Merge master to floor

This commit is contained in:
Matraf 2022-01-20 14:04:50 +01:00
commit 37c38f6fbc
7 changed files with 560 additions and 65 deletions

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#define STB_IMAGE_IMPLEMENTATION
#include "glew.h"
#include "freeglut.h"
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include <vector>
#include <random>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "Texture.h"
#include "Camera.h"
#include "SOIL/stb_image_aug.h"
GLuint skyboxProgram, skyboxBuffer;
GLuint bubbleProgram;
GLuint programColor;
GLuint programTexture;
GLuint textureSubmarine;
GLuint textureBubble;
GLuint textureFish;
unsigned int cubemapTexture, skyboxVAO;
unsigned int cubeVAO, cubeVBO;
float skyboxVerticeParameter = 50.0f;
float skyboxBoundary = 48.0f;
std::vector<glm::vec3> bubbleArray[300];
float old_x, old_y = -1;
glm::vec3 cursorDiff;
glm::vec3 lightDir = glm::normalize(glm::vec3(0.0f, skyboxVerticeParameter, 0.0f));
glm::vec3 cameraPos = glm::vec3(0, 0, 0);
glm::vec3 oldCameraPos = glm::vec3(0, 0, 5);
glm::vec3 cameraDir; // Wektor "do przodu" kamery
glm::vec3 cameraSide; // Wektor "w bok" kamery
float cameraAngle = 0;
glm::quat rotation = glm::quat(1, 0, 0, 0);
glm::mat4 cameraMatrix, perspectiveMatrix;
Core::Shader_Loader shaderLoader;
Core::RenderContext submarineContext;
Core::RenderContext fishContext;
Core::RenderContext bubbleContext;
std::vector<glm::vec3> fishKeyPoints({
glm::vec3(-18.0f, -10.0f, -10.0f),
glm::vec3(-10.0f, -5.0f, -12.0f),
glm::vec3(8.0f, -3.0f, -3.0f),
glm::vec3(5.0f, 0.0f, 3.0f),
glm::vec3(3.0f, 2.0f, 4.0f),
glm::vec3(8.0f, 5.0f, 9.0f),
glm::vec3(14.0f, 6.0f, 15.0f),
glm::vec3(15.0f, 12.0f, 12.0f),
glm::vec3(10.0f, 17.0f, 15.0f),
glm::vec3(5.0f, 10.0f, 7.0f),
glm::vec3(-1.0f, 4.0f, 8.0f),
glm::vec3(-8.0f, 0.0f, 3.0f),
glm::vec3(-12.0f, -6.0f, -3.0f),
glm::vec3(-15.0f, -8.0f, -6.0f),
glm::vec3(-18.0f, -10.0f, -10.0f),
});
std::vector<glm::quat> keyRotation;
std::vector<Core::Node> fish;
std::string skyboxTextures[6] = {
"models/skybox/right.jpg",
"models/skybox/left.jpg",
"models/skybox/top.jpg",
"models/skybox/bottom.jpg",
"models/skybox/front.jpg",
"models/skybox/back.jpg"
};
float cubeVertices[] = {
// positions // normals
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
};
float skyboxVertices[] = {
-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter
};
bool isInBoundaries(glm::vec3 nextPosition) {
return nextPosition.z > -skyboxBoundary && nextPosition.z < skyboxBoundary&& nextPosition.y > -skyboxBoundary &&
nextPosition.y < skyboxBoundary&& nextPosition.x < skyboxBoundary&& nextPosition.x > -skyboxBoundary;
}
std::random_device rd; // obtain a random number from hardware
std::mt19937 gen(rd()); // seed the generator
std::uniform_int_distribution<> distr(-skyboxVerticeParameter, skyboxVerticeParameter); // define the range
std::vector<glm::vec3> genBubbleKeyPoints() {
float random1 = distr(gen);
float random2 = distr(gen);
std::vector<glm::vec3> bubbleKeyPoints({
glm::vec3(random1 , -skyboxVerticeParameter, random2),
glm::vec3(random1 , skyboxVerticeParameter, random2)
}
);
return bubbleKeyPoints;
};
void generateBubbleArray() {
for (int i = 0; i < 300; i++) {
bubbleArray[i] = genBubbleKeyPoints();
}
}
void keyboard(unsigned char key, int x, int y)
{
float angleSpeed = 10.f;
float moveSpeed = 1.0f;
glm::vec3 nextPosition;
switch (key)
{
case 'z': cursorDiff.z -= angleSpeed; break;
case 'x': cursorDiff.z += angleSpeed; break;
case 'w':
nextPosition = cameraPos + (cameraDir * moveSpeed);
if (isInBoundaries(nextPosition)) {
cameraPos = nextPosition;
}
break;
case 's':
nextPosition = cameraPos - (cameraDir * moveSpeed);
if (isInBoundaries(nextPosition)) {
cameraPos = nextPosition;
}
break;
case 'd':
nextPosition = cameraPos + (cameraSide * moveSpeed);
if (isInBoundaries(nextPosition)) {
cameraPos = nextPosition;
}
break;
case 'a':
nextPosition = cameraPos - (cameraSide * moveSpeed);
if (isInBoundaries(nextPosition)) {
cameraPos = nextPosition;
}
break;
}
}
void mouse(int x, int y)
{
if (old_x >= 0) {
cursorDiff.x = x - old_x;
