Bugs fix
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51cd9cfebb
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98e27408c4
@ -40,7 +40,6 @@ static int showCaustics = 1, causticMotion = 1;
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static int useMipmaps = 1;
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static int currentCaustic = 0;
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static int causticIncrement = 1;
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static int NUMBER_OF_BUBBLES = 500;
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static float lightAngle = 0.0, lightHeight = 20;
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static GLfloat angle = -150; /* in degrees */
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@ -48,11 +47,11 @@ static GLfloat angle2 = 30; /* in degrees */
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CONST int fish1Number = 100;
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CONST int fish1Number = 150;
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float fishRotation1[fish1Number];
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glm::vec3 fishLocation[fish1Number];
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CONST int fish2Number = 100;
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CONST int fish2Number = 150;
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float fishRotation2[fish2Number];
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glm::vec3 fishLocation2[fish2Number];
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@ -112,14 +111,16 @@ int WIN_WIDTH = 1280;
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int WIN_HEIGHT = 720;
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float sea_bottom_y_pos = -3.f;
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const int amount_of_marine_plants = 150;
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const int amount_of_marine_plants = 300;
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glm::vec3 marinePlantsLocation[amount_of_marine_plants];
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glm::vec3 planetLocation[100];
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glm::vec3 bubbleLocation[500];
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glm::vec3 bubbleOriginalLocation[500];
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bool bubbleZdir[500] ;
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bool bubbleXdir[500] ;
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glm::vec3 planetLocation[amount_of_marine_plants];
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CONST int bubbleQuantity = 150;
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glm::vec3 bubbleLocation[bubbleQuantity];
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glm::vec3 bubbleOriginalLocation[bubbleQuantity];
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bool bubbleZdir[bubbleQuantity];
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bool bubbleXdir[bubbleQuantity];
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float mouseXPosition;
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float mouseYPosition;
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@ -144,6 +145,8 @@ float vehicleAngleSpeed = 0.0f;
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float vehicleVerticalSpeed = 0.0f;
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bool directionChanged = false;
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bool freecam = false;
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glm::vec3 starLocation;
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bool starIsPlaced = false;
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@ -173,7 +176,8 @@ void keyboard(unsigned char key, int x, int y)
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//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;
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//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;
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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;
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case 'h': if (freecam == true) { freecam = false; }
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else { freecam = true; }; break;
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//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;
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//glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT/ 2);
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@ -232,32 +236,47 @@ void changeVehicleSpeed() {
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}
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//glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT/ 2);
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float Xrotation = 0;
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float Yrotation = 0;
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void mouse(int x, int y)
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{
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mouseXPosition = x - WIN_WIDTH / 2;
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mouseYPosition = y - WIN_HEIGHT / 2;
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Xrotation += mouseXPosition;
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Yrotation += mouseYPosition;
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if (mouseXPositionLast >= 0) {
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delta_x = x - mouseXPositionLast;
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delta_y = y - mouseYPositionLast;
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}
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mouseXPositionLast = x;
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mouseYPositionLast = y;
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glutWarpPointer(WIN_WIDTH / 2, WIN_HEIGHT / 2);
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}
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bool freecam = false;
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glm::mat4 createCameraMatrix()
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{
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//trzymanie freecama do usuni<6E>cia
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freecam = false;
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//delta_x = delta_x + vehicleAngle;
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glm::quat rot_x = glm::angleAxis(delta_y, glm::vec3(1, 0, 0));
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glm::quat rot_y = glm::angleAxis(delta_x, glm::vec3(0, 1, 0));
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glm::quat rot_x = glm::angleAxis(Yrotation, glm::vec3(1, 0, 0));
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glm::quat rot_y = glm::angleAxis(Xrotation, glm::vec3(0, 1, 0));
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dy += delta_y;
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dx += delta_x;
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delta_x = 0;
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delta_y = 0;
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rotation_x = glm::normalize(rot_x * rotation_x);
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rotation_y = glm::normalize(rot_y * rotation_y);
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@ -495,6 +514,8 @@ void checkIfStarIsNearby() {
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}
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}
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float coinRotation = 0.0f;
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void gameManager() {
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checkIfStarIsNearby();
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@ -502,22 +523,25 @@ void gameManager() {
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if (!starIsPlaced)
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{
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starLocation.x = (((float)rand() / (float)(RAND_MAX)) * 10) - 6;
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starLocation.y = (((float)rand() / (float)(RAND_MAX)) * 10) - 6;
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starLocation.y = (((float)rand() / (float)(RAND_MAX)) * 10);
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starLocation.z = (((float)rand() / (float)(RAND_MAX)) * 10) - 6;
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starIsPlaced = true;
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printf("starplaced");
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}
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, -0.2, -0.05));
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, 0, 0.0));
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glm::vec3 shipScale = glm::vec3(1., 1., 1.);
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shipInitialTransformation = glm::scale(shipInitialTransformation, shipScale);
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shipInitialTransformation = shipInitialTransformation * glm::translate(glm::vec3(0, 0, 0)) * glm::scale(glm::vec3(0.1f));
