Asteroids.
TODO: find model with small amount of verticles
This commit is contained in:
parent
c406c3571d
commit
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@ -11,12 +11,14 @@
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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_asteroid.frag" />
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<None Include="shaders\shader_asteroid.vert" />
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<None Include="shaders\shader_bloom.frag" />
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<None Include="shaders\shader_bloom.vert" />
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<None Include="shaders\shader_blur.frag" />
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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_normal.frag" />
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<None Include="shaders\shader_normal.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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@ -18,12 +18,6 @@
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_color.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_color.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_tex.frag">
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<Filter>Shader Files</Filter>
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</None>
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@ -60,6 +54,18 @@
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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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<None Include="shaders\shader_normal.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_normal.vert">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_asteroid.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_asteroid.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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62
shaders/shader_asteroid.frag
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62
shaders/shader_asteroid.frag
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@ -0,0 +1,62 @@
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#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BrightColor;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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};
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#define MAX_POINT_LIGHTS 16
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uniform vec3 cameraPos;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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in vec3 fragPos;
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in vec2 vTexCoord;
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in vec3 LightPosTS[MAX_POINT_LIGHTS];
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in vec3 CameraPosTS;
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in vec3 FragPosTS;
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void main()
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 texture = texture2D(diffuseTexture, vTexCoord).rgb;
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//vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
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vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
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vec3 normal = texture2D(normalTexture, vTexCoord).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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vec3 V = normalize(CameraPosTS-FragPosTS);
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for(int i = 0; i < LightsCount; i++)
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{
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vec3 lightDir = normalize(LightPosTS[i] - FragPosTS);
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vec3 R = reflect(-lightDir,normal);
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float dist = distance(fragPos, pointLights[i].position);
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float distance = (1/dist) * (1/dist);
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float spec = pow(max(0,dot(R,V)),2);
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float diff = max(0,dot(normal,normalize(lightDir)));
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vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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fragColor += texture*diffuse+specular;
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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FragColor = vec4(fragColor+ambient,1.0);
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}
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55
shaders/shader_asteroid.vert
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55
shaders/shader_asteroid.vert
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@ -0,0 +1,55 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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layout (location = 5) in mat4 aInstanceMatrix;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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};
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#define MAX_POINT_LIGHTS 16
