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Author SHA1 Message Date
7564d92018 Ziemia jest przeźroczysta 2021-02-24 21:51:46 +01:00
43 changed files with 395 additions and 197865 deletions

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@ -19,8 +19,6 @@
<None Include="shaders\shader_blur.vert" /> <None Include="shaders\shader_blur.vert" />
<None Include="shaders\shader_normal.frag" /> <None Include="shaders\shader_normal.frag" />
<None Include="shaders\shader_normal.vert" /> <None Include="shaders\shader_normal.vert" />
<None Include="shaders\shader_parallax.frag" />
<None Include="shaders\shader_parallax.vert" />
<None Include="shaders\shader_particle.frag" /> <None Include="shaders\shader_particle.frag" />
<None Include="shaders\shader_particle.vert" /> <None Include="shaders\shader_particle.vert" />
<None Include="shaders\shader_skybox.frag" /> <None Include="shaders\shader_skybox.frag" />
@ -34,8 +32,6 @@
<ClCompile Include="src\Box.cpp" /> <ClCompile Include="src\Box.cpp" />
<ClCompile Include="src\Camera.cpp" /> <ClCompile Include="src\Camera.cpp" />
<ClCompile Include="src\main.cpp" /> <ClCompile Include="src\main.cpp" />
<ClCompile Include="src\Object.cpp" />
<ClCompile Include="src\Physics.cpp" />
<ClCompile Include="src\picopng.cpp" /> <ClCompile Include="src\picopng.cpp" />
<ClCompile Include="src\Render_Utils.cpp" /> <ClCompile Include="src\Render_Utils.cpp" />
<ClCompile Include="src\Shader_Loader.cpp" /> <ClCompile Include="src\Shader_Loader.cpp" />
@ -46,9 +42,7 @@
<ClInclude Include="src\Camera.h" /> <ClInclude Include="src\Camera.h" />
<ClInclude Include="src\mesh.h" /> <ClInclude Include="src\mesh.h" />
<ClInclude Include="src\model.h" /> <ClInclude Include="src\model.h" />
<ClInclude Include="src\Object.h" />
<ClInclude Include="src\objload.h" /> <ClInclude Include="src\objload.h" />
<ClInclude Include="src\Physics.h" />
<ClInclude Include="src\picopng.h" /> <ClInclude Include="src\picopng.h" />
<ClInclude Include="src\Render_Utils.h" /> <ClInclude Include="src\Render_Utils.h" />
<ClInclude Include="src\Shader_Loader.h" /> <ClInclude Include="src\Shader_Loader.h" />

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@ -66,12 +66,6 @@
<None Include="shaders\shader_asteroid.vert"> <None Include="shaders\shader_asteroid.vert">
<Filter>Shader Files</Filter> <Filter>Shader Files</Filter>
</None> </None>
<None Include="shaders\shader_parallax.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\shader_parallax.vert">
<Filter>Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\Box.cpp"> <ClCompile Include="src\Box.cpp">
@ -95,12 +89,6 @@
<ClCompile Include="src\main.cpp"> <ClCompile Include="src\main.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\Physics.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Object.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\stb_image.h"> <ClInclude Include="src\stb_image.h">
@ -133,11 +121,5 @@
<ClInclude Include="Skybox.h"> <ClInclude Include="Skybox.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\Physics.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="src\Object.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>

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models/arm.blend Normal file

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models/arm.fbx Normal file

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@ -22,5 +22,4 @@ d 1.000000
illum 2 illum 2
map_Kd textures\\humster_BaseColor.png map_Kd textures\\humster_BaseColor.png
map_Ns textures\\humster_Roughness.png map_Ns textures\\humster_Roughness.png
bump textures\\humster_Height.png
refl textures\\humster_Metallic.png refl textures\\humster_Metallic.png

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@ -1,16 +0,0 @@
# Blender MTL File: 'uploads_files_927450_space_humster.blend'
# Material Count: 1
newmtl humster
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.420000 0.420000 0.420000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd textures\\humster_BaseColor.png
map_Ns textures\\humster_Roughness.png
refl textures\\humster_Metallic.png
bump textures\\humster_Height.png

