księżyc generuje sie jako satelita ziemi, kolizja z ksiezycem i sloncem

This commit is contained in:
Kamil Ryżek 2024-03-01 00:44:48 +01:00
parent 476427bce3
commit 83173bfbdd

View File

@ -8,6 +8,7 @@
#include "Shader_Loader.h" #include "Shader_Loader.h"
#include "Render_Utils.h" #include "Render_Utils.h"
#include "Texture.h" #include "Texture.h"
//#include "../SpriteRenderer.h"
#include "Box.cpp" #include "Box.cpp"
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
@ -47,6 +48,8 @@ namespace texture {
GLuint grid; GLuint grid;
GLuint gameOverSprite;
} }
@ -55,6 +58,8 @@ GLuint programSun;
GLuint programTex; GLuint programTex;
GLuint programSkyBox; GLuint programSkyBox;
GLuint programSpaceShip; GLuint programSpaceShip;
GLuint programSprite;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
@ -72,6 +77,7 @@ GLuint VAO,VBO;
float aspectRatio = 1.f; float aspectRatio = 1.f;
unsigned int textureID; unsigned int textureID;
bool gameOver = false;
struct Planet { struct Planet {
@ -84,8 +90,19 @@ struct Planet {
GLuint normalTexture; GLuint normalTexture;
}; };
struct Satellite {
glm::vec3 currentPos;
glm::vec3 modelScale;
float rotationSpeed; // ruch obrotowy
float orbitSpeed; // ruch obiegowy
float orbitRadius;
GLuint texture;
GLuint normalTexture;
Planet parentPlanet;
};
std::vector<Planet> planets; std::vector<Planet> planets;
std::vector<Satellite> satellites;
glm::mat4 createCameraMatrix() glm::mat4 createCameraMatrix()
{ {
@ -288,7 +305,8 @@ void initializePlanets() {
planets.push_back(Planet{ glm::vec3(12.5f, 0, 0), glm::vec3(0.7f), 2.4f, 1.0f / 10, 12.5f, texture::saturn, texture::saturnNormal }); planets.push_back(Planet{ glm::vec3(12.5f, 0, 0), glm::vec3(0.7f), 2.4f, 1.0f / 10, 12.5f, texture::saturn, texture::saturnNormal });
planets.push_back(Planet{ glm::vec3(15.f, 0, 0), glm::vec3(1.f), 1.7f, 1.0f / 15, 15.f, texture::uranus, texture::uranusNormal }); planets.push_back(Planet{ glm::vec3(15.f, 0, 0), glm::vec3(1.f), 1.7f, 1.0f / 15, 15.f, texture::uranus, texture::uranusNormal });
planets.push_back(Planet{ glm::vec3(20.f, 0, 0), glm::vec3(1.f), 1.2f, 1.0f / 24, 20.f, texture::neptune, texture::neptuneNormal }); planets.push_back(Planet{ glm::vec3(20.f, 0, 0), glm::vec3(1.f), 1.2f, 1.0f / 24, 20.f, texture::neptune, texture::neptuneNormal });
planets.push_back(Planet{ glm::vec3(0, 0, 0), glm::vec3(1.f), 0.f, 0.f, 0.f, texture::sun, texture::sun });
satellites.push_back(Satellite{ glm::vec3(5.0f, 0, 0), glm::vec3(0.055f), 1.f / 2, 1.0f / 2, 0.8f, texture::moon, texture::asteroidNormal, planets[2] });
} }
void printPlanetPos() { void printPlanetPos() {
@ -344,10 +362,20 @@ void renderScene(GLFWwindow* window)
} }
drawObjectTexture(sphereContext, for (auto& satellite : satellites) {
glm::mat4 modelMatrix = glm::eulerAngleY(time * satellite.parentPlanet.orbitSpeed)
* glm::translate(glm::vec3(satellite.parentPlanet.orbitRadius, 0, 0))
* glm::eulerAngleY(time * satellite.rotationSpeed)
* glm::translate(glm::vec3(satellite.orbitRadius, 0, 0))
* glm::scale(glm::vec3(satellite.modelScale));
drawObjectTexture(sphereContext, modelMatrix, satellite.texture, satellite.normalTexture);
satellite.currentPos = glm::vec3(modelMatrix * glm::vec4(0, 0, 0, 1.0f));
}
/*drawObjectTexture(sphereContext,
glm::eulerAngleY(time * planets[2].orbitSpeed) * glm::translate(glm::vec3(planets[2].orbitRadius, 0, 0)) * glm::eulerAngleY(time * 0.5f) * glm::translate(glm::vec3(0.8f, 0, 0)) * glm::scale(glm::vec3(0.055f)), glm::eulerAngleY(time * planets[2].orbitSpeed) * glm::translate(glm::vec3(planets[2].orbitRadius, 0, 0)) * glm::eulerAngleY(time * 0.5f) * glm::translate(glm::vec3(0.8f, 0, 0)) * glm::scale(glm::vec3(0.055f)),
texture::moon, texture::moon,
texture::asteroidNormal); texture::asteroidNormal);*/
// obliczanie orientacji statku // obliczanie orientacji statku
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
@ -469,6 +497,10 @@ void init(GLFWwindow* window)
} }
void gameOverScreen(GLFWwindow* window) {
// jakies game over dla jego
}
void shutdown(GLFWwindow* window) void shutdown(GLFWwindow* window)
{ {
shaderLoader.DeleteProgram(program); shaderLoader.DeleteProgram(program);
@ -520,13 +552,24 @@ void renderLoop(GLFWwindow* window) {
{ {
processInput(window); processInput(window);
renderScene(window); renderScene(window);
int index = 0;
for (auto& planet : planets) { for (auto& planet : planets) {
if (checkCollision(spaceshipPos, planet.currentPos, planet.modelScale)) { if (checkCollision(spaceshipPos, planet.currentPos, planet.modelScale)) {
//placeholder //placeholder
std::cout << "Kolizja statku z planeta " << planet.texture << std::endl; gameOver = true;
std::cout << "Kolizja statku z planeta " << index << std::endl;
} }
++index;
}
for (auto& satellite : satellites) {
if (checkCollision(spaceshipPos, satellite.currentPos, satellite.modelScale)) {
//placeholder
std::cout << "Kolizja statku z satelita " << index << std::endl;
}
++index;
} }
@ -539,6 +582,9 @@ void renderLoop(GLFWwindow* window) {
timeOfLastUpdate = glfwGetTime(); timeOfLastUpdate = glfwGetTime();
} }
if (gameOver) {
gameOverScreen(window);
}
glfwPollEvents(); glfwPollEvents();
} }
} }