Projekt_Grafika/src/orbita.cpp

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8.1 KiB
C++
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#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"
GLuint programColor;
GLuint programTexture;
GLuint programSkybox;
GLuint programSun;
GLuint cubemapTexture;
GLuint skyboxVAO, skyboxVBO;
Core::Shader_Loader shaderLoader;
float appLoadingTime;
obj::Model planeModel;
obj::Model shipModel;
obj::Model sphereModel;
obj::Model boxModel;
Core::RenderContext planeContext, shipContext, sphereContext, boxContext;
float cameraAngle = glm::radians(0.0f);
glm::vec3 cameraPos = glm::vec3(0, 0 , 250);
glm::vec3 cameraDir;
glm::mat4 cameraMatrix, perspectiveMatrix;
glm::mat4 boxModelMatrix;
glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, -1.0f));
glm::vec3 lightPos = glm::vec3(0, 0, -800);
// skybox
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",
};
GLuint textureTest;
GLuint textureEarth;
GLuint textureAsteroid;
GLuint textureShip;
GLuint textureSun;
GLuint textureEarthHighres;
GLuint textureMoon;
float frustumScale = 1.f;
float orbitSpeed = 0.005f;
void keyboard(unsigned char key, int x, int y)
{
float angleSpeed = 0.5f;
float moveSpeed = 0.5f;
switch(key)
{
//case 'z': cameraAngle -= angleSpeed; break;
//case 'x': cameraAngle += angleSpeed; break;
//case 'd': cameraPos += glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
//case 'a': cameraPos -= glm::cross(cameraDir, glm::vec3(0, 1, 0)) * moveSpeed; break;
//case 'e': cameraPos += glm::vec3(0, 1, 0) * moveSpeed; break;
//case 'q': cameraPos -= glm::vec3(0, 1, 0) * moveSpeed; break;
case 'w':
if (orbitSpeed < 0.02f) {
orbitSpeed += 0.001f;
}
break;
case 's':
if (orbitSpeed > 0.001f) {
orbitSpeed -= 0.001f;
}
break;
}
}
glm::mat4 createCameraMatrix()
{
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.0f - appLoadingTime;
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
cameraPos = glm::rotate(cameraPos, orbitSpeed, glm::vec3(0, 1, 0));
//cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
cameraDir = glm::normalize(glm::vec3(0, -1, 0) - cameraPos);
glm::vec3 up = glm::vec3(0, 1, 0);
return Core::createViewMatrix(cameraPos, cameraDir, up);
}
void drawObject(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
{
glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
Core::DrawContext(context);
}
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()
{
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.0f - appLoadingTime;
// opcjonalny ruch swiatla do testow
bool animateLight = false;
if (animateLight) {
float lightAngle = (glutGet(GLUT_ELAPSED_TIME) / 1000.0f) * 3.14 / 8;
lightDir = glm::normalize(glm::vec3(sin(lightAngle), -1.0f, cos(lightAngle)));
}
// Aktualizacja macierzy widoku i rzutowania.
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix(0.1f, 1500.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
// skybox
Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
//SHIP
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0));
drawObjectTexture(&shipContext, shipModelMatrix, textureShip);
//SUN
//drawObjectTexture(&sphereContext, glm::translate(glm::vec3(0, 0, -800)) * glm::scale(glm::vec3(10.f)), textureSun);
//EARTH nieruchoma - <20>atwiejsze dla naszej cutscenki
drawObjectTexture(&sphereContext, glm::scale(glm::vec3(45)), textureEarthHighres);
//MOON
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);
// sun
glUseProgram(programSun);
glUniform3f(glGetUniformLocation(programSun, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
drawObject(programSun, sphereContext, glm::translate(lightPos) * glm::scale(glm::vec3(10.f)), glm::vec3(1.0f, 0.8f, 0.2f));
glUseProgram(0);
glutSwapBuffers();
}
void init()
{
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");
programSun = shaderLoader.CreateProgram("shaders/shader_4_2.vert", "shaders/shader_4_2.frag");
shipModel = obj::loadModelFromFile("models/ship.obj");
shipContext.initFromOBJ(shipModel);
sphereModel = obj::loadModelFromFile("models/sphere.obj");
sphereContext.initFromOBJ(sphereModel);
boxModel = obj::loadModelFromFile("models/box.obj");
boxContext.initFromOBJ(boxModel);
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
cubemapTexture = Skybox::loadCubemap(faces);
textureShip = Core::LoadTexture("textures/spaceship.png");
textureEarthHighres = Core::LoadTexture("textures/4k_earth_daymap.png");
textureAsteroid = Core::LoadTexture("textures/asteroid.png");
textureSun = Core::LoadTexture("textures/2k_sun_texture.png");
textureMoon = Core::LoadTexture("textures/2k_moon.png");
appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
}
void shutdown()
{
shaderLoader.DeleteProgram(programColor);
shaderLoader.DeleteProgram(programTexture);
}
void idle()
{
glutPostRedisplay();
}
void onReshape(int width, int height)
{
frustumScale = (float)width / height;
glViewport(0, 0, width, height);
}
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);
glutDisplayFunc(renderScene);
glutIdleFunc(idle);
glutReshapeFunc(onReshape);
glutMainLoop();
shutdown();
return 0;
}