merge fixes
This commit is contained in:
parent
aa3dada9fb
commit
971ba90194
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@ -1,10 +1,10 @@
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start.cpp
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\start.cpp(59,43): warning C4305: "argument": obcięcie z "double" do "float"
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\start.cpp(153,66): warning C4305: "argument": obcięcie z "double" do "physx::PxReal"
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\start.cpp(161,64): warning C4305: "argument": obcięcie z "double" do "physx::PxReal"
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\start.cpp(318,56): warning C4244: "argument": konwersja z "double" do "float", możliwa utrata danych
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\start.cpp(319,56): warning C4244: "argument": konwersja z "double" do "float", możliwa utrata danych
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\start.cpp(339,15): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
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orbita.cpp
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\orbita.cpp(171,20): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\src\orbita.cpp(186,229): warning C4305: "argument": obcięcie z "double" do "T"
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with
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[
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T=float
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]
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Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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PhysXExtensions_static_32.lib(ExtCpuWorkerThread.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtCpuWorkerThread.obj)” lub w pozycji „D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania
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PhysXExtensions_static_32.lib(ExtDefaultCpuDispatcher.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtDefaultCpuDispatcher.obj)” lub w pozycji „D:\Documents\2020\studia\s3e1\grafika\Projekt_Grafika\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania
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Debug/orbita.obj
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Debug/orbita.obj
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Debug/start.obj
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Debug/start.obj
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Debug/vc142.idb
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Debug/vc142.idb
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Debug/vc142.pdb
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@ -12,6 +12,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Camera.cpp" />
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<ClCompile Include="src\orbita.cpp" />
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<ClCompile Include="src\Physics.cpp" />
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<ClCompile Include="src\Render_Utils.cpp" />
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<ClCompile Include="src\Shader_Loader.cpp" />
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@ -20,7 +21,6 @@
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<ClCompile Include="src\SOIL\image_helper.c" />
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<ClCompile Include="src\SOIL\SOIL.c" />
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<ClCompile Include="src\SOIL\stb_image_aug.c" />
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<ClCompile Include="src\start.cpp" />
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<ClCompile Include="src\Texture.cpp" />
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</ItemGroup>
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<ItemGroup>
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@ -51,7 +51,7 @@
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<ClCompile Include="src\Skybox.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\start.cpp">
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<ClCompile Include="src\orbita.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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296
src/main_8_1.cpp
296
src/main_8_1.cpp
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#include "glew.h"
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#include "freeglut.h"
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#include "glm.hpp"
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#include "ext.hpp"
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#include <iostream>
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#include <cmath>
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#include <vector>
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Camera.h"
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#include "Texture.h"
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#include "Physics.h"
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#include "Skybox.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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Core::Shader_Loader shaderLoader;
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GLuint programColor;
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GLuint programTexture;
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GLuint programSkybox;
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GLuint cubemapTexture;
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GLuint skyboxVAO, skyboxVBO;
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obj::Model planeModel;
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obj::Model boxModel;
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obj::Model shipModel;
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obj::Model boosterModel;
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obj::Model platformModel;
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obj::Model craneModel;
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obj::Model lampModel;
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glm::mat4 boxModelMatrix;
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GLuint boxTexture, groundTexture, shipTexture, stoneTexture, redTex;
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Core::RenderContext planeContext, boxContext, shipContext, boosterContext, platformContext, craneContext, lampContext;
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glm::vec3 cameraPos = glm::vec3(0, 10, 25);
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glm::vec3 cameraDir;
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glm::vec3 cameraSide;
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float cameraAngle = 0;
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glm::mat4 cameraMatrix, perspectiveMatrix;
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glm::vec3 lightDir = glm::normalize(glm::vec3(0.5, -1, -0.5));
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glm::vec3 lightPos = glm::vec3(-15.75, 2, 0);
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// Initalization of physical scene (PhysX)
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Physics pxScene(9.8f /* gravity (m/s^2) */);
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// fixed timestep for stable and deterministic simulation
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const double physicsStepTime = 1.f / 60.f;
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double physicsTimeToProcess = 0;
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// physical objects
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PxRigidStatic *planeBody = nullptr;
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PxMaterial *planeMaterial = nullptr;
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PxRigidDynamic *boxBody = nullptr;
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PxMaterial *boxMaterial = nullptr;
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std::vector<std::string> faces
