Merge particles with master
This commit is contained in:
commit
0a5ac016c1
@ -17,6 +17,8 @@
|
||||
<None Include="shaders\shader_blur.vert" />
|
||||
<None Include="shaders\shader_color.frag" />
|
||||
<None Include="shaders\shader_color.vert" />
|
||||
<None Include="shaders\shader_particle.frag" />
|
||||
<None Include="shaders\shader_particle.vert" />
|
||||
<None Include="shaders\shader_skybox.frag" />
|
||||
<None Include="shaders\shader_skybox.vert" />
|
||||
<None Include="shaders\shader_sun.frag" />
|
||||
|
@ -54,6 +54,12 @@
|
||||
<None Include="shaders\shader_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_particle.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_particle.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Box.cpp">
|
||||
|
14
shader_particle.frag
Normal file
14
shader_particle.frag
Normal file
@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
in vec2 UV;
|
||||
in vec4 ParticleColor;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D sprite;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture( sprite, UV ) * ParticleColor;
|
||||
|
||||
}
|
29
shader_particle.vert
Normal file
29
shader_particle.vert
Normal file
@ -0,0 +1,29 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec3 squareVertices;
|
||||
layout(location = 1) in vec4 xyzs;
|
||||
layout(location = 2) in vec4 color;
|
||||
|
||||
out vec2 UV;
|
||||
out vec4 ParticleColor;
|
||||
|
||||
uniform vec3 CameraRight_worldspace;
|
||||
uniform vec3 CameraUp_worldspace;
|
||||
uniform mat4 VP;
|
||||
|
||||
void main()
|
||||
{
|
||||
float particleSize = xyzs.w; // because we encoded it this way.
|
||||
vec3 particleCenter_wordspace = xyzs.xyz;
|
||||
|
||||
vec3 vertexPosition_worldspace =
|
||||
particleCenter_wordspace
|
||||
+ CameraRight_worldspace * squareVertices.x * particleSize
|
||||
+ CameraUp_worldspace * squareVertices.y * particleSize;
|
||||
|
||||
// Output position of the vertex
|
||||
gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
|
||||
|
||||
// UV of the vertex. No special space for this one.
|
||||
UV = squareVertices.xy + vec2(0.5, 0.5);
|
||||
ParticleColor = color;
|
||||
}
|
14
shaders/shader_particle.frag
Normal file
14
shaders/shader_particle.frag
Normal file
@ -0,0 +1,14 @@
|
||||
#version 330 core
|
||||
|
||||
in vec2 UV;
|
||||
in vec4 ParticleColor;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform sampler2D sprite;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture( sprite, UV ) * ParticleColor;
|
||||
|
||||
}
|
29
shaders/shader_particle.vert
Normal file
29
shaders/shader_particle.vert
Normal file
@ -0,0 +1,29 @@
|
||||
#version 330 core
|
||||
layout(location = 0) in vec3 squareVertices;
|
||||
layout(location = 1) in vec4 xyzs;
|
||||
layout(location = 2) in vec4 color;
|
||||
|
||||
out vec2 UV;
|
||||
out vec4 ParticleColor;
|
||||
|
||||
uniform vec3 CameraRight_worldspace;
|
||||
uniform vec3 CameraUp_worldspace;
|
||||
uniform mat4 VP;
|
||||
|
||||
void main()
|
||||
{
|
||||
float particleSize = xyzs.w; // because we encoded it this way.
|
||||
vec3 particleCenter_wordspace = xyzs.xyz;
|
||||
|
||||
vec3 vertexPosition_worldspace =
|
||||
particleCenter_wordspace
|
||||
+ CameraRight_worldspace * squareVertices.x * particleSize
|
||||
+ CameraUp_worldspace * squareVertices.y * particleSize;
|
||||
|
||||
// Output position of the vertex
|
||||
gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
|
||||
|
||||
// UV of the vertex. No special space for this one.
