Merge particles with master
This commit is contained in:
commit
0a5ac016c1
@ -17,6 +17,8 @@
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<None Include="shaders\shader_blur.vert" />
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<None Include="shaders\shader_color.frag" />
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<None Include="shaders\shader_color.vert" />
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<None Include="shaders\shader_particle.frag" />
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<None Include="shaders\shader_particle.vert" />
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<None Include="shaders\shader_skybox.frag" />
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\shader_sun.frag" />
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|
@ -54,6 +54,12 @@
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<None Include="shaders\shader_sun.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_particle.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_particle.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Box.cpp">
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14
shader_particle.frag
Normal file
14
shader_particle.frag
Normal file
@ -0,0 +1,14 @@
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#version 330 core
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in vec2 UV;
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in vec4 ParticleColor;
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out vec4 color;
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uniform sampler2D sprite;
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void main()
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{
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color = texture( sprite, UV ) * ParticleColor;
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}
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29
shader_particle.vert
Normal file
29
shader_particle.vert
Normal file
@ -0,0 +1,29 @@
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#version 330 core
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layout(location = 0) in vec3 squareVertices;
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layout(location = 1) in vec4 xyzs;
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layout(location = 2) in vec4 color;
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out vec2 UV;
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out vec4 ParticleColor;
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uniform vec3 CameraRight_worldspace;
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uniform vec3 CameraUp_worldspace;
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uniform mat4 VP;
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void main()
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{
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float particleSize = xyzs.w; // because we encoded it this way.
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vec3 particleCenter_wordspace = xyzs.xyz;
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vec3 vertexPosition_worldspace =
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particleCenter_wordspace
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+ CameraRight_worldspace * squareVertices.x * particleSize
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+ CameraUp_worldspace * squareVertices.y * particleSize;
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// Output position of the vertex
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gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
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// UV of the vertex. No special space for this one.
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UV = squareVertices.xy + vec2(0.5, 0.5);
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ParticleColor = color;
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}
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14
shaders/shader_particle.frag
Normal file
14
shaders/shader_particle.frag
Normal file
@ -0,0 +1,14 @@
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#version 330 core
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in vec2 UV;
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in vec4 ParticleColor;
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out vec4 color;
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uniform sampler2D sprite;
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void main()
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{
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color = texture( sprite, UV ) * ParticleColor;
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}
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29
shaders/shader_particle.vert
Normal file
29
shaders/shader_particle.vert
Normal file
@ -0,0 +1,29 @@
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#version 330 core
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layout(location = 0) in vec3 squareVertices;
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layout(location = 1) in vec4 xyzs;
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layout(location = 2) in vec4 color;
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out vec2 UV;
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out vec4 ParticleColor;
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uniform vec3 CameraRight_worldspace;
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uniform vec3 CameraUp_worldspace;
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uniform mat4 VP;
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void main()
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{
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float particleSize = xyzs.w; // because we encoded it this way.
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vec3 particleCenter_wordspace = xyzs.xyz;
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vec3 vertexPosition_worldspace =
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particleCenter_wordspace
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+ CameraRight_worldspace * squareVertices.x * particleSize
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+ CameraUp_worldspace * squareVertices.y * particleSize;
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// Output position of the vertex
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gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
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// UV of the vertex. No special space for this one.
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UV = squareVertices.xy + vec2(0.5, 0.5);
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ParticleColor = color;
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}
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359
src/main.cpp
359
src/main.cpp
@ -30,18 +30,28 @@ GLuint programSkybox;
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GLuint programSun;
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GLuint programBlur;
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GLuint programBloom;
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GLuint programParticle;
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GLuint VertexArrayID;
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unsigned int pingpongFBO[2];
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unsigned int pingpongColorbuffers[2];
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unsigned int FBO;
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unsigned int colorBuffers[2];
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//particlepart
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double lastTime;
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static GLfloat* g_particule_position_size_data;
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static GLubyte* g_particule_color_data;
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GLuint particle_vertex_buffer;
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GLuint particles_position_buffer;
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GLuint particles_color_buffer;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext armContext;
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std::vector<Core::Node> arm;
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int ballIndex;
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bool bothEngines = true;
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GLuint textureShip_normals;
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GLuint sunTexture;
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@ -49,6 +59,7 @@ GLuint earthTexture;
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GLuint moonTexture;
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GLuint skyboxTexture;
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GLuint shipTexture;
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GLuint particleTexture;
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obj::Model sphereModel;
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obj::Model cubeModel;
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obj::Model shipModel;
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@ -72,15 +83,54 @@ glm::mat4 cameraMatrix, perspectiveMatrix;
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glm::vec3 sunPos = glm::vec3(10.0f, 0.0f, -5.0f);
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glm::vec3 sunPos2 = glm::vec3(25.0f, -1.0f, 10.0f);
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//particlepart
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struct Particle {
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glm::vec3 pos, speed;
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unsigned char r, g, b, a; // Color
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float size, angle, weight;
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float life; // Remaining life of the particle. if <0 : dead and unused.
