Compare commits
No commits in common. "master" and "master" have entirely different histories.
@ -1,9 +0,0 @@
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||||
# Podwodna przygoda
|
||||
|
||||
Wejdź do podwodnego świata i zbierz wszystkie gwiazdy podziwiając przy tym piękną ale i tajemniczą podwodną przyrodę!
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||||
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||||
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## Twórcy
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||||
- Łukasz Koziej
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- Arkadiusz Kowalski
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- Mariia Kuzmenko
|
@ -1,9 +1,7 @@
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||||
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.CppBuild.targets(513,5): warning MSB8028: Katalog pośredni (Debug\) zawiera pliki udostępnione z innego projektu (grk-cw6.vcxproj). Może to spowodować niepoprawne zachowanie podczas oczyszczania i ponownej kompilacji.
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||||
main.cpp
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(167,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(168,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(547,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(658,28): warning C4244: "argument": konwersja z "float" do "int", możliwa utrata danych
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(658,21): warning C4244: "argument": konwersja z "float" do "int", możliwa utrata danych
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(72,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(73,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
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||||
C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\cw 6\src\main.cpp(181,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
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Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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||||
grk-cw6.vcxproj -> C:\Users\lukas\Desktop\Projekt - Grafika komputerowa\Projekt\Debug\Projekt.exe
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||||
|
@ -37,12 +37,8 @@
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||||
<ItemGroup>
|
||||
<None Include="shaders\shader_color.frag" />
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||||
<None Include="shaders\shader_color.vert" />
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||||
<None Include="shaders\shader_color_transparent.frag" />
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||||
<None Include="shaders\shader_color_transparent.vert" />
|
||||
<None Include="shaders\shader_tex.frag" />
|
||||
<None Include="shaders\shader_tex.vert" />
|
||||
<None Include="shaders\skybox.frag" />
|
||||
<None Include="shaders\skybox.vert" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{10701B86-9B0B-46A1-85DA-6238CBCC507B}</ProjectGuid>
|
||||
|
@ -97,17 +97,5 @@
|
||||
<None Include="shaders\shader_tex.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\skybox.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\skybox.vert">
|
||||
<Filter>Shader Files</Filter>
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||||
</None>
|
||||
<None Include="shaders\shader_color_transparent.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_color_transparent.vert">
|
||||
<Filter>Shader Files</Filter>
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||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
1
cw 6/models/Deep Blue Sub.obj
Normal file
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v 0 -100 -100
|
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v 0 100 -100
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v 0 100 100
|
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|
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vt 0 0
|
||||
vt 20 0
|
||||
vt 0 20
|
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vt 20 20
|
||||
|
||||
vn 0 1 0
|
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|
||||
s off
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||||
f 1/3/1 3/1/1 4/2/1
|
||||
f 1/3/1 4/2/1 2/4/1
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||||
|
||||
f 1/3/1 4/2/1 3/1/1
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||||
f 1/3/1 2/4/1 4/2/1
|
10190
cw 6/models/seafloor.obj
@ -1,358 +0,0 @@