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@ -1,42 +0,0 @@
# Blender MTL File: 'uploads_files_911030_stargate002.blend'
# Material Count: 4
newmtl event_horizon.cycles
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl gate.cycles
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl gate_grey.cycles
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.259800 0.259800 0.259800
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl glow.cycles
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 1.000000 0.491265 0.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 1

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@ -41,13 +41,15 @@ void main()
// then retrieve perpendicular vector B with the cross product of T and N // then retrieve perpendicular vector B with the cross product of T and N
vec3 B = cross(N, T); vec3 B = cross(N, T);
mat3 TBN = transpose(mat3(T, B, N)); mat3 TBN = mat3(T, B, N);
for(int i=0; i<LightsCount; i++) for(int i=0; i<LightsCount; i++)
LightPosTS[i] = TBN * pointLights[i].position; LightPosTS[i] = TBN * pointLights[i].position;
fragPos = (aInstanceMatrix*vec4(vertexPosition,1)).xyz;
CameraPosTS = TBN * cameraPos; CameraPosTS = TBN * cameraPos;
FragPosTS = TBN * fragPos; FragPosTS = TBN * fragPos;
fragPos = (aInstanceMatrix*vec4(vertexPosition,1)).xyz;
vTexCoord = vertexTexCoord; vTexCoord = vertexTexCoord;
} }

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@ -7,6 +7,7 @@ uniform sampler2D scene;
uniform sampler2D bloomBlur; uniform sampler2D bloomBlur;
uniform vec2 screenSize; uniform vec2 screenSize;
//
float FXAA_SPAN_MAX = 100.0f; float FXAA_SPAN_MAX = 100.0f;
//sila dzialania //sila dzialania
float FXAA_REDUCE_MUL = 1.0f/8.0f; float FXAA_REDUCE_MUL = 1.0f/8.0f;
@ -57,7 +58,7 @@ vec3 fastAA()
void main() void main()
{ {
const float gamma = 0.7f; const float gamma = 0.8;
vec3 hdrColor = fastAA(); //texture(scene, vTexCoords).rgb; vec3 hdrColor = fastAA(); //texture(scene, vTexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb; vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
hdrColor += bloomColor; hdrColor += bloomColor;

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@ -19,7 +19,6 @@ uniform mat4 modelMatrix;
uniform vec3 cameraPos; uniform vec3 cameraPos;
uniform PointLight pointLights[MAX_POINT_LIGHTS]; uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform int LightsCount; uniform int LightsCount;
uniform mat3 normalMatrix;
out vec3 fragPos; out vec3 fragPos;
@ -32,19 +31,24 @@ void main()
{ {
gl_Position = transformation * vec4(vertexPosition, 1.0); gl_Position = transformation * vec4(vertexPosition, 1.0);
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
vec3 T = normalize(normalMatrix * aTangent); vec3 T = normalize(normalMatrix * aTangent);
vec3 N = normalize(normalMatrix * vertexNormal); vec3 N = normalize(normalMatrix * vertexNormal);
// re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N); T = normalize(T - dot(T, N) * N);
// then retrieve perpendicular vector B with the cross product of T and N
vec3 B = cross(N, T); vec3 B = cross(N, T);
mat3 TBN = transpose(mat3(T, B, N)); mat3 TBN = mat3(T, B, N);
for(int i=0; i<LightsCount; i++) for(int i=0; i<LightsCount; i++)
LightPosTS[i] = TBN * pointLights[i].position; LightPosTS[i] = TBN * pointLights[i].position;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
CameraPosTS = TBN * cameraPos; CameraPosTS = TBN * cameraPos;
FragPosTS = TBN * fragPos; FragPosTS = TBN * fragPos;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
vTexCoord = vertexTexCoord; vTexCoord = vertexTexCoord;
} }

