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enc_temp_folder/7fed72ea74378557bed202e4042e1d/main.cpp
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553
enc_temp_folder/7fed72ea74378557bed202e4042e1d/main.cpp
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#define STB_IMAGE_IMPLEMENTATION
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#include "glew.h"
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#include "freeglut.h"
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#include "glm.hpp"
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#include "ext.hpp"
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#include <iostream>
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#include <cmath>
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#include <vector>
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#include <random>
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Texture.h"
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#include "Camera.h"
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#include "SOIL/stb_image_aug.h"
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GLuint skyboxProgram, skyboxBuffer;
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GLuint bubbleProgram;
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GLuint programColor;
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GLuint programTexture;
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GLuint textureSubmarine;
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GLuint textureBubble;
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GLuint textureFish;
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unsigned int cubemapTexture, skyboxVAO;
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unsigned int cubeVAO, cubeVBO;
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std::vector<glm::vec3> bubbleArray[100];
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float old_x, old_y = -1;
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glm::vec3 cursorDiff;
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glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -10.f, -1.0f));
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glm::vec3 cameraPos = glm::vec3(0, 0, 0);
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glm::vec3 oldCameraPos = glm::vec3(0, 0, 5);
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glm::vec3 cameraDir; // Wektor "do przodu" kamery
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glm::vec3 cameraSide; // Wektor "w bok" kamery
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float cameraAngle = 0;
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glm::quat rotation = glm::quat(1, 0, 0, 0);
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glm::mat4 cameraMatrix, perspectiveMatrix;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext submarineContext;
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Core::RenderContext fishContext;
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Core::RenderContext bubbleContext;
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std::vector<glm::vec3> fishKeyPoints({
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glm::vec3(-18.0f, -10.0f, -10.0f),
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glm::vec3(-10.0f, -5.0f, -12.0f),
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glm::vec3(8.0f, -3.0f, -3.0f),
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glm::vec3(5.0f, 0.0f, 3.0f),
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glm::vec3(3.0f, 2.0f, 4.0f),
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glm::vec3(8.0f, 5.0f, 9.0f),
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glm::vec3(14.0f, 6.0f, 15.0f),
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glm::vec3(15.0f, 12.0f, 12.0f),
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glm::vec3(10.0f, 17.0f, 15.0f),
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glm::vec3(5.0f, 10.0f, 7.0f),
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glm::vec3(-1.0f, 4.0f, 8.0f),
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glm::vec3(-8.0f, 0.0f, 3.0f),
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glm::vec3(-12.0f, -6.0f, -3.0f),
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glm::vec3(-15.0f, -8.0f, -6.0f),
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glm::vec3(-18.0f, -10.0f, -10.0f),
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});
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std::vector<glm::quat> keyRotation;
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std::vector<Core::Node> fish;
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std::string skyboxTextures[6] = {
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"models/skybox/right.jpg",
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"models/skybox/left.jpg",
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"models/skybox/top.jpg",
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"models/skybox/bottom.jpg",
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"models/skybox/front.jpg",
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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 cubeVertices[] = {
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// positions // normals
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
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};
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float skyboxVertices[] = {
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-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, skyboxVerticeParameter,
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-skyboxVerticeParameter, skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, -skyboxVerticeParameter,
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-skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter,
