Added laser's lighting and blinding. Changed laser's shaders
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parent
ac3d127751
commit
1963ab954e
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@ -2,7 +2,7 @@
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<Project>
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<ProjectOutputs>
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<ProjectOutput>
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<FullPath>C:\Users\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe</FullPath>
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<FullPath>C:\Users\arciom\Desktop\GRK_game_scene\Debug\grk-cw9.exe</FullPath>
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</ProjectOutput>
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</ProjectOutputs>
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<ContentFiles />
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@ -1,53 +1,48 @@
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<<<<<<< HEAD
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grk-cw9.vcxproj -> C:\Users\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe
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=======
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main.cpp
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
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C:\Users\prima\Documents\JAVA\GRK_game_scene\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(101,30): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(133,38): warning C4305: '=': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(156,16): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(225,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(240,98): warning C4305: 'argument': truncation from 'double' to 'T'
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.22000.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
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C:\Users\arciom\Desktop\GRK_game_scene\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(124,30): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(166,38): warning C4305: '=': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(189,16): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(230,20): warning C4018: '<': signed/unsigned mismatch
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(266,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(280,98): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(243,68): warning C4305: 'argument': truncation from 'double' to 'T'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(283,68): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(282,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(329,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(338,108): warning C4305: 'argument': truncation from 'double' to 'T'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(317,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(372,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(381,108): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(346,87): warning C4305: 'argument': truncation from 'double' to 'T'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(389,87): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(346,223): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(349,59): warning C4305: 'argument': truncation from 'double' to 'T'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(389,223): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(392,59): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(350,37): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(385,2): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(392,20): warning C4018: '<': signed/unsigned mismatch
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(394,47): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(395,48): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(478,21): warning C4018: '<': signed/unsigned mismatch
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(480,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(637,21): warning C4305: '-=': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(639,21): warning C4305: '+=': truncation from 'double' to 'float'
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(667,21): warning C4018: '<': signed/unsigned mismatch
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C:\Users\prima\Documents\JAVA\GRK_game_scene\cw 9\src\ex_9_1.hpp(669,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(393,37): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(428,2): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(434,20): warning C4018: '<': signed/unsigned mismatch
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(439,50): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(440,51): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(512,21): warning C4018: '<': signed/unsigned mismatch
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(514,49): warning C4244: 'argument': conversion from 'double' to 'float', possible loss of data
