Added ground and improved lighting

This commit is contained in:
s452662 2022-02-08 18:50:42 +01:00
parent c8ab95d27b
commit 7ba6ca9918
27 changed files with 279 additions and 9 deletions

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@ -1,6 +1,8 @@
 main_6_1.cpp  main_6_1.cpp
C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(96,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(132,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(97,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(133,23): warning C4244: "=": konwersja z "int" do "float", możliwa utrata danych
C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(349,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(326,33): warning C4244: "argument": konwersja z "double" do "GLfloat", możliwa utrata danych
C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(327,44): warning C4244: "argument": konwersja z "double" do "GLfloat", możliwa utrata danych
C:\Users\Michal\source\repos\GRK\cw 6\src\main_6_1.cpp(601,12): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO” Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
grk-cw6.vcxproj -> C:\Users\Michal\source\repos\GRK\Debug\grk-cw6.exe grk-cw6.vcxproj -> C:\Users\Michal\source\repos\GRK\Debug\grk-cw6.exe

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@ -12,6 +12,38 @@
#include "Texture.h" #include "Texture.h"
#include "SOIL/stb_image_aug.h" #include "SOIL/stb_image_aug.h"
#define M_PI 3.14159265358979323846
enum {
PASS_NORMAL, PASS_CAUSTIC
};
static GLboolean HaveTexObj = GL_FALSE;
static int reportSpeed = 0;
static int dinoDisplayList;
static GLfloat causticScale = 1.0;
static GLfloat lightPosition[4];
/* XXX Diffuse light color component > 1.0 to brighten caustics. */
static int directionalLight = 1;
static int showCaustics = 1, causticMotion = 1;
static int useMipmaps = 1;
static int currentCaustic = 0;
static int causticIncrement = 1;
static float lightAngle = 0.0, lightHeight = 20;
static GLfloat angle = -150; /* in degrees */
static GLfloat angle2 = 30; /* in degrees */
GLuint programColor; GLuint programColor;
GLuint programTexture; GLuint programTexture;
GLuint skyboxTexture; GLuint skyboxTexture;
@ -20,6 +52,7 @@ Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
Core::RenderContext fishContext; Core::RenderContext fishContext;
Core::RenderContext planeContext;
glm::vec3 cameraPos = glm::vec3(0, 0, 0); glm::vec3 cameraPos = glm::vec3(0, 0, 0);
glm::vec3 cameraDir; // Wektor "do przodu" kamery glm::vec3 cameraDir; // Wektor "do przodu" kamery
@ -40,6 +73,9 @@ glm::quat rotation = glm::quat(1, 0, 0, 0);
GLuint textureAsteroid; GLuint textureAsteroid;
GLuint textureFish01; GLuint textureFish01;
GLuint groundTexture;
obj::Model planeModel;
int WIN_WIDTH = 1280; int WIN_WIDTH = 1280;
@ -166,6 +202,25 @@ void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuin
glUseProgram(0); glUseProgram(0);
} }
void drawPlaneTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId)
{
modelMatrix = glm::translate(modelMatrix, glm::vec3(-20.f, 0.f, 0.f));
GLuint program = programTexture;
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
Core::SetActiveTexture(textureId, "textureSampler", program, 0);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
Core::DrawContext(context);
glUseProgram(0);
}
//Zmienna z teksturami skyboxa //Zmienna z teksturami skyboxa
std::vector<std::string> faces = { std::vector<std::string> faces = {
@ -258,8 +313,203 @@ float skyboxVertices[] = {
skyboxSize, -skyboxSize, skyboxSize skyboxSize, -skyboxSize, skyboxSize
}; };
void drawLightLocation()
{
glPushMatrix();
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glColor3f(1.0, 1.0, 0.0);
if (directionalLight) {
/* Draw an arrowhead. */
glDisable(GL_CULL_FACE);
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0);
glRotatef(atan(lightHeight / 12) * 180.0 / M_PI, 0, 0, 1);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0, 0, 0);
glVertex3f(2, 1, 1);
glVertex3f(2, -1, 1);
glVertex3f(2, -1, -1);
glVertex3f(2, 1, -1);
glVertex3f(2, 1, 1);
glEnd();
/* Draw a white line from light direction. */
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(5, 0, 0);
glEnd();
glEnable(GL_CULL_FACE);
}
else {
/* Draw a yellow ball at the light source. */
glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
glutSolidSphere(1.0, 5, 5);
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glPopMatrix();
}
void drawScene()
{
glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, 0, 0));
// Scaling models
glm::vec3 shipScale = glm::vec3(0.01, 0.01, 0.01);
shipInitialTransformation = glm::scale(shipInitialTransformation, shipScale);
shipInitialTransformation = shipInitialTransformation * glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.5f));
glm::mat4 shipModelMatrix = glm::translate(vehiclePos + vehicleDir) * glm::rotate(-vehicleAngle, glm::vec3(0, 1, 0)) * shipInitialTransformation;
drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
glm::mat4 modelMatrix = glm::translate(glm::vec3(0, 0, 0));
// Scaling models
glm::vec3 scale = glm::vec3(0.001, 0.001, 0.001);