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uniform mat4 projection;
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uniform mat4 view;
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uniform vec3 cameraPos;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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out vec3 fragPos;
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out vec2 vTexCoord;
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out vec3 LightPosTS[MAX_POINT_LIGHTS];
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out vec3 CameraPosTS;
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out vec3 FragPosTS;
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void main()
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{
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gl_Position = projection * view * aInstanceMatrix * vec4(vertexPosition, 1.0);
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mat3 normalMatrix = transpose(inverse(mat3(aInstanceMatrix)));
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 N = normalize(normalMatrix * vertexNormal);
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// re-orthogonalize T with respect to N
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T = normalize(T - dot(T, N) * N);
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// then retrieve perpendicular vector B with the cross product of T and N
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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for(int i=0; i<LightsCount; i++)
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LightPosTS[i] = TBN * pointLights[i].position;
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CameraPosTS = TBN * cameraPos;
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FragPosTS = TBN * fragPos;
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fragPos = (aInstanceMatrix*vec4(vertexPosition,1)).xyz;
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vTexCoord = vertexTexCoord;
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}
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@ -1,14 +0,0 @@
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#version 430 core
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uniform vec3 objectColor;
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uniform vec3 lightDir;
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in vec3 interpNormal;
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void main()
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{
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vec3 normal = normalize(interpNormal);
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float ambient = 0.2;
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float diffuse = max(dot(normal, -lightDir), 0.0);
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gl_FragColor = vec4(objectColor * (ambient + (1-ambient) * diffuse), 1.0);
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}
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@ -1,16 +0,0 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 modelMatrix;
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out vec3 interpNormal;
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void main()
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{
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
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}
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62
shaders/shader_normal.frag
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62
shaders/shader_normal.frag
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@ -0,0 +1,62 @@
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#version 430 core
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layout (location = 0) out vec4 FragColor;
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layout (location = 1) out vec4 BrightColor;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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};
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#define MAX_POINT_LIGHTS 16
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uniform vec3 cameraPos;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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in vec3 fragPos;
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in vec2 vTexCoord;
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in vec3 LightPosTS[MAX_POINT_LIGHTS];
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in vec3 CameraPosTS;
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in vec3 FragPosTS;
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void main()
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 texture = texture2D(diffuseTexture, vTexCoord).rgb;
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//vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
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vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
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vec3 normal = texture2D(normalTexture, vTexCoord).rgb;
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normal = normalize(normal * 2.0 - 1.0);
