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<Project>
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<Project>
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<ProjectOutputs>
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<ProjectOutputs>
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<ProjectOutput>
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<ProjectOutput>
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<FullPath>C:\Users\pyron\Documents\grafika\submarine\Debug\grk-cw2.exe</FullPath>
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<FullPath>C:\Users\pyron\Documents\grafika\projekt_grafika\Debug\grk-cw2.exe</FullPath>
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</ProjectOutput>
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</ProjectOutput>
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</ProjectOutputs>
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</ProjectOutputs>
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<ContentFiles />
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<ContentFiles />
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grk-cw2.vcxproj -> C:\Users\pyron\Documents\grafika\submarine\Debug\grk-cw2.exe
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grk-cw2.vcxproj -> C:\Users\pyron\Documents\grafika\projekt_grafika\Debug\grk-cw2.exe
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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.30.30705:TargetPlatformVersion=10.0.19041.0:
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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.30.30705:TargetPlatformVersion=10.0.19041.0:
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Debug|Win32|C:\Users\pyron\Documents\grafika\submarine\|
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Debug|Win32|C:\Users\pyron\Documents\grafika\projekt_grafika\|
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cw 2/models/23129.txt
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# Blender v3.0.0 OBJ File: 'untitled.blend'
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# www.blender.org
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o Plane_Plane.001
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|
||||||
vt 1.000000 0.545455
|
|
||||||
vt 1.000000 0.636364
|
|
||||||
vt 1.000000 0.727273
|
|
||||||
vt 1.000000 0.818182
|
|
||||||
vn 0.0000 1.0000 0.0000
|
|
||||||
s off
|
|
||||||
f 144/1/1 34/2/1 4/3/1 35/4/1
|
|
||||||
f 5/5/1 54/6/1 44/7/1 3/8/1
|
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|
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|
||||||
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|
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|
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f 19/75/1 20/85/1 95/86/1 85/76/1
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f 103/94/1 113/104/1 114/19/1 104/17/1
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|
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f 21/95/1 22/105/1 115/106/1 105/96/1
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|
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f 105/96/1 115/106/1 116/107/1 106/97/1
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|
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|
||||||
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|
|
||||||
f 143/134/1 33/144/1 34/2/1 144/1/1
|
|
2025
cw 2/models/test.obj
Normal file
2025
cw 2/models/test.obj
Normal file
File diff suppressed because it is too large
Load Diff
2025
cw 2/models/test.obj.bak
Normal file
2025
cw 2/models/test.obj.bak
Normal file
File diff suppressed because it is too large
Load Diff
@ -6,6 +6,7 @@
|
|||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <cstdlib>