|
||||
# This file uses centimeters as units for non-parametric coordinates.
|
||||
|
||||
mtllib estrellica.mtl
|
||||
g default
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|
||||
g pCylinder1
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||||
usemtl initialShadingGroup
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||||
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|
||||
f 2/12/4 11/22/5 3/13/6
|
||||
f 3/13/7 11/22/8 4/14/9
|
||||
f 4/14/10 11/22/11 5/15/12
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||||
f 5/15/13 11/22/14 6/16/15
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||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
f 2/2/58 12/23/59 1/1/60
|
||||
g default
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||||
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||||
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||||
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|
||||
g pCylinder1
|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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vt 0.475000 0.312500
|
||||
vt 0.500000 0.312500
|
||||
vt 0.525000 0.312500
|
||||
vt 0.550000 0.312500
|
||||
vt 0.575000 0.312500
|
||||
vt 0.600000 0.312500
|
||||
vt 0.625000 0.312500
|
||||
vt 0.500000 0.688440
|
||||
vt 0.500000 0.156250
|
||||
vn 0.005105 -0.859861 -0.510503
|
||||
vn 0.005105 -0.859861 -0.510503
|
||||
vn 0.005105 -0.859861 -0.510503
|
||||
vn 0.365127 -0.920739 -0.137556
|
||||
vn 0.365127 -0.920739 -0.137556
|
||||
vn 0.365127 -0.920739 -0.137556
|
||||
vn -0.360232 -0.922140 -0.141034
|
||||
vn -0.360232 -0.922140 -0.141034
|
||||
vn -0.360232 -0.922140 -0.141034
|
||||
vn 0.000604 -0.859880 -0.510496
|
||||
vn 0.000604 -0.859880 -0.510496
|
||||
vn 0.000604 -0.859880 -0.510496
|
||||
vn -0.189615 -0.962051 0.196222
|
||||
vn -0.189615 -0.962051 0.196222
|
||||
vn -0.189615 -0.962051 0.196222
|
||||
vn -0.358980 -0.928522 -0.094766
|
||||
vn -0.358980 -0.928522 -0.094766
|
||||
vn -0.358980 -0.928522 -0.094766
|
||||
vn 0.120430 -0.965019 0.232884
|
||||
vn 0.120430 -0.965019 0.232884
|
||||
vn 0.120430 -0.965019 0.232884
|
||||
vn -0.122414 -0.965251 0.230880
|
||||
vn -0.122414 -0.965251 0.230880
|
||||
vn -0.122414 -0.965251 0.230880
|
||||
vn 0.363409 -0.927039 -0.092374
|
||||
vn 0.363409 -0.927039 -0.092374
|
||||
vn 0.363409 -0.927039 -0.092374
|
||||
vn 0.188029 -0.961689 0.199495
|
||||
vn 0.188029 -0.961689 0.199495
|
||||
vn 0.188029 -0.961689 0.199495
|
||||
vn 0.183421 0.963579 0.194606
|
||||
vn 0.183421 0.963579 0.194606
|
||||
vn 0.183421 0.963579 0.194606
|
||||
vn 0.355062 0.930476 -0.090252
|
||||
vn 0.355062 0.930476 -0.090252
|
||||
vn 0.355062 0.930476 -0.090252
|
||||
vn -0.119338 0.967005 0.225079
|
||||
vn -0.119338 0.967005 0.225079
|
||||
vn -0.119338 0.967005 0.225079
|
||||
vn 0.117452 0.966757 0.227125
|
||||
vn 0.117452 0.966757 0.227125
|
||||
vn 0.117452 0.966757 0.227125
|
||||
vn -0.350315 0.932055 -0.092478
|
||||
vn -0.350315 0.932055 -0.092478
|
||||
vn -0.350315 0.932055 -0.092478
|
||||
vn -0.184852 0.963969 0.191293
|
||||
vn -0.184852 0.963969 0.191293
|
||||
vn -0.184852 0.963969 0.191293
|
||||
vn 0.000591 0.866128 -0.499821
|
||||
vn 0.000591 0.866128 -0.499821
|
||||
vn 0.000591 0.866128 -0.499821
|
||||
vn -0.351624 0.925964 -0.137664
|
||||
vn -0.351624 0.925964 -0.137664
|
||||
vn -0.351624 0.925964 -0.137664
|
||||
vn 0.356828 0.924447 -0.134430
|
||||
vn 0.356828 0.924447 -0.134430
|
||||
vn 0.356828 0.924447 -0.134430
|
||||
vn 0.004998 0.866108 -0.499832
|
||||
vn 0.004998 0.866108 -0.499832
|
||||
vn 0.004998 0.866108 -0.499832
|
||||
s off
|
||||
g pCylinder1
|
||||
f 25/57/121 35/68/122 26/58/123
|
||||
f 26/58/124 35/68/125 27/59/126
|
||||
f 27/59/127 35/68/128 28/60/129
|
||||
f 28/60/130 35/68/131 29/61/132
|
||||
f 29/61/133 35/68/134 30/62/135
|
||||
f 30/62/136 35/68/137 31/63/138
|
||||
f 31/63/139 35/68/140 32/64/141
|
||||
f 32/64/142 35/68/143 33/65/144
|
||||
f 33/65/145 35/68/146 34/66/147
|
||||
f 34/66/148 35/68/149 25/67/150
|
||||
f 25/47/151 36/69/152 34/56/153
|
||||
f 34/56/154 36/69/155 33/55/156
|
||||
f 33/55/157 36/69/158 32/54/159
|
||||
f 32/54/160 36/69/161 31/53/162
|
||||
f 31/53/163 36/69/164 30/52/165
|
||||
f 30/52/166 36/69/167 29/51/168
|
||||
f 29/51/169 36/69/170 28/50/171
|
||||
f 28/50/172 36/69/173 27/49/174
|
||||
f 27/49/175 36/69/176 26/48/177
|
||||
f 26/48/178 36/69/179 25/47/180
|
@ -1,18 +0,0 @@
|
