Improved bubbles

This commit is contained in:
andreistr21 2022-02-11 13:28:03 +01:00
parent 7669dca8d9
commit 95b2ec0acc
5 changed files with 74 additions and 5 deletions

View File

@ -41,6 +41,8 @@
<None Include="shaders\shader_tex.vert" />
<None Include="shaders\skybox_tex.vert" />
<None Include="shaders\skybox_tex.frag" />
<None Include="shaders\bubbles_shader_color.vert" />
<None Include="shaders\bubbles_shader_color.frag" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{10701B86-9B0B-46A1-85DA-6238CBCC507B}</ProjectGuid>

View File

@ -102,6 +102,12 @@
</None>
<None Include="shaders\skybox_tex.frag">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\bubbles_shader_color.vert">
<Filter>Shader Files</Filter>
</None>
<None Include="shaders\bubbles_shader_color.frag">
<Filter>Shader Files</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -0,0 +1,13 @@
#version 410 core
uniform vec3 objectColor;
uniform vec3 lightDir;
in vec3 interpNormal;
void main()
{
vec3 normal = normalize(interpNormal);
float diffuse = 0.4;
gl_FragColor = vec4(objectColor * diffuse, 1.0);
}

View File

@ -0,0 +1,16 @@
#version 410 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelMatrix;
out vec3 interpNormal;
void main()
{
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
}

View File

@ -24,8 +24,6 @@ enum {
PASS_NORMAL, PASS_CAUSTIC
};
void bubbleManager();
static GLboolean HaveTexObj = GL_FALSE;
static int reportSpeed = 0;
static int dinoDisplayList;
@ -60,6 +58,7 @@ glm::vec3 fishLocation2[fish2Number];
GLuint programColor;
GLuint programTexture;
GLuint skyboxTexture;
GLuint bubblesColor;
Core::Shader_Loader shaderLoader;
@ -151,6 +150,8 @@ glm::vec3 starLocation;
bool starIsPlaced = false;
void bubbleManager();
void keyboard(unsigned char key, int x, int y)
{
@ -321,6 +322,24 @@ void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::ve
glUseProgram(0);
}
void drawBubbleColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
{
GLuint program = bubblesColor;
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(program, "lightDir"), lightDir.x, lightDir.y, lightDir.z);
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);
}
void drawObjectTexture(Core::RenderContext context, glm::mat4 modelMatrix, GLuint textureId)
{
GLuint program = programTexture;
@ -561,7 +580,7 @@ void drawScene()
drawObjectTexture(fish1Context, modelMatrix, textureFish01);
bubbleManager();
//bubbleManager();
gameManager();
for (int i = 0; i < fish1Number; i++)
@ -647,6 +666,8 @@ void drawScene()
drawPlaneTexture(planeContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f)), groundTexture);
bubbleManager();
glUseProgram(skyboxTexture);
glUniform1i(glGetUniformLocation(skyboxTexture, "skybox"), 0);
glm::mat4 transformation = perspectiveMatrix * glm::mat4(glm::mat3(cameraMatrix));
@ -667,9 +688,15 @@ void drawScene()
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);
@ -739,10 +766,11 @@ void bubbleManager() {
glm::mat4 modelMatrix = glm::translate(bubbleLocation[i]);
// Scaling models
glm::vec3 scale = glm::vec3(0.05, 0.05, 0.05);
glm::vec3 scale = glm::vec3(0.02, 0.02, 0.02);
modelMatrix = glm::scale(modelMatrix, scale);
//drawObjectTexture(bubbleContext, modelMatrix, bubbleTexture);
drawObjectColor(bubbleContext, modelMatrix, glm::vec3(.3f, .55f, 0.96f));
//drawBubbleColor(bubbleContext, modelMatrix, glm::vec4(.3f, .55f, 0.96f, 1.f));
drawBubbleColor(bubbleContext, modelMatrix, glm::vec3(.3f, .55f, 0.96f));
}
}
@ -825,6 +853,7 @@ void renderScene()
glEnable(GL_BLEND);
drawSceneLight(PASS_CAUSTIC);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* Restore fragment operations to normal. */
glDepthMask(GL_TRUE);
@ -833,6 +862,7 @@ void renderScene()
}
glPopMatrix();
glutSwapBuffers();
if (reportSpeed) {
@ -893,6 +923,7 @@ void init()
programColor = shaderLoader.CreateProgram("shaders/shader_color.vert", "shaders/shader_color.frag");
programTexture = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
skyboxTexture = shaderLoader.CreateProgram("shaders/skybox_tex.vert", "shaders/skybox_tex.frag");
bubblesColor = shaderLoader.CreateProgram("shaders/bubbles_shader_color.vert", "shaders/bubbles_shader_color.frag");
//Zaladowanie tekstur do skyboxa
cubemapTexture = loadCubemap(faces);
@ -977,6 +1008,7 @@ int main(int argc, char** argv)
glutInitWindowSize(WIN_WIDTH, WIN_HEIGHT);
glutCreateWindow("OpenGL Pierwszy Program");
glewInit();
init();