|
#include <cstdlib>
|
||||||
|
#include <chrono>
|
||||||
|
|
||||||
#include "Shader_Loader.h"
|
#include "Shader_Loader.h"
|
||||||
#include "Render_Utils.h"
|
#include "Render_Utils.h"
|
||||||
@ -14,12 +15,12 @@
|
|||||||
#include "SOIL/stb_image_aug.h"
|
#include "SOIL/stb_image_aug.h"
|
||||||
|
|
||||||
#define SIZE 1.0f
|
#define SIZE 1.0f
|
||||||
#define SCREEN_X 1920
|
#define SCREEN_X 1280
|
||||||
#define SCREEN_Y 1080
|
#define SCREEN_Y 720
|
||||||
#define SEAWEED_NUM 100
|
#define SEAWEED_NUM 200
|
||||||
#define FISH_NUM 100
|
#define FISH_NUM 100
|
||||||
#define PARTICLE_NUM 300
|
#define PARTICLE_NUM 300
|
||||||
#define GROUND_XY 400
|
#define GROUND_XY 168
|
||||||
#define GEYSER_NUM 3
|
#define GEYSER_NUM 3
|
||||||
|
|
||||||
Core::Shader_Loader shaderLoader;
|
Core::Shader_Loader shaderLoader;
|
||||||
@ -109,6 +110,7 @@ glm::vec3 cameraSide;
|
|||||||
glm::vec3 cameraDir;
|
glm::vec3 cameraDir;
|
||||||
glm::vec3 lightDir = glm::normalize(glm::vec3(-0.5, -1, -0.5));
|
glm::vec3 lightDir = glm::normalize(glm::vec3(-0.5, -1, -0.5));
|
||||||
glm::mat4 cameraMatrix, perspectiveMatrix;
|
glm::mat4 cameraMatrix, perspectiveMatrix;
|
||||||
|
glm::mat4 groundMatrix;
|
||||||
glm::quat rotation = glm::quat(1, 0, 0, 0);
|
glm::quat rotation = glm::quat(1, 0, 0, 0);
|
||||||
|
|
||||||
std::vector<glm::vec3> seaweedPosition;
|
std::vector<glm::vec3> seaweedPosition;
|
||||||
@ -122,6 +124,26 @@ void initGround() {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glm::vec3 search_for_y(float objX, float objZ, obj::Model model)
|
||||||
|
{
|
||||||
|
float y = 0;
|
||||||
|
float x = 0;
|
||||||
|
float z = 0;
|
||||||
|
float diff = 1000000;
|
||||||
|
float new_diff = 0;
|
||||||
|
int test = 0;
|
||||||
|
for (int j = 0; j < model.vertex.size(); j += 3) {
|
||||||
|
x = model.vertex[j];
|
||||||
|
z = model.vertex[j + 2];
|
||||||
|
new_diff = abs(objX - x) + abs(objZ - z);
|
||||||
|
if (new_diff < diff) {
|
||||||
|
diff = new_diff;
|
||||||
|
y = model.vertex[j + 1];
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
return glm::vec3(objX, y, objZ);
|
||||||
|
}
|
||||||
void keyboard(unsigned char key, int x, int y)
|
void keyboard(unsigned char key, int x, int y)
|
||||||
{
|
{
|
||||||
float angleSpeed = 0.05f;
|
float angleSpeed = 0.05f;
|
||||||
@ -249,9 +271,10 @@ void initBubbles() {
|
|||||||
}
|
}
|
||||||
void initSeaweed() {
|
void initSeaweed() {
|
||||||
for (int i = 0; i < SEAWEED_NUM; i++) {
|
for (int i = 0; i < SEAWEED_NUM; i++) {
|
||||||
auto x = static_cast<float>(rand() % GROUND_XY - (GROUND_XY / 2));
|
float plantX = static_cast<float>(rand() % (2 * GROUND_XY) - GROUND_XY);
|
||||||
auto z = static_cast<float>(rand() % GROUND_XY - (GROUND_XY / 2));
|
float plantZ = static_cast<float>(rand() % (2 * GROUND_XY) - GROUND_XY);
|
||||||
seaweedPosition.push_back(glm::vec3(x,0.1f,z));
|
glm::vec3 plant_pos = search_for_y(plantX, plantZ, groundModel);
|
||||||
|
seaweedPosition.push_back(plant_pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -259,8 +282,8 @@ void initFish() {
|
|||||||
|
|
||||||
for (int i = 0; i < FISH_NUM; i++) {
|
for (int i = 0; i < FISH_NUM; i++) {
|
||||||
fish new_fish;
|
fish new_fish;
|
||||||
auto x = static_cast<float>(rand() % GROUND_XY - (GROUND_XY / 2));
|
auto x = static_cast<float>(rand() % (2* GROUND_XY) - GROUND_XY );
|
||||||
auto z = static_cast<float>(rand() % GROUND_XY - (GROUND_XY / 2));
|
auto z = static_cast<float>(rand() % (2 * GROUND_XY) - GROUND_XY );
|
||||||
new_fish.position = glm::vec3(x, static_cast<float>(rand() % 40 + 10), z);
|
new_fish.position = glm::vec3(x, static_cast<float>(rand() % 40 + 10), z);
|
||||||
new_fish.rotation = rand() % 4;
|
new_fish.rotation = rand() % 4;
|
