add working terrain
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9100642ce7
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44164da244
@ -29,7 +29,7 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v142</PlatformToolset>
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<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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File diff suppressed because it is too large
Load Diff
@ -37,6 +37,6 @@ void main()
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vec3 R = reflect(-normalize(lightDir),normal);
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float ambient = 0.2;
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float specular = pow(max(0,dot(R,V)),1000);
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gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0) * (1.0f - depth) + vec4(depth * vec3(0.0f, 0.109f, 0.447f), 1.0f);;
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gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0) * (1.0f - depth) + vec4(depth * vec3(0.0f, 0.109f, 0.447f), 1.0f);
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//gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0);
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}
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@ -23,4 +23,5 @@ void main()
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{
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float depth = logisticDepth(gl_FragCoord.z, 0.1f, 3.0f);
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FragColor = texture(skybox, TexCoords)* (1.0f - depth) + vec4(depth * vec3(0.0f, 0.109f, 0.447f), 1.0f);
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//FragColor = texture(skybox, TexCoords);
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}
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@ -5,7 +5,7 @@
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namespace Core
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{
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glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 200.0f);
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glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 700.0f);
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// position - pozycja kamery
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// forward - wektor "do przodu" kamery (jednostkowy)
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@ -78,8 +78,8 @@ std::string skyboxTextures[6] = {
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"models/skybox/back.jpg"
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};
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float skyboxVerticeParameter = 50.0f;
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float skyboxBoundary = 48.0f;
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float skyboxVerticeParameter = 200.0f;
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float skyboxBoundary = 500.0f;
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float cubeVertices[] = {
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// positions // normals
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@ -367,7 +367,7 @@ void renderScene()
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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));
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glm::mat4 floorTransformation = glm::translate(glm::vec3(-50, -40, 50)) * glm::rotate(glm::radians(0.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(1.f));
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glm::mat4 floorTransformation = glm::translate(glm::vec3(-50, -190, 50)) * glm::rotate(glm::radians(0.f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(100.f));
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glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation;
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@ -380,7 +380,7 @@ void renderScene()
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glm::vec3 change0 = glm::vec3(0, 0, 0);
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for (int j = 0; j < 100; j++) {
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drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, bubbleArray[j], glm::vec3(0.04f), 0.2f), cubemapTexture, bubbleProgram);
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drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, bubbleArray[j], glm::vec3(0.04f), 0.1f), cubemapTexture, bubbleProgram);
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}
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for (int i = 0; i < 5; i++) {
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@ -515,8 +515,8 @@ void init()
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loadModelToContext("models/sphere.obj", bubbleContext);
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textureBubble = Core::LoadTexture("textures/bubble.png");
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loadModelToContext("models/seabed.obj", floorContext);
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textureFloor = Core::LoadTexture("textures/seabed.jpg");
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loadModelToContext("models/terrain.obj", floorContext);
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textureFloor = Core::LoadTexture("textures/sand.png");
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generateBubbleArray();
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initCube();
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grafika_projekt/textures/sand.png
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grafika_projekt/textures/sand.png
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