diff --git a/grk-project.vcxproj b/grk-project.vcxproj index 5332a2d..1ac3838 100644 --- a/grk-project.vcxproj +++ b/grk-project.vcxproj @@ -59,7 +59,7 @@ Application true Unicode - v142 + v141 Application diff --git a/src/main.cpp b/src/main.cpp index eabea19..89bc249 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -43,16 +43,14 @@ static GLubyte* g_particule_color_data; GLuint particle_vertex_buffer; GLuint particles_position_buffer; GLuint particles_color_buffer; -GLuint CameraRight_worldspace_ID; -GLuint CameraUp_worldspace_ID; -GLuint ViewProjMatrixID; -GLuint TextureParticle; Core::Shader_Loader shaderLoader; Core::RenderContext armContext; std::vector arm; int ballIndex; +bool bothEngines = true; + GLuint textureShip_normals; GLuint sunTexture; @@ -131,7 +129,7 @@ struct Light { float intensity; }; -int engineLightTimer; +int engineLightTimer = 50; //wczytywanie skyboxa (musi byc jpg!) std::vector faces @@ -309,6 +307,63 @@ void drawSkybox(GLuint program, Core::RenderContext context, GLuint texID) glUseProgram(0); } +void drawParticles(int ParticlesCount, glm::mat4 &transformation) +{ + glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer); + glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLfloat), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details. + glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data); + + glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer); + glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details. + glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLubyte) * 4, g_particule_color_data); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, particleTexture); + glUniform1i(glGetUniformLocation(programParticle, "sprite"), 0); + glUniform3f(glGetUniformLocation(programParticle, "CameraRight_worldspace"), cameraSide.x, cameraSide.y, cameraSide.z); + glUniform3f(glGetUniformLocation(programParticle, "CameraUp_worldspace"), 0, 1, 0); + + glUniformMatrix4fv(glGetUniformLocation(programParticle, "VP"), 1, GL_FALSE, &transformation[0][0]); + + glEnableVertexAttribArray(0); + glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer); + glVertexAttribPointer( + 0, // attribute. No particular reason for 0, but must match the layout in the shader. + 3, // size + GL_FLOAT, // type + GL_FALSE, // normalized? + 0, // stride + (void*)0 // array buffer offset + ); + glEnableVertexAttribArray(1); + glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer); + glVertexAttribPointer( + 1, // attribute. No particular reason for 1, but must match the layout in the shader. + 4, // size : x + y + z + size => 4 + GL_FLOAT, // type + GL_FALSE, // normalized? + 0, // stride + (void*)0 // array buffer offset + ); + glEnableVertexAttribArray(2); + glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer); + glVertexAttribPointer( + 2, // attribute. No particular reason for 1, but must match the layout in the shader. + 4, // size : r + g + b + a => 4 + GL_UNSIGNED_BYTE, // type + GL_TRUE, // normalized? *** YES, this means that the unsigned char[4] will be accessible with a vec4 (floats) in the shader *** + 0, // stride + (void*)0 // array buffer offset + ); + glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0 + glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1 + glVertexAttribDivisor(2, 1); // color : one per quad -> 1 + glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount); + + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(2); +} + //Textures void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID) { @@ -377,10 +432,10 @@ void renderScene() lights[0].position = sunPos; lights[1].position = sunPos2; - glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(700, 0, -1500)); + glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(450, 0, -1500)); lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]); - glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-700, 0, -1500)); + glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-450, 0, -1500)); lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]); for (int i = 0; i < lights.size(); i++) @@ -415,41 +470,62 @@ void renderScene() glUseProgram(programParticle); //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - double currentTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f; - double delta = currentTime - lastTime; - lastTime = currentTime; - glm::mat4 ProjectionMatrix = perspectiveMatrix;// *glm::mat4(glm::mat3(cameraMatrix)); - glm::mat4 ViewMatrix = cameraMatrix; - glm::vec3 CameraPosition(glm::inverse(ViewMatrix)[3]); - glm::mat4 ViewProjectionMatrix = ProjectionMatrix * ViewMatrix; - - int newparticles = (int)(delta * 10000.0); - if (newparticles > (int)(0.016f * 10000.0)) - newparticles = (int)(0.016f * 10000.0); + double delta = time - lastTime; + lastTime = time; + + glm::mat4 transformation = perspectiveMatrix * cameraMatrix; + + int newparticles = 0; + + if (engineLightTimer < 40) + { + engineLightTimer++; + newparticles = (int)(delta * 10000.0); + if (newparticles > (int)(0.016f * 10000.0)) + newparticles = (int)(0.016f * 10000.0); + } + else + { + lights[2].intensity = 0.00001; + lights[3].intensity = 0.00001; + } for (int i = 0; i < newparticles; i++) { int particleIndex = FindUnusedParticle(); ParticlesContainer[particleIndex].life = 100.0f; - ParticlesContainer[particleIndex].pos = lights[2].position; + if (lights[2].intensity > 0.001 && lights[3].intensity > 0.001) + { + if (rand() % 2) + ParticlesContainer[particleIndex].pos = lights[2].position; - float spread = 1.5f; + else + ParticlesContainer[particleIndex].pos = lights[3].position; + } + else if(lights[2].intensity > 0.001) + ParticlesContainer[particleIndex].pos = lights[2].position; + + else if (lights[3].intensity > 0.001) + ParticlesContainer[particleIndex].pos = lights[3].position; + + + float spread = 1.0f; glm::vec3 maindir = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 randomdir = glm::vec3( - (rand() % 2000 - 1000.0f) / 1000.0f, - (rand() % 2000 - 1000.0f) / 1000.0f, - (rand() % 2000 - 1000.0f) / 1000.0f + (rand() % 2000 - 1000.0f) / 5000.0f, + (rand() % 2000 - 1000.0f) / 5000.0f, + (rand() % 2000 - 1000.0f) / 5000.0f ); ParticlesContainer[particleIndex].speed = maindir + randomdir * spread; // Very bad way to generate a random color - ParticlesContainer[particleIndex].r = rand() % 256; - ParticlesContainer[particleIndex].g = rand() % 256; - ParticlesContainer[particleIndex].b = rand() % 256; + ParticlesContainer[particleIndex].r = rand() % 100 + 100; + ParticlesContainer[particleIndex].g = 0; + ParticlesContainer[particleIndex].b = rand() % 100 + 50; ParticlesContainer[particleIndex].a = (rand() % 256) / 3; - ParticlesContainer[particleIndex].size = (rand() % 1000) / 50000.0f; + ParticlesContainer[particleIndex].size = (rand() % 1000) / 50000.0f + 0.01f; } // Simulate all particles @@ -492,64 +568,9 @@ void renderScene() } } - + SortParticles(); - glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer); - glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLfloat), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details. - glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data); - - glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer); - glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details. - glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLubyte) * 4, g_particule_color_data); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, particleTexture); - glUniform1i(TextureParticle, 0); - glUniform3f(CameraRight_worldspace_ID, ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]); - glUniform3f(CameraUp_worldspace_ID, ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]); - - glUniformMatrix4fv(ViewProjMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]); - - glEnableVertexAttribArray(0); - glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer); - glVertexAttribPointer( - 0, // attribute. No particular reason for 0, but must match the layout in the shader. - 3, // size - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - glEnableVertexAttribArray(1); - glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer); - glVertexAttribPointer( - 1, // attribute. No particular reason for 1, but must match the layout in the shader. - 4, // size : x + y + z + size => 4 - GL_FLOAT, // type - GL_FALSE, // normalized? - 0, // stride - (void*)0 // array buffer offset - ); - glEnableVertexAttribArray(2); - glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer); - glVertexAttribPointer( - 2, // attribute. No particular reason for 1, but must match the layout in the shader. - 4, // size : r + g + b + a => 4 - GL_UNSIGNED_BYTE, // type - GL_TRUE, // normalized? *** YES, this means that the unsigned char[4] will be accessible with a vec4 (floats) in the shader *** - 0, // stride - (void*)0 // array buffer offset - ); - glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0 - glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1 - glVertexAttribDivisor(2, 1); // color : one per quad -> 1 - glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount); - - glDisableVertexAttribArray(0); - glDisableVertexAttribArray(1); - glDisableVertexAttribArray(2); - - - + drawParticles(ParticlesCount, transformation); drawSkybox(programSkybox, cubeContext, skyboxTexture); glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -576,63 +597,13 @@ void renderScene() glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]); renderQuad(); - - if (engineLightTimer < 50) engineLightTimer++; - else - { - lights[2].intensity = 0.00001; - lights[3].intensity = 0.00001; - } - - glutSwapBuffers(); - //particlepart - } -void init() +void init_particles() { - glEnable(GL_DEPTH_TEST); - programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); - programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); - programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag"); - programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag"); - programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag"); - programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag"); - - glUseProgram(programBlur); - glUniform1i(glGetUniformLocation(programBlur, "image"), 0); - glUseProgram(programBloom); - glUniform1i(glGetUniformLocation(programBloom, "scene"), 0); - glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1); - glUseProgram(0); - - - corvette = std::make_shared("models/Corvette-F3.obj"); - crewmate = std::make_shared("models/space_humster.obj"); - //shipModel = obj::loadModelFromFile("models/spaceship.obj"); - sphereModel = obj::loadModelFromFile("models/sphere.obj"); - cubeModel = obj::loadModelFromFile("models/cube.obj"); - - sphereContext.initFromOBJ(sphereModel); - cubeContext.initFromOBJ(cubeModel); - //shipContext.initFromOBJ(shipModel); - shipTexture = Core::LoadTexture("textures/spaceship.png"); - sunTexture = Core::LoadTexture("textures/sun.png"); - earthTexture = Core::LoadTexture("textures/earth2.png"); - moonTexture = Core::LoadTexture("textures/moon.png"); - particleTexture = Core::LoadTexture("textures/sun.png"); - skyboxTexture = loadCubemap(faces); - - glGenFramebuffers(1, &FBO); - glBindFramebuffer(GL_FRAMEBUFFER, FBO); - //particlepart glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); - CameraRight_worldspace_ID = glGetUniformLocation(programParticle, "CameraRight_worldspace"); - CameraUp_worldspace_ID = glGetUniformLocation(programParticle, "CameraUp_worldspace"); - ViewProjMatrixID = glGetUniformLocation(programParticle, "VP"); - TextureParticle = glGetUniformLocation(programParticle, "sprite"); g_particule_position_size_data = new GLfloat[MaxParticles * 4]; g_particule_color_data = new GLubyte[MaxParticles * 4]; for (int i = 0; i < MaxParticles; i++) { @@ -660,7 +631,12 @@ void init() // Initialize with empty (NULL) buffer : it will be updated later, each frame. glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW); lastTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f; +} +void init_bloom() +{ + glGenFramebuffers(1, &FBO); + glBindFramebuffer(GL_FRAMEBUFFER, FBO); glGenTextures(2, colorBuffers); @@ -705,6 +681,45 @@ void init() if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "Framebuffer not complete!" << std::endl; } +} + +void init() +{ + glEnable(GL_DEPTH_TEST); + programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag"); + programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); + programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag"); + programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag"); + programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag"); + programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag"); + + glUseProgram(programBlur); + glUniform1i(glGetUniformLocation(programBlur, "image"), 0); + glUseProgram(programBloom); + glUniform1i(glGetUniformLocation(programBloom, "scene"), 0); + glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1); + glUseProgram(0); + + + corvette = std::make_shared("models/Corvette-F3.obj"); + crewmate = std::make_shared("models/space_humster.obj"); + //shipModel = obj::loadModelFromFile("models/spaceship.obj"); + sphereModel = obj::loadModelFromFile("models/sphere.obj"); + cubeModel = obj::loadModelFromFile("models/cube.obj"); + + sphereContext.initFromOBJ(sphereModel); + cubeContext.initFromOBJ(cubeModel); + //shipContext.initFromOBJ(shipModel); + shipTexture = Core::LoadTexture("textures/spaceship.png"); + sunTexture = Core::LoadTexture("textures/sun.png"); + earthTexture = Core::LoadTexture("textures/earth2.png"); + moonTexture = Core::LoadTexture("textures/moon.png"); + particleTexture = Core::LoadTexture("textures/sun.png"); + skyboxTexture = loadCubemap(faces); + + init_particles(); + init_bloom(); + Light l1; l1.position = sunPos;