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(669,21): warning C4305: '-=': truncation from 'double' to 'float'
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C:\Users\arciom\Desktop\GRK_game_scene\cw 9\src\ex_9_1.hpp(671,21): warning C4305: '+=': truncation from 'double' to 'float'
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Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
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LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
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grk-cw9.vcxproj -> C:\Users\prima\Documents\JAVA\GRK_game_scene\Debug\grk-cw9.exe
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>>>>>>> parent of 4a14abf (Revert "Room change")
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grk-cw9.vcxproj -> C:\Users\arciom\Desktop\GRK_game_scene\Debug\grk-cw9.exe
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@ -1,2 +1,2 @@
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PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:TargetPlatformVersion=10.0.19041.0:
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Debug|Win32|C:\Users\prima\Documents\JAVA\GRK_game_scene\|
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PlatformToolSet=v142:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:VCServicingVersionMFC=14.29.30136:VCServicingVersionCrtHeaders=14.29.30136:TargetPlatformVersion=10.0.22000.0:
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Debug|Win32|C:\Users\arciom\Desktop\GRK_game_scene\|
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61
cw 9/shader_laser.frag
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cw 9/shader_laser.frag
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#version 430 core
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out vec4 out_color;
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flat in vec4 color;
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in vec4 pos_local;
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in vec4 pos_global;
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uniform float time;
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uniform vec3 laserColor;
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float hash(float n)
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{
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return fract(sin(n) * 1399763.5453123);
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}
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float noise(vec3 x)
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f * f * (3.0 - 2.0 * f);
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float n = p.x + p.y * 57.0 + 113.0 * p.z;
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vec4 test1 = mix(vec4(hash(n + 170.0)), vec4(hash(n + 171.0)), sin(time));
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vec4 test2 = mix(vec4(hash(n + 113.0)), vec4(hash(n + 114.0)), sin(time));
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vec4 test3 = mix(test2, test1, sin(time));
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vec4 test4 = mix(vec4(hash(n + 57.0)), vec4(hash(n + 58.0)), sin(time));
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vec4 test5 = mix(vec4(hash(n + 0.0)), vec4(hash(n + 1.0)), sin(time));
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vec4 test6 = mix(test5, test4, sin(time));
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vec4 test7 = mix(test6, test3, sin(time));
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return test7.z;
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// return mix(mix(mix(hash(n + 0.0), hash(n + 1.0)), mix(hash(n + 57.0), hash(n + 58.0))), mix(mix(hash(n + 113.0), hash(n + 114.0)), mix(hash(n + 170.0), hash(n + 171.0))), f);
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}
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void main()
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{
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//out_color = vec4(0.8,0.2,0.9,1.0);
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// vec4 mixColor = mix(color, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
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// out_color = mixColor / sin(time);
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// vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
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// out_color = mixColor / sin(time);
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vec3 newPosLocal = vec3(pos_local.x, pos_local.y, pos_local.z);
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float laserIntensity = pow(sin(time * 10.0), 2.0);//sin(time * 5.0) * 0.5 + 0.5;
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// vec3 laserDistortion = vec3(noise(newPosLocal * 8.0 + vec3(0, time * 4.0, time * 2.0)) * 0.1);
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vec3 laserDistortion = mix(vec4(laserColor, 1), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)).xyz;