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skyboxVerticeParameter, -skyboxVerticeParameter, skyboxVerticeParameter
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};
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bool isInBoundaries(glm::vec3 nextPosition) {
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return nextPosition.z > -skyboxBoundary && nextPosition.z < skyboxBoundary&& nextPosition.y > -skyboxBoundary &&
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nextPosition.y < skyboxBoundary&& nextPosition.x < skyboxBoundary&& nextPosition.x > -skyboxBoundary;
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}
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std::random_device rd; // obtain a random number from hardware
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std::mt19937 gen(rd()); // seed the generator
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std::uniform_int_distribution<> distr(-skyboxVerticeParameter, skyboxVerticeParameter); // define the range
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std::vector<glm::vec3> genBubbleKeyPoints() {
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float random1 = distr(gen);
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float random2 = distr(gen);
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std::vector<glm::vec3> bubbleKeyPoints({
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glm::vec3(random1 , -skyboxVerticeParameter, random2),
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glm::vec3(random1 , skyboxVerticeParameter, random2)
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}
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);
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return bubbleKeyPoints;
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};
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void generateBubbleArray() {
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for (int i = 0; i < 100; i++) {
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bubbleArray[i] = genBubbleKeyPoints();
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}
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}
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void keyboard(unsigned char key, int x, int y)
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{
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float angleSpeed = 10.f;
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float moveSpeed = 1.0f;
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glm::vec3 nextPosition;
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switch (key)
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{
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case 'z': cursorDiff.z -= angleSpeed; break;
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case 'x': cursorDiff.z += angleSpeed; break;
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case 'w':
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nextPosition = cameraPos + (cameraDir * moveSpeed);
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if (isInBoundaries(nextPosition)) {
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cameraPos = nextPosition;
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}
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break;
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case 's':
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nextPosition = cameraPos - (cameraDir * moveSpeed);
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if (isInBoundaries(nextPosition)) {
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cameraPos = nextPosition;
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}
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break;
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case 'd':
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nextPosition = cameraPos + (cameraSide * moveSpeed);
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if (isInBoundaries(nextPosition)) {
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cameraPos = nextPosition;
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}
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break;
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case 'a':
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nextPosition = cameraPos - (cameraSide * moveSpeed);
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if (isInBoundaries(nextPosition)) {
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cameraPos = nextPosition;
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}
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break;
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}
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}
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void mouse(int x, int y)
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{
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if (old_x >= 0) {
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cursorDiff.x = x - old_x;
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cursorDiff.y = y - old_y;
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}
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old_x = x;
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old_y = y;
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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
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old_x = 800 / 2; //centers the last known position, this way there isn't an odd jump with your cam as it resets
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old_y = 800 / 2;
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glutWarpPointer(800 / 2, 800 / 2); //centers the cursor
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}
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else if (y < 100 || y > 800 - 100) {
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old_x = 800 / 2;