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@ -1,29 +1,19 @@
#version 430 core #version 330 core
out vec4 FragColor;
layout (location = 0) out vec4 FragColor; in VS_OUT {
layout (location = 1) out vec4 BrightColor; vec3 FragPos;
vec2 TexCoords;
vec3 TangentLightPos;
vec3 TangentViewPos;
vec3 TangentFragPos;
} fs_in;
struct PointLight {
vec3 position;
vec3 color;
float intensity;
};
#define MAX_POINT_LIGHTS 16
uniform vec3 cameraPos;
uniform sampler2D diffuseTexture; uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture; uniform sampler2D normalTexture;
uniform sampler2D depthTexture; uniform sampler2D depthTexture;
uniform PointLight pointLights[MAX_POINT_LIGHTS]; uniform float heightScale;
uniform int LightsCount;
in vec3 fragPos;
in vec2 vTexCoord;
in vec3 LightPosTS[MAX_POINT_LIGHTS];
in vec3 CameraPosTS;
in vec3 FragPosTS;
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir) vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{ {
@ -36,7 +26,7 @@ vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
// depth of current layer // depth of current layer
float currentLayerDepth = 0.0; float currentLayerDepth = 0.0;
// the amount to shift the texture coordinates per layer (from vector P) // the amount to shift the texture coordinates per layer (from vector P)
vec2 P = viewDir.xy / viewDir.z * 0.001; vec2 P = viewDir.xy / viewDir.z * heightScale;
vec2 deltaTexCoords = P / numLayers; vec2 deltaTexCoords = P / numLayers;
// get initial values // get initial values
@ -69,38 +59,27 @@ vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
void main() void main()
{ {
vec3 fragColor = vec3(0,0,0); vec3 fragColor = vec3(0,0,0);
vec3 V = normalize(CameraPosTS-FragPosTS); vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
vec2 texCoords = ParallaxMapping(vTexCoord, V); vec2 texCoords = ParallaxMapping(fs_in.TexCoords, viewDir);
if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0) if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
discard; discard;
vec3 texture = texture2D(diffuseTexture, texCoords).rgb; vec3 texture = texture2D(diffuseTexture, texCoords).rgb;
//vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
// obtain normal from normal map
vec3 normal = texture2D(normalTexture, texCoords).rgb; vec3 normal = texture2D(normalTexture, texCoords).rgb;
normal = normalize(normal * 2.0 - 1.0); normal = normalize(normal * 2.0 - 1.0);
for(int i = 0; i < LightsCount; i++)
{
vec3 lightDir = normalize(LightPosTS[i] - FragPosTS);
vec3 lightDir = normalize(fs_in.TangentLightPos[0] - fs_in.TangentFragPos);
float diff = max(0,dot(normal,normalize(lightDir)));
vec3 diffuse = diff * texture;
// specular
vec3 reflectDir = reflect(-lightDir, normal);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
vec3 R = reflect(-lightDir,normal); vec3 specular = vec3(0.2) * spec;
FragColor = vec4(ambient + diffuse + specular, 1.0);
float dist = distance(fragPos, pointLights[i].position);
float distance = (1/dist) * (1/dist);
float spec = pow(max(0,dot(R,V)),2);
float diff = max(0,dot(normal,lightDir));
vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
fragColor += texture*(diffuse+specular);
}
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
FragColor = vec4(fragColor+ambient,1.0);
} }