||||
v 0 -100 -100
|
||||
v 0 -100 100
|
||||
v 0 100 -100
|
||||
v 0 100 100
|
||||
|
||||
vt 0 0
|
||||
vt 20 0
|
||||
vt 0 20
|
||||
vt 20 20
|
||||
|
||||
vn 0 1 0
|
||||
|
||||
s off
|
||||
f 1/3/1 3/1/1 4/2/1
|
||||
f 1/3/1 4/2/1 2/4/1
|
||||
|
||||
f 1/3/1 4/2/1 3/1/1
|
||||
f 1/3/1 2/4/1 4/2/1
|
@ -1,33 +1,13 @@
|
||||
#version 410 core
|
||||
|
||||
uniform vec3 objectColor;
|
||||
uniform vec4 objectColorTransparent;
|
||||
uniform vec3 lightDir;
|
||||
|
||||
in vec3 interpNormal;
|
||||
|
||||
out vec4 Color;
|
||||
|
||||
float near = 00.01f;
|
||||
float far = 100.0f;
|
||||
|
||||
float linearizeDepth(float depth)
|
||||
{
|
||||
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
|
||||
}
|
||||
|
||||
|
||||
float logisticDepth(float depth, float steepness, float offset)
|
||||
{
|
||||
float zVal = linearizeDepth(depth);
|
||||
return (1 / (1 + exp(-steepness * (zVal - offset))));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = normalize(interpNormal);
|
||||
float diffuse = max(dot(normal, -lightDir), 0.0);
|
||||
//gl_FragColor = vec4(objectColor * diffuse, 1.0);
|
||||
float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
|
||||
Color = objectColorTransparent * diffuse * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
|
||||
gl_FragColor = vec4(objectColor * diffuse, 1.0);
|
||||
}
|
||||
|
@ -1,17 +0,0 @@
|
||||
#version 410 core
|
||||
|
||||
uniform vec3 objectColor;
|
||||
uniform vec4 objectColorTransparent;
|
||||
uniform vec3 lightDir;
|
||||
|
||||
in vec3 interpNormal;
|
||||
|
||||
out vec4 Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = normalize(interpNormal);
|
||||
float diffuse = max(dot(normal, -lightDir), 0.0);
|
||||
//gl_FragColor = vec4(objectColor * diffuse, 1.0);
|
||||
Color = objectColorTransparent * diffuse;
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
#version 410 core
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
layout(location = 1) in vec3 vertexNormal;
|
||||
layout(location = 2) in vec2 vertexTexCoord;
|
||||
|
||||
uniform mat4 modelViewProjectionMatrix;
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
out vec3 interpNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
|
||||
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
|
||||
}
|
@ -6,27 +6,11 @@ uniform vec3 lightDir;
|
||||
in vec3 interpNormal;
|
||||
in vec2 interpTexCoord;
|
||||
|
||||
float near = 00.01f;
|
||||
float far = 100.0f;
|
||||
|
||||
float linearizeDepth(float depth)
|
||||
{
|
||||
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
|
||||
}
|
||||
|
||||
|
||||
float logisticDepth(float depth, float steepness, float offset)
|
||||
{
|
||||
float zVal = linearizeDepth(depth);
|
||||
return (1 / (1 + exp(-steepness * (zVal - offset))));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
|
||||
vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
|
||||
vec3 normal = normalize(interpNormal);
|
||||
float diffuse = max(dot(normal, -lightDir), 0.0);
|
||||
float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
|
||||
gl_FragColor = vec4(color * diffuse, 1.0) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
|
||||
}
|
||||
gl_FragColor = vec4(color * diffuse, 1.0);
|
||||
}
|
||||
|
@ -1,28 +0,0 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
in vec3 texCoords;
|
||||
|
||||
uniform samplerCube skybox;
|
||||
|
||||
float near = 00.01f;
|
||||
float far = 10.f;
|
||||
|
||||
float linearizeDepth(float depth)
|
||||
{
|
||||
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
|
||||
}
|
||||
|
||||
|
||||
float logisticDepth(float depth, float steepness, float offset)
|
||||
{
|
||||
float zVal = linearizeDepth(depth);
|
||||
return (1 / (1 + exp(-steepness * (zVal - offset))));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float depth = logisticDepth(gl_FragCoord.z, 0.5f, 4.0f);
|
||||
FragColor = texture(skybox, texCoords) * (1.0f - depth) + vec4(depth * vec3(5.0f/255.0f, 35.0f/255.0f, 95.0f/255.0f), 1.0f);
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
out vec3 texCoords;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = projection * view * vec4(aPos, 1.0f);
|
||||
// Having z equal w will always result in a depth of 1.0f
|
||||
gl_Position = vec4(pos.x, pos.y, pos.w, pos.w);
|
||||
// We want to flip the z axis due to the different coordinate systems (left hand vs right hand)
|
||||
texCoords = vec3(aPos.x, aPos.y, -aPos.z);
|
||||
}
|
@ -1,48 +0,0 @@
|
||||
#include "Physics.h"