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out_color = vec4(laserColor * laserIntensity/* + laserDistortion*/, 1.0);
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// vec4 mixColor = mix(pos_global, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
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// out_color = mixColor / sin(time);
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//out_color = color / time;
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}
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18
cw 9/shader_laser.vert
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cw 9/shader_laser.vert
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#version 430 core
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layout(location = 0) in vec4 vertexPosition;
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layout(location = 1) in vec4 vertexColor;
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uniform mat4 transformation;
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flat out vec4 color;
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out vec4 pos_local;
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out vec4 pos_global;
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void main()
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{
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color = vertexColor;
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pos_local = vertexPosition;
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pos_global = transformation * vertexPosition;
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gl_Position = transformation * vertexPosition;
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}
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@ -15,6 +15,34 @@ uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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//array of laser light position
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//uniform vec3 lasersLightPos[21];
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//uniform int lasersLightPosArrayIndex;
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uniform vec3 laserLightPos0;
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uniform vec3 laserLightPos1;
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uniform vec3 laserLightPos2;
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uniform vec3 laserLightPos3;
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uniform vec3 laserLightPos4;
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uniform vec3 laserLightPos5;
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uniform vec3 laserLightPos6;
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uniform vec3 laserLightPos7;
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uniform vec3 laserLightPos8;
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uniform vec3 laserLightPos9;
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uniform vec3 laserLightPos10;
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uniform vec3 laserLightPos11;
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uniform vec3 laserLightPos12;
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uniform vec3 laserLightPos13;
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uniform vec3 laserLightPos14;
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uniform vec3 laserLightPos15;
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uniform vec3 laserLightPos16;
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uniform vec3 laserLightPos17;
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uniform vec3 laserLightPos18;
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uniform vec3 laserLightPos19;
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uniform vec3 laserLightColor;
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uniform vec3 spotlightPos;
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uniform vec3 spotlightColor;
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uniform vec3 spotlightConeDir;
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@ -39,6 +67,7 @@ in vec3 sunDirTS;
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in vec4 sunSpacePos;
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in vec3 test;
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uniform float time;
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float DistributionGGX(vec3 normal, vec3 H, float roughness){
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float a = roughness*roughness;
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@ -124,14 +153,141 @@ void main()
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//vec3 lightDir = normalize(lightDirTS);
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vec3 lightDir = normalize(lightPos-worldPos);
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//array of lasers light
