Space-Project/src/main.cpp

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#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include <ctime>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Camera.h"
#include "Texture.h"
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#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
GLuint program;
GLuint programTex;
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GLuint programSun;
Core::Shader_Loader shaderLoader;
Core::RenderContext armContext;
std::vector<Core::Node> arm;
int ballIndex;
GLuint sunTexture;
GLuint earthTexture;
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GLuint moonTexture;
obj::Model sphereModel;
Core::RenderContext sphereContext;
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float cameraAngle = 0;
glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
glm::vec3 cameraDir;
glm::mat4 cameraMatrix, perspectiveMatrix;
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struct Light {
glm::vec3 pos;
glm::vec3 color;
};
std::vector<Light> lights;
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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 += 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::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
case 'q': cameraPos -= glm::cross(cameraDir, glm::vec3(1, 0, 0)) * moveSpeed; break;
}
}
glm::mat4 createCameraMatrix()
{
// Obliczanie kierunku patrzenia kamery (w plaszczyznie x-z) przy uzyciu zmiennej cameraAngle kontrolowanej przez klawisze.
cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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)
{
glUseProgram(program);
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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);
glUseProgram(0);
}
void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID)
{
glUseProgram(program);
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::SetActiveTexture(texID, "colorTexture", program, 0);
Core::DrawContext(context);
glUseProgram(0);
}
glm::mat4 drawPlanet(float time, glm::vec3 orbit, glm::vec3 translation, glm::vec3 scale)
{
glm::mat4 planetModelMatrix = glm::mat4(1.0f);
planetModelMatrix = glm::translate(planetModelMatrix, glm::vec3(2, 0, 2)); //pozycja s<>o<EFBFBD>ca
planetModelMatrix = glm::rotate(planetModelMatrix, time, orbit);
planetModelMatrix = glm::translate(planetModelMatrix, translation);
planetModelMatrix = glm::scale(planetModelMatrix, scale);
return planetModelMatrix;
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}
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glm::mat4 drawMoon(glm::mat4 planetModelMatrix, float time, glm::vec3 orbit, glm::vec3 translation, glm::vec3 rotation, glm::vec3 scale)
{
glm::mat4 moonModelMatrix = glm::mat4(planetModelMatrix);
moonModelMatrix = glm::rotate(moonModelMatrix, time, orbit);
moonModelMatrix = glm::translate(moonModelMatrix, translation);
moonModelMatrix = glm::rotate(moonModelMatrix, time, rotation);
moonModelMatrix = glm::scale(moonModelMatrix, scale);
return moonModelMatrix;
}
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void renderScene()
{
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix();
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glUseProgram(programSun);
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glm::vec3 sunPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::mat4 sunModelMatrix = glm::mat4(1.0f);
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sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
sunModelMatrix = glm::rotate(sunModelMatrix, time/10.0f, glm::vec3(0.0f, 1.0f, 1.0f));
drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(0.8f, 0.5f, 0.1f), sunTexture);
glUseProgram(programTex);
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glm::vec3 lightPos = sunPos;
glUniform3f(glGetUniformLocation(programTex, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glm::mat4 earth = drawPlanet(time / 5.0f, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-3.5f, 0.0f, -3.5f), glm::vec3(0.5f, 0.5f, 0.5f));
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glm::mat4 moon = drawMoon(earth, time/2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.2f, 0.2f, 0.2f));
earth = glm::rotate(earth, time/3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
drawObjectTexture(programTex, sphereContext, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
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drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
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glUseProgram(0);
glutSwapBuffers();
}
void init()
{
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_4_1.vert", "shaders/shader_4_1.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_4_tex.vert", "shaders/shader_4_tex.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag");
sphereModel = obj::loadModelFromFile("models/sphere.obj");
sphereContext.initFromOBJ(sphereModel);
sunTexture = Core::LoadTexture("textures/sun.png");
earthTexture = Core::LoadTexture("textures/earth2.png");
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moonTexture = Core::LoadTexture("textures/moon.png");
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}
void shutdown()
{
shaderLoader.DeleteProgram(program);
}
void idle()
{
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(200, 300);
glutInitWindowSize(600, 600);
glutCreateWindow("GRK-PROJECT WIP");
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glewInit();
init();
glutKeyboardFunc(keyboard);
glutDisplayFunc(renderScene);
glutIdleFunc(idle);
glutMainLoop();
shutdown();
return 0;
}