Semi-functional water caustics
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parent
ac8330324c
commit
e49f4ae225
12
cw 6/models/seafloor_desert.mtl
Normal file
12
cw 6/models/seafloor_desert.mtl
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@ -0,0 +1,12 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Physical
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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File diff suppressed because it is too large
Load Diff
@ -14,8 +14,8 @@ GLuint Core::LoadTexture( const char * filepath )
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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int w, h;
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unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);
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@ -37,7 +37,7 @@ int bubblePosition[100][3];
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float firstFishSpreadFactor = 15.0;
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GLuint caustics[16];
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float causticScale = 1.5;
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float causticScale = 2;
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int causticIndex = 0;
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float causticCounter = 0;
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@ -199,58 +199,32 @@ void secondRenderingPass() {
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glEnable(GL_BLEND);
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glBlendFunc(GL_DST_COLOR, GL_ONE);
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/* The 0.03 in the Y column is just to shift the texture coordinates
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a little based on Y (depth in the water) so that vertical faces
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(like on the cube) do not get totally vertical caustics. */
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GLfloat sPlane[4] = { 0.05, 0.03, 0.0, 0.0 };
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GLfloat tPlane[4] = { 0.0, 0.03, 0.05, 0.0 };
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/* The causticScale determines how large the caustic "ripples" will
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be. See the "Increate/Decrease ripple size" menu options. */
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sPlane[0] = 0.05 * causticScale;
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sPlane[1] = 0.03 * causticScale;
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tPlane[1] = 0.03 * causticScale;
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tPlane[2] = 0.05 * causticScale;
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/* Set current color to "white" and disable lighting
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to emulate OpenGL 1.1's GL_REPLACE texture environment. */
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_LIGHTING);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGenfv(GL_S, GL_OBJECT_PLANE, sPlane);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, tPlane);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glColor3f(.8, .6, .6);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBindTexture(GL_TEXTURE_2D, caustics[causticIndex]);
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// glColor3f(1, 1, 1);
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// glTranslatef(5, .6, -2);
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glm::mat4 shipModelMatrix = glm::translate(cameraPos + cameraDir * 0.5f) * glm::mat4_cast(glm::inverse(cameraRotation)) * shipInitialTransformation;
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drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
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drawObjectTexture(seafloorContext, glm::translate(glm::vec3(0, -15, 0)) * glm::scale(glm::vec3(5.0f, 1.0f, 5.0f)), textureSand);
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drawObjectTexture(skyboxContext, glm::translate(cameraPos) * glm::translate(glm::vec3(0, -15, 0)) * glm::scale(glm::vec3(1.0f, 1.0f, 1.0f)), textureSkybox);
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drawObjectTexture(shipContext, shipModelMatrix, caustics[causticIndex]);
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drawObjectTexture(seafloorContext, glm::translate(glm::vec3(0,-15,0)) * glm::scale(glm::vec3(10.f)), caustics[causticIndex]);
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// Animals
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drawObjectTexture(seaTurtleContext, glm::translate(glm::vec3(0, cos(time) - 3, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.015f)), textureSeaTurtle);
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drawObjectTexture(crabContext, glm::translate(glm::vec3(cos(time / 7) * 10, -13, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.2f)), textureCrab);
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for (int i = 0; i < 15; i++) drawObjectTexture(firstFishContext, glm::translate(glm::vec3(firstFishPositions[i][0], firstFishPositions[i][1], firstFishPositions[i][2])) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(-20, 0, 0)) * glm::rotate(glm::radians(cos(8 * time) * 8), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.6f)), textureFirstFish);
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for (int i = 0; i < 15; i++) drawObjectTexture(secondFishContext, glm::translate(glm::vec3(secondFishPositions[i][0], secondFishPositions[i][1], secondFishPositions[i][2])) * glm::eulerAngleY(float(-time / 1.75)) * glm::translate(glm::vec3(20, 0, 0)) * glm::rotate(glm::radians(cos(10 * time) * 12), glm::vec3(0, 1, 0)) * glm::rotate(glm::radians(90.f), glm::vec3(0, 1, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.1f)), textureSecondFish);
