diff --git a/grafika_projekt/src/main.cpp b/grafika_projekt/src/main.cpp index 0378314..a28f5be 100644 --- a/grafika_projekt/src/main.cpp +++ b/grafika_projekt/src/main.cpp @@ -6,6 +6,7 @@ #include #include #include +#include #include "Shader_Loader.h" #include "Render_Utils.h" @@ -41,11 +42,22 @@ Core::RenderContext fishContext; Core::RenderContext bubbleContext; std::vector keyPoints({ -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), +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; @@ -62,7 +74,7 @@ std::string skyboxTextures[6] = { }; float skyboxVerticeParameter = 20.0f; -float skyboxBoundary = 19.5f; +float skyboxBoundary = 18.5f; float cubeVertices[] = { // positions // normals @@ -163,7 +175,7 @@ bool isInBoundaries(glm::vec3 nextPosition) { void keyboard(unsigned char key, int x, int y) { float angleSpeed = 10.f; - float moveSpeed = 0.1f; + float moveSpeed = 1.0f; glm::vec3 nextPosition; switch (key) { @@ -224,10 +236,26 @@ glm::mat4 createCameraMatrix() return Core::createViewMatrixQuat(cameraPos, rotation); } -glm::mat4 animationMatrix(float time) { +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) { float speed = 1.; 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(); @@ -248,8 +276,7 @@ glm::mat4 animationMatrix(float time) { int size = keyPoints.size(); int rotationSize = keyRotation.size(); - - 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::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); @@ -258,7 +285,7 @@ glm::mat4 animationMatrix(float time) { auto animationRotation = glm::squad(keyRotation[index % rotationSize], keyRotation[(index + 1) % rotationSize], a1, a2, t); - glm::mat4 result = glm::translate(pos) * glm::mat4_cast(animationRotation); + glm::mat4 result = glm::translate(pos) * glm::scale(glm::vec3(0.25f)) * glm::mat4_cast(animationRotation); return result; } @@ -326,11 +353,23 @@ void renderScene() glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation; 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)); - glm::mat4 bubbleModelMatrix = glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.05f)); + glm::mat4 bubbleModelMatrix = glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.005f)); drawObjectTexture(bubbleContext, bubbleModelMatrix, textureBubble); - drawObjectTexture(fishContext, animationMatrix(time + 15), textureFish); + 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); + for (int i = 0; i < 5; i++) { + if (time > -10) { + drawObjectTexture(fishContext, animationMatrix(time + 15, change1), textureFish); + drawObjectTexture(fishContext, animationMatrix(time + 15, change2), textureFish); + drawObjectTexture(fishContext, animationMatrix(time + 15, change3), textureFish); + drawObjectTexture(fishContext, animationMatrix(time + 15, change4), textureFish); + time -= 6; + } + } drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine); glutSwapBuffers(); } @@ -415,7 +454,6 @@ void initKeyRotation() { oldRotationCamera = rotation; } keyRotation.push_back(glm::quat(1, 0, 0, 0)); - keyRotation.push_back(glm::quat(1, -1, 1, 1)); } void initCube()