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vec3 V = normalize(CameraPosTS-FragPosTS);
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for(int i = 0; i < LightsCount; i++)
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{
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vec3 lightDir = normalize(LightPosTS[i] - FragPosTS);
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vec3 R = reflect(-lightDir,normal);
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float dist = distance(fragPos, pointLights[i].position);
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float distance = (1/dist) * (1/dist);
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float spec = pow(max(0,dot(R,V)),2);
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float diff = max(0,dot(normal,normalize(lightDir)));
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vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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fragColor += texture*diffuse+specular;
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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FragColor = vec4(fragColor+ambient,1.0);
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}
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54
shaders/shader_normal.vert
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54
shaders/shader_normal.vert
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@ -0,0 +1,54 @@
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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struct PointLight {
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vec3 position;
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vec3 color;
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float intensity;
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};
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#define MAX_POINT_LIGHTS 16
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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uniform vec3 cameraPos;
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uniform PointLight pointLights[MAX_POINT_LIGHTS];
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uniform int LightsCount;
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out vec3 fragPos;
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out vec2 vTexCoord;
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out vec3 LightPosTS[MAX_POINT_LIGHTS];
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out vec3 CameraPosTS;
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out vec3 FragPosTS;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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vec3 T = normalize(normalMatrix * aTangent);
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vec3 N = normalize(normalMatrix * vertexNormal);
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// re-orthogonalize T with respect to N
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T = normalize(T - dot(T, N) * N);
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// then retrieve perpendicular vector B with the cross product of T and N
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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for(int i=0; i<LightsCount; i++)
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LightPosTS[i] = TBN * pointLights[i].position;
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CameraPosTS = TBN * cameraPos;
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FragPosTS = TBN * fragPos;
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fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
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vTexCoord = vertexTexCoord;
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}
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@ -6,7 +6,6 @@ layout (location = 1) out vec4 BrightColor;
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uniform vec3 objectColor;
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uniform vec3 cameraPos;
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uniform sampler2D diffuseTexture;
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uniform vec3 colorTex;
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in vec3 interpNormal;
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in vec3 fragPos;
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in vec2 vTexCoord;
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@ -17,7 +16,7 @@ void main()
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vec3 V = normalize(cameraPos-fragPos);
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float coef = pow(max(0,dot(normal,V)),2);
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vec4 textureColor = texture2D(diffuseTexture, -vTexCoord);
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * colorTex;
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * objectColor;
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FragColor = vec4(texture + texture * coef, 1.0);
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float brightness = dot(FragColor.rgb, vec3(0.2, 0.7, 0.07));
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@ -9,9 +9,8 @@ struct PointLight {