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old_y = 800 / 2;
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glutWarpPointer(800 / 2, 800 / 2);
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}
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}
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glm::mat4 createCameraMatrix()
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{
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glm::quat rotation_x = glm::angleAxis(cursorDiff.y * 0.03f, glm::vec3(1, 0, 0));
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cursorDiff.y = 0;
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glm::quat rotation_y = glm::angleAxis(cursorDiff.x * 0.03f, glm::vec3(0, 1, 0));
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cursorDiff.x = 0;
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glm::quat rotation_z = glm::angleAxis(cursorDiff.z * 0.03f, glm::vec3(0, 0, 1));
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cursorDiff.z = 0;
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glm::quat rotationChange = rotation_x * rotation_y * rotation_z;
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rotation = glm::normalize(rotationChange * rotation);
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cameraDir = glm::inverse(rotation) * glm::vec3(0, 0, -1);
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cameraSide = glm::inverse(rotation) * glm::vec3(1, 0, 0);
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return Core::createViewMatrixQuat(cameraPos, rotation);
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}
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std::vector<glm::vec3> changeKeyPoints(std::vector<glm::vec3> keyPoints, glm::vec3 toChange) {
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std::vector<glm::vec3> result;
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int size = keyPoints.size();
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glm::vec3 change;
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for (int i = 0; i < size; i++) {
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change.x = keyPoints[i].x + toChange.x;
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change.y = keyPoints[i].y + toChange.y;
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change.z = keyPoints[i].z + toChange.z;
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result.push_back(change);
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}
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return result;
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}
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glm::mat4 animationMatrix(float time, glm::vec3 change, std::vector<glm::vec3> keyPoints, glm::vec3 scaleValue, float speed) {
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time = time * speed;
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std::vector<float> distances;
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std::vector<glm::vec3> newKeyPoints = changeKeyPoints(keyPoints, change);
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float timeStep = 0;
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for (int i = 0; i < keyPoints.size() - 1; i++) {
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timeStep += (keyPoints[i] - keyPoints[i + 1]).length();
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distances.push_back((keyPoints[i] - keyPoints[i + 1]).length());
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}
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time = fmod(time, timeStep);
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//index of first keyPoint
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int index = 0;
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while (distances[index] <= time) {
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time = time - distances[index];
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index += 1;
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}
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float t = time / distances[index];
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int size = keyPoints.size();
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int rotationSize = keyRotation.size();
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glm::vec3 pos = glm::catmullRom(newKeyPoints[std::max(0, (index - 1) % size)], newKeyPoints[(index) % size], newKeyPoints[(index + 1) % size], newKeyPoints[(index + 2) % size], t);
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glm::quat divideByFour = glm::quat(0.25f, 0.25f, 0.25f, 0.25f);
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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);
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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);
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auto animationRotation = glm::squad(keyRotation[index % rotationSize], keyRotation[(index + 1) % rotationSize], a1, a2, t);
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glm::mat4 result = glm::translate(pos) * glm::scale(glm::vec3(scaleValue)) * glm::mat4_cast(animationRotation);
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return result;
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}
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void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId, GLuint program)
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{
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
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Core::SetActiveTexture(textureId, "textureSampler", program, 0);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void renderScene()
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{
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix();
