This commit is contained in:
xkamikoo 2021-01-24 01:02:43 +01:00
commit 1bf4112f99
13 changed files with 1024021 additions and 17 deletions

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# Exported from Wings 3D 1.0.1
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@ -1,10 +1,9 @@
#include "Camera.h" #include "Camera.h"
glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar) glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale)
{ {
const float frustumScale = 1.1f;
glm::mat4 perspective; glm::mat4 perspective;
perspective[0][0] = frustumScale; perspective[0][0] = 1.f;
perspective[1][1] = frustumScale; perspective[1][1] = frustumScale;
perspective[2][2] = (zFar + zNear) / (zNear - zFar); perspective[2][2] = (zFar + zNear) / (zNear - zFar);
perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar); perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar);

View File

@ -4,11 +4,6 @@
namespace Core namespace Core
{ {
glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f); glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f);
// position - pozycja kamery
// forward - wektor "do przodu" kamery (jednostkowy)
// up - wektor "w gore" kamery (jednostkowy)
// up i forward musza byc ortogonalne!
glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up); glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up);
} }

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@ -5,7 +5,7 @@
#include <iostream> #include <iostream>
#include <cmath> #include <cmath>
#include <ctime> #include <ctime>
#include <vector>
#include "Shader_Loader.h" #include "Shader_Loader.h"
#include "Render_Utils.h" #include "Render_Utils.h"
#include "Camera.h" #include "Camera.h"
@ -20,7 +20,7 @@
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
//int winId;
GLuint program; GLuint program;
GLuint programTex; GLuint programTex;
GLuint programSun; GLuint programSun;
@ -31,15 +31,18 @@ Core::RenderContext armContext;
std::vector<Core::Node> arm; std::vector<Core::Node> arm;
int ballIndex; int ballIndex;
GLuint textureShip_normals;
GLuint sunTexture; GLuint sunTexture;
GLuint earthTexture; GLuint earthTexture;
GLuint moonTexture; GLuint moonTexture;
GLuint skyboxTexture; GLuint skyboxTexture;
GLuint shipTexture;
obj::Model sphereModel; obj::Model sphereModel;
obj::Model cubeModel; obj::Model cubeModel;
obj::Model shipModel;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext cubeContext; Core::RenderContext cubeContext;
Core::RenderContext shipContext;
float cameraAngle = 0; float cameraAngle = 0;
glm::vec3 cameraPos = glm::vec3(-6, 0, 0); glm::vec3 cameraPos = glm::vec3(-6, 0, 0);
@ -91,6 +94,7 @@ glm::mat4 createCameraMatrix()
return Core::createViewMatrix(cameraPos, cameraDir, up); return Core::createViewMatrix(cameraPos, cameraDir, up);
} }
float frustumScale = 1.f;
@ -196,7 +200,7 @@ glm::mat4 drawMoon(glm::mat4 planetModelMatrix, float time, glm::vec3 orbit, glm
void renderScene() void renderScene()
{ {
cameraMatrix = createCameraMatrix(); cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix(); perspectiveMatrix = Core::createPerspectiveMatrix(0.01f, 1000.0f, frustumScale);
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f; float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -212,14 +216,20 @@ void renderScene()
glm::mat4 sunModelMatrix = glm::mat4(1.0f); glm::mat4 sunModelMatrix = glm::mat4(1.0f);
sunModelMatrix = glm::translate(sunModelMatrix, sunPos); sunModelMatrix = glm::translate(sunModelMatrix, sunPos);
sunModelMatrix = glm::rotate(sunModelMatrix, time/10.0f, glm::vec3(0.0f, 1.0f, 1.0f));
drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(0.5f, 0.8f, 0.8f), sunTexture); drawObjectTexture(programSun, sphereContext, sunModelMatrix, glm::vec3(0.5f, 0.8f, 0.8f), sunTexture);
glm::mat4 sunModelMatrix2 = glm::mat4(1.0f); glm::mat4 sunModelMatrix2 = glm::mat4(1.0f);
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2); sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
sunModelMatrix2 = glm::rotate(sunModelMatrix2, time / 10.0f, glm::vec3(0.0f, 1.0f, 1.0f)); sunModelMatrix2 = glm::rotate(sunModelMatrix2, time / 100.0f, glm::vec3(0.0f, 1.0f, 1.0f));
drawObjectTexture(programSun, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture); drawObjectTexture(programSun, sphereContext, sunModelMatrix2, glm::vec3(0.9f, 0.9f, 2.0f), sunTexture);
glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0)) * glm::rotate(-cameraAngle + glm::radians(90.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
drawObjectTexture(programTex, shipContext, shipModelMatrix, glm::vec3(1.f) ,shipTexture);
glUseProgram(programTex); glUseProgram(programTex);
lights[0].position = sunPos; lights[0].position = sunPos;
@ -252,10 +262,21 @@ void init()
programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag"); programSun = shaderLoader.CreateProgram("shaders/shader_4_sun.vert", "shaders/shader_4_sun.frag");
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag"); programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
//shipModel = obj::loadModelFromFile("models/spaceship.obj");
shipModel = obj::loadModelFromFile("models/spaceship.obj");
sphereModel = obj::loadModelFromFile("models/sphere.obj"); sphereModel = obj::loadModelFromFile("models/sphere.obj");
cubeModel = obj::loadModelFromFile("models/cube.obj"); cubeModel = obj::loadModelFromFile("models/cube.obj");
sphereContext.initFromOBJ(sphereModel); sphereContext.initFromOBJ(sphereModel);
cubeContext.initFromOBJ(cubeModel); cubeContext.initFromOBJ(cubeModel);
shipContext.initFromOBJ(shipModel);
shipTexture = Core::LoadTexture("textures/spaceship.png");
sunTexture = Core::LoadTexture("textures/sun.png"); sunTexture = Core::LoadTexture("textures/sun.png");
earthTexture = Core::LoadTexture("textures/earth2.png"); earthTexture = Core::LoadTexture("textures/earth2.png");
moonTexture = Core::LoadTexture("textures/moon.png"); moonTexture = Core::LoadTexture("textures/moon.png");
@ -278,6 +299,16 @@ void shutdown()
shaderLoader.DeleteProgram(program); shaderLoader.DeleteProgram(program);
} }
void onReshape(int width, int height)
{
// Kiedy rozmiar okna sie zmieni, obraz jest znieksztalcony.
// Dostosuj odpowiednio macierz perspektywy i viewport.
// Oblicz odpowiednio globalna zmienna "frustumScale".
// Ustaw odpowiednio viewport - zobacz:
// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glViewport.xhtml
frustumScale = (float)width / (float)height;
glViewport(0, 0, width, height);
}
void idle() void idle()
{ {
glutPostRedisplay(); glutPostRedisplay();
@ -287,9 +318,11 @@ int main(int argc, char** argv)
{ {
glutInit(&argc, argv); glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(200, 300); glutInitWindowPosition(100, 200);
glutInitWindowSize(600, 600); glutInitWindowSize(1240, 720);
glutCreateWindow("GRK-PROJECT WIP"); glutCreateWindow("GRK-PROJECT WIP");
//winId = glutCreateWindow("OpenGL + PhysX");
//glutFullScreen();
glewInit(); glewInit();
init(); init();
@ -297,6 +330,7 @@ int main(int argc, char** argv)
glutDisplayFunc(renderScene); glutDisplayFunc(renderScene);
glutIdleFunc(idle); glutIdleFunc(idle);
glutReshapeFunc(onReshape);
glutMainLoop(); glutMainLoop();
shutdown(); shutdown();

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