|
||||
UV = squareVertices.xy + vec2(0.5, 0.5);
|
||||
ParticleColor = color;
|
||||
}
|
343
src/main.cpp
343
src/main.cpp
@ -30,18 +30,28 @@ GLuint programSkybox;
|
||||
GLuint programSun;
|
||||
GLuint programBlur;
|
||||
GLuint programBloom;
|
||||
GLuint programParticle;
|
||||
GLuint VertexArrayID;
|
||||
|
||||
unsigned int pingpongFBO[2];
|
||||
unsigned int pingpongColorbuffers[2];
|
||||
unsigned int FBO;
|
||||
unsigned int colorBuffers[2];
|
||||
|
||||
//particlepart
|
||||
double lastTime;
|
||||
static GLfloat* g_particule_position_size_data;
|
||||
static GLubyte* g_particule_color_data;
|
||||
GLuint particle_vertex_buffer;
|
||||
GLuint particles_position_buffer;
|
||||
GLuint particles_color_buffer;
|
||||
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
Core::RenderContext armContext;
|
||||
std::vector<Core::Node> arm;
|
||||
int ballIndex;
|
||||
bool bothEngines = true;
|
||||
|
||||
|
||||
GLuint textureShip_normals;
|
||||
GLuint sunTexture;
|
||||
@ -49,6 +59,7 @@ GLuint earthTexture;
|
||||
GLuint moonTexture;
|
||||
GLuint skyboxTexture;
|
||||
GLuint shipTexture;
|
||||
GLuint particleTexture;
|
||||
obj::Model sphereModel;
|
||||
obj::Model cubeModel;
|
||||
obj::Model shipModel;
|
||||
@ -72,15 +83,54 @@ glm::mat4 cameraMatrix, perspectiveMatrix;
|
||||
|
||||
glm::vec3 sunPos = glm::vec3(10.0f, 0.0f, -5.0f);
|
||||
glm::vec3 sunPos2 = glm::vec3(25.0f, -1.0f, 10.0f);
|
||||
//particlepart
|
||||
struct Particle {
|
||||
glm::vec3 pos, speed;
|
||||
unsigned char r, g, b, a; // Color
|
||||
float size, angle, weight;
|
||||
float life; // Remaining life of the particle. if <0 : dead and unused.
|
||||
float cameradistance; // *Squared* distance to the camera. if dead : -1.0f
|
||||
|
||||
bool operator<(const Particle& that) const {
|
||||
return this->cameradistance > that.cameradistance;
|
||||
}
|
||||
};
|
||||
|
||||
const int MaxParticles = 1000;
|
||||
Particle ParticlesContainer[MaxParticles];
|
||||
int LastUsedParticle = 0;
|
||||
|
||||
void SortParticles() {
|
||||
std::sort(&ParticlesContainer[0], &ParticlesContainer[MaxParticles]);
|
||||
}
|
||||
|
||||
int FindUnusedParticle() {
|
||||
|
||||
for (int i = LastUsedParticle; i < MaxParticles; i++) {
|
||||
if (ParticlesContainer[i].life < 0) {
|
||||
LastUsedParticle = i;
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < LastUsedParticle; i++) {
|
||||
if (ParticlesContainer[i].life < 0) {
|
||||
LastUsedParticle = i;
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return 0; // All particles are taken, override the first one
|
||||
}
|
||||
|
||||
//Light
|
||||
struct Light {
|
||||
glm::vec3 position;
|
||||
glm::vec3 color;
|
||||
float intensity;
|
||||
};
|
||||
|
||||
int engineLightTimer;
|
||||
int engineLightTimer = 50;
|
||||
|
||||
//wczytywanie skyboxa (musi byc jpg!)
|
||||
std::vector<std::string> faces
|
||||
@ -169,7 +219,7 @@ glm::mat4 createCameraMatrix()
|
||||
cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
|
||||
glm::vec3 up = glm::vec3(0, 1, 0);
|
||||
|
||||
cameraSide = glm::cross(cameraDir,up);
|
||||
cameraSide = glm::cross(cameraDir, up);
|
||||
|
||||
return Core::createViewMatrix(cameraPos, cameraDir, up);
|
||||
}
|
||||
@ -220,7 +270,7 @@ unsigned int loadCubemap(std::vector<std::string> faces)
|
||||
int width, height, nrChannels;
|
||||
for (unsigned int i = 0; i < faces.size(); i++)
|
||||
{
|
||||
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
||||
@ -259,6 +309,63 @@ 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)
|
||||
{
|
||||
@ -335,10 +442,10 @@ 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++)
|
||||
@ -356,6 +463,10 @@ void renderScene()
|
||||
drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
|
||||
drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix, glm::vec3(1));
|
||||
|
||||
//rysowanie Ziemi z ksiezycem
|
||||
glm::mat4 earth = drawPlanet(time / 5.0f, sunPos * glm::vec3(1.5f, 1, 1), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.5f, 0.5f, 0.5f));
|
||||
glm::mat4 moon = drawMoon(earth, time / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
|
||||
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);
|
||||
drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
|
||||
drawObjectTexture(programTex, sphereContext, planet1, glm::vec3(0.4f, 0.2f, 0.9f), moonTexture);
|
||||
@ -365,6 +476,112 @@ void renderScene()
|
||||
|
||||
drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(3.5f, 3.8f, 3.8f), sunTexture);
|
||||
drawObjectTexture(programSun, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
|
||||
|
||||
//particlepart
|
||||
glUseProgram(programParticle);
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
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;
