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280
src/orbita.cpp
280
src/orbita.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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GLuint programColor;
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GLuint programTexture;
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GLuint programSkybox;
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GLuint programSun;
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GLuint cubemapTexture;
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GLuint skyboxVAO, skyboxVBO;
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Core::Shader_Loader shaderLoader;
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float appLoadingTime;
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obj::Model planeModel;
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obj::Model shipModel;
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obj::Model sphereModel;
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obj::Model stationModel;
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Core::RenderContext planeContext, shipContext, sphereContext, stationContext;
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float cameraAngle = glm::radians(0.0f);
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glm::vec3 cameraPos = glm::vec3(0, 0 , 250);
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glm::vec3 cameraDir;
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glm::mat4 cameraMatrix, perspectiveMatrix;
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glm::mat4 boxModelMatrix;
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glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, -1.0f));
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glm::vec3 lightPos = glm::vec3(0, 0, -800);
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// skybox
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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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GLuint textureTest;
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GLuint textureEarth;
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GLuint textureAsteroid;
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GLuint textureShip;
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GLuint textureSun;
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GLuint textureEarthHighres;
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GLuint textureMoon;
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float frustumScale = 1.f;
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float orbitSpeed = 0.005f;
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void keyboard(unsigned char key, int x, int y)
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{
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float angleSpeed = 0.5f;
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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 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
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//case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
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//case 'e': cameraPos += glm::vec3(0, 1, 0) * moveSpeed; break;
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//case 'q': cameraPos -= glm::vec3(0, 1, 0) * moveSpeed; break;
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case 'w':
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if (orbitSpeed < 0.02f) {
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orbitSpeed += 0.001f;
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}
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break;
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case 's':
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if (orbitSpeed > 0.001f) {
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orbitSpeed -= 0.001f;
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}
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break;
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}
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}
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glm::mat4 createCameraMatrix()
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{
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.0f - appLoadingTime;
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// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
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cameraPos = glm::rotate(cameraPos, orbitSpeed, glm::vec3(0, 1, 0));
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//cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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cameraDir = glm::normalize(glm::vec3(0, 0, 0) - cameraPos);
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glm::vec3 up = glm::vec3(0, 1, 0);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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}
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void drawObject(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
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{
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glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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Core::DrawContext(context);
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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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glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.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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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.0f - appLoadingTime;
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// opcjonalny ruch swiatla do testow
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bool animateLight = false;
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if (animateLight) {
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float lightAngle = (glutGet(GLUT_ELAPSED_TIME) / 1000.0f) * 3.14 / 8;
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lightDir = glm::normalize(glm::vec3(sin(lightAngle), -1.0f, cos(lightAngle)));
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}
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// Aktualizacja macierzy widoku i rzutowania.
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
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// skybox
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Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
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//SHIP
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glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 4.f + glm::vec3(0, -0.25f, 0)) * glm::rotate(glm::orientedAngle(glm::vec3(0, 0, 1), cameraDir, glm::vec3(0, 1, 0)), glm::vec3(0,1,0)) * glm::scale(glm::vec3(0.2)) * glm::translate(glm::vec3(2, 0, 0));
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drawObjectTexture(&shipContext, shipModelMatrix, textureShip);
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//SUN