|
||||
|
||||
#define PX_RELEASE(x) if(x) { x->release(); x = NULL; }
|
||||
|
||||
Physics::Physics(float gravity)
|
||||
{
|
||||
foundation = PxCreateFoundation(PX_PHYSICS_VERSION, allocator, errorCallback);
|
||||
|
||||
physics = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, PxTolerancesScale(), true);
|
||||
|
||||
PxSceneDesc sceneDesc(physics->getTolerancesScale());
|
||||
sceneDesc.gravity = PxVec3(0.0f, -gravity, 0.0f);
|
||||
dispatcher = PxDefaultCpuDispatcherCreate(2);
|
||||
sceneDesc.cpuDispatcher = dispatcher;
|
||||
sceneDesc.filterShader = PxDefaultSimulationFilterShader;
|
||||
scene = physics->createScene(sceneDesc);
|
||||
}
|
||||
Physics::Physics(float gravity,
|
||||
PxSimulationFilterShader simulationFilterShader,
|
||||
PxSimulationEventCallback* simulationEventCallback)
|
||||
{
|
||||
foundation = PxCreateFoundation(PX_PHYSICS_VERSION, allocator, errorCallback);
|
||||
|
||||
physics = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, PxTolerancesScale(), true);
|
||||
|
||||
PxSceneDesc sceneDesc(physics->getTolerancesScale());
|
||||
sceneDesc.gravity = PxVec3(0.0f, -gravity, 0.0f);
|
||||
dispatcher = PxDefaultCpuDispatcherCreate(2);
|
||||
sceneDesc.cpuDispatcher = dispatcher;
|
||||
sceneDesc.filterShader = simulationFilterShader;
|
||||
sceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKEEP; // So kin-kin contacts with be reported
|
||||
sceneDesc.staticKineFilteringMode = PxPairFilteringMode::eKEEP; // So static-kin constacts will be reported
|
||||
sceneDesc.simulationEventCallback = simulationEventCallback;
|
||||
scene = physics->createScene(sceneDesc);
|
||||
}
|
||||
Physics::~Physics()
|
||||
{
|
||||
PX_RELEASE(scene);
|
||||
PX_RELEASE(dispatcher);
|
||||
PX_RELEASE(physics);
|
||||
PX_RELEASE(foundation);
|
||||
}
|
||||
|
||||
void Physics::step(float dt)
|
||||
{
|
||||
scene->simulate(dt);
|
||||
scene->fetchResults(true);
|
||||
}
|
@ -1,24 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "PxPhysicsAPI.h"
|
||||
using namespace physx;
|
||||
|
||||
class Physics
|
||||
{
|
||||
public:
|
||||
Physics(float gravity);
|
||||
Physics(float gravity,
|
||||
PxSimulationFilterShader simulationFilterShader,
|
||||
PxSimulationEventCallback* simulationEventCallback);
|
||||
virtual ~Physics();
|
||||
PxPhysics* physics = nullptr;
|
||||
PxScene* scene = nullptr;
|
||||
|
||||
void step(float dt);
|
||||
|
||||
private:
|
||||
PxDefaultAllocator allocator;
|
||||
PxDefaultErrorCallback errorCallback;
|
||||
PxFoundation* foundation = nullptr;
|
||||
PxDefaultCpuDispatcher* dispatcher = nullptr;
|
||||
};
|
@ -10,35 +10,14 @@
|
||||
#include "Render_Utils.h"
|
||||
#include "Camera.h"
|
||||
#include "Texture.h"
|
||||
#include "SOIL/SOIL.h"
|
||||
|
||||
|
||||
float width = 1000;
|
||||
float height = 1000;
|
||||
|
||||
float moveTime = glutGet(GLUT_ELAPSED_TIME) / 10000000000.0f;
|
||||
float rotateStar = 0.0f;
|
||||
int score = 0;
|
||||
|
||||
GLuint programColor;
|
||||
GLuint programColorTransparent;
|
||||
GLuint programTexture;
|
||||
GLuint programSkybox;
|
||||
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
Core::RenderContext shipContext;
|
||||
Core::RenderContext fishContext;
|
||||
Core::RenderContext skyboxContext;
|
||||
Core::RenderContext bubbleContext;
|
||||
Core::RenderContext terrainContext;
|
||||
Core::RenderContext planeContext;
|
||||
Core::RenderContext plant_1_Context;
|
||||
Core::RenderContext plant_2_Context;
|
||||
Core::RenderContext plant_3_Context;
|
||||
Core::RenderContext plant_4_Context;
|
||||
Core::RenderContext plant_5_Context;
|
||||
Core::RenderContext starContext;
|
||||
Core::RenderContext sphereContext;
|
||||
|
||||
glm::vec3 cameraPos = glm::vec3(0, 0, 5);
|
||||
glm::vec3 cameraDir; // Wektor "do przodu" kamery
|
||||
@ -47,46 +26,13 @@ float cameraAngle = 0;
|
||||
|
||||
glm::mat4 cameraMatrix, perspectiveMatrix;
|
||||
|
||||
glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -0.9f, -1.0f));
|
||||
glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -0.9f, 1.0f));
|
||||
|
||||
glm::quat rotation = glm::quat(1, 0, 0, 0);
|
||||
|
||||
GLuint textureFish;
|
||||
GLuint textureBubble;
|
||||
GLuint textureShip;
|
||||
GLuint textureGround;
|
||||
GLuint textureRock;
|
||||
|
||||
glm::vec3 fishLocation[50];
|
||||
bool fishChangeDirection[50];
|
||||
float fishRadianDirection[50];
|
||||
glm::mat4 fishTransformation[50];
|
||||
int fishDirection[50];
|
||||