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{
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"textures/skybox/stars.jpeg",
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"textures/skybox/stars.jpeg",
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"textures/skybox/stars.jpeg",
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"textures/skybox/stars.jpeg",
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"textures/skybox/stars.jpeg",
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"textures/skybox/stars.jpeg",
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};
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void initRenderables()
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{
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// load models
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planeModel = obj::loadModelFromFile("models/plane.obj");
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boxModel = obj::loadModelFromFile("models/box.obj");
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shipModel = obj::loadModelFromFile("models/ship.obj");
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boosterModel = obj::loadModelFromFile("models/booster.obj");
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platformModel = obj::loadModelFromFile("models/platform4.obj");
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craneModel = obj::loadModelFromFile("models/crane.obj");
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lampModel = obj::loadModelFromFile("models/lamp2.obj");
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// load textures
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groundTexture = Core::LoadTexture("textures/sand.jpg");
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boxTexture = Core::LoadTexture("textures/a.jpg");
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shipTexture = Core::LoadTexture("textures/ship.png");
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stoneTexture = Core::LoadTexture("textures/stone.png");
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redTex = Core::LoadTexture("textures/redTex.png");
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planeContext.initFromOBJ(planeModel);
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boxContext.initFromOBJ(boxModel);
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shipContext.initFromOBJ(shipModel);
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boosterContext.initFromOBJ(boosterModel);
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platformContext.initFromOBJ(platformModel);
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craneContext.initFromOBJ(craneModel);
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lampContext.initFromOBJ(lampModel);
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}
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void initPhysicsScene()
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{
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}
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void updateTransforms()
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{
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// Here we retrieve the current transforms of the objects from the physical simulation.
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auto actorFlags = PxActorTypeFlag::eRIGID_DYNAMIC | PxActorTypeFlag::eRIGID_STATIC;
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PxU32 nbActors = pxScene.scene->getNbActors(actorFlags);
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if (nbActors)
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{
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std::vector<PxRigidActor*> actors(nbActors);
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pxScene.scene->getActors(actorFlags, (PxActor**)&actors[0], nbActors);
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for (auto actor : actors)
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{
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// We use the userData of the objects to set up the proper model matrices.
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if (!actor->userData) continue;
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glm::mat4 *modelMatrix = (glm::mat4*)actor->userData;
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// get world matrix of the object (actor)
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PxMat44 transform = actor->getGlobalPose();
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auto &c0 = transform.column0;
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auto &c1 = transform.column1;
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auto &c2 = transform.column2;
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auto &c3 = transform.column3;
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// set up the model matrix used for the rendering
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*modelMatrix = glm::mat4(
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c0.x, c0.y, c0.z, c0.w,
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c1.x, c1.y, c1.z, c1.w,
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c2.x, c2.y, c2.z, c2.w,
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c3.x, c3.y, c3.z, c3.w);
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}
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}
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}
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void keyboard(unsigned char key, int x, int y)
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{
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float angleSpeed = 0.1f;
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float moveSpeed = 0.5f;
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switch (key)
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{
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case 'z': cameraAngle -= angleSpeed; break;
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case 'x': cameraAngle += angleSpeed; break;
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case 'w': cameraPos += cameraDir * moveSpeed; break;
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case 's': cameraPos -= cameraDir * moveSpeed; break;
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case 'd': cameraPos += cameraSide * moveSpeed; break;
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case 'a': cameraPos -= cameraSide * moveSpeed; break;
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case 'e': cameraPos += glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
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case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
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}
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}
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void mouse(int x, int y)
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{
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}
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glm::mat4 createCameraMatrix()
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{
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cameraDir = glm::normalize(glm::vec3(cosf(cameraAngle - glm::radians(90.0f)), 0, sinf(cameraAngle - glm::radians(90.0f))));
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glm::vec3 up = glm::vec3(0, 1, 0);
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cameraSide = glm::cross(cameraDir, up);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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}
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void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
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{
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GLuint program = programColor;
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId)
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{
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GLuint program = programTexture;
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