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float intensity;
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};
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#define MAX_POINT_LIGHTS 64
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#define MAX_POINT_LIGHTS 16
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uniform vec3 objectColor;
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uniform vec3 cameraPos;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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@ -28,7 +27,7 @@ void main()
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{
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vec3 fragColor = vec3(0,0,0);
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vec4 textureColor = texture2D(diffuseTexture, vTexCoord);
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vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
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vec3 ambient = vec3(0.2) * textureColor.xyz;
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vec3 normal = normalize(interpNormal);
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for(int i = 0; i < LightsCount; i++)
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{
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@ -37,19 +36,19 @@ void main()
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vec3 V = normalize(cameraPos-fragPos);
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vec3 R = reflect(-lightDir,normal);
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float dist = distance(fragPos, pointLights[i].position) / 5;
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float dist = distance(fragPos, pointLights[i].position);
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float distance = (1/dist) * (1/dist);
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float spec = pow(max(0,dot(R,V)),2);
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float diff = max(0,dot(normal,normalize(lightDir)));
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vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/(dist*2));
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color;
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fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
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fragColor += texture*diffuse+vec3(1)*specular;
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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FragColor = vec4(fragColor, 1.0) + ambient;
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FragColor = vec4(fragColor+ambient,1.0);
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}
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@ -3,6 +3,8 @@
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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327
src/main.cpp
327
src/main.cpp
@ -25,41 +25,42 @@ int SCR_HEIGHT = 720;
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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int winId;
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GLuint programTex;
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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 programNormal;
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GLuint programParticle;
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GLuint VertexArrayID;
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GLuint programAsteroid;
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//bloompart
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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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GLuint VertexArrayID;
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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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bool bothEngines = true;
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GLuint textureShip_normals;
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Core::Shader_Loader shaderLoader;
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int asteroidAmount = 100;
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GLuint sunTexture;
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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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//Core::RenderContext sphereContext;
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//Core::RenderContext shipContext;
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//assimp
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std::shared_ptr<Model> cube;
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std::shared_ptr<Model> sphere;
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@ -68,16 +69,17 @@ std::shared_ptr<Model> asteroid;
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//std::vector<Core::RenderContext> corvetteMeshes;
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std::shared_ptr<Model> crewmate;
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//cameraPos
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float cameraAngle = 0;
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glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