// 0 - prosto, 1 - prawo, 2 - do ty³u, 3 - lewo
|
||||
|
||||
glm::vec3 bubbleLocation[100];
|
||||
glm::vec3 plant_1_location[30];
|
||||
glm::vec3 plant_2_location[30];
|
||||
glm::vec3 plant_3_location[30];
|
||||
glm::vec3 plant_4_location[30];
|
||||
glm::vec3 plant_5_location[30];
|
||||
|
||||
float plantSize[4] = { 0.f, 0.2f, 0.3f, 0.4f };
|
||||
|
||||
glm::vec3 starLocation[3] =
|
||||
{
|
||||
glm::vec3(0.f, -4.f, -7.f),
|
||||
glm::vec3(2.f, -5.f, -5.f),
|
||||
glm::vec3(-1.f, -5.f, -2.f)
|
||||
};
|
||||
|
||||
bool starCatched[3] =
|
||||
{
|
||||
false,
|
||||
false,
|
||||
false
|
||||
};
|
||||
GLuint textureAsteroid;
|
||||
|
||||
glm::vec3 planetLocation[10];
|
||||
|
||||
float mouseXPosition;
|
||||
float mouseYPosition;
|
||||
@ -100,47 +46,6 @@ glm::quat rotation_x;
|
||||
float dy = 0;
|
||||
float dx = 0;
|
||||
|
||||
|
||||
// SKYBOX
|
||||
unsigned int skyboxVAO, skyboxVBO, skyboxEBO;
|
||||
unsigned int cubemapTexture;
|
||||
|
||||
float skyboxVertices[] =
|
||||
{
|
||||
// Coordinates
|
||||
-1.0f, -1.0f, 1.0f,// 7--------6
|
||||
1.0f, -1.0f, 1.0f,// /| /|
|
||||
1.0f, -1.0f, -1.0f,// 4--------5 |
|
||||
-1.0f, -1.0f, -1.0f,// | | | |
|
||||
-1.0f, 1.0f, 1.0f,// | 3------|-2
|
||||
1.0f, 1.0f, 1.0f,// |/ |/
|
||||
1.0f, 1.0f, -1.0f,// 0--------1
|
||||
-1.0f, 1.0f, -1.0f
|
||||
};
|
||||
|
||||
unsigned int skyboxIndices[] =
|
||||
{
|
||||
// Right
|
||||
1, 2, 6,
|
||||
6, 5, 1,
|
||||
// Left
|
||||
0, 4, 7,
|
||||
7, 3, 0,
|
||||
// Top
|
||||
4, 5, 6,
|
||||
6, 7, 4,
|
||||
// Bottom
|
||||
0, 3, 2,
|
||||
2, 1, 0,
|
||||
// Back
|
||||
0, 1, 5,
|
||||
5, 4, 0,
|
||||
// Front
|
||||
3, 7, 6,
|
||||
6, 2, 3
|
||||
};
|
||||
|
||||
|
||||
void keyboard(unsigned char key, int x, int y)
|
||||
{
|
||||
|
||||
@ -175,7 +80,7 @@ glm::mat4 createCameraMatrix()
|
||||
|
||||
dy += delta_y;
|
||||
dx += delta_x;
|
||||
//printf("%f", delta_y);
|
||||
printf("%f", delta_y);
|
||||
delta_x = 0;
|
||||
delta_y = 0;
|
||||
|
||||
@ -229,196 +134,6 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void drawObjectTransparent(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec4 color)
|
||||
{
|
||||
GLuint program = programColor;
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
glUniform4f(glGetUniformLocation(program, "objectColorTransparent"), color.x, color.y, color.z, color.a);
|
||||
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
|
||||
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
|
||||
Core::DrawContext(context);
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void drawObjectTransparentBubble(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec4 color)
|
||||
{
|
||||
GLuint program = programColorTransparent;
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
glUniform4f(glGetUniformLocation(program, "objectColorTransparent"), color.x, color.y, color.z, color.a);
|
||||
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
|
||||
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
|
||||
Core::DrawContext(context);
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void drawObjectSkybox(Core::RenderContext context)
|
||||
{
|
||||
glUseProgram(programSkybox);
|
||||
|
||||
glUniform1i(glGetUniformLocation(programSkybox, "skybox"), 0);
|
||||
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
// We make the mat4 into a mat3 and then a mat4 again in order to get rid of the last row and column
|
||||
// The last row and column affect the translation of the skybox (which we don't want to affect)
|
||||
view = glm::mat4(glm::mat3(glm::lookAt(cameraPos, cameraPos + cameraDir, glm::vec3(0, 1, 0))));
|
||||
projection = glm::perspective(glm::radians(45.0f), (float)width / height, 0.1f, 100.0f);
|
||||
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(programSkybox, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
// Draws the cubemap as the last object so we can save a bit of performance by discarding all fragments
|
||||
// where an object is present (a depth of 1.0f will always fail against any object's depth value)
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Switch back to the normal depth function
|
||||
glDepthFunc(GL_LESS);
|
||||
}
|
||||
|
||||
void drawPlaneTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId)
|
||||
{
|
||||
|
||||
modelMatrix = glm::translate(modelMatrix, glm::vec3(-10.f, 0.f, 0.f));
|
||||
GLuint program = programTexture;
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
|
||||
