no i chuj
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@ -1,555 +0,0 @@
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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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float skyboxVerticeParameter = 50.0f;
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float skyboxBoundary = 48.0f;
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std::vector<glm::vec3> bubbleArray[300];
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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(0.0f, skyboxVerticeParameter, 0.0f));
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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 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 < 300; 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));
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glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation;
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|
||||
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;
|
||||
}
|
@ -29,7 +29,7 @@
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
@ -154,6 +154,7 @@
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c" />
|
||||
<ClCompile Include="src\Texture.cpp" />
|
||||
<ClCompile Include="src\Terrain.cpp" />
|
||||
<ClCompile Include="src\TerrainRenderer.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\RawModel.h" />
|
||||
@ -170,6 +171,7 @@
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h" />
|
||||
<ClInclude Include="src\Texture.h" />
|
||||
<ClInclude Include="src\Terrain.h" />
|
||||
<ClInclude Include="src\TerrainRenderer.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="assimp-vc141-mt.dll" />
|
||||
|
@ -51,6 +51,9 @@
|
||||
<ClCompile Include="src\RawModel.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\TerrainRenderer.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\Shader_Loader.h">
|
||||
@ -95,6 +98,9 @@
|
||||
<ClInclude Include="src\RawModel.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\TerrainRenderer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="shaders\skybox.frag" />
|
||||
|
@ -2,7 +2,6 @@
|
||||
|
||||
uniform sampler2D textureSampler;
|
||||
uniform vec3 lightDir;
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 cameraPos;
|
||||
uniform vec3 objectColor;
|
||||
|
||||
|
36
grafika_projekt/shaders/terrainShader.frag
Normal file
36
grafika_projekt/shaders/terrainShader.frag
Normal file
@ -0,0 +1,36 @@
|
||||
#version 400 core
|
||||
|
||||
in vec2 pass_textureCoordinates;
|
||||
in vec3 surfaceNormal;
|
||||
in vec3 toLightVector;
|
||||
in vec3 toCameraVector;
|
||||
|
||||
out vec4 out_Color;
|
||||
|
||||
uniform sampler2D modelTexture;
|
||||
|
||||
uniform float shineDamper;
|
||||
uniform float reflectivity;
|
||||
|
||||
void main(void){
|
||||
|
||||
vec3 unitNormal = normalize(surfaceNormal);
|
||||
vec3 unitLightVector = normalize(toLightVector);
|
||||
|
||||
float nDotl = dot(unitNormal,unitLightVector);
|
||||
float brightness = max(nDotl,0.2);
|
||||
vec3 diffuse = brightness * vec3(1.0, 1.0, 1.0); //Tu by³a zmiana
|
||||
|
||||
vec3 unitVectorToCamera = normalize(toCameraVector);
|
||||
vec3 lightDirection = -unitLightVector;
|
||||
vec3 reflectedLightDirection = reflect(lightDirection,unitNormal);
|
||||
|
||||
float specularFactor = dot(reflectedLightDirection , unitVectorToCamera);
|
||||
specularFactor = max(specularFactor,0.0);
|
||||
float dampedFactor = pow(specularFactor,shineDamper);
|
||||
vec3 finalSpecular = dampedFactor * reflectivity * vec3(1.0, 1.0, 1.0); //Tu by³a zmiana
|
||||
|
||||
|
||||
out_Color = vec4(diffuse,1.0) * texture(modelTexture,pass_textureCoordinates) + vec4(finalSpecular,1.0);
|
||||
|
||||
}
|
28
grafika_projekt/shaders/terrainShader.vert
Normal file
28
grafika_projekt/shaders/terrainShader.vert
Normal file
@ -0,0 +1,28 @@