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glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
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Core::SetActiveTexture(textureId, "textureSampler", program, 0);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void renderScene()
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{
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double time = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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static double prevTime = time;
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double dtime = time - prevTime;
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prevTime = time;
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// Update physics
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if (dtime < 1.f) {
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physicsTimeToProcess += dtime;
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while (physicsTimeToProcess > 0) {
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// here we perform the physics simulation step
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pxScene.step(physicsStepTime);
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physicsTimeToProcess -= physicsStepTime;
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}
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}
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// Update of camera and perspective matrices
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1000.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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glUseProgram(programTexture);
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// Drawing skybox
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Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
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glUniform3f(glGetUniformLocation(programTexture, "lightPos"), 0, 0, 0);
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// update transforms from physics simulation
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updateTransforms();
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// render models
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drawObjectTexture(planeContext, glm::translate(glm::vec3(0, 0, 0)), groundTexture);
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drawObjectTexture(shipContext, glm::translate(glm::vec3(0,3,0)), shipTexture); // boxModelMatrix was updated in updateTransforms()
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drawObjectTexture(boosterContext, glm::translate(glm::vec3(0, 3, 0)), shipTexture);
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drawObjectTexture(platformContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)), stoneTexture);
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drawObjectTexture(craneContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)), redTex);
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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));
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glutSwapBuffers();
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}
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void init()
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{
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srand((unsigned int)time(0));
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glEnable(GL_DEPTH_TEST);
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programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag");
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programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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cubemapTexture = Skybox::loadCubemap(faces);
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initRenderables();
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initPhysicsScene();
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}
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void shutdown()
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{
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shaderLoader.DeleteProgram(programColor);
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shaderLoader.DeleteProgram(programTexture);
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planeContext.initFromOBJ(planeModel);
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boxContext.initFromOBJ(boxModel);
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shipContext.initFromOBJ(shipModel);
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boosterContext.initFromOBJ(boosterModel);
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platformContext.initFromOBJ(platformModel);
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craneContext.initFromOBJ(craneModel);
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lampContext.initFromOBJ(lampModel);
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}
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void idle()
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{
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glutPostRedisplay();
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}
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int main(int argc, char ** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
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glutInitWindowPosition(200, 200);
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glutInitWindowSize(600, 600);
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glutCreateWindow("Projekt");
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glewInit();
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init();
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glutKeyboardFunc(keyboard);
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glutPassiveMotionFunc(mouse);
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glutDisplayFunc(renderScene);
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glutIdleFunc(idle);
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glutMainLoop();
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shutdown();
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return 0;
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}
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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GLuint programColor;
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GLuint programTexture;
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GLuint programSkybox;
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textureSun = Core::LoadTexture("textures/2k_sun_texture.png");
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textureMoon = Core::LoadTexture("textures/2k_moon.png");
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programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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cubemapTexture = Skybox::loadCubemap(faces);
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appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
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}
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// fixed timestep for stable and deterministic simulation
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const double physicsStepTime = 1.f / 60.f;
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double physicsTimeToProcess = 0;
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bool applied2 = false;
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double startupTime = 0;
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// physical objects
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}
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if (time > 7) {
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applied2 = true;
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boxBodies[1]->setLinearVelocity(PxVec3(0, 15, 0));
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}
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