Preparation for PhysX

This commit is contained in:
xkamikoo 2021-02-19 14:40:57 +01:00
parent 19d7977344
commit 5db9e1b196

View File

@ -45,7 +45,7 @@ unsigned int colorBuffers[2];
//particlepart
GLuint VertexArrayID;
double lastTime;
float lastTime;
static GLfloat* g_particule_position_size_data;
static GLubyte* g_particule_color_data;
GLuint particle_vertex_buffer;
@ -128,6 +128,7 @@ int FindUnusedParticle() {
struct Object
{
std::string name;
glm::mat4 modelM;
glm::mat4 invModelM;
std::shared_ptr<Model> modelParent;
@ -512,6 +513,55 @@ glm::mat4 drawMoon(glm::mat4 planetModelMatrix, float time, glm::vec3 orbit, glm
return moonModelMatrix;
}
Object* findObject(std::string name)
{
for (int i = 0; i < objects.size(); i++)
{
if (objects[i].name == name)
return &objects[i];
}
return nullptr;
}
void updateObjects()
{
Object* obj = findObject("Corvette");
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));
obj->modelM = shipModelMatrix;
obj->invModelM = glm::inverse(shipModelMatrix);
glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(450, 0, -1500));
lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-450, 0, -1500));
lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]);
obj = findObject("Space Humster");
glm::mat4 crewmateModelMatrix = glm::translate(glm::vec3(0, 1, 1)) * glm::rotate(lastTime / 10, glm::vec3(1, 0, 1)) * glm::scale(glm::vec3(0.01));
obj->modelM = crewmateModelMatrix;
obj->invModelM = glm::inverse(crewmateModelMatrix);
//earth & moon
glm::mat4 earthModelMatrix = drawPlanet(lastTime / 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 moonModelMatrix = drawMoon(earthModelMatrix, lastTime / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 2, 2), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
earthModelMatrix = glm::rotate(earthModelMatrix, lastTime / 5.0f, glm::vec3(0.0f, 0.0f, 0.1f));
obj = findObject("Moon");
obj->modelM = moonModelMatrix;
obj->invModelM = glm::inverse(moonModelMatrix);
obj = findObject("Earth");
obj->modelM = earthModelMatrix;
obj->invModelM = glm::inverse(earthModelMatrix);
obj = findObject("Mars");
glm::mat4 marsModelMatrix = drawPlanet(lastTime / 5.0f, sunPos2, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-6.5f, 0.0f, -6.5f), glm::vec3(0.4f, 0.4f, 0.4f));
marsModelMatrix = glm::rotate(marsModelMatrix, lastTime / 3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
obj->modelM = marsModelMatrix;
obj->invModelM = glm::inverse(marsModelMatrix);
}
void renderScene()
{
cameraMatrix = createCameraMatrix();
@ -525,25 +575,6 @@ void renderScene()
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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));
glm::mat4 planet1 = drawPlanet(time / 5.0f, sunPos2, glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-6.5f, 0.0f, -6.5f), glm::vec3(0.4f, 0.4f, 0.4f));
planet1 = glm::rotate(planet1, time / 3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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)) * 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]);
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());
@ -559,10 +590,6 @@ void renderScene()
glUniform3f(glGetUniformLocation(programTex, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix);
drawFromAssimpTexture(programTex, sphere, earth, earthTexture);
drawFromAssimpTexture(programTex, sphere, moon, moonTexture);
drawFromAssimpTexture(programTex, sphere, planet1, marsTexture);
glUseProgram(programNormal);
@ -579,15 +606,13 @@ void renderScene()
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);
updateObjects();
for (Object & obj : objects)
drawObject(obj);
//asteroidpart
glUseProgram(programAsteroid);
@ -845,6 +870,7 @@ void initObjects()
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.name = "BigSun";
obj.modelM = sunModelMatrix;
obj.invModelM = glm::inverse(sunModelMatrix);
obj.modelParent = sphere;
@ -855,12 +881,68 @@ void initObjects()
glm::mat4 sunModelMatrix2 = glm::mat4(1.0f);
sunModelMatrix2 = glm::translate(sunModelMatrix2, sunPos2);
obj.name = "SmollSun";
obj.modelM = sunModelMatrix2;
obj.invModelM = glm::inverse(sunModelMatrix2);
obj.color = glm::vec3(0.9f, 0.9f, 2.0f);
objects.push_back(obj);
glm::mat4 earthModelMatrix;
glm::mat4 moonModelMatrix;
Object planet;
planet.name = "Earth";
planet.modelM = earthModelMatrix;
planet.invModelM = glm::inverse(earthModelMatrix);
planet.modelParent = sphere;
planet.textureID = earthTexture;
planet.shaderID = programTex;
planet.color = glm::vec3(1.0f);
objects.push_back(planet);
glm::mat4 marsModelMatrix;
planet.name = "Mars";
planet.modelM = marsModelMatrix;
planet.invModelM = glm::inverse(marsModelMatrix);
planet.modelParent = sphere;
planet.textureID = marsTexture;
planet.shaderID = programTex;
planet.color = glm::vec3(1.0f);
objects.push_back(planet);
Object moon;
moon.name = "Moon";
moon.modelM = moonModelMatrix;
moon.invModelM = glm::inverse(moonModelMatrix);
moon.modelParent = sphere;
moon.textureID = moonTexture;
moon.shaderID = programTex;
moon.color = glm::vec3(1.0f);
objects.push_back(moon);
glm::mat4 crewmateModelMatrix;
Object crewmateObj;
crewmateObj.name = "Space Humster";
crewmateObj.modelM = crewmateModelMatrix;
crewmateObj.invModelM = glm::inverse(crewmateModelMatrix);
crewmateObj.modelParent = crewmate;
crewmateObj.shaderID = programNormal;
crewmateObj.color = glm::vec3(1.0f);
objects.push_back(crewmateObj);
glm::mat4 shipModelMatrix;
Object ship;
ship.name = "Corvette";
ship.modelM = shipModelMatrix;
ship.invModelM = glm::inverse(shipModelMatrix);
ship.modelParent = corvette;
ship.shaderID = programNormal;
ship.color = glm::vec3(1.0f);
objects.push_back(ship);
}
void init()