|
||||
#version 400 core
|
||||
|
||||
in vec3 position;
|
||||
in vec2 textureCoordinates;
|
||||
in vec3 normal;
|
||||
|
||||
out vec2 pass_textureCoordinates;
|
||||
out vec3 surfaceNormal;
|
||||
out vec3 toLightVector;
|
||||
out vec3 toCameraVector;
|
||||
|
||||
uniform mat4 transformationMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
uniform vec3 lightDir;
|
||||
|
||||
void main(void){
|
||||
|
||||
vec4 worldPosition = transformationMatrix * vec4(position,1.0);
|
||||
gl_Position = projectionMatrix * viewMatrix * worldPosition;
|
||||
pass_textureCoordinates = textureCoordinates * 40.0;
|
||||
|
||||
surfaceNormal = (transformationMatrix * vec4(normal,0.0)).xyz;
|
||||
toLightVector = lightDir - worldPosition.xyz;
|
||||
toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
|
||||
|
||||
|
||||
}
|
@ -3,4 +3,12 @@
|
||||
RawModel::RawModel(int vaoID, int vertexCount) {
|
||||
this->vaoID = vaoID;
|
||||
this->vertexCount = vertexCount;
|
||||
}
|
||||
|
||||
int RawModel::getVertexCount() {
|
||||
return vertexCount;
|
||||
}
|
||||
|
||||
int RawModel::getVaoID() {
|
||||
return vaoID;
|
||||
}
|
@ -4,6 +4,8 @@ class RawModel
|
||||
public:
|
||||
RawModel() = default;
|
||||
RawModel(int vaoID, int vertexCount);
|
||||
int getVertexCount();
|
||||
int getVaoID();
|
||||
private:
|
||||
int vaoID;
|
||||
int vertexCount;
|
||||
|
@ -1,18 +1,19 @@
|
||||
#include "Terrain.h"
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include "glm.hpp"
|
||||
|
||||
|
||||
const float Terrain::SIZE = 800.f;
|
||||
const float Terrain::SIZE = 400.f;
|
||||
const int Terrain::VERTEX_COUNT = 128;
|
||||
const int Terrain::COUNT = Terrain::VERTEX_COUNT * Terrain::VERTEX_COUNT;
|
||||
|
||||
|
||||
Terrain::Terrain(int gridX, int gridZ, GLuint textureID) {
|
||||
Terrain::Terrain(int gridX, int gridZ, GLuint textureID, HeightGenerator heightGenerator) {
|
||||
x = gridX * SIZE;
|
||||
z = gridZ * SIZE;
|
||||
texture = textureID;
|
||||
model = generateTerrain();
|
||||
this->heightGenerator = heightGenerator;
|
||||
}
|
||||
|
||||
RawModel Terrain::generateTerrain() {
|
||||
@ -26,17 +27,18 @@ RawModel Terrain::generateTerrain() {
|
||||
vertices[vertexPointer * 3] = float(j) / float(VERTEX_COUNT - 1) * SIZE;
|
||||
vertices[vertexPointer * 3 + 1] = 0;
|
||||
vertices[vertexPointer * 3 + 2] = float(i) / float(VERTEX_COUNT - 1) * SIZE;
|
||||
normals[vertexPointer * 3] = 0;
|
||||
normals[vertexPointer * 3 + 1] = 1;
|
||||
normals[vertexPointer * 3 + 2] = 0;
|
||||
textureCoords[vertexPointer * 2] = float(j) / float(VERTEX_COUNT - 1) * SIZE;
|
||||
textureCoords[vertexPointer * 2 + 1] = float(i) / float(VERTEX_COUNT - 1) * SIZE;
|
||||
glm::vec3 normal = calculateNormal(j, i);
|
||||
normals[vertexPointer * 3] = normal.x;
|
||||
normals[vertexPointer * 3 + 1] = normal.y;
|
||||
normals[vertexPointer * 3 + 2] = normal.z;
|
||||
textureCoords[vertexPointer * 2] = float(j) / float(VERTEX_COUNT - 1);// *SIZE;
|
||||
textureCoords[vertexPointer * 2 + 1] = float(i) / float(VERTEX_COUNT - 1);// *SIZE;
|
||||
vertexPointer++;
|
||||
}
|
||||
}
|
||||
int pointer = 0;
|
||||
for (int gz = 0; gz < VERTEX_COUNT; gz++) {
|
||||
for (int gx = 0; gx < VERTEX_COUNT; gx++) {
|
||||
for (int gz = 0; gz < VERTEX_COUNT - 1; gz++) {
|
||||
for (int gx = 0; gx < VERTEX_COUNT - 1; gx++) {
|
||||
int topLeft = gz * VERTEX_COUNT + gx;
|
||||
int topRight = topLeft + 1;
|
||||
int bottomLeft = (gz + 1) * VERTEX_COUNT + gx;
|
||||
@ -71,3 +73,32 @@ void Terrain::storeDataInAttributeList(int attributeNumber, int coordinateSize,
|
||||
glVertexAttribPointer(attributeNumber, coordinateSize, GL_FLOAT, false, 0, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
RawModel Terrain::getModel() {
|
||||
return model;
|
||||
}
|
||||
|
||||
GLuint Terrain::getTexture() {
|
||||
return texture;
|
||||
}
|
||||
|
||||