modelMatrix = glm::scale(modelMatrix, scale);
drawObjectTexture(fishContext, modelMatrix, textureFish01);
for (int i = 0; i < 10; i++)
{
glm::mat4 modelMatrix = glm::translate(planetLocation[i]);
// Scaling models
glm::vec3 scale = glm::vec3(0.001, 0.001, 0.001);
modelMatrix = glm::scale(modelMatrix, scale);
drawObjectTexture(fishContext, modelMatrix, textureFish01);
}
drawPlaneTexture(planeContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f)), groundTexture);
glUseProgram(skyboxTexture);
glUniform1i(glGetUniformLocation(skyboxTexture, "skybox"), 0);
glm::mat4 transformation = perspectiveMatrix * glm::mat4(glm::mat3(cameraMatrix));
glUniformMatrix4fv(glGetUniformLocation(skyboxTexture, "projectionView"), 1, GL_FALSE, (float*)&transformation);
//Przypisanie VAO i rysowanie skyboxa
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // We'll Clear To The Color Of The Fog ( Modified )
float color[] = { 0.5f, 0.5f, 0.5f, 1.0f };
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP2); // Fog Mode
glFogfv(GL_FOG_COLOR, color); // Set Fog Color
glFogf(GL_FOG_DENSITY, 0.35f); // How Dense Will The Fog Be
glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog Hint Value
glFogf(GL_FOG_START, 1.0f); // Fog Start Depth
glFogf(GL_FOG_END, 5.0f); // Fog End Depth
glEnable(GL_FOG);
glDepthFunc(GL_LESS); // set depth function back to default
glUseProgram(0);
}
void drawSceneLight(int pass)
{
/* Set current color to "white" and disable lighting
to emulate OpenGL 1.1's GL_REPLACE texture environment. */
glColor3f(1.0, 1.0, 1.0);
glDisable(GL_LIGHTING);
/* Generate the S & T coordinates for the caustic textures
from the object coordinates. */
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
drawScene();
}
void renderScene()
{
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix();
int startTime, endTime;
startTime = glutGet(GLUT_ELAPSED_TIME);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
lightPosition[0] = 12 * cos(lightAngle);
lightPosition[1] = lightHeight;
lightPosition[2] = 12 * sin(lightAngle);
if (directionalLight) {
lightPosition[3] = 0.0;
}
else {
lightPosition[3] = 1.0;
}
/* Draw the light location. */
glPushMatrix();
glRotatef(angle2, 1.0, 0.0, 0.0);
glRotatef(angle, 0.0, 1.0, 0.0);
/* Position the light again, after viewing rotation. */
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
drawLightLocation();
drawSceneLight(PASS_NORMAL);
if (showCaustics) {
/* Disable depth buffer update and exactly match depth
buffer values for slightly faster rendering. */
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
/* Multiply the source color (from the caustic luminance
texture) with the previous color from the normal pass. The
caustics are modulated into the scene. */
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glEnable(GL_BLEND);
drawSceneLight(PASS_CAUSTIC);
/* Restore fragment operations to normal. */
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
}
glPopMatrix();
glutSwapBuffers();
if (reportSpeed) {
glFinish();
endTime = glutGet(GLUT_ELAPSED_TIME);
printf("Speed %.3g frames/sec (%d ms)\n", 1000.0 / (endTime - startTime), endTime - startTime);
fflush(stdout);
}
}
/**
void renderScene() void renderScene()
{ {
// Aktualizacja macierzy widoku i rzutowania // Aktualizacja macierzy widoku i rzutowania
@ -297,6 +547,8 @@ void renderScene()
drawObjectTexture(fishContext, modelMatrix, textureFish01); drawObjectTexture(fishContext, modelMatrix, textureFish01);
} }
drawPlaneTexture(planeContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f)), groundTexture);
glUseProgram(skyboxTexture); glUseProgram(skyboxTexture);
glUniform1i(glGetUniformLocation(skyboxTexture, "skybox"), 0); glUniform1i(glGetUniformLocation(skyboxTexture, "skybox"), 0);
glm::mat4 transformation = perspectiveMatrix * glm::mat4(glm::mat3(cameraMatrix)); glm::mat4 transformation = perspectiveMatrix * glm::mat4(glm::mat3(cameraMatrix));
@ -324,7 +576,7 @@ void renderScene()
glutSwapBuffers(); glutSwapBuffers();
} }**/
void loadModelToContext(std::string path, Core::RenderContext& context) void loadModelToContext(std::string path, Core::RenderContext& context)
{ {
@ -367,6 +619,9 @@ void init()
loadModelToContext("models/TropicalFish01.3ds", fishContext); loadModelToContext("models/TropicalFish01.3ds", fishContext);
textureAsteroid = Core::LoadTexture("textures/asteroid.png"); textureAsteroid = Core::LoadTexture("textures/asteroid.png");
textureFish01 = Core::LoadTexture("textures/TropicalFish01.jpg"); textureFish01 = Core::LoadTexture("textures/TropicalFish01.jpg");
loadModelToContext("models/plane.obj", planeContext);
groundTexture = Core::LoadTexture("textures/sand.jpg");
} }
void shutdown() void shutdown()
@ -374,6 +629,8 @@ void shutdown()
shaderLoader.DeleteProgram(programColor); shaderLoader.DeleteProgram(programColor);
shaderLoader.DeleteProgram(programTexture); shaderLoader.DeleteProgram(programTexture);
shaderLoader.DeleteProgram(skyboxTexture); shaderLoader.DeleteProgram(skyboxTexture);
planeContext.initFromOBJ(planeModel);
} }
void idle() void idle()

