grafika_komputerowa/grk/project/SpriteRenderer.cpp
2024-02-03 21:28:49 +01:00

143 lines
5.4 KiB
C++

#include "SpriteRenderer.h"
#include <iostream>
Core::SpriteRenderer::SpriteRenderer()
{
this->initRenderData();
}
Core::SpriteRenderer::~SpriteRenderer()
{
glDeleteVertexArrays(1, &this ->VAO);
glDeleteBuffers(1, &this->VBO);
glDeleteBuffers(1, &this->EBO);
}
void Core::SpriteRenderer::DrawHUDBar(const glm::vec3 color, const glm::mat4 modelMatrix, const float progress, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
// Kombinuj macierze transformacji
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
// Przeka¿ macierze do shadera
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniform3fv(glGetUniformLocation(program, "activeColor"), 1, glm::value_ptr(color));
glUniform1f(glGetUniformLocation(program, "progress"), progress);
glBindVertexArray(this->VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
};
void Core::SpriteRenderer::DrawSpriteBar(const glm::vec3 color, const glm::mat4 modelMatrix,const float progress, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
// Pobierz pozycjê kamery
glm::vec3 cameraPosition = spaceship->cameraPos;
glm::vec3 spritePosition = glm::vec3(modelMatrix[3]);
// Oblicz wektor skierowany od sprita do kamery
glm::vec3 spriteToCamera = glm::normalize(cameraPosition - spritePosition);
// Oblicz k¹t rotacji w stopniach wokó³ osi Y
float angle = glm::degrees(atan2(spriteToCamera.x, spriteToCamera.z));
// Utwórz macierz rotacji wok³ osi Y
glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
// Utwórz macierz widoku-projekcji
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
// Kombinuj macierze transformacji
glm::mat4 transformation = viewProjectionMatrix * modelMatrix * rotationMatrix;
// Przeka¿ macierze do shadera
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniform3fv(glGetUniformLocation(program, "activeColor"), 1, glm::value_ptr(color));
glUniform1f(glGetUniformLocation(program, "progress"), progress);
glBindVertexArray(this->VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
};
void Core::SpriteRenderer::DrawSprite(GLuint spriteTexture, const glm::mat4 modelMatrix, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
// Pobierz pozycjê kamery
glm::vec3 cameraPosition = spaceship->cameraPos;
glm::vec3 spritePosition = glm::vec3(modelMatrix[3]);
// Oblicz wektor skierowany od sprita do kamery
glm::vec3 spriteToCamera = glm::normalize(cameraPosition - spritePosition);
// Oblicz k¹t rotacji w stopniach wokó³ osi Y
float angle = glm::degrees(atan2(spriteToCamera.x, spriteToCamera.z));
// Utwórz macierz rotacji wok³ osi Y
glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f));
// Utwórz macierz widoku-projekcji
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
// Kombinuj macierze transformacji
glm::mat4 transformation = viewProjectionMatrix * modelMatrix * rotationMatrix;
// Przeka¿ macierze do shadera
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, glm::value_ptr(transformation));
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
Core::SetActiveTexture(spriteTexture, "colorTexture", program, 0);
glBindVertexArray(this->VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void Core::SpriteRenderer::initRenderData()
{
// Definicja wierzcho³ków kwadratu
float vertices[] = {
// Postions //colors // texture coordiantes
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // Left down
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,1.0f, // Left up
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,// Right up
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,0.0f// Right down
};
// Definicja indeksów wierzcho³ków dla kwadratu
unsigned int indices[] = {
0, 2, 1, // Upper triangle
0, 3, 2 // Lower triangle
};
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindVertexArray(this->VAO);
// Wype³nij bufor wierzcho³ków
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Wype³nij bufor indeksów
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
// Konfiguracja atrybutu koordynatow kolorow
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2);
// Konfiguracja atrybutu koordynatow tekstury
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glBindVertexArray(0);
}