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//vec3 laserLightPos = lasersLightPos[lasersLightPosArrayIndex];
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//lasers light direction
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vec3 laserLightDir0 = normalize(laserLightPos0-worldPos);
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vec3 laserLightDir1 = normalize(laserLightPos1-worldPos);
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vec3 laserLightDir2 = normalize(laserLightPos2-worldPos);
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vec3 laserLightDir3 = normalize(laserLightPos3-worldPos);
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vec3 laserLightDir4 = normalize(laserLightPos4-worldPos);
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vec3 laserLightDir5 = normalize(laserLightPos5-worldPos);
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vec3 laserLightDir6 = normalize(laserLightPos6-worldPos);
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vec3 laserLightDir7 = normalize(laserLightPos7-worldPos);
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vec3 laserLightDir8 = normalize(laserLightPos8-worldPos);
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vec3 laserLightDir9 = normalize(laserLightPos9-worldPos);
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vec3 laserLightDir10 = normalize(laserLightPos10-worldPos);
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vec3 laserLightDir11 = normalize(laserLightPos11-worldPos);
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vec3 laserLightDir12 = normalize(laserLightPos12-worldPos);
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vec3 laserLightDir13 = normalize(laserLightPos13-worldPos);
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vec3 laserLightDir14 = normalize(laserLightPos14-worldPos);
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vec3 laserLightDir15 = normalize(laserLightPos15-worldPos);
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vec3 laserLightDir16 = normalize(laserLightPos16-worldPos);
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vec3 laserLightDir17 = normalize(laserLightPos17-worldPos);
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vec3 laserLightDir18 = normalize(laserLightPos18-worldPos);
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vec3 laserLightDir19 = normalize(laserLightPos19-worldPos);
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vec3 ambient = AMBIENT*color;
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vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2); //dla pocisku
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vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
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vec3 ilumination;
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ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
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// attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
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// ilumination=ilumination+PBRLight(lightDir,attenuatedlightColor,normal,viewDir); dla pocisku
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//LASERS LIGHTING
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float laserIntensity = pow(sin(time * 10.0), 2.0);
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if((laserLightPos0.y > 0 && laserLightPos0.y < 2.2) && (laserLightPos0.z > -2.2 && laserLightPos0.z < 2.1) && (laserLightPos0.x > -1.72 && laserLightPos0.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos0-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir0,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos1.y > 0 && laserLightPos1.y < 2.2) && (laserLightPos1.z > -2.2 && laserLightPos1.z < 2.1) && (laserLightPos1.x > -1.72 && laserLightPos1.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos1-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir1,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos2.y > 0 && laserLightPos2.y < 2.2) && (laserLightPos2.z > -2.2 && laserLightPos2.z < 2.1) && (laserLightPos2.x > -1.72 && laserLightPos2.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos2-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir2,attenuatedlightColor,normal,viewDir);
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}
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if((laserLightPos3.y > 0 && laserLightPos3.y < 2.2) && (laserLightPos3.z > -2.2 && laserLightPos3.z < 2.1) && (laserLightPos3.x > -1.72 && laserLightPos3.x < 1.78)){
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attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos3-worldPos),1.5);
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ilumination=ilumination+PBRLight(laserLightDir3,attenuatedlightColor,normal,viewDir);
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}
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|
||||