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glm::vec3 cameraDir;
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glm::vec3 cameraSide;
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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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@ -90,6 +92,16 @@ struct Particle {
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return this->cameradistance > that.cameradistance;
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}
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};
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struct Object
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{
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glm::mat4 modelM;
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glm::mat4 invModelM;
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std::shared_ptr<Model> modelParent;
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GLuint textureID;
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GLuint shaderID;
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glm::vec3 color;
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};
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const int MaxParticles = 1000;
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Particle ParticlesContainer[MaxParticles];
|
||||
@ -138,8 +150,9 @@ std::vector<std::string> faces
|
||||
"skybox/back.jpg"
|
||||
};
|
||||
|
||||
|
||||
std::vector<Object> objects;
|
||||
std::vector<Light> lights;
|
||||
std::vector<glm::mat4> asteroids;
|
||||
|
||||
void keyboard(unsigned char key, int x, int y)
|
||||
{
|
||||
@ -150,7 +163,7 @@ void keyboard(unsigned char key, int x, int y)
|
||||
case 'q':
|
||||
{
|
||||
cameraAngle -= angleSpeed;
|
||||
lights[3].intensity = 0.005;
|
||||
lights[3].intensity = 0.05;
|
||||
engineLightTimer = 0;
|
||||
break;
|
||||
}
|
||||
@ -158,7 +171,7 @@ void keyboard(unsigned char key, int x, int y)
|
||||
case 'e':
|
||||
{
|
||||
cameraAngle += angleSpeed;
|
||||
lights[2].intensity = 0.005;
|
||||
lights[2].intensity = 0.05;
|
||||
engineLightTimer = 0;
|
||||
break;
|
||||
}
|
||||
@ -166,8 +179,8 @@ void keyboard(unsigned char key, int x, int y)
|
||||
case 'w':
|
||||
{
|
||||
cameraPos += cameraDir * moveSpeed;
|
||||
lights[2].intensity = 0.005;
|
||||
lights[3].intensity = 0.005;
|
||||
lights[2].intensity = 0.05;
|
||||
lights[3].intensity = 0.05;
|
||||
engineLightTimer = 0;
|
||||
break;
|
||||
}
|
||||
@ -220,31 +233,11 @@ glm::mat4 createCameraMatrix()
|
||||
}
|
||||
float frustumScale = 1.f;
|
||||
|
||||
|
||||
|
||||
void drawObject(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
|
||||
{
|
||||
glUseProgram(program);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
|
||||
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
|
||||
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
|
||||
Core::DrawContext(context);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
//funkcja rysujaca modele za pomoca assimpa
|
||||
void drawFromAssimpModel(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix, glm::vec3 color)
|
||||
void drawFromAssimpModel(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix)
|
||||
{
|
||||
glUseProgram(program);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
|
||||
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
@ -255,14 +248,13 @@ void drawFromAssimpModel(GLuint program, std::shared_ptr<Model> model, glm::mat4
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void drawFromAssimpTexture(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix, glm::vec3 color, GLuint texID)
|
||||
void drawFromAssimpTexture(GLuint program, std::shared_ptr<Model> model, glm::mat4 modelMatrix, GLuint texID)
|
||||
{
|
||||
glUseProgram(program);
|
||||
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
glUniform3f(glGetUniformLocation(program, "colorTex"), color.x, color.y, color.z);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
|
||||
Core::SetActiveTexture(texID, "diffuseTexture", program, 0);
|
||||
@ -271,6 +263,31 @@ void drawFromAssimpTexture(GLuint program, std::shared_ptr<Model> model, glm::ma
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void drawObject(Object & obj)
|
||||
{
|
||||
glUseProgram(obj.shaderID);
|
||||
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * obj.modelM;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "modelMatrix"), 1, GL_FALSE, (float*)&obj.modelM);
|
||||
glUniformMatrix4fv(glGetUniformLocation(obj.shaderID, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
|
||||
glUniform3f(glGetUniformLocation(obj.shaderID, "objectColor"), obj.color.r, obj.color.g, obj.color.b);
|
||||
if (obj.textureID != -1)
|
||||
Core::SetActiveTexture(obj.textureID, "diffuseTexture", obj.shaderID, 0);
|
||||
|
||||
obj.modelParent->Draw(obj.shaderID);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void drawAsteroids()
|
||||
{
|
||||
glUseProgram(programAsteroid);
|
||||
glUniformMatrix4fv(glGetUniformLocation(programAsteroid, "projection"), 1, GL_FALSE, (float*)&perspectiveMatrix);
|
||||
glUniformMatrix4fv(glGetUniformLocation(programAsteroid, "view"), 1, GL_FALSE, (float*)&cameraMatrix);
|
||||
asteroid->DrawInstances(programAsteroid, asteroidAmount);