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@ -1,51 +1,44 @@
#version 430 core #version 330 core
layout(location = 0) in vec3 vertexPosition; layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord; layout(location = 1) in vec2 vertexTexCoord;
layout(location = 2) in vec3 vertexNormal; layout(location = 2) in vec3 vertexNormal;
layout (location = 3) in vec3 aTangent; layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent; layout (location = 4) in vec3 aBitangent;
struct PointLight { out VS_OUT {
vec3 position; vec3 FragPos;
vec3 color; vec2 TexCoords;
float intensity; vec3 TangentLightPos;
}; vec3 TangentViewPos;
vec3 TangentFragPos;
} vs_out;
#define MAX_POINT_LIGHTS 16 uniform mat4 projection;
uniform mat4 view;
uniform mat4 transformation;
uniform mat4 modelMatrix; uniform mat4 modelMatrix;
uniform vec3 cameraPos; uniform mat4 transformation;
uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform int LightsCount;
uniform mat3 normalMatrix;
out vec3 fragPos; uniform vec3 lightPos;
out vec2 vTexCoord; uniform vec3 viewPos;
out vec3 LightPosTS[MAX_POINT_LIGHTS];
out vec3 CameraPosTS;
out vec3 FragPosTS;
void main() void main()
{ {
gl_Position = transformation * vec4(vertexPosition, 1.0); gl_Position = transformation * vec4(vertexPosition, 1.0);
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
vec3 T = normalize(normalMatrix * aTangent); gl_Position = projection * view * modelMatrix * vec4(vertexPosition, 1.0);
vs_out.FragPos = vec3(modelMatrix * vec4(vertexPosition, 1.0));
vs_out.TexCoords = vertexTexCoord;
vec3 T = normalize(normalMatrix * aTangent);
vec3 N = normalize(normalMatrix * vertexNormal); vec3 N = normalize(normalMatrix * vertexNormal);
// re-orthogonalize T with respect to N
T = normalize(T - dot(T, N) * N); T = normalize(T - dot(T, N) * N);
// then retrieve perpendicular vector B with the cross product of T and N
vec3 B = cross(N, T); vec3 B = cross(N, T);
mat3 TBN = transpose(mat3(T, B, N)); mat3 TBN = mat3(T, B, N);
for(int i=0; i<LightsCount; i++) vs_out.TangentLightPos = TBN * lightPos;
LightPosTS[i] = TBN * pointLights[i].position; vs_out.TangentViewPos = TBN * viewPos;
vs_out.TangentFragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
CameraPosTS = TBN * cameraPos;
FragPosTS = TBN * fragPos;
vTexCoord = vertexTexCoord;
} }

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@ -1,148 +0,0 @@
#include "Object.h"
void Object::Draw(glm::mat4 perspectiveMatrix, glm::mat4 cameraMatrix)
{
if (!exists) return;
glUseProgram(shaderID);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelM;
glUniformMatrix4fv(glGetUniformLocation(shaderID, "modelMatrix"), 1, GL_FALSE, (float*)&modelM);
glUniformMatrix4fv(glGetUniformLocation(shaderID, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix3fv(glGetUniformLocation(shaderID, "normalMatrix"), 1, GL_FALSE, (float*)&invModelM);
glUniform3f(glGetUniformLocation(shaderID, "objectColor"), color.r, color.g, color.b);
if (textureDiffuseID != -1)
Core::SetActiveTexture(textureDiffuseID, "diffuseTexture", shaderID, 0);
if (textureNormalID != -1)
Core::SetActiveTexture(textureNormalID, "normalTexture", shaderID, 1);
if (textureDepthID != -1)
Core::SetActiveTexture(textureDepthID, "depthTexture", shaderID, 2);
modelParent->Draw(shaderID);
glUseProgram(0);
}
void Object::ChangePosition(glm::vec3 movement)
{
modelM = glm::translate(modelM, movement);
this->position += movement;
}
void Object::SetPosition(glm::vec3 position)
{
this->position = position;
SetMatrix();
}
void Object::ChangeScale(glm::vec3 scale)
{
modelM = glm::scale(modelM, scale);
this->scale += scale;
}
void Object::SetScale(glm::vec3 scale)
{
this->scale = scale;
SetMatrix();
}
void Object::ChangeRotation(glm::vec3 rotate, float angle)
{
modelM = glm::rotate(modelM, angle, rotate);
this->rotation += rotate;
this->angle += angle;
}
void Object::SetRotation(glm::vec3 rotate, float angle)
{
this->rotation = rotate;
this->angle = angle;
SetMatrix();
}
void Object::SetMatrix()
{
modelM = glm::translate(glm::mat4(1.0f), position);
modelM = glm::rotate(modelM, angle, rotation);
modelM = glm::scale(modelM, scale);
invModelM = glm::inverseTranspose(modelM);
}
void Object::SetMatrix(glm::vec3 position, glm::vec3 scale, glm::vec3 rotate, float angle)
{
this->position = position;
this->rotation = rotate;
this->scale = scale;
this->angle = angle;
SetMatrix();
}
Object::Object( std::string name,
std::shared_ptr<Model> modelParent,
GLuint textureID,
GLuint shaderID,
glm::vec3 color,
glm::vec3 position,
glm::vec3 rotation,
glm::vec3 scale,
float angle,
bool dynamic,
bool kinematic)
{
this->name = name;
SetMatrix(position, scale, rotation, angle);
this->modelParent = modelParent;
this->textureDiffuseID = textureID;
this->shaderID = shaderID;
this->color = color;
this->dynamic = dynamic;
this->kinematic = kinematic;
}
Object::Object( std::string name,
std::shared_ptr<Model> modelParent,
GLuint shaderID,
glm::vec3 color,
glm::vec3 position,
glm::vec3 rotation,
glm::vec3 scale,
float angle,
bool dynamic,
bool kinematic)
{
this->name = name;
SetMatrix(position, scale, rotation, angle);
this->textureDiffuseID = -1;
this->modelParent = modelParent;
this->shaderID = shaderID;
this->color = color;
this->dynamic = dynamic;
this->kinematic = kinematic;
}
glm::vec3 Object::getScaleFromMatrix(glm::mat4 modelMatrix)
{
float x = glm::length(glm::vec3(modelMatrix[0][0], modelMatrix[1][0], modelMatrix[2][0]));
float y = glm::length(glm::vec3(modelMatrix[0][1], modelMatrix[1][1], modelMatrix[2][1]));
float z = glm::length(glm::vec3(modelMatrix[0][2], modelMatrix[1][2], modelMatrix[2][2]));
return glm::vec3(x, y, z);
}
glm::vec3 Object::getPositionFromMatrix(glm::mat4 modelMatrix)
{
return glm::vec3(modelMatrix[3][0], modelMatrix[3][1], modelMatrix[3][2]);
}
glm::vec3 Object::findOrbit(float time, glm::vec3 center, glm::vec3 orbit, glm::vec3 radius)
{
glm::mat4 planetModelMatrix = glm::mat4(1.0f);
planetModelMatrix = glm::translate(planetModelMatrix, center);
planetModelMatrix = glm::rotate(planetModelMatrix, time, orbit);
planetModelMatrix = glm::translate(planetModelMatrix, radius);
return getPositionFromMatrix(planetModelMatrix);
}