|
||||
if (lights[2].intensity > 0.001 && lights[3].intensity > 0.001)
|
||||
{
|
||||
if (rand() % 2)
|
||||
ParticlesContainer[particleIndex].pos = lights[2].position;
|
||||
|
||||
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) / 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() % 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 + 0.01f;
|
||||
|
||||
}
|
||||
// Simulate all particles
|
||||
int ParticlesCount = 0;
|
||||
for (int i = 0; i < MaxParticles; i++) {
|
||||
|
||||
Particle& p = ParticlesContainer[i]; // shortcut
|
||||
|
||||
if (p.life > 0.0f) {
|
||||
|
||||
// Decrease life
|
||||
p.life -= delta;
|
||||
if (p.life > 0.0f) {
|
||||
|
||||
// Simulate simple physics : gravity only, no collisions
|
||||
p.speed += glm::vec3(0.0f, -9.81f, 0.0f) * (float)delta * 0.5f;
|
||||
p.pos += p.speed * (float)delta;
|
||||
p.cameradistance = glm::length2(p.pos - cameraPos);
|
||||
//ParticlesContainer[i].pos += glm::vec3(0.0f,10.0f, 0.0f) * (float)delta;
|
||||
|
||||
// Fill the GPU buffer
|
||||
g_particule_position_size_data[4 * ParticlesCount + 0] = p.pos.x;
|
||||
g_particule_position_size_data[4 * ParticlesCount + 1] = p.pos.y;
|
||||
g_particule_position_size_data[4 * ParticlesCount + 2] = p.pos.z;
|
||||
|
||||
g_particule_position_size_data[4 * ParticlesCount + 3] = p.size;
|
||||
|
||||
g_particule_color_data[4 * ParticlesCount + 0] = p.r;
|
||||
g_particule_color_data[4 * ParticlesCount + 1] = p.g;
|
||||
g_particule_color_data[4 * ParticlesCount + 2] = p.b;
|
||||
g_particule_color_data[4 * ParticlesCount + 3] = p.a;
|
||||
|
||||
}
|
||||
else {
|
||||
// Particles that just died will be put at the end of the buffer in SortParticles();
|
||||
p.cameradistance = -1.0f;
|
||||
}
|
||||
|
||||
ParticlesCount++;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
SortParticles();
|
||||
drawParticles(ParticlesCount, transformation);
|
||||
drawSkybox(programSkybox, cubeContext, skyboxTexture);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
@ -391,54 +608,48 @@ void renderScene()
|
||||
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
||||
renderQuad();
|
||||
|
||||
|
||||
if (engineLightTimer < 50) engineLightTimer++;
|
||||
else
|
||||
{
|
||||
lights[2].intensity = 0.00001;
|
||||
lights[3].intensity = 0.00001;
|
||||
}
|
||||
|
||||
|
||||
glUseProgram(0);
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
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");
|
||||
glGenVertexArrays(1, &VertexArrayID);
|
||||
glBindVertexArray(VertexArrayID);
|
||||
g_particule_position_size_data = new GLfloat[MaxParticles * 4];
|
||||
g_particule_color_data = new GLubyte[MaxParticles * 4];
|
||||
for (int i = 0; i < MaxParticles; i++) {
|
||||
ParticlesContainer[i].life = 100.0f;
|
||||
ParticlesContainer[i].cameradistance = -1.0f;
|
||||
}
|
||||
static const GLfloat g_vertex_buffer_data[] = {
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f,
|
||||
-0.5f, 0.5f, 0.0f,
|
||||
0.5f, 0.5f, 0.0f,
|
||||
};
|
||||
glGenBuffers(1, &particle_vertex_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
|
||||
// The VBO containing the positions and sizes of the particles
|
||||
glGenBuffers(1, &particles_position_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
|
||||
// Initialize with empty (NULL) buffer : it will be updated later, each frame.
|
||||
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
|
||||
|
||||
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<Model>("models/Corvette-F3.obj");
|
||||
crewmate = std::make_shared<Model>("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");
|
||||
skyboxTexture = loadCubemap(faces);
|
||||
// The VBO containing the colors of the particles
|
||||
glGenBuffers(1, &particles_color_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
|
||||
// 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);
|
||||
for (unsigned int i = 0; i < 2; i++)
|
||||
{
|
||||
@ -481,6 +692,45 @@ 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<Model>("models/Corvette-F3.obj");
|
||||
crewmate = std::make_shared<Model>("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;
|
||||
@ -535,6 +785,8 @@ int main(int argc, char** argv)
|
||||
glutSetOption(GLUT_MULTISAMPLE, 8);
|
||||
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glutInitWindowPosition(0, 0);
|
||||
glutInitWindowSize(SCR_WIDTH, SCR_HEIGHT);
|
||||
//glutCreateWindow("GRK-PROJECT WIP");
|
||||
@ -542,6 +794,7 @@ int main(int argc, char** argv)
|
||||
glutFullScreen();
|
||||
glewInit();
|
||||
|
||||
|
||||
init();
|
||||
glutKeyboardFunc(keyboard);
|
||||
//to sprawia, że obiekty ukryte przed kamerą nie są renderowane
|
||||
|
Loading…
Reference in New Issue
Block a user