297 lines
9.5 KiB
C++
297 lines
9.5 KiB
C++
|
#include "glew.h"
|
||
|
#include "freeglut.h"
|
||
|
#include "glm.hpp"
|
||
|
#include "ext.hpp"
|
||
|
#include <iostream>
|
||
|
#include <cmath>
|
||
|
#include <vector>
|
||
|
|
||
|
#include "Shader_Loader.h"
|
||
|
#include "Render_Utils.h"
|
||
|
#include "Camera.h"
|
||
|
#include "Texture.h"
|
||
|
#include "Physics.h"
|
||
|
#include "Skybox.h"
|
||
|
|
||
|
#define STB_IMAGE_IMPLEMENTATION
|
||
|
#include "stb_image.h"
|
||
|
|
||
|
Core::Shader_Loader shaderLoader;
|
||
|
GLuint programColor;
|
||
|
GLuint programTexture;
|
||
|
GLuint programSkybox;
|
||
|
GLuint cubemapTexture;
|
||
|
GLuint skyboxVAO, skyboxVBO;
|
||
|
|
||
|
obj::Model planeModel;
|
||
|
obj::Model boxModel;
|
||
|
obj::Model shipModel;
|
||
|
obj::Model boosterModel;
|
||
|
obj::Model platformModel;
|
||
|
obj::Model craneModel;
|
||
|
obj::Model lampModel;
|
||
|
glm::mat4 boxModelMatrix;
|
||
|
GLuint boxTexture, groundTexture, shipTexture, stoneTexture, redTex;
|
||
|
Core::RenderContext planeContext, boxContext, shipContext, boosterContext, platformContext, craneContext, lampContext;
|
||
|
|
||
|
glm::vec3 cameraPos = glm::vec3(0, 10, 25);
|
||
|
glm::vec3 cameraDir;
|
||
|
glm::vec3 cameraSide;
|
||
|
float cameraAngle = 0;
|
||
|
glm::mat4 cameraMatrix, perspectiveMatrix;
|
||
|
|
||
|
glm::vec3 lightDir = glm::normalize(glm::vec3(0.5, -1, -0.5));
|
||
|
glm::vec3 lightPos = glm::vec3(-15.75, 2, 0);
|
||
|
|
||
|
|
||
|
// Initalization of physical scene (PhysX)
|
||
|
Physics pxScene(9.8f /* gravity (m/s^2) */);
|
||
|
|
||
|
// fixed timestep for stable and deterministic simulation
|
||
|
const double physicsStepTime = 1.f / 60.f;
|
||
|
double physicsTimeToProcess = 0;
|
||
|
|
||
|
// physical objects
|
||
|
PxRigidStatic *planeBody = nullptr;
|
||
|
PxMaterial *planeMaterial = nullptr;
|
||
|
PxRigidDynamic *boxBody = nullptr;
|
||
|
PxMaterial *boxMaterial = nullptr;
|
||
|
|
||
|
std::vector<std::string> faces
|
||
|
{
|
||
|
"textures/skybox/stars.jpeg",
|
||
|
"textures/skybox/stars.jpeg",
|
||
|
"textures/skybox/stars.jpeg",
|
||
|
"textures/skybox/stars.jpeg",
|
||
|
"textures/skybox/stars.jpeg",
|
||
|
"textures/skybox/stars.jpeg",
|
||
|
};
|
||
|
|
||
|
|
||
|
void initRenderables()
|
||
|
{
|
||
|
// load models
|
||
|
planeModel = obj::loadModelFromFile("models/plane.obj");
|
||
|
boxModel = obj::loadModelFromFile("models/box.obj");
|
||
|
shipModel = obj::loadModelFromFile("models/ship.obj");
|
||
|
boosterModel = obj::loadModelFromFile("models/booster.obj");
|
||
|
platformModel = obj::loadModelFromFile("models/platform4.obj");
|
||
|
craneModel = obj::loadModelFromFile("models/crane.obj");
|
||
|
lampModel = obj::loadModelFromFile("models/lamp2.obj");
|
||
|
|
||
|
// load textures
|
||
|
groundTexture = Core::LoadTexture("textures/sand.jpg");
|
||
|
boxTexture = Core::LoadTexture("textures/a.jpg");
|
||
|
shipTexture = Core::LoadTexture("textures/ship.png");
|
||
|
stoneTexture = Core::LoadTexture("textures/stone.png");
|
||
|
redTex = Core::LoadTexture("textures/redTex.png");
|
||
|
|
||
|
planeContext.initFromOBJ(planeModel);
|
||
|
boxContext.initFromOBJ(boxModel);
|
||
|
shipContext.initFromOBJ(shipModel);
|
||
|
boosterContext.initFromOBJ(boosterModel);
|
||
|
platformContext.initFromOBJ(platformModel);
|
||
|
craneContext.initFromOBJ(craneModel);
|
||
|
lampContext.initFromOBJ(lampModel);
|
||
|
}
|
||
|
|
||
|
void initPhysicsScene()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void updateTransforms()
|
||
|
{
|
||
|
// Here we retrieve the current transforms of the objects from the physical simulation.
