This commit is contained in:
andreistr21 2022-02-11 09:30:59 +01:00
parent 51cd9cfebb
commit 98e27408c4

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@ -40,7 +40,6 @@ static int showCaustics = 1, causticMotion = 1;
static int useMipmaps = 1; static int useMipmaps = 1;
static int currentCaustic = 0; static int currentCaustic = 0;
static int causticIncrement = 1; static int causticIncrement = 1;
static int NUMBER_OF_BUBBLES = 500;
static float lightAngle = 0.0, lightHeight = 20; static float lightAngle = 0.0, lightHeight = 20;
static GLfloat angle = -150; /* in degrees */ static GLfloat angle = -150; /* in degrees */
@ -48,11 +47,11 @@ static GLfloat angle2 = 30; /* in degrees */
CONST int fish1Number = 100; CONST int fish1Number = 150;
float fishRotation1[fish1Number]; float fishRotation1[fish1Number];
glm::vec3 fishLocation[fish1Number]; glm::vec3 fishLocation[fish1Number];
CONST int fish2Number = 100; CONST int fish2Number = 150;
float fishRotation2[fish2Number]; float fishRotation2[fish2Number];
glm::vec3 fishLocation2[fish2Number]; glm::vec3 fishLocation2[fish2Number];
@ -112,14 +111,16 @@ int WIN_WIDTH = 1280;
int WIN_HEIGHT = 720; int WIN_HEIGHT = 720;
float sea_bottom_y_pos = -3.f; float sea_bottom_y_pos = -3.f;
const int amount_of_marine_plants = 150; const int amount_of_marine_plants = 300;
glm::vec3 marinePlantsLocation[amount_of_marine_plants]; glm::vec3 marinePlantsLocation[amount_of_marine_plants];
glm::vec3 planetLocation[100]; glm::vec3 planetLocation[amount_of_marine_plants];
glm::vec3 bubbleLocation[500];
glm::vec3 bubbleOriginalLocation[500]; CONST int bubbleQuantity = 150;
bool bubbleZdir[500] ; glm::vec3 bubbleLocation[bubbleQuantity];
bool bubbleXdir[500] ; glm::vec3 bubbleOriginalLocation[bubbleQuantity];
bool bubbleZdir[bubbleQuantity];
bool bubbleXdir[bubbleQuantity];
float mouseXPosition; float mouseXPosition;
float mouseYPosition; float mouseYPosition;
@ -144,6 +145,8 @@ float vehicleAngleSpeed = 0.0f;
float vehicleVerticalSpeed = 0.0f; float vehicleVerticalSpeed = 0.0f;
bool directionChanged = false; bool directionChanged = false;
bool freecam = false;
glm::vec3 starLocation; glm::vec3 starLocation;
bool starIsPlaced = false; bool starIsPlaced = false;
@ -173,7 +176,8 @@ void keyboard(unsigned char key, int x, int y)
//case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(1, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break; //case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(1, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break;
//case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(1, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break; //case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(1, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break;
case 'h': rotation_y = glm::quat(1, 0, 0, 0); rotation_x = glm::quat(vehicleAngle, 0, 0, 0); rotationCamera = glm::quat(1, 0, 0, 0); break; case 'h': if (freecam == true) { freecam = false; }
else { freecam = true; }; break;
//delta_x = 0; delta_y = 0; cameraPos = glm::vec3(0, 0, 5); rotation = glm::quat(1, 0, 0, 0); dy = 0; dx = 0; mouseXPositionLast = mouseXPosition; mouseYPositionLast = mouseYPosition; //delta_x = 0; delta_y = 0; cameraPos = glm::vec3(0, 0, 5); rotation = glm::quat(1, 0, 0, 0); dy = 0; dx = 0; mouseXPositionLast = mouseXPosition; mouseYPositionLast = mouseYPosition;
//glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT/ 2); //glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT/ 2);
@ -232,32 +236,47 @@ void changeVehicleSpeed() {
} }
//glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT/ 2);
float Xrotation = 0;
float Yrotation = 0;
void mouse(int x, int y) void mouse(int x, int y)
{ {
mouseXPosition = x - WIN_WIDTH / 2;
mouseYPosition = y - WIN_HEIGHT / 2;
Xrotation += mouseXPosition;