Core::SetActiveTexture(textureId, "textureSampler", program, 0);
|
||||
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
|
||||
Core::DrawContext(context);
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
glm::vec3 moveBubble(glm::vec3 location, int index)
|
||||
{
|
||||
location.y = location.y + moveTime * 4;
|
||||
|
||||
if (location.y >= 10)
|
||||
{
|
||||
location = glm::ballRand(15.0);
|
||||
location.y = -10;
|
||||
}
|
||||
|
||||
bubbleLocation[index] = location;
|
||||
return bubbleLocation[index];
|
||||
}
|
||||
|
||||
glm::mat4 moveFish(glm::vec3 location, int index)
|
||||
{
|
||||
|
||||
// zmiana kierunku
|
||||
if (fishChangeDirection[index] == true)
|
||||
{
|
||||
fishDirection[index] = (fishDirection[index] + 1) % 4;
|
||||
fishChangeDirection[index] = false;
|
||||
}
|
||||
|
||||
// ruch
|
||||
if (fishDirection[index] == 0)
|
||||
{
|
||||
if (location.z < -20)
|
||||
{
|
||||
fishChangeDirection[index] = true;
|
||||
}
|
||||
else {
|
||||
location.z = location.z - moveTime * 10;
|
||||
fishRadianDirection[index] = 180.0f;
|
||||
}
|
||||
}
|
||||
else if (fishDirection[index] == 1)
|
||||
{
|
||||
if (location.x > 20)
|
||||
{
|
||||
fishChangeDirection[index] = true;
|
||||
}
|
||||
else {
|
||||
location.x = location.x + moveTime * 10;
|
||||
fishRadianDirection[index] = 90.0f;
|
||||
}
|
||||
}
|
||||
else if (fishDirection[index] == 2)
|
||||
{
|
||||
if (location.z < -20)
|
||||
{
|
||||
fishChangeDirection[index] = true;
|
||||
}
|
||||
else {
|
||||
location.z = location.z - moveTime * 10;
|
||||
fishRadianDirection[index] = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (location.x < -20)
|
||||
{
|
||||
fishChangeDirection[index] = true;
|
||||
}
|
||||
else {
|
||||
location.x = location.x - moveTime * 10;
|
||||
fishRadianDirection[index] = 270.0f;
|
||||
}
|
||||
}
|
||||
|
||||
fishLocation[index] = location;
|
||||
fishTransformation[index] = glm::translate(fishLocation[index]) * glm::rotate(glm::radians(fishRadianDirection[index]), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.002f));
|
||||
return fishTransformation[index];
|
||||
}
|
||||
|
||||
void checkGettingStar(int index) {
|
||||
|
||||
bool xCorrect = false;
|
||||
bool yCorrect = false;
|
||||
bool zCorrect = false;
|
||||
|
||||
if (cameraPos.x < starLocation[index].x + 1 && cameraPos.x > starLocation[index].x - 1)
|
||||
{
|
||||
xCorrect = true;
|
||||
}
|
||||
|
||||
if (cameraPos.y < starLocation[index].y + 1 && cameraPos.y > starLocation[index].y - 1)
|
||||
{
|
||||
yCorrect = true;
|
||||
}
|
||||
|
||||
if (cameraPos.z < starLocation[index].z + 1 && cameraPos.z > starLocation[index].z - 1)
|
||||
{
|
||||
zCorrect = true;
|
||||
}
|
||||
|
||||
if (xCorrect && yCorrect && zCorrect)
|
||||
{
|
||||
starCatched[index] = true;
|
||||
score = score + 1;
|
||||
std::cout << " Brawo, zebrales " << score << " gwiazdke" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void renderScene()
|
||||
{
|
||||
// Aktualizacja macierzy widoku i rzutowania
|
||||
@ -426,67 +141,23 @@ void renderScene()
|
||||
perspectiveMatrix = Core::createPerspectiveMatrix();
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
|
||||
|
||||
// rysowanie statku
|
||||
glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(270.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.0015f));
|
||||
glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f));
|
||||
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir) * glm::rotate(-cameraAngle, glm::vec3(0, 1, 0)) * shipInitialTransformation;
|
||||
drawObjectTexture(shipContext, shipModelMatrix, textureShip);
|
||||
drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
|
||||
|
||||
// rysowanie ryb
|
||||
for (int i = 0; i < 50; i++)
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
//glm::mat4 fishInitialTransformation = glm::translate(fishLocation[i]) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.005f));
|
||||
//drawObjectTexture(fishContext, fishInitialTransformation, textureFish);
|
||||
drawObjectTexture(fishContext, moveFish(fishLocation[i], i), textureFish);
|
||||
glm::mat4 fishInitialTransformation = glm::translate(planetLocation[i]) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.01f));
|
||||
drawObjectTexture(sphereContext, fishInitialTransformation, textureAsteroid);
|
||||
}
|
||||
|
||||
// narysuj teren z pliku terenu
|
||||