|
||
|
auto actorFlags = PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC;
|
||
|
PxU32 nbActors = pxScene.scene->getNbActors(actorFlags);
|
||
|
if (nbActors)
|
||
|
{
|
||
|
std::vector<PxRigidActor*> actors(nbActors);
|
||
|
pxScene.scene->getActors(actorFlags, (PxActor**)&actors[0], nbActors);
|
||
|
for (auto actor : actors)
|
||
|
{
|
||
|
// We use the userData of the objects to set up the proper model matrices.
|
||
|
if (!actor->userData) continue;
|
||
|
glm::mat4 *modelMatrix = (glm::mat4*)actor->userData;
|
||
|
|
||
|
// get world matrix of the object (actor)
|
||
|
PxMat44 transform = actor->getGlobalPose();
|
||
|
auto &c0 = transform.column0;
|
||
|
auto &c1 = transform.column1;
|
||
|
auto &c2 = transform.column2;
|
||
|
auto &c3 = transform.column3;
|
||
|
|
||
|
// set up the model matrix used for the rendering
|
||
|
*modelMatrix = glm::mat4(
|
||
|
c0.x, c0.y, c0.z, c0.w,
|
||
|
c1.x, c1.y, c1.z, c1.w,
|
||
|
c2.x, c2.y, c2.z, c2.w,
|
||
|
c3.x, c3.y, c3.z, c3.w);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void keyboard(unsigned char key, int x, int y)
|
||
|
{
|
||
|
float angleSpeed = 0.1f;
|
||
|
float moveSpeed = 0.5f;
|
||
|
switch (key)
|
||
|
{
|
||
|
case 'z': cameraAngle -= angleSpeed; break;
|
||
|
case 'x': cameraAngle += angleSpeed; break;
|
||
|
case 'w': cameraPos += cameraDir * moveSpeed; break;
|
||
|
case 's': cameraPos -= cameraDir * moveSpeed; break;
|
||
|
case 'd': cameraPos += cameraSide * moveSpeed; break;
|
||
|
case 'a': cameraPos -= cameraSide * moveSpeed; break;
|
||
|
case 'e': cameraPos += glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
|
||
|
case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void mouse(int x, int y)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
glm::mat4 createCameraMatrix()
|
||
|
{
|
||
|
cameraDir = glm::normalize(glm::vec3(cosf(cameraAngle - glm::radians(90.0f)), 0, sinf(cameraAngle - glm::radians(90.0f))));
|
||
|
glm::vec3 up = glm::vec3(0, 1, 0);
|
||
|
cameraSide = glm::cross(cameraDir, up);
|
||
|
|
||
|
return Core::createViewMatrix(cameraPos, cameraDir, up);
|
||
|
}
|
||
|
|
||
|
void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
|
||
|
{
|
||
|
GLuint program = programColor;
|
||
|
|
||
|
glUseProgram(program);
|
||
|
|
||
|
glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
|
||
|
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 drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId)
|
||
|
{
|
||
|
GLuint program = programTexture;
|
||
|
|
||
|
glUseProgram(program);
|
||
|
|
||
|
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
|
||
|
glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.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);
|
||
|
}
|
||
|
|
||
|
void renderScene()
|
||
|
{
|
||
|
double time = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
|
||
|
static double prevTime = time;
|
||
|
double dtime = time - prevTime;
|
||
|
prevTime = time;
