143 lines
5.4 KiB
C++
143 lines
5.4 KiB
C++
#include "SpriteRenderer.h"
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#include <iostream>
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Core::SpriteRenderer::SpriteRenderer()
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{
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this->initRenderData();
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}
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Core::SpriteRenderer::~SpriteRenderer()
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{
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glDeleteVertexArrays(1, &this ->VAO);
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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->createCameraMatrixForHUDBar();
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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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// 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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// 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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Core::SetActiveTexture(spriteTexture, "colorTexture", program, 0);
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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::initRenderData()
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{
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// Definicja wierzcho³ków kwadratu
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float vertices[] = {
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// Postions //colors // texture coordiantes
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // Left down
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,1.0f, // Left up
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0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,// Right up
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0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,0.0f// Right down
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};
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// Definicja indeksów wierzcho³ków dla kwadratu
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unsigned int indices[] = {
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0, 2, 1, // Upper triangle
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0, 3, 2 // Lower triangle
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};
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glGenVertexArrays(1, &this->VAO);
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glGenBuffers(1, &this->VBO);
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glGenBuffers(1, &this->EBO);
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glBindVertexArray(this->VAO);
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// Wype³nij bufor wierzcho³ków
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glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Wype³nij bufor indeksów
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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// Konfiguracja atrybutu koordynatow kolorow
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// Konfiguracja atrybutu koordynatow tekstury
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glBindVertexArray(0);
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} |