|
||||
}
|
||||
|
||||
//Skybox
|
||||
unsigned int loadCubemap(std::vector<std::string> faces)
|
||||
{
|
||||
@ -309,14 +326,11 @@ void drawSkybox(GLuint program, std::shared_ptr<Model> cubeModel, GLuint texID)
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glm::mat4 transformation = perspectiveMatrix * glm::mat4(glm::mat3(cameraMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
//glDepthMask(GL_FALSE);
|
||||
//Core::SetActiveTexture(texID, "skybox", program, 0);
|
||||
glUniform1i(glGetUniformLocation(program, "skybox"), 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, texID);
|
||||
cubeModel->Draw(program);
|
||||
glDepthFunc(GL_LESS);
|
||||
//glDepthMask(GL_TRUE);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
@ -379,19 +393,31 @@ void drawParticles(int ParticlesCount, glm::mat4 &transformation)
|
||||
glDisableVertexAttribArray(2);
|
||||
}
|
||||
|
||||
//Textures
|
||||
void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID)
|
||||
void drawBloom()
|
||||
{
|
||||
glUseProgram(program);
|
||||
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
glUniform3f(glGetUniformLocation(program, "colorTex"), texture.x, texture.y, texture.z);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
Core::SetActiveTexture(texID, "diffuseTexture", program, 0);
|
||||
bool horizontal = true, first_iteration = true;
|
||||
unsigned int amount = 10;
|
||||
glUseProgram(programBlur);
|
||||
for (unsigned int i = 0; i < amount; i++)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
||||
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
|
||||
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]);
|
||||
renderQuad();
|
||||
horizontal = !horizontal;
|
||||
if (first_iteration)
|
||||
first_iteration = false;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
Core::DrawContext(context);
|
||||
glUseProgram(0);
|
||||
glUseProgram(programBloom);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
||||
renderQuad();
|
||||
}
|
||||
|
||||
//funkcja rysujaca planety (bez obracania wokol wlasnej osi bo ksiezyce sie psuja)
|
||||
@ -430,15 +456,6 @@ void renderScene()
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
|
||||
//ustalanie pozycji slonc (lightPos)
|
||||
glm::mat4 sunModelMatrix = glm::mat4(1.0f);
|
||||
sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
|
||||
sunModelMatrix = glm::scale(sunModelMatrix, glm::vec3(3.0f, 3.0f, 3.0f));
|
||||
|
||||
glm::mat4 sunModelMatrix2 = glm::mat4(1.0f);
|
||||
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
|
||||
|
||||
|
||||
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));
|
||||
@ -449,12 +466,7 @@ void renderScene()
|
||||
glm::mat4 crewmateModelMatrix = glm::translate(glm::vec3(0, 1, 1)) * glm::rotate(time / 2, glm::vec3(1, 0, 1)) * glm::scale(glm::vec3(0.01));
|
||||
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.7f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.0001f));
|
||||
|
||||
glm::mat4 testModelMatrix = glm::translate(glm::vec3(1, 0, 0));
|
||||
|
||||
glUseProgram(programTex);
|
||||
|
||||
lights[0].position = sunPos;
|
||||
lights[1].position = sunPos2;
|
||||
glm::mat4 testModelMatrix = glm::translate(glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.5f));
|
||||
|
||||
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]);
|
||||
@ -462,6 +474,7 @@ void renderScene()
|
||||
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]);
|
||||
|
||||
glUseProgram(programTex);
|
||||
|
||||
glUniform1i(glGetUniformLocation(programTex,"LightsCount"), lights.size());
|
||||
for (int i = 0; i < lights.size(); i++)
|
||||
@ -476,22 +489,54 @@ void renderScene()
|
||||
|
||||
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
|
||||
drawFromAssimpModel(programTex, corvette, shipModelMatrix, glm::vec3(1));
|
||||
drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix, glm::vec3(1));
|
||||
|
||||
drawFromAssimpModel(programTex, asteroid, testModelMatrix, glm::vec3(1));
|
||||
|
||||
drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix);
|
||||
//rysowanie Ziemi z ksiezycem
|
||||
drawFromAssimpTexture(programTex, sphere, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
|
||||
drawFromAssimpTexture(programTex, sphere, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
|
||||
drawFromAssimpTexture(programTex, sphere, planet1, glm::vec3(0.4f, 0.2f, 0.9f), moonTexture);
|
||||
drawFromAssimpTexture(programTex, sphere, earth, earthTexture);
|
||||
drawFromAssimpTexture(programTex, sphere, moon, moonTexture);
|
||||
drawFromAssimpTexture(programTex, sphere, planet1, moonTexture);
|
||||
|
||||
glUseProgram(programNormal);
|
||||
|
||||
glUniform1i(glGetUniformLocation(programNormal, "LightsCount"), lights.size());
|
||||
for (int i = 0; i < lights.size(); i++)
|
||||
{
|
||||
std::string col = "pointLights[" + std::to_string(i) + "].color";
|
||||
std::string pos = "pointLights[" + std::to_string(i) + "].position";
|
||||
std::string ins = "pointLights[" + std::to_string(i) + "].intensity";
|
||||
glUniform3f(glGetUniformLocation(programNormal, col.c_str()), lights[i].color.x, lights[i].color.y, lights[i].color.z);
|
||||
glUniform3f(glGetUniformLocation(programNormal, pos.c_str()), lights[i].position.x, lights[i].position.y, lights[i].position.z);
|
||||