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@ -1,84 +0,0 @@
#pragma once
#include <iostream>
#include <cmath>
#include <string>
#include <fstream>
#include <sstream>
#include <map>
#include <vector>
#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
#include "model.h"
#include "Texture.h"
class Object
{
public:
void Draw(glm::mat4 perspectiveMatrix, glm::mat4 cameraMatrix);
void ChangePosition(glm::vec3 movement);
void SetPosition(glm::vec3 position);
void ChangeScale(glm::vec3 scale);
void SetScale(glm::vec3 scale);
void ChangeRotation(glm::vec3 rotate, float angle);
void SetRotation(glm::vec3 rotate, float angle);
void SetMatrix(glm::vec3 position, glm::vec3 scale, glm::vec3 rotate, float angle);
void SetMatrix(glm::mat4 _mat) { this->modelM = _mat;
this->invModelM = glm::inverseTranspose(_mat); }
void manualSetRotationM(glm::mat4 rot) {this->rotationM = rot;}
void manualSetPosition(glm::vec3 pos) { this->position = pos; }
glm::mat4 getRotationM() { return rotationM; }
std::string GetName() { return this->name; }
glm::mat4 GetMatrix() { return this->modelM; }
glm::mat4 GetInvMatrix() { return this->invModelM; }
glm::vec3 GetColor() { return this->color; }
glm::vec3 GetPosition() { return position; }
glm::vec3 GetRotation() { return rotation; }
glm::vec3 GetScale() { return scale; }
bool isDynamic() { return dynamic; }
bool isKinematic() { return kinematic; }
std::shared_ptr<Model> GetParent() { return modelParent; }
Object( std::string name, std::shared_ptr<Model> modelParent, GLuint textureID, GLuint shaderID, glm::vec3 color,
glm::vec3 position, glm::vec3 rotation, glm::vec3 scale, float angle, bool dynamic, bool kinematic);
Object(std::string name, std::shared_ptr<Model> modelParent, GLuint shaderID, glm::vec3 color, glm::vec3 position,
glm::vec3 rotation, glm::vec3 scale, float angle, bool dynamic, bool kinematic);
bool exists = true;
GLuint textureDiffuseID = -1;
GLuint textureNormalID = -1;
GLuint textureDepthID = -1;
glm::vec3 getScaleFromMatrix(glm::mat4 modelMatrix);
glm::vec3 getPositionFromMatrix(glm::mat4 modelMatrix);
glm::vec3 findOrbit(float time, glm::vec3 center, glm::vec3 orbit, glm::vec3 radius);
private:
void SetMatrix();
std::shared_ptr<Model> modelParent;
std::string name;
glm::mat4 modelM;
glm::mat3 invModelM;
glm::mat4 rotationM;
GLuint shaderID;
glm::vec3 color;
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
float angle;
bool dynamic;
bool kinematic;
};