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for (int i = 0; i < 15; i++) drawObjectTexture(thirdFishContext, glm::translate(glm::vec3(thirdFishPositions[i][0], thirdFishPositions[i][1], thirdFishPositions[i][2])) * glm::eulerAngleY(float(time / 2.5)) * glm::translate(glm::vec3(-20, 0, 0)) * glm::rotate(glm::radians(cos(8 * time) * 8), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f)), textureThirdFish);
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drawObjectTexture(seaTurtleContext, glm::translate(glm::vec3(0, cos(time) - 3, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.015f)), caustics[causticIndex]);
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drawObjectTexture(crabContext, glm::translate(glm::vec3(cos(time / 7) * 10, -13, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.2f)), caustics[causticIndex]);
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for (int i = 0; i < 15; i++) drawObjectTexture(firstFishContext, glm::translate(glm::vec3(firstFishPositions[i][0], firstFishPositions[i][1], firstFishPositions[i][2])) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(-20, 0, 0)) * glm::rotate(glm::radians(cos(8 * time) * 8), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.6f)), caustics[causticIndex]);
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for (int i = 0; i < 15; i++) drawObjectTexture(secondFishContext, glm::translate(glm::vec3(secondFishPositions[i][0], secondFishPositions[i][1], secondFishPositions[i][2])) * glm::eulerAngleY(float(-time / 1.75)) * glm::translate(glm::vec3(20, 0, 0)) * glm::rotate(glm::radians(cos(10 * time) * 12), glm::vec3(0, 1, 0)) * glm::rotate(glm::radians(90.f), glm::vec3(0, 1, 0)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.1f)), caustics[causticIndex]);
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for (int i = 0; i < 15; i++) drawObjectTexture(thirdFishContext, glm::translate(glm::vec3(thirdFishPositions[i][0], thirdFishPositions[i][1], thirdFishPositions[i][2])) * glm::eulerAngleY(float(time / 2.5)) * glm::translate(glm::vec3(-20, 0, 0)) * glm::rotate(glm::radians(cos(8 * time) * 8), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f)), caustics[causticIndex]);
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// Plants
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drawObjectColor(coralTreeContext, glm::translate(glm::vec3(0, -14, 2)) * glm::scale(glm::vec3(0.5f)), glm::vec3(0.5802f, 0.1406f, 0.74f));
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drawObjectColor(coralContext, glm::translate(glm::vec3(0, -14, 8)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.1f)), glm::vec3(0.85f, 0.0255f, 0.6027f));
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drawObjectColor(gorgonianCoralContext, glm::translate(glm::vec3(0, -14, 16)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.07f)), glm::vec3(0.f, 1.f, 0.f));
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drawObjectTexture(coralTreeContext, glm::translate(glm::vec3(0, -14, 2)) * glm::scale(glm::vec3(0.5f)), caustics[causticIndex]);
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drawObjectTexture(coralContext, glm::translate(glm::vec3(0, -14, 8)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.1f)), caustics[causticIndex]);
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drawObjectTexture(gorgonianCoralContext, glm::translate(glm::vec3(0, -14, 16)) * glm::rotate(glm::radians(270.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.07f)), caustics[causticIndex]);
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drawObjectTexture(shipwreckContext, glm::translate(glm::vec3(20, -15, 0)) * glm::rotate(glm::radians(255.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.003f)), caustics[causticIndex]);
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drawObjectTexture(shipwreckContext, glm::translate(glm::vec3(20, -15, 0)) * glm::rotate(glm::radians(255.f), glm::vec3(1, 0, 0)) * glm::scale(glm::vec3(0.003f)), textureBoards);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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glDisable(GL_BLEND);
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}
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void firstRenderingPass() {
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@ -289,7 +263,7 @@ void renderScene()
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glClearColor(skyColor.x, skyColor.y, skyColor.z, 1.0f);
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firstRenderingPass();
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// secondRenderingPass();
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secondRenderingPass();
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// Render the scene
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glFlush();
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@ -389,13 +363,10 @@ void shutdown()
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void idle()
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{
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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causticCounter += time;
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if (causticCounter >= .05) {
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//Update caustic texture
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causticIndex = (causticIndex + 1)%16;
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causticCounter = 0;
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}
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float time = glutGet(GLUT_ELAPSED_TIME) / 100.f;
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// Update caustic texture
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causticIndex = (int)time % 16;
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causticCounter = 0;
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glutPostRedisplay();
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}
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