glm::vec3 Terrain::calculateNormal(int x, int z) {
|
||||
float heightL = getHeight(x - 1, z);
|
||||
float heightR = getHeight(x + 1, z);
|
||||
float heightD = getHeight(x, z - 1);
|
||||
float heightU = getHeight(x, z + 1);
|
||||
glm::vec3 normal = glm::vec3(heightL - heightR, 2.f, heightD - heightU);
|
||||
return glm::normalize(normal);
|
||||
}
|
||||
|
||||
float Terrain::getHeight(int x, int z) {
|
||||
return heightGenerator.generateHeight(x, z);
|
||||
}
|
||||
|
||||
int Terrain::getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
int Terrain::getZ() {
|
||||
return z;
|
||||
}
|
@ -1,19 +1,31 @@
|
||||
#pragma once
|
||||
#include "RawModel.h"
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include "glm.hpp"
|
||||
#include "HeightGenerator.h"
|
||||
|
||||
class Terrain
|
||||
{
|
||||
public:
|
||||
Terrain() = default;
|
||||
Terrain(int gridX, int gridZ, GLuint textureID);
|
||||
Terrain(int gridX, int gridZ, GLuint textureID, HeightGenerator heightGenerator);
|
||||
RawModel getModel();
|
||||
GLuint getTexture();
|
||||
int getX();
|
||||
int getZ();
|
||||
|
||||
private:
|
||||
static const float SIZE;
|
||||
static const int VERTEX_COUNT;
|
||||
static const int COUNT;
|
||||
float x;
|
||||
float z;
|
||||
HeightGenerator heightGenerator;
|
||||
GLuint texture;
|
||||
RawModel model;
|
||||
RawModel generateTerrain();
|
||||
void storeDataInAttributeList(int attributeNumber, int coordinateSize, float data[]);
|
||||
glm::vec3 calculateNormal(int x, int z);
|
||||
float getHeight(int x, int z);
|
||||
};
|
||||
|
56
grafika_projekt/src/TerrainRenderer.cpp
Normal file
56
grafika_projekt/src/TerrainRenderer.cpp
Normal file
@ -0,0 +1,56 @@
|
||||
#include "TerrainRenderer.h"
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include "glm.hpp"
|
||||
|
||||
TerrainRenderer::TerrainRenderer(GLuint terrainProgram,
|
||||
glm::mat4 projectionMatrix,
|
||||
Terrain terrain,
|
||||
glm::mat4 transformationMatrix,
|
||||
glm::mat4 viewMatrix,
|
||||
glm::vec3 lightDir,
|
||||
// glm::vec3 lightColour,
|
||||
float shineDamper,
|
||||
float reflectivity) {
|
||||
|
||||
this->terrainProgram = terrainProgram;
|
||||
this->projectionMatrix = projectionMatrix;
|
||||
this->terrain = terrain;
|
||||
this->transformationMatrix = transformationMatrix;
|
||||
this->viewMatrix = viewMatrix;
|
||||
this->lightDir = lightDir;
|
||||
// this->lightColour = lightColour;
|
||||
this->shineDamper = shineDamper;
|
||||
this->reflectivity = reflectivity;
|
||||
}
|
||||
|
||||
void TerrainRenderer::render() {
|
||||
initShader();
|
||||
prepareTerrain();
|
||||
glDrawElements(GL_TRIANGLES, terrain.getModel().getVertexCount(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
|
||||
void TerrainRenderer::initShader() {
|
||||
glUseProgram(terrainProgram);
|
||||
glBindAttribLocation(terrainProgram, 0, "position");
|
||||
glBindAttribLocation(terrainProgram, 1, "textureCoordinates");
|
||||
glBindAttribLocation(terrainProgram, 2, "normal");
|
||||
glUniformMatrix4fv(glGetUniformLocation(terrainProgram, "transformationMatrix"), 1, GL_FALSE, (float*) &transformationMatrix);
|
||||
glUniformMatrix4fv(glGetUniformLocation(terrainProgram, "projectionMatrix"), 2, GL_FALSE, (float*) &projectionMatrix);
|
||||
glUniformMatrix4fv(glGetUniformLocation(terrainProgram, "viewMatrix"), 3, GL_FALSE, (float*) &viewMatrix);
|
||||
glUniform3f(glGetUniformLocation(terrainProgram, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
|
||||
// glUniform3f(glGetUniformLocation(terrainProgram, "lightColour"), lightColour.x, lightColour.y, lightColour.z);
|
||||
glUniform1f(glGetUniformLocation(terrainProgram, "shineDamper"), shineDamper);
|
||||
glUniform1f(glGetUniformLocation(terrainProgram, "reflectivity"), reflectivity);
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void TerrainRenderer::prepareTerrain() {
|
||||
RawModel rawModel = terrain.getModel();