//drawObjectTexture(terrainContext, glm::translate(glm::vec3(0, -10, 0)) * glm::rotate(glm::radians(0.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.f)), textureGround);
|
||||
//drawObjectTexture(terrainContext, glm::translate(glm::vec3(130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
|
||||
//drawObjectTexture(terrainContext, glm::translate(glm::vec3(-130, -20, 0)) * glm::rotate(glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.5f)), textureGround);
|
||||
|
||||
// narysuj p³ask¹ powierzchniê
|
||||
drawPlaneTexture(planeContext, glm::rotate(glm::radians(120.f), glm::vec3(1.f, 1.f, 1.f)), textureGround);
|
||||
|
||||
// rysowanie gwiazdek
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
checkGettingStar(i);
|
||||
if (starCatched[i])
|
||||
{
|
||||
starLocation[i] = glm::vec3(0, -20, 0);
|
||||
}
|
||||
|
||||
drawObjectTransparent(starContext, glm::translate(starLocation[i]) * glm::rotate(glm::radians(90.0f), glm::vec3(1, 0, 0)) * glm::rotate(glm::radians(rotateStar), glm::vec3(0, 0, 1)) * glm::scale(glm::vec3(0.02f)), glm::vec4(1.f, 1.f, 0.1f, 1.f));
|
||||
rotateStar = rotateStar + 1.0f;
|
||||
}
|
||||
|
||||
|
||||
// rysowanie roœlin
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
drawObjectTransparent(plant_1_Context, glm::translate(plant_1_location[i]) * glm::scale(glm::vec3(plantSize[i % 4] - 0.1f)), glm::vec4(0.9f, 0.4f, 1.f, 1.f));
|
||||
drawObjectTransparent(plant_2_Context, glm::translate(plant_2_location[i]) * glm::rotate(glm::radians(90.0f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(plantSize[i % 4] - 0.2f)), glm::vec4(0.9f, 0.2f, 0.1f, 1.f));
|
||||
drawObjectTransparent(plant_3_Context, glm::translate(plant_3_location[i]) * glm::rotate(glm::radians(270.0f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(plantSize[i % 4] - 0.3f)), glm::vec4(0.9f, 0.5f, 0.2f, 1.f));
|
||||
drawObjectTransparent(plant_4_Context, glm::translate(plant_4_location[i]) * glm::rotate(glm::radians(270.0f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(plantSize[i % 4] - 0.2f)), glm::vec4(0.8f, 0.5f, 0.4f, 1.f));
|
||||
drawObjectTransparent(plant_5_Context, glm::translate(plant_5_location[i]) * glm::rotate(glm::radians(270.0f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.03f)), glm::vec4(0.6f, 0.8f, 0.3f, 1.f));
|
||||
|
||||
}
|
||||
|
||||
// rysowanie skyboxa
|
||||
drawObjectSkybox(skyboxContext);
|
||||
|
||||
// rysowanie b¹belków powietrza
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
drawObjectTransparentBubble(bubbleContext, glm::translate(moveBubble(bubbleLocation[i], i)) * glm::rotate(glm::radians(0.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.05f)), glm::vec4(1.f, 1.f, 1.f, 0.7f));
|
||||
}
|
||||
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
{
|
||||
Assimp::Importer import;
|
||||
@ -502,147 +173,24 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
|
||||
void init()
|
||||
{
|
||||
for (int i = 0; i < 50; i++)
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
fishLocation[i] = glm::ballRand(30.0);
|
||||
fishDirection[i] = rand() % 4 + 0;
|
||||
if (fishDirection[i] == 0)
|
||||
{
|
||||
fishRadianDirection[i] = 180.0f;
|
||||
}
|
||||
else if (fishDirection[i] == 1)
|
||||
{
|
||||
fishRadianDirection[i] = 90.0f;
|
||||
}
|
||||
else if (fishDirection[i] == 3)
|
||||
{
|
||||
fishRadianDirection[i] = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
fishRadianDirection[i] = 270.0f;
|
||||
}
|
||||
fishChangeDirection[i] = false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
bubbleLocation[i] = glm::ballRand(15.0);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
plant_1_location[i] = glm::ballRand(20.0);
|
||||
plant_1_location[i].y = -10.f;
|
||||
plant_2_location[i] = glm::ballRand(20.0);
|
||||
plant_2_location[i].y = -10.1f;
|
||||
plant_3_location[i] = glm::ballRand(20.0);
|
||||
plant_3_location[i].y = -10.f;
|
||||
plant_4_location[i] = glm::ballRand(20.0);
|
||||
plant_4_location[i].y = -10.3f;
|
||||
plant_5_location[i] = glm::ballRand(20.0);
|
||||
plant_5_location[i].y = -10.3f;
|
||||
planetLocation[i] = glm::ballRand(20.0);
|
||||
}
|
||||
|
||||
srand(time(0));
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag");
|
||||
programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||
programSkybox = shaderLoader.CreateProgram("shaders/skybox.vert", "shaders/skybox.frag");
|
||||
programColorTransparent = shaderLoader.CreateProgram("shaders/shader_color_transparent.vert", "shaders/shader_color_transparent.frag");
|
||||
loadModelToContext("models/submarine.obj", shipContext);