if((laserLightPos4.y > 0 && laserLightPos4.y < 2.2) && (laserLightPos4.z > -2.2 && laserLightPos4.z < 2.1) && (laserLightPos4.x > -1.72 && laserLightPos4.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos4-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir4,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos5.y > 0 && laserLightPos5.y < 2.2) && (laserLightPos5.z > -2.2 && laserLightPos5.z < 2.1) && (laserLightPos5.x > -1.72 && laserLightPos5.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos5-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir5,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos6.y > 0 && laserLightPos6.y < 2.2) && (laserLightPos6.z > -2.2 && laserLightPos6.z < 2.1) && (laserLightPos6.x > -1.72 && laserLightPos6.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos6-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir6,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos7.y > 0 && laserLightPos7.y < 2.2) && (laserLightPos7.z > -2.2 && laserLightPos7.z < 2.1) && (laserLightPos7.x > -1.72 && laserLightPos7.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos7-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir7,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos8.y > 0 && laserLightPos8.y < 2.2) && (laserLightPos8.z > -2.2 && laserLightPos8.z < 2.1) && (laserLightPos8.x > -1.72 && laserLightPos8.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos8-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir8,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos9.y > 0 && laserLightPos9.y < 2.2) && (laserLightPos9.z > -2.2 && laserLightPos9.z < 2.1) && (laserLightPos9.x > -1.72 && laserLightPos9.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos9-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir9,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos10.y > 0 && laserLightPos10.y < 2.2) && (laserLightPos10.z > -2.2 && laserLightPos10.z < 2.1) && (laserLightPos10.x > -1.72 && laserLightPos10.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos10-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir10,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos11.y > 0 && laserLightPos11.y < 2.2) && (laserLightPos11.z > -2.2 && laserLightPos11.z < 2.1) && (laserLightPos11.x > -1.72 && laserLightPos11.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos11-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir11,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos12.y > 0 && laserLightPos12.y < 2.2) && (laserLightPos12.z > -2.2 && laserLightPos12.z < 2.1) && (laserLightPos12.x > -1.72 && laserLightPos12.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos12-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir12,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos13.y > 0 && laserLightPos13.y < 2.2) && (laserLightPos13.z > -2.2 && laserLightPos13.z < 2.1) && (laserLightPos13.x > -1.72 && laserLightPos13.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos13-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir13,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos14.y > 0 && laserLightPos14.y < 2.2) && (laserLightPos14.z > -2.2 && laserLightPos14.z < 2.1) && (laserLightPos14.x > -1.72 && laserLightPos14.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos14-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir14,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos15.y > 0 && laserLightPos15.y < 2.2) && (laserLightPos15.z > -2.2 && laserLightPos15.z < 2.1) && (laserLightPos15.x > -1.72 && laserLightPos15.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos15-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir15,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos16.y > 0 && laserLightPos16.y < 2.2) && (laserLightPos16.z > -2.2 && laserLightPos16.z < 2.1) && (laserLightPos16.x > -1.72 && laserLightPos16.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos16-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir16,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos17.y > 0 && laserLightPos17.y < 2.2) && (laserLightPos17.z > -2.2 && laserLightPos17.z < 2.1) && (laserLightPos17.x > -1.72 && laserLightPos17.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos17-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir17,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos18.y > 0 && laserLightPos18.y < 2.2) && (laserLightPos18.z > -2.2 && laserLightPos18.z < 2.1) && (laserLightPos18.x > -1.72 && laserLightPos18.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos18-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir18,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
if((laserLightPos19.y > 0 && laserLightPos19.y < 2.2) && (laserLightPos19.z > -2.2 && laserLightPos19.z < 2.1) && (laserLightPos19.x > -1.72 && laserLightPos19.x < 1.78)){
|
||||
attenuatedlightColor = laserIntensity * laserLightColor/pow(length(laserLightPos19-worldPos),1.5);
|
||||
ilumination=ilumination+PBRLight(laserLightDir19,attenuatedlightColor,normal,viewDir);
|
||||
}
|
||||
|
||||
|
||||
//flashlight
|
||||
//vec3 spotlightDir= normalize(spotlightDirTS);
|
||||
vec3 spotlightDir= normalize(spotlightPos-worldPos);
|