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//drawObjectTexture(&sphereModel, glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(20.f)), textureSun);
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//STATION
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drawObjectColor(&stationContext, glm::rotate(time / 2.0f, glm::vec3(0, 1, 0)) * glm::translate(glm::vec3(0, 0, 200)) * glm::scale(glm::vec3(5)), glm::vec3(0.5));
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//EARTH nieruchoma - ³atwiejsze dla naszej cutscenki
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drawObjectTexture(&sphereContext, glm::scale(glm::vec3(45)), textureEarthHighres);
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//MOON
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drawObjectTexture(&sphereContext, glm::rotate(time / 50.0f, glm::vec3(0, 1, 0)) * glm::translate(glm::vec3(0, 0, 300)) * glm::scale(glm::vec3(20)), textureMoon);
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// sun
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glUseProgram(programSun);
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glUniform3f(glGetUniformLocation(programSun, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
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glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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drawObject(programSun, sphereContext, glm::translate(lightPos) * glm::scale(glm::vec3(10.f)), glm::vec3(1.0f, 0.8f, 0.2f));
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glUseProgram(0);
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glutSwapBuffers();
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}
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void init()
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{
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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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programSun = shaderLoader.CreateProgram("shaders/shader_4_2.vert", "shaders/shader_4_2.frag");
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shipModel = obj::loadModelFromFile("models/ship_orbita.obj");
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shipContext.initFromOBJ(shipModel);
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stationModel = obj::loadModelFromFile("models/spaceStation.obj");
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stationContext.initFromOBJ(stationModel);
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sphereModel = obj::loadModelFromFile("models/sphere.obj");
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sphereContext.initFromOBJ(sphereModel);
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textureShip = Core::LoadTexture("textures/ship.png");
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textureEarthHighres = Core::LoadTexture("textures/4k_earth_daymap.png");
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textureAsteroid = Core::LoadTexture("textures/asteroid.png");
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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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void shutdown()
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{
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shaderLoader.DeleteProgram(programColor);
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shaderLoader.DeleteProgram(programTexture);
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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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void onReshape(int width, int height)
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{
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frustumScale = (float)width / height;
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glViewport(0, 0, width, height);
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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 GRK");
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glewInit();
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init();
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glutKeyboardFunc(keyboard);
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glutDisplayFunc(renderScene);
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glutIdleFunc(idle);
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glutReshapeFunc(onReshape);
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glutMainLoop();
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shutdown();
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return 0;
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}
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src/start.cpp
389
src/start.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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Core::RenderContext planeContext, boxContext, shipContext, boosterContext, platformContext, craneContext, lampContext;
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GLuint boxTexture, groundTexture, shipTexture, stoneTexture, redTex, yellowTex;
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glm::vec3 cameraPos = glm::vec3(-40, 5, 0);
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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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// skybox
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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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// Initalization of physical scene (PhysX)
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Physics pxScene(9.8 /* 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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double startupTime = 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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std::vector<PxRigidDynamic*> boxBodies;
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PxMaterial *boxMaterial = nullptr;
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// renderable objects (description of a single renderable instance)
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struct Renderable {
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Core::RenderContext* context;
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glm::mat4 modelMatrix;
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GLuint textureId;
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};
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std::vector<Renderable*> renderables;
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void initRenderables()
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{
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// load models
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planeModel = obj::loadModelFromFile("models/plane2.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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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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// 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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yellowTex = Core::LoadTexture("textures/yellowTex.jpg");