|
||||
loadModelToContext("models/TropicalFish01.obj", fishContext);
|
||||
loadModelToContext("models/sphere.obj", bubbleContext);
|
||||
loadModelToContext("models/seafloor.obj", terrainContext);
|
||||
loadModelToContext("models/plane.obj", planeContext);
|
||||
loadModelToContext("models/21488_Tree_Coral_v2_NEW.obj", plant_1_Context);
|
||||
loadModelToContext("models/18765_Pencil_sea_urchin_V1.obj", plant_2_Context);
|
||||
loadModelToContext("models/18764_Common_N_Atlantic_Starfish_v1.obj", plant_3_Context);
|
||||
loadModelToContext("models/20944_Pillar_Coral_v1.obj", plant_4_Context);
|
||||
loadModelToContext("models/21487_Gorgonian_Soft_Coral_v1.obj", plant_5_Context);
|
||||
loadModelToContext("models/star.obj", starContext);
|
||||
textureFish = Core::LoadTexture("textures/TropicalFish01.jpg");
|
||||
textureBubble = Core::LoadTexture("textures/bubble.png");
|
||||
textureShip = Core::LoadTexture("textures/txt-subm-1.jpg");
|
||||
textureGround = Core::LoadTexture("textures/ground.jpg");
|
||||
textureRock = Core::LoadTexture("textures/rock.jpg");
|
||||
|
||||
// SKYBOX
|
||||
// Create VAO, VBO, and EBO for the skybox
|
||||
|
||||
glGenVertexArrays(1, &skyboxVAO);
|
||||
glGenBuffers(1, &skyboxVBO);
|
||||
glGenBuffers(1, &skyboxEBO);
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, skyboxEBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(skyboxIndices), &skyboxIndices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
// All the faces of the cubemap (make sure they are in this exact order)
|
||||
std::string facesCubemap[6] =
|
||||
{
|
||||
"textures/skybox/uw_rt.jpg",
|
||||
"textures/skybox/uw_lf.jpg",
|
||||
"textures/skybox/uw_up.jpg",
|
||||
"textures/skybox/uw_dn.jpg",
|
||||
"textures/skybox/uw_bk.jpg",
|
||||
"textures/skybox/uw_ft.jpg"
|
||||
};
|
||||
|
||||
// Creates the cubemap texture object
|
||||
|
||||
glGenTextures(1, &cubemapTexture);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
// These are very important to prevent seams
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
// This might help with seams on some systems
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
|
||||
// Cycles through all the textures and attaches them to the cubemap object
|
||||
for (unsigned int i = 0; i < 6; i++)
|
||||
{
|
||||
int width, height, nrChannels;
|
||||
unsigned char* data = SOIL_load_image(facesCubemap[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
//stbi_set_flip_vertically_on_load(false);
|
||||
glTexImage2D
|
||||
(
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
||||
0,
|
||||
GL_RGB,
|
||||
width,
|
||||
height,
|
||||
0,
|
||||
GL_RGB,
|
||||
GL_UNSIGNED_BYTE,
|
||||
data
|
||||
);
|
||||
SOIL_free_image_data(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Failed to load texture: " << facesCubemap[i] << std::endl;
|
||||
SOIL_free_image_data(data);
|
||||
}
|
||||
}
|
||||
loadModelToContext("models/spaceship.obj", shipContext);
|
||||
loadModelToContext("models/TropicalFish01.obj", sphereContext);
|
||||
textureAsteroid = Core::LoadTexture("textures/TropicalFish01.jpg");
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
shaderLoader.DeleteProgram(programColor);
|
||||
shaderLoader.DeleteProgram(programTexture);
|
||||
shaderLoader.DeleteProgram(programSkybox);
|
||||
}
|
||||
|
||||
void idle()
|
||||
@ -655,13 +203,9 @@ int main(int argc, char** argv)
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
|
||||
glutInitWindowPosition(200, 200);
|
||||
glutInitWindowSize(width, height);
|
||||
glutInitWindowSize(600, 600);
|
||||
glutCreateWindow("Projekt - Grafika komputerowa");
|
||||
|
||||
// dodanie przezroczystoœci obiektów
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glewInit();
|
||||
|
||||
init();
|
||||
@ -670,7 +214,6 @@ int main(int argc, char** argv)
|
||||
glutDisplayFunc(renderScene);
|
||||
glutIdleFunc(idle);
|
||||
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
shutdown();
|
||||
|
Before Width: | Height: | Size: 2.0 MiB |
Before Width: | Height: | Size: 3.0 MiB |
Before Width: | Height: | Size: 1.6 MiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 445 KiB |
Before Width: | Height: | Size: 433 KiB |
Before Width: | Height: | Size: 390 KiB |
Before Width: | Height: | Size: 387 KiB |
Before Width: | Height: | Size: 366 KiB |
Before Width: | Height: | Size: 292 KiB |
Before Width: | Height: | Size: 21 KiB |
Before Width: | Height: | Size: 315 KiB |