|
||
|
|
||
|
// Update physics
|
||
|
if (dtime < 1.f) {
|
||
|
physicsTimeToProcess += dtime;
|
||
|
while (physicsTimeToProcess > 0) {
|
||
|
// here we perform the physics simulation step
|
||
|
pxScene.step(physicsStepTime);
|
||
|
physicsTimeToProcess -= physicsStepTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Update of camera and perspective matrices
|
||
|
cameraMatrix = createCameraMatrix();
|
||
|
perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1000.f);
|
||
|
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
|
||
|
glUseProgram(programTexture);
|
||
|
|
||
|
// Drawing skybox
|
||
|
Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
|
||
|
|
||
|
glUniform3f(glGetUniformLocation(programTexture, "lightPos"), 0, 0, 0);
|
||
|
|
||
|
// update transforms from physics simulation
|
||
|
updateTransforms();
|
||
|
|
||
|
// render models
|
||
|
drawObjectTexture(planeContext, glm::translate(glm::vec3(0, 0, 0)), groundTexture);
|
||
|
drawObjectTexture(shipContext, glm::translate(glm::vec3(0,3,0)), shipTexture); // boxModelMatrix was updated in updateTransforms()
|
||
|
drawObjectTexture(boosterContext, glm::translate(glm::vec3(0, 3, 0)), shipTexture);
|
||
|
drawObjectTexture(platformContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)), stoneTexture);
|
||
|
drawObjectTexture(craneContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)), redTex);
|
||
|
drawObjectColor(lampContext, glm::translate(glm::vec3(lightPos)) * glm::rotate(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)), glm::vec3(1, 1, 1));
|
||
|
glutSwapBuffers();
|
||
|
}
|
||
|
|
||
|
void init()
|
||
|
{
|
||
|
srand((unsigned int)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/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||
|
|
||
|
cubemapTexture = Skybox::loadCubemap(faces);
|
||
|
initRenderables();
|
||
|
initPhysicsScene();
|
||
|
}
|
||
|
|
||
|
void shutdown()
|
||
|
{
|
||
|
shaderLoader.DeleteProgram(programColor);
|
||
|
shaderLoader.DeleteProgram(programTexture);
|
||
|
|
||
|
planeContext.initFromOBJ(planeModel);
|
||
|
boxContext.initFromOBJ(boxModel);
|
||
|
shipContext.initFromOBJ(shipModel);
|
||
|
boosterContext.initFromOBJ(boosterModel);
|
||
|
platformContext.initFromOBJ(platformModel);
|
||
|
craneContext.initFromOBJ(craneModel);
|
||
|
lampContext.initFromOBJ(lampModel);
|
||
|
}
|
||
|
|
||
|
void idle()
|
||
|
{
|
||
|
glutPostRedisplay();
|
||
|
}
|
||
|
|
||
|
int main(int argc, char ** argv)
|
||
|
{
|
||
|
glutInit(&argc, argv);
|
||
|
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
|
||
|
glutInitWindowPosition(200, 200);
|
||
|
glutInitWindowSize(600, 600);
|
||
|
glutCreateWindow("Projekt");
|
||
|
glewInit();
|
||
|
|
||
|
init();
|
||
|
glutKeyboardFunc(keyboard);
|
||
|
glutPassiveMotionFunc(mouse);
|
||
|
glutDisplayFunc(renderScene);
|
||
|
glutIdleFunc(idle);
|
||
|
|
||
|
glutMainLoop();
|
||
|
|
||
|
shutdown();
|
||
|
|
||
|
return 0;
|
||
|
}
|