||||
@ -142,7 +298,7 @@ void main()
|
||||
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
|
||||
|
||||
//sun
|
||||
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir); //dla pocisku
|
||||
ilumination=ilumination+PBRLight(sunDir, sunColor * calculateShadow(), normal, viewDir);
|
||||
|
||||
|
||||
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
|
||||
|
@ -7,6 +7,35 @@ in vec4 pos_local;
|
||||
in vec4 pos_global;
|
||||
|
||||
uniform float time;
|
||||
uniform vec3 laserColor;
|
||||
|
||||
|
||||
float hash(float n)
|
||||
{
|
||||
return fract(sin(n) * 1399763.5453123);
|
||||
}
|
||||
|
||||
float noise(vec3 x)
|
||||
{
|
||||
vec3 p = floor(x);
|
||||
vec3 f = fract(x);
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
float n = p.x + p.y * 57.0 + 113.0 * p.z;
|
||||
|
||||
vec4 test1 = mix(vec4(hash(n + 170.0)), vec4(hash(n + 171.0)), sin(time));
|
||||
vec4 test2 = mix(vec4(hash(n + 113.0)), vec4(hash(n + 114.0)), sin(time));
|
||||
vec4 test3 = mix(test2, test1, sin(time));
|
||||
vec4 test4 = mix(vec4(hash(n + 57.0)), vec4(hash(n + 58.0)), sin(time));
|
||||
vec4 test5 = mix(vec4(hash(n + 0.0)), vec4(hash(n + 1.0)), sin(time));
|
||||
vec4 test6 = mix(test5, test4, sin(time));
|
||||
vec4 test7 = mix(test6, test3, sin(time));
|
||||
|
||||
|
||||
|
||||
return test7.z;
|
||||
|
||||
// return mix(mix(mix(hash(n + 0.0), hash(n + 1.0)), mix(hash(n + 57.0), hash(n + 58.0))), mix(mix(hash(n + 113.0), hash(n + 114.0)), mix(hash(n + 170.0), hash(n + 171.0))), f);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
@ -14,8 +43,17 @@ void main()
|
||||
// vec4 mixColor = mix(color, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
|
||||
// out_color = mixColor / sin(time);
|
||||
|
||||
vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
|
||||
out_color = mixColor / sin(time);
|
||||
// vec4 mixColor = mix(time * abs(pos_local), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
|
||||
// out_color = mixColor / sin(time);
|
||||
|
||||
|
||||
vec3 newPosLocal = vec3(pos_local.x, pos_local.y, pos_local.z);
|
||||
float laserIntensity = pow(sin(time * 10.0), 2.0);//sin(time * 5.0) * 0.5 + 0.5;
|
||||
// vec3 laserDistortion = vec3(noise(newPosLocal * 8.0 + vec3(0, time * 4.0, time * 2.0)) * 0.1);
|
||||
|
||||
|
||||
vec3 laserDistortion = mix(vec4(laserColor, 1), vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time)).xyz;
|
||||
out_color = vec4(laserColor * laserIntensity/* + laserDistortion*/, 1.0);
|
||||
|
||||
// vec4 mixColor = mix(pos_global, vec4(0.0f, 0.3f, 0.3f, 1.0f), sin(time));
|
||||
// out_color = mixColor / sin(time);
|
||||
|
@ -95,11 +95,36 @@ float exposition = 1.f;
|
||||
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
|
||||
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
|
||||
|
||||
|
||||
glm::vec3 laserLightPos0;
|
||||
glm::vec3 laserLightPos1;
|
||||
glm::vec3 laserLightPos2;
|
||||
glm::vec3 laserLightPos3;
|
||||
glm::vec3 laserLightPos4;
|
||||
glm::vec3 laserLightPos5;
|
||||
glm::vec3 laserLightPos6;
|
||||
glm::vec3 laserLightPos7;
|
||||
glm::vec3 laserLightPos8;
|
||||
glm::vec3 laserLightPos9;
|
||||
glm::vec3 laserLightPos10;
|
||||
glm::vec3 laserLightPos11;
|
||||
glm::vec3 laserLightPos12;
|
||||
glm::vec3 laserLightPos13;
|
||||
glm::vec3 laserLightPos14;
|
||||
glm::vec3 laserLightPos15;
|
||||
glm::vec3 laserLightPos16;
|
||||
glm::vec3 laserLightPos17;
|
||||
glm::vec3 laserLightPos18;
|
||||
glm::vec3 laserLightPos19;
|
||||
glm::vec3 laserLightColor = glm::vec3(1.0, 0, 0);
|
||||
|
||||
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
|
||||
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
|
||||
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
|
||||
float spotlightPhi = 3.14 / 4;
|
||||
|
||||
glm::vec3 laserColor = glm::vec3(0, 0, 0);
|
||||
|
||||
|
||||
bool drawLaserShot = false;
|
||||
|
||||
@ -121,6 +146,14 @@ std::vector<Core::RenderContext> lasersContexts{ models::laserContext1, models::
|
||||
models::laserContext16, models::laserContext17, models::laserContext18, models::laserContext19, models::laserContext20 };
|
||||
|
||||
|
||||
std::vector<glm::vec3> lasersLightPos{ laserLightPos0, laserLightPos1, laserLightPos2, laserLightPos3, laserLightPos4, laserLightPos5, laserLightPos6, laserLightPos7,
|
||||
laserLightPos8, laserLightPos9, laserLightPos10, laserLightPos11, laserLightPos12, laserLightPos13, laserLightPos14, laserLightPos15,
|
||||
laserLightPos15, laserLightPos16, laserLightPos17, laserLightPos18, laserLightPos19};
|
||||
//glm::vec3 lasersLightPos[21] = { laserLightPos0, laserLightPos1, laserLightPos2, laserLightPos3, laserLightPos4, laserLightPos5, laserLightPos6, laserLightPos7,
|
||||
// laserLightPos8, laserLightPos9, laserLightPos10, laserLightPos11, laserLightPos12, laserLightPos13, laserLightPos14, laserLightPos15,
|
||||
// laserLightPos16, laserLightPos17, laserLightPos18, laserLightPos19 };
|
||||
|
||||
|
||||
std::vector<Laser> lasers;
|
||||
|
||||
void updateDeltaTime(float time) {
|
||||
@ -192,15 +225,24 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