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float cameradistance; // *Squared* distance to the camera. if dead : -1.0f
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bool operator<(const Particle& that) const {
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return this->cameradistance > that.cameradistance;
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}
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};
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const int MaxParticles = 1000;
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Particle ParticlesContainer[MaxParticles];
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int LastUsedParticle = 0;
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void SortParticles() {
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std::sort(&ParticlesContainer[0], &ParticlesContainer[MaxParticles]);
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}
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int FindUnusedParticle() {
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for (int i = LastUsedParticle; i < MaxParticles; i++) {
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if (ParticlesContainer[i].life < 0) {
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LastUsedParticle = i;
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return i;
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}
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}
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for (int i = 0; i < LastUsedParticle; i++) {
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if (ParticlesContainer[i].life < 0) {
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LastUsedParticle = i;
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return i;
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}
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}
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return 0; // All particles are taken, override the first one
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}
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//Light
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struct Light {
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glm::vec3 position;
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glm::vec3 color;
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float intensity;
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};
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int engineLightTimer;
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int engineLightTimer = 50;
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//wczytywanie skyboxa (musi byc jpg!)
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std::vector<std::string> faces
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@ -102,7 +152,7 @@ void keyboard(unsigned char key, int x, int y)
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float moveSpeed = 0.1f;
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switch (key)
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{
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case 'q':
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case 'q':
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{
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cameraAngle -= angleSpeed;
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lights[3].intensity = 0.005;
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@ -110,7 +160,7 @@ void keyboard(unsigned char key, int x, int y)
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break;
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}
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case 'e':
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case 'e':
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{
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cameraAngle += angleSpeed;
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lights[2].intensity = 0.005;
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@ -118,7 +168,7 @@ void keyboard(unsigned char key, int x, int y)
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break;
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}
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case 'w':
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case 'w':
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{
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cameraPos += cameraDir * moveSpeed;
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lights[2].intensity = 0.005;
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@ -169,7 +219,7 @@ glm::mat4 createCameraMatrix()
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cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, 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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cameraSide = glm::cross(cameraDir, up);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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}
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@ -220,7 +270,7 @@ unsigned int loadCubemap(std::vector<std::string> faces)
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int width, height, nrChannels;
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for (unsigned int i = 0; i < faces.size(); i++)
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{
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unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
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unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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@ -259,6 +309,63 @@ void drawSkybox(GLuint program, Core::RenderContext context, GLuint texID)
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glUseProgram(0);
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}
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void drawParticles(int ParticlesCount, glm::mat4 &transformation)
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{
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glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
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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.
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glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data);
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glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
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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.
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glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLubyte) * 4, g_particule_color_data);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, particleTexture);
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glUniform1i(glGetUniformLocation(programParticle, "sprite"), 0);
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glUniform3f(glGetUniformLocation(programParticle, "CameraRight_worldspace"), cameraSide.x, cameraSide.y, cameraSide.z);
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glUniform3f(glGetUniformLocation(programParticle, "CameraUp_worldspace"), 0, 1, 0);
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glUniformMatrix4fv(glGetUniformLocation(programParticle, "VP"), 1, GL_FALSE, &transformation[0][0]);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer);
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glVertexAttribPointer(
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0, // attribute. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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4, // size : x + y + z + size => 4
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
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glVertexAttribPointer(
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2, // attribute. No particular reason for 1, but must match the layout in the shader.