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@ -1,9 +1,9 @@
 main_8_1.cpp  main_8_1.cpp
C:\Users\Michal\source\repos\GRK\cw 8\src\main_8_1.cpp(37,42): warning C4305: "argument": obcięcie z "double" do "float" C:\Users\Michal\source\repos\GRK\cw 8\src\main_8_1.cpp(37,42): warning C4305: "argument": obcięcie z "double" do "float"
C:\Users\Michal\source\repos\GRK\cw 8\src\main_8_1.cpp(416,15): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych C:\Users\Michal\source\repos\GRK\cw 8\src\main_8_1.cpp(427,15): warning C4244: "argument": konwersja z "time_t" do "unsigned int", możliwa utrata danych
Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO” Camera.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
PhysXExtensions_static_32.lib(ExtCpuWorkerThread.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtCpuWorkerThread.obj)” lub w pozycji „C:\Users\Michal\source\repos\GRK\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania PhysXExtensions_static_32.lib(ExtCpuWorkerThread.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtCpuWorkerThread.obj)” lub w pozycji „C:\Users\Michal\source\repos\GRK\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania
PhysXExtensions_static_32.lib(ExtDefaultCpuDispatcher.obj) : warning LNK4099: nie znaleziono pliku PDB „” z elementem „PhysXExtensions_static_32.lib(ExtDefaultCpuDispatcher.obj)” lub w pozycji „”; obiekt zostanie skonsolidowany bez informacji debugowania PhysXExtensions_static_32.lib(ExtDefaultCpuDispatcher.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtDefaultCpuDispatcher.obj)” lub w pozycji „C:\Users\Michal\source\repos\GRK\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania
PhysXExtensions_static_32.lib(ExtDefaultErrorCallback.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtDefaultErrorCallback.obj)” lub w pozycji „C:\Users\Michal\source\repos\GRK\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania PhysXExtensions_static_32.lib(ExtDefaultErrorCallback.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtDefaultErrorCallback.obj)” lub w pozycji „C:\Users\Michal\source\repos\GRK\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania
PhysXExtensions_static_32.lib(ExtDefaultSimulationFilterShader.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtDefaultSimulationFilterShader.obj)” lub w pozycji „C:\Users\Michal\source\repos\GRK\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania PhysXExtensions_static_32.lib(ExtDefaultSimulationFilterShader.obj) : warning LNK4099: nie znaleziono pliku PDB „PhysXExtensions_static_32.pdb” z elementem „PhysXExtensions_static_32.lib(ExtDefaultSimulationFilterShader.obj)” lub w pozycji „C:\Users\Michal\source\repos\GRK\Debug\PhysXExtensions_static_32.pdb”; obiekt zostanie skonsolidowany bez informacji debugowania
grk-cw8.vcxproj -> C:\Users\Michal\source\repos\GRK\Debug\grk-cw8.exe grk-cw8.vcxproj -> C:\Users\Michal\source\repos\GRK\Debug\grk-cw8.exe

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@ -379,9 +379,12 @@ void renderScene()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.1f, 0.3f, 1.0f); glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
//drawObjectTexture(planeContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f)), groundTexture);
drawObjectTexture(planeContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f)), groundTexture);
drawObjectTexture(boxContext, boxModelMatrix, boxTexture); // boxModelMatrix was updated in updateTransforms() drawObjectTexture(boxContext, boxModelMatrix, boxTexture); // boxModelMatrix was updated in updateTransforms()
glUseProgram(skyboxTexture); glUseProgram(skyboxTexture);
@ -405,6 +408,14 @@ void renderScene()
glFogf(GL_FOG_END, 5.0f); // Fog End Depth glFogf(GL_FOG_END, 5.0f); // Fog End Depth
glEnable(GL_FOG); glEnable(GL_FOG);
/* Restore fragment operations to normal. */
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glDepthFunc(GL_LESS); // set depth function back to default glDepthFunc(GL_LESS); // set depth function back to default
glUseProgram(0); glUseProgram(0);
@ -433,7 +444,7 @@ void init()
initRenderables(); initRenderables();
initPhysicsScene(); initPhysicsScene();