|
||||
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
|
||||
glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
|
||||
|
||||
/*glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
|
||||
glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);*/
|
||||
|
||||
//lasers light
|
||||
for (int i = 0; i < lasers.size(); i++) {
|
||||
std::string stringLaserPos = "laserLightPos";
|
||||
stringLaserPos += std::to_string(i);
|
||||
if (lasers[i].isLaserFly()) {
|
||||
glUniform3f(glGetUniformLocation(program, "laserLightColor"), laserLightColor.x, laserLightColor.y, laserLightColor.z);
|
||||
glUniform3f(glGetUniformLocation(program, stringLaserPos.c_str()), lasersLightPos[i].x, lasersLightPos[i].y, lasersLightPos[i].z);
|
||||
/*glUniform3fv(glGetUniformLocation(program, "lasersLightPos"), 3, &lasersLightPos[i][0]);
|
||||
glUniform1i(glGetUniformLocation(program, "lasersLightPosArrayIndex"), i);*/
|
||||
}
|
||||
}
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
|
||||
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
|
||||
|
||||
|
||||
//For shadows
|
||||
glm::mat4 lightVPSun = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "LightVPSun"), 1, GL_FALSE, (float*)&lightVPSun);
|
||||
@ -208,7 +250,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
|
||||
glActiveTexture(GL_TEXTURE0 + 2);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMapSun);
|
||||
|
||||
|
||||
Core::DrawContext(context);
|
||||
}
|
||||
|
||||
@ -236,7 +277,6 @@ void renderShadowapSun(GLuint depthMapFBO, glm::mat4 lightVP) {
|
||||
//ustawianie programu
|
||||
glUseProgram(programDepth);
|
||||
|
||||
|
||||
drawObjectDepth(sphereContext, lightVP, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
|
||||
|
||||
drawObjectDepth(sphereContext,
|
||||
@ -252,13 +292,8 @@ void renderShadowapSun(GLuint depthMapFBO, glm::mat4 lightVP) {
|
||||
drawObjectDepth(models::roomContext, lightVP, glm::mat4());
|
||||
drawObjectDepth(models::windowContext, lightVP, glm::mat4());
|
||||
drawObjectDepth(models::sofaContext, lightVP, glm::mat4());
|
||||
|
||||
|
||||
|
||||
drawObjectDepth(models::booksContext, lightVP, glm::mat4());
|
||||
|
||||
|
||||
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceShip.getSpaceShipDir(), glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceShip.getSpaceShipDir()));
|
||||
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
|
||||
@ -277,7 +312,7 @@ void renderShadowapSun(GLuint depthMapFBO, glm::mat4 lightVP) {
|
||||
}
|
||||
|
||||
|
||||
void drawLaser(Laser laser, Core::RenderContext laserContext, float dyst) {
|
||||
void drawLaser(Laser laser, Core::RenderContext laserContext, float dyst, int index) {
|
||||
|
||||
float time = glfwGetTime();
|
||||
|
||||
@ -295,10 +330,18 @@ void drawLaser(Laser laser, Core::RenderContext laserContext, float dyst) {
|
||||
glm::vec3 newLaserPos = laser.getLaserPos() + laser.getLaserDir() * (laser.getLaserSpeed() * (t + sin(0.2 * t)));
|
||||
laser.setLaserPos(newLaserPos);
|
||||
|
||||
lasersLightPos[index] = glm::vec3(laser.getLaserPos().x + dyst, laser.getLaserPos().y, laser.getLaserPos().z);
|
||||
|
||||
glUseProgram(programLaser);
|
||||
glm::mat4 laserTransformation = createPerspectiveMatrix() * createCameraMatrix() * glm::translate(glm::vec3(laser.getLaserPos().x + dyst, laser.getLaserPos().y, laser.getLaserPos().z)) * laserCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));//glm::eulerAngleXYZ(glm::radians(15.0f), time * glm::radians(45.0f), glm::radians(0.0f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(programLaser, "transformation"), 1, GL_FALSE, (float*)&laserTransformation);
|
||||
glUniform1f(glGetUniformLocation(programLaser, "time"), time);
|
||||
glUniform3f(glGetUniformLocation(programLaser, "laserColor"), laserColor.x, laserColor.y, laserColor.z);
|
||||
|
||||
drawObjectPBR(laserContext,
|
||||
glm::translate(glm::vec3(laser.getLaserPos().x + dyst, laser.getLaserPos().y, laser.getLaserPos().z)) * laserCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||
laserTransformation,
|
||||
glm::vec3(1.0f, 0.f, 0.f), 0.f, 0.f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -387,26 +430,15 @@ void renderScene(GLFWwindow* window)
|
||||
spotlightPos = spaceShip.getSpaceShipPos() + 0.2 * spaceShip.getSpaceShipDir();
|
||||
spotlightConeDir = spaceShip.getSpaceShipDir();
|
||||
|
||||
|
||||
//draw lasers
|
||||
for (int i = 0; i < lasers.size(); i++) {
|
||||
if (lasers[i].isLaserFly()) {
|
||||
drawLaser(lasers[i], lasersContexts[i], 0.1);
|
||||
drawLaser(lasers[i], lasersContexts[i], -0.1);
|
||||
laserColor = glm::vec3(1, 0, 0);
|
||||
glUniform3f(glGetUniformLocation(programLaser, "laserColor"), laserColor.x, laserColor.y, laserColor.z);
|
||||
glUniform1f(glGetUniformLocation(program, "time"), time);
|
||||
drawLaser(lasers[i], lasersContexts[i], 0.1, i);
|
||||
drawLaser(lasers[i], lasersContexts[i], -0.1, i);
|
||||
}
|
||||
|
||||
|
||||
/*if (i % 2 == 0) {
|
||||
drawLaser(lasers[i], lasersContexts[i], 0.1);
|
||||
drawLaser(lasers[i], lasersContexts[i], -0.1);
