553 lines
18 KiB
C++
553 lines
18 KiB
C++
#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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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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float appLoadingTime;
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obj::Model shipModelOrbit;
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obj::Model sphereModelOrbit;
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obj::Model stationModelOrbit;
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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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Core::RenderContext shipContextOrbit, sphereContextOrbit, stationContextOrbit;
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float frustumScale = 1.f;
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bool loading = false;
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bool reload = false;
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float orbitSpeed = 0.005f;
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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();
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boosterBody->userData = renderables[1];
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pxScene.scene->addActor(*boosterBody);
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boxBodies.push_back(boosterBody);
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PxRigidDynamic* spaceshipBody = pxScene.physics->createRigidDynamic(PxTransform(0, -3, 0)); // desiredPosition - 19
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PxShape* spaceshipShape = pxScene.physics->createShape(PxBoxGeometry(1, 1, 1), *boxMaterial);
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spaceshipShape->setLocalPose(PxTransform(0, 20, 0));
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spaceshipBody->attachShape(*spaceshipShape);
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spaceshipShape->release();
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spaceshipBody->userData = renderables[2];
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pxScene.scene->addActor(*spaceshipBody);
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boxBodies.push_back(spaceshipBody);
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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 model matrices
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// of proper renderables.
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if (!actor->userData) continue;
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Renderable* renderable = (Renderable*)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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renderable->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 = 0.5f;
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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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void mouse(int x, int y)
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{
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}
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glm::mat4 createCameraMatrixOrbit()
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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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glm::mat4 createCameraMatrix()
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{
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cameraDir = glm::normalize(glm::vec3(cosf(cameraAngle), 0, sinf(cameraAngle)));
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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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PxTransform position = boxBodies[1]->getGlobalPose();
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cameraPos.y = position.p.y - 5 + 19;
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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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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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//start
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if (!loading) {
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double time = glutGet(GLUT_ELAPSED_TIME) / 1000.0 - appLoadingTime;
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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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Skybox::drawSkybox(programSkybox, cameraMatrix, perspectiveMatrix, cubemapTexture);
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// update transforms from physics simulation
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updateTransforms();
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if (time > 2 && time < 7) {
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boxBodies[0]->setLinearVelocity(PxVec3(0, time * 0.8, 0));
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boxBodies[1]->setLinearVelocity(PxVec3(0, time * 0.8, 0));
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}
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if (time > 7 && time < 15) {
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boxBodies[1]->setLinearVelocity(PxVec3(0, 15, 0));
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}
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if (time > 15) {
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loading = true;
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lightDir = glm::normalize(glm::vec3(1.0f, -1.0f, -1.0f));
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lightPos = glm::vec3(0, 0, -800);
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cameraAngle = glm::radians(0.0f);
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cameraPos = glm::vec3(0, 0, 250);
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appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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}
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// render models
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for (Renderable* renderable : renderables) {
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drawObjectTexture(renderable->context, renderable->modelMatrix, renderable->textureId);
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}
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glutSwapBuffers();
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}
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//loading screen
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else if (!reload) {
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.0f - appLoadingTime;
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if (time < 3) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(1.f, 1.f, 1.f, 1.0f);
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glutSwapBuffers();
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}
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else {
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reload = true;
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appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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}
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}
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//orbit
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else
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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 = createCameraMatrixOrbit();
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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 shipModelOrbitMatrix = 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(&shipContextOrbit, shipModelOrbitMatrix, textureShip);
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//SUN
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//drawObjectTexture(&sphereModelOrbit, glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(20.f)), textureSun);
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//STATION
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drawObjectColor(&stationContextOrbit, 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 - <20>atwiejsze dla naszej cutscenki
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drawObjectTexture(&sphereContextOrbit, glm::scale(glm::vec3(45)), textureEarthHighres);
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//MOON
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drawObjectTexture(&sphereContextOrbit, 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, sphereContextOrbit, 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();
|
||
}
|
||
}
|
||
|
||
|
||
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 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);
|
||
|
||
glEnable(GL_DEPTH_TEST);
|
||
|
||
programSun = shaderLoader.CreateProgram("shaders/shader_4_2.vert", "shaders/shader_4_2.frag");
|
||
|
||
shipModelOrbit = obj::loadModelFromFile("models/ship_orbita.obj");
|
||
shipContextOrbit.initFromOBJ(shipModelOrbit);
|
||
|
||
stationModelOrbit = obj::loadModelFromFile("models/spaceStation.obj");
|
||
stationContextOrbit.initFromOBJ(stationModelOrbit);
|
||
|
||
sphereModelOrbit = obj::loadModelFromFile("models/sphere.obj");
|
||
sphereContextOrbit.initFromOBJ(sphereModelOrbit);
|
||
|
||
textureShip = Core::LoadTexture("textures/ship.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");
|
||
|
||
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||
|
||
initRenderables();
|
||
initPhysicsScene();
|
||
appLoadingTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
|
||
}
|
||
|
||
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;
|
||
}
|