glUniform1f(glGetUniformLocation(programNormal, ins.c_str()), lights[i].intensity);
|
||||
}
|
||||
|
||||
glUniform3f(glGetUniformLocation(programNormal, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
|
||||
drawFromAssimpModel(programNormal, asteroid, testModelMatrix);
|
||||
drawFromAssimpModel(programNormal, corvette, shipModelMatrix);
|
||||
|
||||
glUseProgram(programSun);
|
||||
glUniform3f(glGetUniformLocation(programSun, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
|
||||
drawFromAssimpTexture(programSun, sphere, sunModelMatrix, glm::vec3(3.5f, 3.8f, 3.8f), sunTexture);
|
||||
drawFromAssimpTexture(programSun, sphere, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
|
||||
for (Object & obj : objects)
|
||||
drawObject(obj);
|
||||
|
||||
|
||||
//asteroidpart
|
||||
glUseProgram(programAsteroid);
|
||||
glUniform1i(glGetUniformLocation(programAsteroid, "LightsCount"), lights.size());
|
||||
for (int i = 0; i < lights.size(); i++)
|
||||
{
|
||||
std::string col = "pointLights[" + std::to_string(i) + "].color";
|
||||
std::string pos = "pointLights[" + std::to_string(i) + "].position";
|
||||
std::string ins = "pointLights[" + std::to_string(i) + "].intensity";
|
||||
glUniform3f(glGetUniformLocation(programAsteroid, col.c_str()), lights[i].color.x, lights[i].color.y, lights[i].color.z);
|
||||
glUniform3f(glGetUniformLocation(programAsteroid, pos.c_str()), lights[i].position.x, lights[i].position.y, lights[i].position.z);
|
||||
glUniform1f(glGetUniformLocation(programAsteroid, ins.c_str()), lights[i].intensity);
|
||||
}
|
||||
|
||||
glUniform3f(glGetUniformLocation(programAsteroid, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
drawAsteroids();
|
||||
|
||||
//particlepart
|
||||
glUseProgram(programParticle);
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@ -504,7 +549,6 @@ void renderScene()
|
||||
int newparticles = 0;
|
||||
|
||||
|
||||
|
||||
if (engineLightTimer < 30)
|
||||
{
|
||||
engineLightTimer++;
|
||||
@ -599,36 +643,73 @@ void renderScene()
|
||||
|
||||
SortParticles();
|
||||
drawParticles(ParticlesCount, transformation);
|
||||
|
||||
drawSkybox(programSkybox, cube, skyboxTexture);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
bool horizontal = true, first_iteration = true;
|
||||
unsigned int amount = 10;
|
||||
glUseProgram(programBlur);
|
||||
for (unsigned int i = 0; i < amount; i++)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[horizontal]);
|
||||
glUniform1i(glGetUniformLocation(programBlur, "horizontal"), horizontal);
|
||||
glBindTexture(GL_TEXTURE_2D, first_iteration ? colorBuffers[1] : pingpongColorbuffers[!horizontal]);
|
||||
renderQuad();
|
||||
horizontal = !horizontal;
|
||||
if (first_iteration)
|
||||
first_iteration = false;
|
||||
}
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glUseProgram(programBloom);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, colorBuffers[0]);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
|
||||
renderQuad();
|
||||
drawBloom();
|
||||
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void init_particles()
|
||||
void initAsteroids()
|
||||
{
|
||||
int amount = asteroidAmount;
|
||||
float radius = 15.0;
|
||||
float offset = 25.0f;
|
||||
|
||||
for (int i=0; i < amount; i++)
|
||||
{
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
float angle = (float)i / (float)amount * 360.0f;
|
||||
float displacement = (rand() % (int)(2 * offset * 100)) / 100.0f - offset;
|
||||
|
||||
float x = sin(angle) * radius + displacement;
|
||||
displacement = (rand() % (int)(2 * offset * 100)) / 100.0f - offset;
|
||||
|
||||
float y = displacement * 0.4f;
|
||||
displacement = (rand() % (int)(2 * offset * 100)) / 100.0f - offset;
|
||||
|
||||
float z = cos(angle) * radius + displacement;
|
||||
model = glm::translate(model, glm::vec3(x, y, z));
|
||||
|
||||
float scale = (rand() % 20) / 100.0f + 0.05;
|
||||
model = glm::scale(model, glm::vec3(scale));
|
||||
|
||||
float rotAngle = (rand() % 360);
|
||||
model = glm::rotate(model, rotAngle, glm::vec3(0.4f, 0.6f, 0.8f));
|
||||
|
||||
asteroids.push_back(model);
|
||||
}
|
||||
|
||||
unsigned int buffer;
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, amount * sizeof(glm::mat4), &asteroids[0], GL_STATIC_DRAW);
|
||||
|
||||
for (unsigned int i = 0; i < asteroid->meshes.size(); i++)
|
||||
{
|
||||
unsigned int VAO = asteroid->meshes[i].VAO;
|
||||
glBindVertexArray(VAO);
|
||||
// set attribute pointers for matrix (4 times vec4)
|
||||
glEnableVertexAttribArray(5);
|
||||
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)0);
|
||||
glEnableVertexAttribArray(6);
|
||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(glm::vec4)));
|
||||
glEnableVertexAttribArray(7);
|
||||
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(2 * sizeof(glm::vec4)));
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(3 * sizeof(glm::vec4)));
|
||||
|
||||
glVertexAttribDivisor(5, 1);
|
||||
glVertexAttribDivisor(6, 1);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glVertexAttribDivisor(8, 1);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
void initParticles()
|
||||
{
|
||||
glGenVertexArrays(1, &VertexArrayID);
|
||||
glBindVertexArray(VertexArrayID);
|
||||
@ -661,7 +742,7 @@ void init_particles()