|
||||
|
||||
|
||||
}*/
|
||||
/*else {
|
||||
drawLaser(lasers[i], lasersContexts[i], 0.1);
|
||||
|
||||
}*/
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -442,7 +474,7 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
|
||||
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
std::cout << "yStart: " << startCursorYPos << "\n";
|
||||
//std::cout << "yStart: " << startCursorYPos << "\n";
|
||||
|
||||
float angleSpeed = 0.05f * deltaTime * 60;
|
||||
|
||||
@ -450,13 +482,13 @@ void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
startCursorYPos = ypos;
|
||||
spaceShip.setSpaceShipDir(glm::vec3(glm::eulerAngleX(angleSpeed) * glm::vec4(spaceShip.getSpaceShipDir(), 0)));
|
||||
//startCursorYPos = ypos;
|
||||
std::cout << "yNew: " << ypos << "\n";
|
||||
//std::cout << "yNew: " << ypos << "\n";
|
||||
}
|
||||
else if (ypos > startCursorYPos) {
|
||||
startCursorYPos = ypos;
|
||||
spaceShip.setSpaceShipDir(glm::vec3(glm::eulerAngleX(-angleSpeed) * glm::vec4(spaceShip.getSpaceShipDir(), 0)));
|
||||
//startCursorYPos = ypos;
|
||||
std::cout << "yNew: " << ypos << "\n";
|
||||
//std::cout << "yNew: " << ypos << "\n";
|
||||
}
|
||||
|
||||
|
||||
@ -468,6 +500,8 @@ void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
std::cout << "x = " << spaceShip.getSpaceShipPos().x << " y = " << spaceShip.getSpaceShipPos().y << " z = " << spaceShip.getSpaceShipPos().z << "\n";
|
||||
|
||||
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
|
||||
drawLaserShot = true;
|
||||
|
||||
@ -514,7 +548,9 @@ void init(GLFWwindow* window)
|
||||
|
||||
programDepth = shaderLoader.CreateProgram("shaders/shader_shadowap_sun.vert", "shaders/shader_shadowap_sun.frag");
|
||||
|
||||
//programLaser = shaderLoader.CreateProgram("shaders/shader_laser.vert", "shaders/shader_laser.frag");
|
||||
|
||||
|
||||
programLaser = shaderLoader.CreateProgram("shader_laser.vert", "shader_laser.frag");
|
||||
|
||||
loadModelToContext("./models/sphere.obj", sphereContext);
|
||||
loadModelToContext("./models/spaceship.obj", shipContext);
|
||||
@ -535,19 +571,15 @@ void init(GLFWwindow* window)
|
||||
loadModelToContext("./models/window.obj", models::windowContext);
|
||||
loadModelToContext("./models/test.obj", models::testContext);
|
||||
|
||||
//loadModelToContext("./models/newlaser2.obj", models::laserContext);
|
||||
|
||||
//lasersContexts.reserve(spaceShip.getMaxNumberOfLasers());
|
||||
|
||||
for (int i = 0; i < spaceShip.getMaxNumberOfLasers(); i++) {
|
||||
//lasersContexts.push_back(models::laserContext);
|
||||
loadModelToContext("./models/newlaser2.obj", lasersContexts[i]);
|
||||
|
||||
lasers.push_back(Laser(spaceShip.getSpaceShipDir(), spaceShip.getSpaceShipPos(), 1, false));
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*for (int i = 0; i < spaceShip.getMaxNumberOfLasers(); i++) {
|
||||
|
||||
loadModelToContext("./models/newlaser2.obj", spaceShip.getGun()[i].getLaserContext());
|
||||
@ -643,48 +675,6 @@ void processInput(GLFWwindow* window)
|
||||
printf("spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", spaceShip.getSpaceShipDir().x, spaceShip.getSpaceShipDir().y, spaceShip.getSpaceShipDir().z);
|
||||
}
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
|
||||
drawLaserShot = true;
|
||||
|
||||
spaceShip.setAttackDecision(true);
|
||||
/*spaceShip.laserPreparationBeforeShoot(glfwGetTime());
|
||||
|
||||
|
||||
if (spaceShip.getNumberOfLeftLasers() > 0) {
|
||||
spaceShip.setNumberOfLeftLasers(spaceShip.getNumberOfLeftLasers() - 1);
|
||||
}
|
||||
else if (spaceShip.getNumberOfLeftLasers() == 0) {
|
||||
spaceShip.setNumberOfLeftLasers(spaceShip.getMaxNumberOfLasers());
|
||||
spaceShip.setNumberOfLeftLasers(spaceShip.getNumberOfLeftLasers() - 1);
|
||||
}
|
||||
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setTimeSinceShootLaser(glfwGetTime());
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setLaserDir(spaceShip.getSpaceShipDir());
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setLaserPos(spaceShip.getSpaceShipPos());
|
||||
lasers[spaceShip.getNumberOfLeftLasers()].setLaserSpeed(0.01);*/
|
||||
|
||||
|
||||
for (int i = 0; i < lasers.size(); i++) {
|
||||
if (!lasers[i].isLaserFly() && spaceShip.getAttackDecision()) {
|
||||
lasers[i].setTimeSinceShootLaser(glfwGetTime());
|
||||
lasers[i].setLaserDir(spaceShip.getSpaceShipDir());
|
||||
lasers[i].setLaserPos(spaceShip.getSpaceShipPos());
|
||||
lasers[i].setLaserSpeed(1);
|
||||
lasers[i].setLaserFly(true);
|
||||
spaceShip.setAttackDecision(false);
|
||||
|
||||
|
||||
std::cout << "i = " << i << " " << "laser fly = " << lasers[i].isLaserFly() << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//laser.setTimeSinceShootLaser(glfwGetTime());
|
||||
//laser.setLaserDir(spaceShip.getSpaceShipDir());
|
||||
//laser.setLaserPos(spaceShip.getSpaceShipPos());
|
||||
//laser.setLaserSpeed(0.01);
|
||||
}
|
||||
|
||||
//if(glfwGetKey(window, GLFW_MOUSE))
|
||||
|
||||
//cameraDir = glm::normalize(-cameraPos);
|
||||
|
Loading…
Reference in New Issue
Block a user