cursorDiff.y = y - old_y;
}
old_x = x;
old_y = y;
if (x < 100 || x > 800 - 100) { //you can use values other than 100 for the screen edges if you like, kind of seems to depend on your mouse sensitivity for what ends up working best
old_x = 800 / 2; //centers the last known position, this way there isn't an odd jump with your cam as it resets
old_y = 800 / 2;
glutWarpPointer(800 / 2, 800 / 2); //centers the cursor
}
else if (y < 100 || y > 800 - 100) {
old_x = 800 / 2;
old_y = 800 / 2;
glutWarpPointer(800 / 2, 800 / 2);
}
}
glm::mat4 createCameraMatrix()
{
glm::quat rotation_x = glm::angleAxis(cursorDiff.y * 0.03f, glm::vec3(1, 0, 0));
cursorDiff.y = 0;
glm::quat rotation_y = glm::angleAxis(cursorDiff.x * 0.03f, glm::vec3(0, 1, 0));
cursorDiff.x = 0;
glm::quat rotation_z = glm::angleAxis(cursorDiff.z * 0.03f, glm::vec3(0, 0, 1));
cursorDiff.z = 0;
glm::quat rotationChange = rotation_x * rotation_y * rotation_z;
rotation = glm::normalize(rotationChange * rotation);
cameraDir = glm::inverse(rotation) * glm::vec3(0, 0, -1);
cameraSide = glm::inverse(rotation) * glm::vec3(1, 0, 0);
return Core::createViewMatrixQuat(cameraPos, rotation);
}
std::vector<glm::vec3> changeKeyPoints(std::vector<glm::vec3> keyPoints, glm::vec3 toChange) {
std::vector<glm::vec3> result;
int size = keyPoints.size();
glm::vec3 change;
for (int i = 0; i < size; i++) {
change.x = keyPoints[i].x + toChange.x;
change.y = keyPoints[i].y + toChange.y;
change.z = keyPoints[i].z + toChange.z;
result.push_back(change);
}
return result;
}
glm::mat4 animationMatrix(float time, glm::vec3 change, std::vector<glm::vec3> keyPoints, glm::vec3 scaleValue, float speed) {
time = time * speed;
std::vector<float> distances;
std::vector<glm::vec3> newKeyPoints = changeKeyPoints(keyPoints, change);
float timeStep = 0;
for (int i = 0; i < keyPoints.size() - 1; i++) {
timeStep += (keyPoints[i] - keyPoints[i + 1]).length();
distances.push_back((keyPoints[i] - keyPoints[i + 1]).length());
}
time = fmod(time, timeStep);
//index of first keyPoint
int index = 0;
while (distances[index] <= time) {
time = time - distances[index];
index += 1;
}
float t = time / distances[index];
int size = keyPoints.size();
int rotationSize = keyRotation.size();
glm::vec3 pos = glm::catmullRom(newKeyPoints[std::max(0, (index - 1) % size)], newKeyPoints[(index) % size], newKeyPoints[(index + 1) % size], newKeyPoints[(index + 2) % size], t);
glm::quat divideByFour = glm::quat(0.25f, 0.25f, 0.25f, 0.25f);
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) % 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 % rotationSize], keyRotation[(index + 1) % rotationSize], a1, a2, t);
glm::mat4 result = glm::translate(pos) * glm::scale(glm::vec3(scaleValue)) * glm::mat4_cast(animationRotation);
return result;
}
void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId, GLuint program)
{
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
Core::SetActiveTexture(textureId, "textureSampler", program, 0);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
Core::DrawContext(context);
glUseProgram(0);
}
void renderScene()
{
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix();
glClearColor(0.219f, 0.407f, 0.658f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glUseProgram(skyboxProgram);
glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 0);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
glUniformMatrix4fv(glGetUniformLocation(skyboxProgram, "projectionViewMatrix"), 1, GL_FALSE, (float*)&transformation);
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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;
glm::mat4 bubbleInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f));
glm::vec3 change1 = glm::vec3(0, 3, 0);
glm::vec3 change2 = glm::vec3(0, 0, 0);
glm::vec3 change3 = glm::vec3(3, 0, 0);
glm::vec3 change4 = glm::vec3(0, 2, 1);
glm::vec3 change0 = glm::vec3(0, 0, 0);
for (int j = 0; j < 100; j++) {
drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, bubbleArray[j], glm::vec3(0.04f), 0.2f), cubemapTexture, bubbleProgram);
}
for (int i = 0; i < 5; i++) {