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// This time we organize all the renderables in a list
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// of basic properties (model, transform, texture),
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// to unify their rendering and simplify their managament
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// in connection to the physics simulation
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// create ground
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Renderable *ground = new Renderable();
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ground->context = &planeContext;
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ground->textureId = groundTexture;
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renderables.emplace_back(ground);
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Renderable* booster = new Renderable();
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booster->context = &boosterContext;
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booster->textureId = shipTexture;
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renderables.emplace_back(booster);
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Renderable* spaceship = new Renderable();
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spaceship->context = &shipContext;
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spaceship->textureId = shipTexture;
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renderables.emplace_back(spaceship);
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Renderable* platform = new Renderable();
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platform->context = &platformContext;
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platform->textureId = stoneTexture;
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renderables.emplace_back(platform);
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Renderable* crane = new Renderable();
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crane->context = &craneContext;
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crane->textureId = redTex;
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renderables.emplace_back(crane);
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Renderable* lamp = new Renderable();
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lamp->context = &lampContext;
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lamp->textureId = yellowTex;
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renderables.emplace_back(lamp);
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}
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void initPhysicsScene()
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{
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planeBody = pxScene.physics->createRigidStatic(PxTransformFromPlaneEquation(PxPlane(0, 10, 0, 0)));
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planeMaterial = pxScene.physics->createMaterial(0.5, 0.5, 0.6);
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PxShape* planeShape = pxScene.physics->createShape(PxPlaneGeometry(), *planeMaterial);
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planeBody->attachShape(*planeShape);
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planeShape->release();
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planeBody->userData = renderables[0];
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pxScene.scene->addActor(*planeBody);
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boxMaterial = pxScene.physics->createMaterial(0.5, 0.5, 0.6);
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PxRigidDynamic* boosterBody = pxScene.physics->createRigidDynamic(PxTransform(0, -3, 0)); //desired position - 3
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PxShape* boosterShape = pxScene.physics->createShape(PxBoxGeometry(1, 8, 1), *boxMaterial);
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boosterShape->setLocalPose(PxTransform(0, 11, 0));
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boosterBody->attachShape(*boosterShape);
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boosterShape->release();
|
||||
boosterBody->userData = renderables[1];
|
||||
pxScene.scene->addActor(*boosterBody);
|
||||
boxBodies.push_back(boosterBody);
|
||||
|
||||
PxRigidDynamic* spaceshipBody = pxScene.physics->createRigidDynamic(PxTransform(0, -3, 0)); // desiredPosition - 19
|
||||
PxShape* spaceshipShape = pxScene.physics->createShape(PxBoxGeometry(1, 1, 1), *boxMaterial);
|
||||
spaceshipShape->setLocalPose(PxTransform(0, 20, 0));
|
||||
spaceshipBody->attachShape(*spaceshipShape);
|
||||
spaceshipShape->release();
|
||||
spaceshipBody->userData = renderables[2];
|
||||
pxScene.scene->addActor(*spaceshipBody);
|
||||
boxBodies.push_back(spaceshipBody);
|
||||
|
||||
}
|
||||
|
||||
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 model matrices
|
||||
// of proper renderables.
|
||||
if (!actor->userData) continue;
|
||||
Renderable *renderable = (Renderable*)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
|
||||
renderable->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 = 0.1f;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
void mouse(int x, int y)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
glm::mat4 createCameraMatrix()
|
||||
{
|
||||
cameraDir = glm::normalize(glm::vec3(cosf(cameraAngle ), 0, sinf(cameraAngle )));
|
||||
glm::vec3 up = glm::vec3(0, 1, 0);
|
||||
cameraSide = glm::cross(cameraDir, up);
|
||||
|
||||
PxTransform position = boxBodies[1]->getGlobalPose();
|
||||
cameraPos.y = position.p.y - 5 + 19;
|
||||
|
||||
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);
|
||||
glUniform3f(glGetUniformLocation(program, "lightPos"), lightPos.x, lightPos.y, lightPos.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 - startupTime;
|
||||
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);
|
||||
|
||||
Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
|
||||
|
||||
// update transforms from physics simulation
|
||||
updateTransforms();
|
||||
|
||||
|
||||
if (time > 2 && time < 7) {
|
||||
boxBodies[0]->setLinearVelocity(PxVec3(0, time * 0.8, 0));
|
||||
boxBodies[1]->setLinearVelocity(PxVec3(0, time * 0.8, 0));
|
||||
}
|
||||
|
||||
if (time > 7) {
|
||||
boxBodies[1]->setLinearVelocity(PxVec3(0, 15, 0));
|
||||
}
|
||||
|
||||
|
||||
// render models
|
||||
for (Renderable* renderable : renderables) {
|
||||
drawObjectTexture(renderable->context, renderable->modelMatrix, renderable->textureId);
|
||||
|
||||
}
|
||||
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void init()
|
||||
{
|
||||
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/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||
|
||||
cubemapTexture = Skybox::loadCubemap(faces);
|
||||
|
||||
initRenderables();
|
||||
initPhysicsScene();
|
||||
startupTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
|
||||
}
|
||||
|
||||
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 GRK");
|
||||
glewInit();
|
||||
|
||||
init();
|
||||
glutKeyboardFunc(keyboard);
|
||||
glutPassiveMotionFunc(mouse);
|
||||
glutDisplayFunc(renderScene);
|
||||
glutIdleFunc(idle);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user