Muzzle Flash
This commit is contained in:
+1
-1
Submodule assets updated: 588da9ca0d...78ba667b37
+2
-14
@@ -531,21 +531,9 @@ void Renderer::ForwardRendering(RenderQueue &rq)
|
||||
if (spriteJob)
|
||||
{
|
||||
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
|
||||
MVP = cameraMatrix * modelMatrix * glm::inverse(glm::toMat4(glm::inverse(m_Camera->Orientation())));
|
||||
glm::mat4 billboardingMatrix = glm::inverse(glm::toMat4(glm::inverse(m_Camera->Orientation())));
|
||||
MVP = cameraMatrix * modelMatrix * billboardingMatrix;
|
||||
|
||||
|
||||
//auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
//if (transformComponent && spriteComponent)
|
||||
//{
|
||||
// //TEMP
|
||||
// Texture* texture = m_World->ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
|
||||
// //glBindTexture(GL_TEXTURE_2D, texture);
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
|
||||
// glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
|
||||
// m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
|
||||
//}
|
||||
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4(MVP)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(modelMatrix)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4(m_Camera->ViewMatrix())));
|
||||
|
||||
@@ -90,17 +90,48 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
|
||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
||||
cloneTransform->Position = templateAbsoluteTransform.Position;
|
||||
cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation;
|
||||
|
||||
Events::SetVelocity eSetVelocity;
|
||||
eSetVelocity.Entity = clone;
|
||||
eSetVelocity.Velocity = tankTransform->Velocity + absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed);
|
||||
EventBroker->Publish(eSetVelocity);
|
||||
m_TimeSinceLastShot[tankSteeringComponent->Barrel] = 0;
|
||||
|
||||
Events::PlaySFX e;
|
||||
e.Resource = "Sounds/SFX/TankShot.mp3";
|
||||
e.Position = absoluteTransform.Position;
|
||||
e.Loop = false;
|
||||
EventBroker->Publish(e);
|
||||
{
|
||||
Events::CreateExplosion e;
|
||||
e.LifeTime = 1.5;
|
||||
e.ParticleScale.push_back(0.6);
|
||||
e.ParticleScale.push_back(1.8);
|
||||
e.ParticlesToSpawn = 5;
|
||||
e.Position = cloneTransform->Position;
|
||||
e.RelativeUpOrientation = glm::angleAxis(glm::pi<float>() / 2, glm::vec3(1,0,0));
|
||||
e.Speed = 1.7;
|
||||
e.SpreadAngle = glm::pi<float>()/10;
|
||||
e.spritePath = "Textures/Sprites/Smoke1.png";
|
||||
e.Color = glm::vec4(0.6,0.6,0.6,1);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
Events::CreateExplosion e;
|
||||
e.LifeTime = 0.2;
|
||||
e.ParticleScale.push_back(1);
|
||||
//e.ParticleScale.push_back(2);
|
||||
e.ParticlesToSpawn = 1;
|
||||
e.Position = cloneTransform->Position;
|
||||
e.Speed = 0;
|
||||
e.SpreadAngle = glm::pi<float>();
|
||||
e.spritePath = "Textures/Sprites/MuzzleFlash.png";
|
||||
e.Color = glm::vec4(2, 2, 2, 0.2);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
{
|
||||
// Events::PlaySFX e;
|
||||
// e.Resource = "Sounds/SFX/TankShot.mp3";
|
||||
// e.Position = absoluteTransform.Position;
|
||||
// e.Loop = false;
|
||||
// EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
auto clonePhysicsComponent = m_World->GetComponent<Components::Physics>(clone);
|
||||
//1,670m/s
|
||||
@@ -194,11 +225,11 @@ bool Systems::TankSteeringSystem::OnCollision(const Events::Collision &e)
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
Events::PlaySFX e;
|
||||
e.MinDistance = 150.f;
|
||||
e.Position = shellTransform->Position;
|
||||
e.Resource = "Sounds/SFX/Explosion.wav";
|
||||
EventBroker->Publish(e);
|
||||
// Events::PlaySFX e;
|
||||
// e.MinDistance = 150.f;
|
||||
// e.Position = shellTransform->Position;
|
||||
// e.Resource = "Sounds/SFX/Explosion.wav";
|
||||
// EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
for (auto &physComponent : *physicsComponents)
|
||||
|
||||
Reference in New Issue
Block a user