if (time > -10) {
drawObjectTexture(fishContext, animationMatrix(time + 15, change1, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
drawObjectTexture(fishContext, animationMatrix(time + 15, change2, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
drawObjectTexture(fishContext, animationMatrix(time + 15, change3, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
drawObjectTexture(fishContext, animationMatrix(time + 15, change4, fishKeyPoints, glm::vec3(0.25f), 1.f), textureFish, programTexture);
time -= 6;
}
}
//drawObjectTexture(bubbleContext, submarineInitialTransformation, cubemapTexture, bubbleProgram);
drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine, programTexture);
glutSwapBuffers();
}
void loadModelToContext(std::string path, Core::RenderContext& context)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
return;
}
context.initFromAssimpMesh(scene->mMeshes[0]);
}
unsigned int loadCubemap()
{
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
for (unsigned int i = 0; i < 6; i++)
{
unsigned char* data = stbi_load(skyboxTextures[i].c_str(), &width, &height, &nrChannels, STBI_rgb_alpha);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data
);
stbi_image_free(data);
}
else
{
std::cout << stbi_failure_reason() << std::endl;
std::cout << "Cubemap tex failed to load at path: " << skyboxTextures[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
void initSkybox()
{
glGenVertexArrays(1, &skyboxVAO);
glBindVertexArray(skyboxVAO);
glGenBuffers(1, &skyboxBuffer);
glBindBuffer(GL_ARRAY_BUFFER, skyboxBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
GLuint vPosition = glGetAttribLocation(skyboxProgram, "aPos");
glEnableVertexAttribArray(vPosition);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(skyboxVertices), skyboxVertices);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
}
void initKeyRotation() {
glm::vec3 oldDirection = glm::vec3(0, 0, 1);
glm::quat oldRotationCamera = glm::quat(1, 0, 0, 0);
glm::vec3 direction;
glm::quat rotation;
for (int i = 0; i < fishKeyPoints.size() - 1; i++) {
//3.1
direction = glm::normalize(fishKeyPoints[i + 1] - fishKeyPoints[i]);
//3.2
rotation = glm::normalize(glm::rotationCamera(oldDirection, direction) * oldRotationCamera);
//3.3
keyRotation.push_back(rotation);
//3.4
oldDirection = direction;
oldRotationCamera = rotation;
}
keyRotation.push_back(glm::quat(1, 0, 0, 0));
}
void initCube()
{
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
}
void init()
{
glEnable(GL_DEPTH_TEST);
programColor = shaderLoader.CreateProgram((char*)"shaders/shader_color.vert", (char*)"shaders/shader_color.frag");
programTexture = shaderLoader.CreateProgram((char*)"shaders/shader_tex.vert", (char*)"shaders/shader_tex.frag");
skyboxProgram = shaderLoader.CreateProgram((char*)"shaders/skybox.vert", (char*)"shaders/skybox.frag");
bubbleProgram = shaderLoader.CreateProgram((char*)"shaders/bubble.vert", (char*)"shaders/bubble.frag");
cubemapTexture = loadCubemap();
loadModelToContext("models/submarine.obj", submarineContext);
textureSubmarine = Core::LoadTexture("textures/submarine.png");
loadModelToContext("models/fish.obj", fishContext);
textureFish = Core::LoadTexture("textures/fish.png");
initKeyRotation();
loadModelToContext("models/submarine.obj", submarineContext);
textureSubmarine = Core::LoadTexture("textures/submarine.png");
loadModelToContext("models/sphere.obj", bubbleContext);
textureBubble = Core::LoadTexture("textures/bubble.png");
generateBubbleArray();
initCube();
initSkybox();
}
void shutdown()
{
shaderLoader.DeleteProgram(programColor);
shaderLoader.DeleteProgram(programTexture);
shaderLoader.DeleteProgram(skyboxProgram);
shaderLoader.DeleteProgram(bubbleProgram);
}
void idle()
{
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(200, 200);
glutInitWindowSize(800, 800);
glutCreateWindow("Water and shit");
glewInit();
init();
glutKeyboardFunc(keyboard);
glutPassiveMotionFunc(mouse);
glutDisplayFunc(renderScene);
glutIdleFunc(idle);
glutSetCursor(GLUT_CURSOR_NONE);
glutMainLoop();
shutdown();
return 0;
}