||||||
|
|
||||||
@ -323,14 +346,15 @@ void renderSubmarine()
|
|||||||
}
|
}
|
||||||
void renderGround()
|
void renderGround()
|
||||||
{
|
{
|
||||||
float scale = static_cast<float>(GROUND_XY) / 100.0f;
|
|
||||||
//glm::mat4 groundMatrix = glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 0, -1)) * glm::scale(glm::vec3(scale));
|
//groundMatrix = glm::translate(glm::vec3(0, -5, 0)) *glm::scale(glm::vec3(3));
|
||||||
glm::mat4 groundMatrix = glm::translate(glm::vec3(0, -5, 0)) * glm::scale(glm::vec3(3));
|
groundMatrix = glm::translate(glm::vec3(0, 0, 0));
|
||||||
drawObjectTexture(&groundContext, groundMatrix, groundTexture);
|
drawObjectTexture(&groundContext, groundMatrix, groundTexture);
|
||||||
}
|
}
|
||||||
void renderSeaweed()
|
void renderSeaweed()
|
||||||
{
|
{
|
||||||
for (int i = 0; i < SEAWEED_NUM; i++) {
|
for (int i = 0; i < SEAWEED_NUM; i++) {
|
||||||
|
|
||||||
glm::mat4 seaweedMatrix = glm::translate(seaweedPosition[i]);
|
glm::mat4 seaweedMatrix = glm::translate(seaweedPosition[i]);
|
||||||
drawObjectColor(&seaweedContext, seaweedMatrix, glm::vec3(0.1f, 0.6f, 0.1f));
|
drawObjectColor(&seaweedContext, seaweedMatrix, glm::vec3(0.1f, 0.6f, 0.1f));
|
||||||
}
|
}
|
||||||
@ -339,6 +363,7 @@ void renderFish()
|
|||||||
{
|
{
|
||||||
|
|
||||||
glm::mat4 fishMatrix;
|
glm::mat4 fishMatrix;
|
||||||
|
float fishSpeed = 0.05f;
|
||||||
for (int i = 0; i < FISH_NUM; i++) {
|
for (int i = 0; i < FISH_NUM; i++) {
|
||||||
int result = rand() % (20000 - fishList[i].counter);
|
int result = rand() % (20000 - fishList[i].counter);
|
||||||
if (result == 0)
|
if (result == 0)
|
||||||
@ -354,16 +379,16 @@ void renderFish()
|
|||||||
switch (fishList[i].rotation)
|
switch (fishList[i].rotation)
|
||||||
{
|
{
|
||||||
case 0:
|
case 0:
|
||||||
fishList[i].position.z -= 0.008f;
|
fishList[i].position.z -= fishSpeed;
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
fishList[i].position.x -= 0.008f;
|
fishList[i].position.x -= fishSpeed;
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
fishList[i].position.z += 0.008f;
|
fishList[i].position.z += fishSpeed;
|
||||||
break;
|
break;
|
||||||
case 3:
|
case 3:
|
||||||
fishList[i].position.x += 0.008f;
|
fishList[i].position.x += fishSpeed;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
fishMatrix = glm::translate(fishList[i].position) * glm::rotate(glm::radians(fishList[i].rotation * 90.0f), glm::vec3(0, 1, 0));
|
fishMatrix = glm::translate(fishList[i].position) * glm::rotate(glm::radians(fishList[i].rotation * 90.0f), glm::vec3(0, 1, 0));
|
||||||
@ -396,7 +421,8 @@ void renderGeyser()
|
|||||||
{
|
{
|
||||||
for (int j = 0; j < GEYSER_NUM; j++)
|
for (int j = 0; j < GEYSER_NUM; j++)
|
||||||
{
|
{
|
||||||
glm::mat4 gayserModelMatrix = glm::translate(geyserList[j]) * scale(glm::vec3(0.006f)) * scale(glm::vec3(1.0f, 3.0f, 1.0f));
|
glm::vec3 new_geyser = search_for_y(geyserList[j].x, geyserList[j].z, groundModel);
|
||||||
|
glm::mat4 gayserModelMatrix = glm::translate(new_geyser) * scale(glm::vec3(0.006f)) * scale(glm::vec3(1.0f, 3.0f, 1.0f));
|
||||||
drawObjectTexture(&geyserContext, gayserModelMatrix, geyserTexture);
|
drawObjectTexture(&geyserContext, gayserModelMatrix, geyserTexture);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -454,7 +480,6 @@ void init()
|
|||||||
initGeyser();
|
initGeyser();
|
||||||
initBubbles();
|
initBubbles();
|
||||||
initGround();
|
initGround();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void shutdown()
|
void shutdown()
|
||||||
|
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cw 2/textures/test.jpg
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cw 2/textures/test.jpg
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Reference in New Issue
Block a user