diff --git a/enc_temp_folder/56a7f5f31b1538028f7329a2820dd5/main.cpp b/enc_temp_folder/56a7f5f31b1538028f7329a2820dd5/main.cpp deleted file mode 100644 index f4cb614..0000000 --- a/enc_temp_folder/56a7f5f31b1538028f7329a2820dd5/main.cpp +++ /dev/null @@ -1,555 +0,0 @@ -#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/src/main.cpp b/grafika_projekt/src/main.cpp index 9887a36..36f72e1 100644 --- a/grafika_projekt/src/main.cpp +++ b/grafika_projekt/src/main.cpp @@ -27,8 +27,8 @@ GLuint textureFangtooth; unsigned int cubemapTexture, skyboxVAO; unsigned int cubeVAO, cubeVBO; -float skyboxVerticeParameter = 50.0f; -float skyboxBoundary = 48.0f; +float skyboxVerticeParameter = 200.0f; +float skyboxBoundary = 500.0f; std::vector bubbleArray[300]; @@ -101,6 +101,7 @@ std::vector fishKeyPointsSecond({ std::vector fishKeyRotationSecond; std::vector sharkKeyPoints({ + glm::vec3(-400.0f, 100.0f, -400.0f), glm::vec3(-300.0f, 100.0f, -300.0f), glm::vec3(-200.0f, 100.0f, -200.0f), glm::vec3(-100.0f, 100.0f, -100.0f), @@ -108,6 +109,7 @@ std::vector sharkKeyPoints({ glm::vec3(100.0f, 100.0f, 100.0f), glm::vec3(200.0f, 100.0f, 200.0f), glm::vec3(300.0f, 100.0f, 300.0f), + glm::vec3(400.0f, 100.0f, 400.0f), }); std::vector sharkKeyRotation; @@ -127,8 +129,7 @@ std::string skyboxTextures[6] = { "models/skybox/back.jpg" }; -float skyboxVerticeParameter = 200.0f; -float skyboxBoundary = 500.0f; + float cubeVertices[] = { // positions // normals @@ -472,7 +473,7 @@ void renderScene() } if (time > -10) { - drawObjectTexture(sharkContext, animationMatrix(time + 15, change1, sharkKeyPoints, sharkKeyRotation, glm::vec3(10.8f), 1.f), textureShark, programTexture); + drawObjectTexture(sharkContext, animationMatrix(time + 15, change1, sharkKeyPoints, sharkKeyRotation, glm::vec3(10.f), 1.f), textureShark, programTexture); time -= 5; }