|
||||
lastTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
|
||||
}
|
||||
|
||||
void init_bloom()
|
||||
void initBloom()
|
||||
{
|
||||
glGenFramebuffers(1, &FBO);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
|
||||
@ -711,15 +792,42 @@ void init_bloom()
|
||||
}
|
||||
}
|
||||
|
||||
void initObjects()
|
||||
{
|
||||
Object obj;
|
||||
//ustalanie pozycji slonc (lightPos)
|
||||
glm::mat4 sunModelMatrix = glm::mat4(1.0f);
|
||||
sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
|
||||
sunModelMatrix = glm::scale(sunModelMatrix, glm::vec3(3.0f, 3.0f, 3.0f));
|
||||
obj.modelM = sunModelMatrix;
|
||||
obj.invModelM = glm::inverse(sunModelMatrix);
|
||||
obj.modelParent = sphere;
|
||||
obj.textureID = sunTexture;
|
||||
obj.shaderID = programSun;
|
||||
obj.color = glm::vec3(3.5f, 3.8f, 3.8f);
|
||||
objects.push_back(obj);
|
||||
|
||||
glm::mat4 sunModelMatrix2 = glm::mat4(1.0f);
|
||||
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
|
||||
obj.modelM = sunModelMatrix2;
|
||||
obj.invModelM = glm::inverse(sunModelMatrix2);
|
||||
obj.color = glm::vec3(0.9f, 0.9f, 2.0f);
|
||||
|
||||
objects.push_back(obj);
|
||||
|
||||
}
|
||||
|
||||
void init()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||
programNormal = shaderLoader.CreateProgram("shaders/shader_normal.vert", "shaders/shader_normal.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");
|
||||
programAsteroid = shaderLoader.CreateProgram("shaders/shader_asteroid.vert", "shaders/shader_asteroid.frag");
|
||||
|
||||
glUseProgram(programBlur);
|
||||
glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
|
||||
@ -740,39 +848,40 @@ void init()
|
||||
//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();
|
||||
|
||||
initParticles();
|
||||
initBloom();
|
||||
initObjects();
|
||||
initAsteroids();
|
||||
|
||||
Light l1;
|
||||
l1.position = sunPos;
|
||||
l1.color = glm::vec3(0.8f, 0.8f, 0.7f);
|
||||
l1.intensity = 7;
|
||||
l1.intensity = 25;
|
||||
lights.push_back(l1);
|
||||
|
||||
Light l2;
|
||||
l2.position = sunPos2;
|
||||
l2.color = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
l2.intensity = 2;
|
||||
l2.intensity = 15;
|
||||
lights.push_back(l2);
|
||||
|
||||
Light l3;
|
||||
l3.position = glm::vec3(0);
|
||||
l3.color = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
l3.intensity = 0.0001;
|
||||
l3.intensity = 0.001;
|
||||
lights.push_back(l3);
|
||||
|
||||
Light l4;
|
||||
l4.position = glm::vec3(0);
|
||||
l4.color = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
l4.intensity = 0.0001;
|
||||
l4.intensity = 0.001;
|
||||
lights.push_back(l4);
|
||||
|
||||
}
|
||||
|
47
src/mesh.h
47
src/mesh.h
@ -101,6 +101,53 @@ public:
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
// render the mesh
|
||||
void DrawInstances(GLuint program, int amount)
|
||||
{
|
||||
// bind appropriate textures
|
||||
unsigned int diffuseNr = 1;
|
||||
unsigned int specularNr = 1;
|
||||
unsigned int normalNr = 1;
|
||||
unsigned int heightNr = 1;
|
||||
for (unsigned int i = 0; i < textures.size(); i++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
|
||||
// retrieve texture number (the N in diffuse_textureN)
|
||||
string number;
|
||||
string name = textures[i].type;
|
||||
if (name == "texture_diffuse")
|
||||
glUniform1i(glGetUniformLocation(program, "diffuseTexture"), i);
|
||||
//number = std::to_string(diffuseNr++);
|
||||
|
||||
else if (name == "texture_specular")
|
||||
glUniform1i(glGetUniformLocation(program, "specularTexture"), i);
|
||||
//number = std::to_string(specularNr++); // transfer unsigned int to stream
|
||||
|
||||
else if (name == "texture_normal")
|
||||
glUniform1i(glGetUniformLocation(program, "normalTexture"), i);
|
||||
//number = std::to_string(normalNr++); // transfer unsigned int to stream
|
||||
|
||||
else if (name == "texture_height")
|
||||
glUniform1i(glGetUniformLocation(program, "heightTexture"), i);
|
||||
//number = std::to_string(heightNr++); // transfer unsigned int to stream
|
||||
|
||||
// now set the sampler to the correct texture unit
|
||||
//glUniform1i(glGetUniformLocation(program, (name + number).c_str()), i);
|
||||
//glUniform1i(glGetUniformLocation(program, "colorTexture"), i);
|
||||
// and finally bind the texture
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
|
||||
//glUniformMatrix4fv(glGetUniformLocation(program, "model"), 1, GL_FALSE, (float*)&matrix);
|
||||
// draw mesh
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElementsInstanced(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0, amount);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// always good practice to set everything back to defaults once configured.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
private:
|
||||
// render data
|
||||
unsigned int VBO, EBO;
|
||||
|
@ -49,6 +49,13 @@ public:
|
||||
meshes[i].Draw(shader);
|
||||
}
|
||||
|
||||
// draws Instances
|
||||
void DrawInstances(GLuint shader, int amount)
|
||||
{
|
||||
for (unsigned int i = 0; i < meshes.size(); i++)
|
||||
meshes[i].DrawInstances(shader, amount);
|
||||
}
|
||||
|
||||
private:
|
||||
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
|
||||
void loadModel(string const& path)
|
||||
|
Loading…
Reference in New Issue
Block a user