|
||||
glBindVertexArray(rawModel.getVaoID());
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, terrain.getTexture());
|
||||
}
|
36
grafika_projekt/src/TerrainRenderer.h
Normal file
36
grafika_projekt/src/TerrainRenderer.h
Normal file
@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
#include "Terrain.h"
|
||||
#include "glm.hpp"
|
||||
#include "glew.h"
|
||||
|
||||
class TerrainRenderer
|
||||
{
|
||||
public:
|
||||
TerrainRenderer() = default;
|
||||
TerrainRenderer(GLuint terrainProgram,
|
||||
glm::mat4 projectionMatrix,
|
||||
Terrain terrain,
|
||||
glm::mat4 transformationMatrix,
|
||||
glm::mat4 viewMatrix,
|
||||
glm::vec3 lightDir,
|
||||
// glm::vec3 lightColour,
|
||||
float shineDamper,
|
||||
float reflectivity);
|
||||
|
||||
void render();
|
||||
|
||||
private:
|
||||
void prepareTerrain();
|
||||
void initShader();
|
||||
|
||||
GLuint terrainProgram;
|
||||
glm::mat4 projectionMatrix;
|
||||
Terrain terrain;
|
||||
glm::mat4 transformationMatrix;
|
||||
glm::mat4 viewMatrix;
|
||||
glm::vec3 lightDir;
|
||||
// glm::vec3 lightColour;
|
||||
float shineDamper;
|
||||
float reflectivity;
|
||||
};
|
||||
|
@ -14,11 +14,14 @@
|
||||
#include "SOIL/stb_image_aug.h"
|
||||
#include "HeightGenerator.h"
|
||||
#include "Terrain.h"
|
||||
#include "TerrainRenderer.h"
|
||||
|
||||
GLuint skyboxProgram, skyboxBuffer;
|
||||
GLuint bubbleProgram;
|
||||
GLuint programTexture;
|
||||
|
||||
GLuint terrainProgram;
|
||||
|
||||
GLuint textureSubmarine;
|
||||
GLuint textureBubble;
|
||||
GLuint textureFish;
|
||||
@ -27,7 +30,7 @@ unsigned int cubemapTexture, skyboxVAO;
|
||||
unsigned int cubeVAO, cubeVBO;
|
||||
|
||||
float skyboxVerticeParameter = 50.0f;
|
||||
float skyboxBoundary = 48.0f;
|
||||
float skyboxBoundary = 480.0f;
|
||||
|
||||
std::vector<glm::vec3> bubbleArray[300];
|
||||
float old_x, old_y = -1;
|
||||
@ -49,6 +52,9 @@ Core::RenderContext submarineContext;
|
||||
Core::RenderContext fishContext;
|
||||
Core::RenderContext bubbleContext;
|
||||
|
||||
GLuint textureID;
|
||||
HeightGenerator heightGenerator;
|
||||
|
||||
std::vector<glm::vec3> fishKeyPoints({
|
||||
glm::vec3(-18.0f, -10.0f, -10.0f),
|
||||
glm::vec3(-10.0f, -5.0f, -12.0f),
|
||||
@ -345,7 +351,7 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin
|
||||
|
||||
|
||||
void renderScene()
|
||||
{
|
||||
{
|
||||
cameraMatrix = createCameraMatrix();
|
||||
perspectiveMatrix = Core::createPerspectiveMatrix();
|
||||
|
||||
@ -359,12 +365,14 @@ void renderScene()
|
||||
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;
|
||||
|
||||
@ -497,6 +505,8 @@ void init()
|
||||
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");
|
||||
terrainProgram = shaderLoader.CreateProgram((char*)"shaders/terrainShader.vert", (char*)"shaders/terrainShader.frag");
|
||||
|
||||
cubemapTexture = loadCubemap();
|
||||
|
||||
loadModelToContext("models/submarine.obj", submarineContext);
|
||||
@ -514,9 +524,12 @@ void init()
|
||||
initCube();
|
||||
initSkybox();
|
||||
|
||||
//GLuint textureID = Core::LoadTexture('textura_terrain');
|
||||
//Terrain terrain = new Terrain(0, 0, textureID);
|
||||
|
||||
textureID = Core::LoadTexture("textures/terrain.png");
|
||||
|
||||
Terrain terrain(0, 0, textureID, heightGenerator);
|
||||
glm::mat4 terrainTransformation = glm::translate(glm::vec3(terrain.getX(), 0, terrain.getZ())) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0));
|
||||
TerrainRenderer terrainRenderer(terrainProgram, perspectiveMatrix, terrain, terrainTransformation, -cameraMatrix, lightDir, 1.f, 0.f);
|
||||
terrainRenderer.render();
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
|
BIN
grafika_projekt/textures/terrain.png
Normal file
BIN
grafika_projekt/textures/terrain.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 30 KiB |
Loading…
Reference in New Issue
Block a user