Yrotation += mouseYPosition;
if (mouseXPositionLast >= 0) { if (mouseXPositionLast >= 0) {
delta_x = x - mouseXPositionLast; delta_x = x - mouseXPositionLast;
delta_y = y - mouseYPositionLast; delta_y = y - mouseYPositionLast;
} }
mouseXPositionLast = x; mouseXPositionLast = x;
mouseYPositionLast = y; mouseYPositionLast = y;
glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT / 2);
} }
bool freecam = false;
glm::mat4 createCameraMatrix() glm::mat4 createCameraMatrix()
{ {
//trzymanie freecama do usuni<6E>cia //trzymanie freecama do usuni<6E>cia
freecam = false; freecam = false;
//delta_x = delta_x + vehicleAngle; //delta_x = delta_x + vehicleAngle;
glm::quat rot_x = glm::angleAxis(delta_y, glm::vec3(1, 0, 0)); glm::quat rot_x = glm::angleAxis(Yrotation, glm::vec3(1, 0, 0));
glm::quat rot_y = glm::angleAxis(delta_x, glm::vec3(0, 1, 0)); glm::quat rot_y = glm::angleAxis(Xrotation, glm::vec3(0, 1, 0));
dy += delta_y; dy += delta_y;
dx += delta_x; dx += delta_x;
delta_x = 0; delta_x = 0;
delta_y = 0; delta_y = 0;
rotation_x = glm::normalize(rot_x * rotation_x); rotation_x = glm::normalize(rot_x * rotation_x);
rotation_y = glm::normalize(rot_y * rotation_y); rotation_y = glm::normalize(rot_y * rotation_y);
@ -495,6 +514,8 @@ void checkIfStarIsNearby() {
} }
} }
float coinRotation = 0.0f;
void gameManager() { void gameManager() {
checkIfStarIsNearby(); checkIfStarIsNearby();
@ -502,22 +523,25 @@ void gameManager() {
if (!starIsPlaced) if (!starIsPlaced)
{ {
starLocation.x = (((float)rand() / (float)(RAND_MAX)) * 10) - 6; starLocation.x = (((float)rand() / (float)(RAND_MAX)) * 10) - 6;
starLocation.y = (((float)rand() / (float)(RAND_MAX)) * 10) - 6; starLocation.y = (((float)rand() / (float)(RAND_MAX)) * 10);
starLocation.z = (((float)rand() / (float)(RAND_MAX)) * 10) - 6; starLocation.z = (((float)rand() / (float)(RAND_MAX)) * 10) - 6;
starIsPlaced = true; starIsPlaced = true;
printf("starplaced"); printf("starplaced");
} }
glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, -0.2, -0.05)); glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, 0, 0.0));
glm::vec3 shipScale = glm::vec3(1., 1., 1.); glm::vec3 shipScale = glm::vec3(1., 1., 1.);
shipInitialTransformation = glm::scale(shipInitialTransformation, shipScale); shipInitialTransformation = glm::scale(shipInitialTransformation, shipScale);
shipInitialTransformation = shipInitialTransformation * glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(0.1f)); shipInitialTransformation = shipInitialTransformation * glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(0.1f));
glm::mat4 shipModelMatrix = glm::translate(starLocation /* + vehicleDir */) * glm::rotate(-vehicleAngle + 30, glm::vec3(0, 1, 0)) * shipInitialTransformation; glm::mat4 shipModelMatrix = glm::translate(starLocation /* + vehicleDir */) * glm::rotate(coinRotation, glm::vec3(0, 1, 0)) * shipInitialTransformation;
coinRotation += 0.02;
drawObjectTexture(coinContext, shipModelMatrix, coinTexture); drawObjectTexture(coinContext, shipModelMatrix, coinTexture);
} }
float fishXTranslation = 0.0f;
void drawScene() void drawScene()
{ {
glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, -0.2, -0.05)); glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, -0.2, -0.05));
@ -543,7 +567,7 @@ void drawScene()
for (int i = 0; i < fish1Number; i++) for (int i = 0; i < fish1Number; i++)
{ {
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f; float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glm::mat4 modelMatrix = glm::translate(fishLocation[i]) * glm::rotate(glm::radians(fishRotation1[i]), glm::vec3(0.f, 1.f, 0.f)) * glm::translate(glm::vec3(time, 0, 0)); glm::mat4 modelMatrix = glm::translate(fishLocation[i]) * glm::rotate(glm::radians(fishRotation1[i]), glm::vec3(0.f, 1.f, 0.f)) * glm::translate(glm::vec3(fishXTranslation, 0, 0));
