diff --git a/grafika_projekt/src/main.cpp b/grafika_projekt/src/main.cpp index df4d35a..beb99ca 100644 --- a/grafika_projekt/src/main.cpp +++ b/grafika_projekt/src/main.cpp @@ -16,6 +16,7 @@ GLuint skyboxProgram, skyboxBuffer; GLuint programColor; GLuint programTexture; +GLuint textureSubmarine; GLuint textureFish; unsigned int cubemapTexture, skyboxVAO; @@ -32,25 +33,15 @@ glm::quat rotation = glm::quat(1, 0, 0, 0); glm::mat4 cameraMatrix, perspectiveMatrix; Core::Shader_Loader shaderLoader; +Core::RenderContext submarineContext; Core::RenderContext fishContext; std::vector keyPoints({ -glm::vec3(5.0f, 5.0f, 5.0f), -glm::vec3(5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, 5.0f), -glm::vec3(5.0f, 5.0f, 5.0f), -glm::vec3(5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, 5.0f), -glm::vec3(5.0f, 5.0f, 5.0f), -glm::vec3(5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, 5.0f), -glm::vec3(5.0f, 5.0f, 5.0f), -glm::vec3(5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, -5.0f), -glm::vec3(-5.0f, 5.0f, 5.0f), +glm::vec3(15.0f, 5.0f, 15.0f), +glm::vec3(15.0f, 5.0f, -15.0f), +glm::vec3(-15.0f, 5.0f, -15.0f), +glm::vec3(-15.0f, 5.0f, 15.0f), +glm::vec3(15.0f, 5.0f, 15.0f), }); std::vector keyRotation; @@ -185,7 +176,7 @@ glm::mat4 createCameraMatrix() } glm::mat4 animationMatrix(float time) { - float speed = 2.; + float speed = 1.; time = time * speed; std::vector distances; float timeStep = 0; @@ -205,17 +196,19 @@ glm::mat4 animationMatrix(float time) { float t = time / distances[index]; - int size = keyPoints.size() - 1; - int rotationSize = keyRotation.size() - 1; + int size = keyPoints.size(); + int rotationSize = keyRotation.size(); - glm::vec3 pos = glm::catmullRom(keyPoints[index - 1], keyPoints[index], keyPoints[index + 1], keyPoints[index + 2], t); + std::cout << (index - 1) % size << " " << index % size << " " << (index+1)%size << " " << (index+2)%size << std::endl; + + glm::vec3 pos = glm::catmullRom(keyPoints[std::max(0, (index-1)%size)], keyPoints[(index) % size], keyPoints[(index + 1) % size], keyPoints[(index + 2) % size], t); glm::quat divideByFour = glm::quat(0.25f, 0.25f, 0.25f, 0.25f); - auto a1 = keyRotation[index] * glm::exp(-(glm::log(glm::inverse(keyRotation[index]) * keyRotation[index - 1]) + glm::log(glm::inverse(keyRotation[index]) * keyRotation[index + 1])) * divideByFour); + auto a1 = keyRotation[index % rotationSize] * glm::exp(-(glm::log(glm::inverse(keyRotation[index % rotationSize]) * keyRotation[std::max(0, (index - 1)%rotationSize)]) + glm::log(glm::inverse(keyRotation[index % rotationSize]) * keyRotation[(index + 1) % rotationSize])) * divideByFour); - auto a2 = keyRotation[index + 1] * glm::exp(-(glm::log(glm::inverse(keyRotation[index + 1]) * keyRotation[index]) + glm::log(glm::inverse(keyRotation[index + 1]) * keyRotation[index + 2])) * divideByFour); + auto a2 = keyRotation[(index + 1) % rotationSize] * glm::exp(-(glm::log(glm::inverse(keyRotation[(index + 1) % rotationSize]) * keyRotation[index % rotationSize]) + glm::log(glm::inverse(keyRotation[(index + 1) % rotationSize]) * keyRotation[(index + 2) % rotationSize])) * divideByFour); - auto animationRotation = glm::squad(keyRotation[index], keyRotation[index + 1], a1, a2, t); + auto animationRotation = glm::squad(keyRotation[index % rotationSize], keyRotation[(index + 1) % rotationSize], a1, a2, t); glm::mat4 result = glm::translate(pos) * glm::mat4_cast(animationRotation); @@ -275,10 +268,13 @@ void renderScene() glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); - glm::mat4 fishInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f)); - glm::mat4 fishModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * animationMatrix(time); + glm::mat4 submarineInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f)); + glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation; - drawObjectTexture(fishContext, fishModelMatrix, textureFish); + glm::mat4 fishInitialTransformation = glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f)); + + drawObjectTexture(fishContext, animationMatrix(time + 15), textureFish); + drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine); glutSwapBuffers(); } @@ -372,8 +368,13 @@ void init() programTexture = shaderLoader.CreateProgram((char*) "shaders/shader_tex.vert", (char*) "shaders/shader_tex.frag"); skyboxProgram = shaderLoader.CreateProgram((char *) "shaders/skybox.vert", (char *) "shaders/skybox.frag"); cubemapTexture = loadCubemap(); - loadModelToContext("models/submarine.obj", fishContext); - textureFish = Core::LoadTexture("textures/submarine.png"); + + loadModelToContext("models/submarine.obj", submarineContext); + textureSubmarine = Core::LoadTexture("textures/submarine.png"); + + loadModelToContext("models/fish.obj", fishContext); + textureFish = Core::LoadTexture("textures/fish.png"); + initKeyRotation(); initSkybox(); } diff --git a/grafika_projekt/textures/fish.png b/grafika_projekt/textures/fish.png new file mode 100644 index 0000000..8d9df4a Binary files /dev/null and b/grafika_projekt/textures/fish.png differ