (bullet->shouldBeDestroyed(time, program)) { 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; } };