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glClearColor(0.219f, 0.407f, 0.658f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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glUseProgram(skyboxProgram);
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glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 0);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
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glUniformMatrix4fv(glGetUniformLocation(skyboxProgram, "projectionViewMatrix"), 1, GL_FALSE, (float*)&transformation);
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glBindVertexArray(skyboxVAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glEnable(GL_BLEND);
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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));
|
||||
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 < 50; j++) {
|
||||
drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, bubbleArray[j], glm::vec3(0.1f), 0.09f), 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;
|
||||
}
|
@ -7,7 +7,6 @@
|
||||
#include <cmath>
|
||||
#include <vector>
|
||||
#include <random>
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
#include "Texture.h"
|
||||
@ -15,15 +14,18 @@
|
||||
#include "SOIL/stb_image_aug.h"
|
||||
|
||||
GLuint skyboxProgram, skyboxBuffer;
|
||||
GLuint cubeProgram, cubeBuffer;
|
||||
GLuint bubbleProgram;
|
||||
GLuint programColor;
|
||||
GLuint programTexture;
|
||||
|
||||
GLuint textureSubmarine;
|
||||
GLuint textureBubble;
|
||||
GLuint textureFish;
|
||||
|
||||
unsigned int cubemapTexture, skyboxVAO;
|
||||
unsigned int cubeVAO, cubeVBO;
|
||||
std::vector<glm::vec3> array[100];
|
||||
|
||||
std::vector<glm::vec3> bubbleArray[100];
|
||||
float old_x, old_y = -1;
|
||||
glm::vec3 cursorDiff;
|
||||
glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -10.f, -1.0f));
|
||||
@ -61,39 +63,6 @@ glm::vec3(-15.0f, -8.0f, -6.0f),
|
||||
glm::vec3(-18.0f, -10.0f, -10.0f),
|
||||
});
|
||||
|
||||
|
||||
|
||||
std::random_device rd; // obtain a random number from hardware
|
||||
std::mt19937 gen(rd()); // seed the generator
|
||||
std::uniform_int_distribution<> distr(-50, 50); // define the range
|
||||
|
||||
|
||||
std::vector<glm::vec3> genBubbleKeyPoints(){
|
||||
float random1 = distr(gen);
|
||||
float random2 = distr(gen);
|
||||
std::vector<glm::vec3> bubbleKeyPoints({
|
||||
glm::vec3(random1 , -50.0f, random2),
|
||||
glm::vec3(random1 , 50.0f, random2)
|
||||
}
|
||||
);
|
||||
return bubbleKeyPoints;
|
||||
};
|
||||
|
||||
|
||||
void generateArray() {
|
||||
|
||||
for (int i = 0; i < 100; i++) {
|
||||
array[i] = genBubbleKeyPoints();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
std::vector<glm::quat> keyRotation;
|
||||
|
||||
std::vector<Core::Node> fish;
|
||||
@ -206,6 +175,28 @@ bool isInBoundaries(glm::vec3 nextPosition) {
|
||||
}
|
||||
|
||||
|
||||
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 < 100; i++) {
|
||||
bubbleArray[i] = genBubbleKeyPoints();
|
||||
}
|
||||
}
|
||||
|
||||
void keyboard(unsigned char key, int x, int y)
|
||||
{
|
||||
float angleSpeed = 10.f;
|
||||
@ -242,9 +233,6 @@ void keyboard(unsigned char key, int x, int y)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void mouse(int x, int y)
|
||||
{
|
||||
if (old_x >= 0) {
|
||||
@ -340,8 +328,6 @@ glm::mat4 animationMatrix(float time, glm::vec3 change, std::vector<glm::vec3> k
|
||||
|
||||
void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId, GLuint program)
|
||||
{
|
||||
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
|
||||
@ -357,7 +343,6 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin
|
||||
}
|
||||
|
||||
|
||||
|
||||
void renderScene()
|
||||
{
|
||||
cameraMatrix = createCameraMatrix();
|
||||
@ -379,7 +364,6 @@ void renderScene()
|
||||
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;
|
||||
|
||||
@ -392,15 +376,9 @@ void renderScene()
|
||||
|
||||
glm::vec3 change0 = glm::vec3(0, 0, 0);
|
||||
|
||||
|
||||
|
||||
|
||||
for (int j = 0; j < 50; j++) {
|
||||
drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, array[j], glm::vec3(0.1f), 0.99f), cubemapTexture, cubeProgram);
|
||||
drawObjectTexture(bubbleContext, animationMatrix(time + j, change0, bubbleArray[j], glm::vec3(0.1f), 0.09f), cubemapTexture, bubbleProgram);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
for (int i = 0; i < 5; i++) {
|
||||
if (time > -10) {
|
||||
@ -411,11 +389,8 @@ void renderScene()
|
||||
|
||||
time -= 6;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
drawObjectTexture(bubbleContext, submarineInitialTransformation, cubemapTexture, bubbleProgram);
|
||||
drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine, programTexture);
|
||||
glutSwapBuffers();
|
||||
}
|
||||
@ -521,7 +496,7 @@ void init()
|
||||
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");
|
||||
cubeProgram = shaderLoader.CreateProgram((char*)"shaders/bubble.vert", (char*)"shaders/bubble.frag");
|
||||
bubbleProgram = shaderLoader.CreateProgram((char*)"shaders/bubble.vert", (char*)"shaders/bubble.frag");
|
||||
cubemapTexture = loadCubemap();
|
||||
|
||||
loadModelToContext("models/submarine.obj", submarineContext);
|
||||
@ -535,7 +510,7 @@ void init()
|
||||
textureSubmarine = Core::LoadTexture("textures/submarine.png");
|
||||
loadModelToContext("models/sphere.obj", bubbleContext);
|
||||
textureBubble = Core::LoadTexture("textures/bubble.png");
|
||||
generateArray();
|
||||
generateBubbleArray();
|
||||
initCube();
|
||||
initSkybox();
|
||||
|
||||
@ -546,7 +521,7 @@ void shutdown()
|
||||
shaderLoader.DeleteProgram(programColor);
|
||||
shaderLoader.DeleteProgram(programTexture);
|
||||
shaderLoader.DeleteProgram(skyboxProgram);
|
||||
shaderLoader.DeleteProgram(cubeProgram);
|
||||
shaderLoader.DeleteProgram(bubbleProgram);
|
||||
|
||||
}
|
||||
|
||||
@ -572,11 +547,7 @@ int main(int argc, char** argv)
|
||||
glutIdleFunc(idle);
|
||||
|
||||
glutSetCursor(GLUT_CURSOR_NONE);
|
||||
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user