// Scaling models // Scaling models
glm::vec3 scale = glm::vec3(0.002, 0.002, 0.002); glm::vec3 scale = glm::vec3(0.002, 0.002, 0.002);
modelMatrix = glm::scale(modelMatrix, scale); modelMatrix = glm::scale(modelMatrix, scale);
@ -554,7 +578,7 @@ void drawScene()
for (int i = 0; i < fish2Number; i++) for (int i = 0; i < fish2Number; i++)
{ {
float time = glutGet(GLUT_ELAPSED_TIME) / 2000.f; float time = glutGet(GLUT_ELAPSED_TIME) / 2000.f;
glm::mat4 modelMatrix = glm::translate(fishLocation2[i]) * glm::rotate(glm::radians(fishRotation2[i]), glm::vec3(0.f, 1.f, 0.f)) * glm::translate(glm::vec3(time, 0, 0)) * glm::rotate(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f)); glm::mat4 modelMatrix = glm::translate(fishLocation2[i]) * glm::rotate(glm::radians(fishRotation2[i]), glm::vec3(0.f, 1.f, 0.f)) * glm::translate(glm::vec3(fishXTranslation, 0, 0)) * glm::rotate(glm::radians(90.f), glm::vec3(0.f, 1.f, 0.f));
// Scaling models // Scaling models
glm::vec3 scale = glm::vec3(0.1, 0.1, 0.1); glm::vec3 scale = glm::vec3(0.1, 0.1, 0.1);
modelMatrix = glm::scale(modelMatrix, scale); modelMatrix = glm::scale(modelMatrix, scale);
@ -562,6 +586,12 @@ void drawScene()
drawObjectTexture(fish2Context, modelMatrix, textureFish02); drawObjectTexture(fish2Context, modelMatrix, textureFish02);
} }
fishXTranslation += 0.03;
if (fishXTranslation > 40) {
fishXTranslation = -40;
}
int i = 0; int i = 0;
while (i < amount_of_marine_plants) while (i < amount_of_marine_plants)
{ {
@ -681,7 +711,8 @@ void bubbleMovement(int i) {
if (bubbleXdir[i]) { if (bubbleXdir[i]) {
bubbleLocation[i].x += bubbleWobbling; bubbleLocation[i].x += bubbleWobbling;
} else { }
else {
bubbleLocation[i].x -= bubbleWobbling; bubbleLocation[i].x -= bubbleWobbling;
} }
@ -702,7 +733,7 @@ void bubbleMovement(int i) {
void bubbleManager() { void bubbleManager() {
for (int i = 0; i < NUMBER_OF_BUBBLES; i++) for (int i = 0; i < bubbleQuantity; i++)
{ {
bubbleMovement(i); bubbleMovement(i);
@ -812,74 +843,7 @@ void renderScene()
} }
} }
/**
void renderScene()
{
// Aktualizacja macierzy widoku i rzutowania
cameraMatrix = createCameraMatrix();
perspectiveMatrix = Core::createPerspectiveMatrix();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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);
//Pr<50>ba mg<6D>y
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 };
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);
glutSwapBuffers();
}**/
void loadModelToContext(std::string path, Core::RenderContext& context) void loadModelToContext(std::string path, Core::RenderContext& context)
{ {
@ -906,13 +870,13 @@ void init()
for (int i = 0; i < amount_of_marine_plants; i++) for (int i = 0; i < amount_of_marine_plants; i++)
{ {
marinePlantsLocation[i] = glm::ballRand(35.0); marinePlantsLocation[i] = glm::ballRand(20.0);
} }
for (int i = 0; i < NUMBER_OF_BUBBLES; i++) for (int i = 0; i < bubbleQuantity; i++)
{ {
// srand(time(NULL)); // srand(time(NULL));
float MAX_NUM = 100.0; float MAX_NUM = 20.0;
bubbleLocation[i].x = (((float)rand() / (float)(RAND_MAX)) * MAX_NUM) - MAX_NUM / 2; bubbleLocation[i].x = (((float)rand() / (float)(RAND_MAX)) * MAX_NUM) - MAX_NUM / 2;
bubbleLocation[i].y = (((float)rand() / (float)(RAND_MAX)) * 10) - 5; bubbleLocation[i].y = (((float)rand() / (float)(RAND_MAX)) * 10) - 5;
@ -975,11 +939,11 @@ void init()
for (int i = 0; i < fish1Number; i++) for (int i = 0; i < fish1Number; i++)
{ {
fishLocation[i] = glm::ballRand(59.0); fishLocation[i] = glm::ballRand(20.0);
} }
for (int i = 0; i < fish2Number; i++) for (int i = 0; i < fish2Number; i++)
{ {
fishLocation2[i] = glm::ballRand(59.0); fishLocation2[i] = glm::ballRand(20.0);
} }
for (int i = 0; i < fish1Number; i++) { for (int i = 0; i < fish1Number; i++) {