From a4694c930b3ac0a6f79cfff9f807d11d8a0679aa Mon Sep 17 00:00:00 2001 From: Thyme1 Date: Thu, 13 Jan 2022 22:06:03 +0100 Subject: [PATCH 1/2] change light to directional and remove unused shaders --- .../56a7f5f31b1538028f7329a2820dd5/main.cpp | 555 ++++++++++++++++++ grafika_projekt/grafika_projekt.vcxproj | 2 - .../grafika_projekt.vcxproj.filters | 2 - grafika_projekt/shaders/shader_color.frag | 13 - grafika_projekt/shaders/shader_color.vert | 16 - grafika_projekt/shaders/shader_tex.frag | 3 +- grafika_projekt/src/main.cpp | 8 +- 7 files changed, 561 insertions(+), 38 deletions(-) create mode 100644 enc_temp_folder/56a7f5f31b1538028f7329a2820dd5/main.cpp delete mode 100644 grafika_projekt/shaders/shader_color.frag delete mode 100644 grafika_projekt/shaders/shader_color.vert diff --git a/enc_temp_folder/56a7f5f31b1538028f7329a2820dd5/main.cpp b/enc_temp_folder/56a7f5f31b1538028f7329a2820dd5/main.cpp new file mode 100644 index 0000000..f4cb614 --- /dev/null +++ b/enc_temp_folder/56a7f5f31b1538028f7329a2820dd5/main.cpp @@ -0,0 +1,555 @@ +#define STB_IMAGE_IMPLEMENTATION +#include "glew.h" +#include "freeglut.h" +#include "glm.hpp" +#include "ext.hpp" +#include +#include +#include +#include +#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 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 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 keyRotation; + +std::vector 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 genBubbleKeyPoints() { + float random1 = distr(gen); + float random2 = distr(gen); + std::vector 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 changeKeyPoints(std::vector keyPoints, glm::vec3 toChange) { + std::vector 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 keyPoints, glm::vec3 scaleValue, float speed) { + + time = time * speed; + std::vector distances; + std::vector 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; +} \ No newline at end of file diff --git a/grafika_projekt/grafika_projekt.vcxproj b/grafika_projekt/grafika_projekt.vcxproj index f6588d2..954a0f5 100644 --- a/grafika_projekt/grafika_projekt.vcxproj +++ b/grafika_projekt/grafika_projekt.vcxproj @@ -177,8 +177,6 @@ - - diff --git a/grafika_projekt/grafika_projekt.vcxproj.filters b/grafika_projekt/grafika_projekt.vcxproj.filters index 5a12b0c..a927053 100644 --- a/grafika_projekt/grafika_projekt.vcxproj.filters +++ b/grafika_projekt/grafika_projekt.vcxproj.filters @@ -97,8 +97,6 @@ - - \ No newline at end of file diff --git a/grafika_projekt/shaders/shader_color.frag b/grafika_projekt/shaders/shader_color.frag deleted file mode 100644 index fa3b562..0000000 --- a/grafika_projekt/shaders/shader_color.frag +++ /dev/null @@ -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); -} diff --git a/grafika_projekt/shaders/shader_color.vert b/grafika_projekt/shaders/shader_color.vert deleted file mode 100644 index b01a9f8..0000000 --- a/grafika_projekt/shaders/shader_color.vert +++ /dev/null @@ -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; -} diff --git a/grafika_projekt/shaders/shader_tex.frag b/grafika_projekt/shaders/shader_tex.frag index 6df6b6c..b817324 100644 --- a/grafika_projekt/shaders/shader_tex.frag +++ b/grafika_projekt/shaders/shader_tex.frag @@ -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; diff --git a/grafika_projekt/src/main.cpp b/grafika_projekt/src/main.cpp index cef3f2f..f4cb614 100644 --- a/grafika_projekt/src/main.cpp +++ b/grafika_projekt/src/main.cpp @@ -25,10 +25,13 @@ GLuint textureFish; unsigned int cubemapTexture, skyboxVAO; unsigned int cubeVAO, cubeVBO; +float skyboxVerticeParameter = 50.0f; +float skyboxBoundary = 48.0f; + std::vector 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); @@ -76,8 +79,7 @@ std::string skyboxTextures[6] = { "models/skybox/back.jpg" }; -float skyboxVerticeParameter = 50.0f; -float skyboxBoundary = 48.0f; + float cubeVertices[] = { // positions // normals From 91ebcef0171ace21350a01592f84d6ec38eb0e9d Mon Sep 17 00:00:00 2001 From: Thyme1 Date: Thu, 13 Jan 2022 22:06:57 +0100 Subject: [PATCH 2/2] change light to directional and remove unused shaders --- grafika_projekt/src/main.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/grafika_projekt/src/main.cpp b/grafika_projekt/src/main.cpp index f4cb614..0a3ca4c 100644 --- a/grafika_projekt/src/main.cpp +++ b/grafika_projekt/src/main.cpp @@ -15,7 +15,6 @@ GLuint skyboxProgram, skyboxBuffer; GLuint bubbleProgram; -GLuint programColor; GLuint programTexture; GLuint textureSubmarine; @@ -495,7 +494,6 @@ 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"); @@ -520,7 +518,6 @@ void init() void shutdown() { - shaderLoader.DeleteProgram(programColor); shaderLoader.DeleteProgram(programTexture); shaderLoader.DeleteProgram(skyboxProgram); shaderLoader.DeleteProgram(bubbleProgram);