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;