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@ -177,8 +177,6 @@
<None Include="PhysXFoundation_32.dll" />
<None Include="PhysXGpu_32.dll" />
<None Include="PhysX_32.dll" />
<None Include="shaders\shader_color.frag" />
<None Include="shaders\shader_color.vert" />
<None Include="shaders\shader_tex.frag" />
<None Include="shaders\shader_tex.vert" />
<None Include="shaders\skybox.frag" />

View File

@ -97,8 +97,6 @@
<None Include="assimp-vc141-mtd.dll" />
<None Include="assimp-vc141-mt.dll" />
<None Include="shaders\shader_tex.vert" />
<None Include="shaders\shader_color.vert" />
<None Include="shaders\shader_color.frag" />
<None Include="shaders\shader_tex.frag" />
</ItemGroup>
</Project>

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@ -1,13 +0,0 @@
#version 410 core
uniform vec3 objectColor;
uniform vec3 lightDir;
in vec3 interpNormal;
void main()
{
vec3 normal = normalize(interpNormal);
float diffuse = max(dot(normal, -lightDir), 0.0);
gl_FragColor = vec4(objectColor * diffuse, 1.0);
}

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@ -1,16 +0,0 @@
#version 410 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelMatrix;
out vec3 interpNormal;
void main()
{
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
}

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@ -1,7 +1,7 @@
#version 410 core
uniform sampler2D textureSampler;
//uniform vec3 lightDir;
uniform vec3 lightDir;
uniform vec3 lightPos;
uniform vec3 cameraPos;
uniform vec3 objectColor;
@ -28,7 +28,6 @@ float logisticDepth(float depth, float steepness, float offset)
void main()
{
float depth = logisticDepth(gl_FragCoord.z, 0.1f, 3.0f);
vec3 lightDir = normalize(lightPos-fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;

View File

@ -15,7 +15,6 @@
GLuint skyboxProgram, skyboxBuffer;
GLuint bubbleProgram;
GLuint programColor;
GLuint programTexture;
GLuint textureSubmarine;
@ -28,11 +27,14 @@ GLuint textureFangtooth;
unsigned int cubemapTexture, skyboxVAO;
unsigned int cubeVAO, cubeVBO;
float skyboxVerticeParameter = 50.0f;
float skyboxBoundary = 48.0f;
std::vector<glm::vec3> bubbleArray[300];
float old_x, old_y = -1;
glm::vec3 cursorDiff;
glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -10.f, -1.0f));
glm::vec3 lightDir = glm::normalize(glm::vec3(0.0f, skyboxVerticeParameter, 0.0f));
glm::vec3 cameraPos = glm::vec3(0, 0, 0);
glm::vec3 oldCameraPos = glm::vec3(0, 0, 5);
@ -349,32 +351,6 @@ glm::mat4 createCameraMatrix()
return Core::createViewMatrixQuat(cameraPos, rotation);
}
/*
glm::mat4 createCameraMatrix()
{
glm::quat quatX = glm::angleAxis(differenceY * 0.01f, glm::vec3(1.0, 0.0, 0.0));
glm::quat quatY = glm::angleAxis(differenceX * 0.01f, glm::vec3(0.0, 1.0, 0.0));
auto rotX = glm::normalize(quatX);
auto rotY = glm::normalize(quatY);
rotationX = glm::normalize(rotX * rotationX);
rotationY = glm::normalize(rotY * rotationY);
rotation = glm::normalize(rotationX * rotationY);
cameraDir = inverse(rotation) * glm::vec3(0, 0, -1);
cameraSide = inverse(rotation) * glm::vec3(1, 0, 0);
differenceY = 0.0f;
differenceX = 0.0f;
cameraPos = glm::vec3(spherePos.x, spherePos.y, spherePos.z) + glm::mat3_cast(inverse(rotation)) * glm::vec3(0, 2, 7);
return Core::createViewMatrixQuat(cameraPos, rotation);
}
*/
std::vector<glm::vec3> changeKeyPoints(std::vector<glm::vec3> keyPoints, glm::vec3 toChange) {
std::vector<glm::vec3> result;
int size = keyPoints.size();
@ -618,7 +594,6 @@ void initCube()
void init()
{
glEnable(GL_DEPTH_TEST);
programColor = shaderLoader.CreateProgram((char*)"shaders/shader_color.vert", (char*)"shaders/shader_color.frag");
programTexture = shaderLoader.CreateProgram((char*)"shaders/shader_tex.vert", (char*)"shaders/shader_tex.frag");
skyboxProgram = shaderLoader.CreateProgram((char*)"shaders/skybox.vert", (char*)"shaders/skybox.frag");
bubbleProgram = shaderLoader.CreateProgram((char*)"shaders/bubble.vert", (char*)"shaders/bubble.frag");
@ -660,7 +635,6 @@ void init()
void shutdown()
{
shaderLoader.DeleteProgram(programColor);
shaderLoader.DeleteProgram(programTexture);
shaderLoader.DeleteProgram(skyboxProgram);
shaderLoader.DeleteProgram(bubbleProgram);