206 lines
6.5 KiB
C++
206 lines
6.5 KiB
C++
#include "glm.hpp"
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#include "ext.hpp"
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#include <GLFW/glfw3.h>
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#include <list>
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#include "Bullet.h"
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#include "ParticleSystem.h"
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#include "GameEntity.h"
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#pragma once
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class Spaceship : public GameEntity
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{
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private:
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std::list<Bullet*> bullets;
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float lastShootTime = 0.f;
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float shootInterval = 0.3f;
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ParticleSystem* leftParticle;
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ParticleSystem* rightParticle;
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// Prywatny konstruktor, aby zapobiec zewn<77>trznemu tworzeniu instancji
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Spaceship() : GameEntity(100.0f, 100.0f, 10.0f)
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{
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}
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// Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji
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~Spaceship() {}
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public:
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static Spaceship* getInstance()
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{
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static Spaceship instance; // Jedna i jedyna instancja
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return &instance;
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}
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glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
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float roughness = 0.2;
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float metallic = 1.0;
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glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
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glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
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float spotlightPhi = 3.14 / 4;
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::mat4 calculateModelMatrix() {
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
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spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
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-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
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0.,0.,0.,1.,
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});
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return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
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}
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void setPerticlesParameters(float speed, float generationInterval) {
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leftParticle->speed = speed;
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leftParticle->generationInterval = generationInterval;
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rightParticle->speed = speed;
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rightParticle->generationInterval = generationInterval;
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}
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void processInput(GLFWwindow* window, float deltaTime, float time) {
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static bool mouseButtonCallbackSet = false;
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if (!mouseButtonCallbackSet) {
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}
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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float angleSpeed = 0.05f * deltaTime * 60;
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float moveSpeed = 0.05f * deltaTime * 60;
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int w = glfwGetKey(window, GLFW_KEY_W);
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int s = glfwGetKey(window, GLFW_KEY_S);
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if (w == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
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moveSpeed *= 2;
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setPerticlesParameters(200.f, 0.00005f);
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}
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else {
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setPerticlesParameters(100.f, 0.0001f);
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}
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}
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else {
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setPerticlesParameters(50.f, 0.0002f);
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}
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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if (w == GLFW_PRESS)
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spaceshipPos += spaceshipDir * moveSpeed;
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if (s == GLFW_PRESS)
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spaceshipPos -= spaceshipDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
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spaceshipPos += spaceshipSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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spaceshipPos -= spaceshipSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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spaceshipPos += spaceshipUp * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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spaceshipPos -= spaceshipUp * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
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requestShoot(time);
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cameraPos = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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cameraDir = spaceshipDir;
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glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
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if (leftParticle != nullptr && rightParticle != nullptr) {
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leftParticle->sourcePosition = spaceshipPos + perpendicularVector - (0.25f * spaceshipDir);
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rightParticle->sourcePosition = spaceshipPos - perpendicularVector - (0.25f * spaceshipDir);
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leftParticle->sourceDirection = -spaceshipDir;
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rightParticle->sourceDirection = -spaceshipDir;
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}
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spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
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spotlightConeDir = spaceshipDir;
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}
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void renderParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
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if (leftParticle != nullptr && rightParticle != nullptr) {
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leftParticle->drawParticles(program, view, projection, time);
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rightParticle->drawParticles(program, view, projection, time);
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}
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}
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void createParticles() {
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if (leftParticle != nullptr && rightParticle != nullptr) {
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delete leftParticle;
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delete rightParticle;
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}
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leftParticle = new ParticleSystem();
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rightParticle = new ParticleSystem();
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}
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glm::mat4 createCameraMatrix()
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{
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
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glm::mat4 cameraRotrationMatrix = glm::mat4({
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cameraSide.x,cameraSide.y,cameraSide.z,0,
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cameraUp.x,cameraUp.y,cameraUp.z ,0,
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-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
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0.,0.,0.,1.,
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});
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cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
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glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
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return cameraMatrix;
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}
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void renderBullets(float time, GLuint program, std::vector<GameEntity*>& gameEntities) {
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for (auto it = bullets.begin(); it != bullets.end();) {
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Bullet* bullet = *it;
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if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) {
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delete bullet;
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it = bullets.erase(it);
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}
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else {
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it++;
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}
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}
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}
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void requestShoot(float time) {
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if (canShoot(time)) {
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shoot(time);
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}
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}
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bool canShoot(float time) {
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return lastShootTime == 0 || time - lastShootTime > shootInterval;
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}
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void shoot(float time) {
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glm::vec3 perpendicularVector = 0.25f * glm::normalize(glm::cross(cameraDir, glm::vec3(0.0f, 1.0f, 0.0f)));
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bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos - perpendicularVector, time));
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bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos + perpendicularVector, time));
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lastShootTime = time;
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}
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glm::vec3 getPosition() const override {
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return spaceshipPos;
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}
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glm::mat4 getModelMatrix() override {
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return calculateModelMatrix();
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}
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}; |