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@ -1,36 +0,0 @@
#include "Physics.h"
#define PX_RELEASE(x) if(x) { x->release(); x = NULL; }
Physics::Physics(float gravity,
PxSimulationFilterShader simulationFilterShader,
PxSimulationEventCallback *simulationEventCallback)
{
foundation = PxCreateFoundation(PX_PHYSICS_VERSION, allocator, errorCallback);
physics = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, PxTolerancesScale(), true);
PxSceneDesc sceneDesc(physics->getTolerancesScale());
sceneDesc.gravity = PxVec3(0.0f, -gravity, 0.0f);
dispatcher = PxDefaultCpuDispatcherCreate(2);
sceneDesc.cpuDispatcher = dispatcher;
sceneDesc.filterShader = simulationFilterShader;
sceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKEEP; // So kin-kin contacts with be reported
sceneDesc.staticKineFilteringMode = PxPairFilteringMode::eKEEP; // So static-kin constacts will be reported
sceneDesc.simulationEventCallback = simulationEventCallback;
scene = physics->createScene(sceneDesc);
}
Physics::~Physics()
{
PX_RELEASE(scene);
PX_RELEASE(dispatcher);
PX_RELEASE(physics);
PX_RELEASE(foundation);
}
void Physics::step(float dt)
{
scene->simulate(dt);
scene->fetchResults(true);
}

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@ -1,23 +0,0 @@
#pragma once
#include "PxPhysicsAPI.h"
using namespace physx;
class Physics
{
public:
Physics(float gravity,
PxSimulationFilterShader simulationFilterShader,
PxSimulationEventCallback *simulationEventCallback);
virtual ~Physics();
PxPhysics* physics = nullptr;
PxScene* scene = nullptr;
void step(float dt);
private:
PxDefaultAllocator allocator;
PxDefaultErrorCallback errorCallback;
PxFoundation* foundation = nullptr;
PxDefaultCpuDispatcher* dispatcher = nullptr;
};

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@ -1,27 +1,31 @@
#pragma once #pragma once
#include <iostream>
#include <cmath>
#include <string>
#include <fstream>
#include <sstream>
#include <map>
#include <vector>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "glew.h" #include "glew.h"
#include "freeglut.h" #include "freeglut.h"
#include "glm.hpp" #include "glm.hpp"
#include "ext.hpp" #include "ext.hpp"
#include <iostream>
#include <cmath>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "stb_image.h" #include "stb_image.h"
#include "mesh.h" #include "mesh.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
using namespace std; using namespace std;
static unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false); unsigned int TextureFromFile(const char* path, const string& directory, bool gamma = false);
class Model class Model
{ {
@ -212,7 +216,7 @@ private:
}; };
static unsigned int TextureFromFile(const char* path, const string& directory, bool gamma) unsigned int TextureFromFile(const char* path, const string& directory, bool gamma)
{ {
string filename = string(path); string filename = string(path);
filename = directory + '/' + filename; filename = directory + '/' + filename;

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