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4, // size : r + g + b + a => 4
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GL_UNSIGNED_BYTE, // type
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GL_TRUE, // normalized? *** YES, this means that the unsigned char[4] will be accessible with a vec4 (floats) in the shader ***
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0, // stride
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(void*)0 // array buffer offset
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);
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glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0
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glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1
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glVertexAttribDivisor(2, 1); // color : one per quad -> 1
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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}
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//Textures
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void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID)
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{
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@ -278,7 +385,7 @@ void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 mo
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glm::mat4 drawPlanet(float time, glm::vec3 sunPos, glm::vec3 orbit, glm::vec3 translation, glm::vec3 scale)
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{
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glm::mat4 planetModelMatrix = glm::mat4(1.0f);
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planetModelMatrix = glm::translate(planetModelMatrix, sunPos);
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planetModelMatrix = glm::translate(planetModelMatrix, sunPos);
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planetModelMatrix = glm::rotate(planetModelMatrix, time, orbit);
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planetModelMatrix = glm::translate(planetModelMatrix, translation);
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planetModelMatrix = glm::scale(planetModelMatrix, scale);
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@ -334,13 +441,13 @@ void renderScene()
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lights[0].position = sunPos;
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lights[1].position = sunPos2;
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glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(700,0,-1500));
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glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(450, 0, -1500));
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lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
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glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-700, 0, -1500));
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glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-450, 0, -1500));
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lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]);
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for (int i = 0; i < lights.size(); i++)
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{
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std::string col = "pointLights[" + std::to_string(i) + "].color";
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@ -356,6 +463,10 @@ void renderScene()
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drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
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drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix, glm::vec3(1));
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//rysowanie Ziemi z ksiezycem
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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));
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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(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
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earth = glm::rotate(earth, time / 3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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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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drawObjectTexture(programTex, sphereContext, planet1, glm::vec3(0.4f, 0.2f, 0.9f), moonTexture);
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@ -365,6 +476,112 @@ void renderScene()
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drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(3.5f, 3.8f, 3.8f), sunTexture);
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drawObjectTexture(programSun, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
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//particlepart
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glUseProgram(programParticle);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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||||
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double delta = time - lastTime;
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lastTime = time;
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
|
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int newparticles = 0;
|
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|
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if (engineLightTimer < 40)
|
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{
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engineLightTimer++;
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newparticles = (int)(delta * 10000.0);
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||||
if (newparticles > (int)(0.016f * 10000.0))
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newparticles = (int)(0.016f * 10000.0);
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}
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else
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||||
{
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||||
lights[2].intensity = 0.00001;
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||||
lights[3].intensity = 0.00001;
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}
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for (int i = 0; i < newparticles; i++) {
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int particleIndex = FindUnusedParticle();
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||||
ParticlesContainer[particleIndex].life = 100.0f;
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if (lights[2].intensity > 0.001 && lights[3].intensity > 0.001)
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{
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if (rand() % 2)
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ParticlesContainer[particleIndex].pos = lights[2].position;
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||||
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else
|
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ParticlesContainer[particleIndex].pos = lights[3].position;
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}
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||||
else if(lights[2].intensity > 0.001)
|
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ParticlesContainer[particleIndex].pos = lights[2].position;
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|
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else if (lights[3].intensity > 0.001)
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ParticlesContainer[particleIndex].pos = lights[3].position;
|
||||
|
||||
|
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float spread = 1.0f;
|
||||
glm::vec3 maindir = glm::vec3(0.0f, 0.0f, 0.0f);
|
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glm::vec3 randomdir = glm::vec3(
|
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(rand() % 2000 - 1000.0f) / 5000.0f,
|
||||
(rand() % 2000 - 1000.0f) / 5000.0f,
|
||||
(rand() % 2000 - 1000.0f) / 5000.0f
|
||||
);
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||||
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||||
ParticlesContainer[particleIndex].speed = maindir + randomdir * spread;
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||||
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||||
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||||
// 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);
|
||||
@ -376,7 +593,7 @@ void renderScene()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
||||
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
|
||||
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]);
|
||||
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]);
|
||||
renderQuad();
|
||||
horizontal = !horizontal;
|
||||
if (first_iteration)
|
||||
@ -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;
|
||||
@ -510,7 +760,7 @@ void init()
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
void onReshape(int width, int height)
|
||||
@ -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