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glm::mat4 shipModelMatrix = glm::translate(starLocation /* + vehicleDir */) * glm::rotate(-vehicleAngle + 30, glm::vec3(0, 1, 0)) * shipInitialTransformation;
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glm::mat4 shipModelMatrix = glm::translate(starLocation /* + vehicleDir */) * glm::rotate(coinRotation, glm::vec3(0, 1, 0)) * shipInitialTransformation;
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coinRotation += 0.02;
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drawObjectTexture(coinContext, shipModelMatrix, coinTexture);
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}
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float fishXTranslation = 0.0f;
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void drawScene()
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{
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, -0.2, -0.05));
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@ -543,7 +567,7 @@ void drawScene()
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for (int i = 0; i < fish1Number; i++)
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{
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float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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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));
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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));
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// Scaling models
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glm::vec3 scale = glm::vec3(0.002, 0.002, 0.002);
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modelMatrix = glm::scale(modelMatrix, scale);
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@ -554,7 +578,7 @@ void drawScene()
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for (int i = 0; i < fish2Number; i++)
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{
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float time = glutGet(GLUT_ELAPSED_TIME) / 2000.f;
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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));
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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));
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// Scaling models
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glm::vec3 scale = glm::vec3(0.1, 0.1, 0.1);
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modelMatrix = glm::scale(modelMatrix, scale);
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@ -562,6 +586,12 @@ void drawScene()
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drawObjectTexture(fish2Context, modelMatrix, textureFish02);
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}
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fishXTranslation += 0.03;
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if (fishXTranslation > 40) {
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fishXTranslation = -40;
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}
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int i = 0;
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while (i < amount_of_marine_plants)
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{
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@ -681,7 +711,8 @@ void bubbleMovement(int i) {
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if (bubbleXdir[i]) {
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bubbleLocation[i].x += bubbleWobbling;
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} else {
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}
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else {
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bubbleLocation[i].x -= bubbleWobbling;
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}
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@ -702,7 +733,7 @@ void bubbleMovement(int i) {
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void bubbleManager() {
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for (int i = 0; i < NUMBER_OF_BUBBLES; i++)
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for (int i = 0; i < bubbleQuantity; i++)
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{
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bubbleMovement(i);
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@ -812,74 +843,7 @@ void renderScene()
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}
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}
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/**
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void renderScene()
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{
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// Aktualizacja macierzy widoku i rzutowania
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cameraMatrix = createCameraMatrix();
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perspectiveMatrix = Core::createPerspectiveMatrix();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.0f, 0.1f, 0.3f, 1.0f);
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glm::mat4 shipInitialTransformation = glm::translate(glm::vec3(0, 0, 0));
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// Scaling models
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glm::vec3 shipScale = glm::vec3(0.01, 0.01, 0.01);
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shipInitialTransformation = glm::scale(shipInitialTransformation, shipScale);
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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));
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glm::mat4 shipModelMatrix = glm::translate(vehiclePos + vehicleDir) * glm::rotate(-vehicleAngle, glm::vec3(0, 1, 0)) * shipInitialTransformation;
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drawObjectColor(shipContext, shipModelMatrix, glm::vec3(0.6f));
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glm::mat4 modelMatrix = glm::translate(glm::vec3(0, 0, 0));
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// Scaling models
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glm::vec3 scale = glm::vec3(0.001, 0.001, 0.001);
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modelMatrix = glm::scale(modelMatrix, scale);
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drawObjectTexture(fishContext, modelMatrix, textureFish01);
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for (int i = 0; i < 10; i++)
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{
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glm::mat4 modelMatrix = glm::translate(planetLocation[i]);
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// Scaling models
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glm::vec3 scale = glm::vec3(0.001, 0.001, 0.001);
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modelMatrix = glm::scale(modelMatrix, scale);
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drawObjectTexture(fishContext, modelMatrix, textureFish01);
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}
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drawPlaneTexture(planeContext, glm::rotate(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f)), groundTexture);
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glUseProgram(skyboxTexture);
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glUniform1i(glGetUniformLocation(skyboxTexture, "skybox"), 0);
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glm::mat4 transformation = perspectiveMatrix * glm::mat4(glm::mat3(cameraMatrix));
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glUniformMatrix4fv(glGetUniformLocation(skyboxTexture, "projectionView"), 1, GL_FALSE, (float*)&transformation);
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//Przypisanie VAO i rysowanie skyboxa
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glBindVertexArray(skyboxVAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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//Pr<50>ba mg<6D>y
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glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // We'll Clear To The Color Of The Fog ( Modified )
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float color[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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glFogi(GL_FOG_MODE, GL_EXP2); // Fog Mode
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glFogfv(GL_FOG_COLOR, color); // Set Fog Color
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glFogf(GL_FOG_DENSITY, 0.35f); // How Dense Will The Fog Be
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glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog Hint Value
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glFogf(GL_FOG_START, 1.0f); // Fog Start Depth
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glFogf(GL_FOG_END, 5.0f); // Fog End Depth
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glEnable(GL_FOG);
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glDepthFunc(GL_LESS);
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glutSwapBuffers();
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}**/
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void loadModelToContext(std::string path, Core::RenderContext& context)
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{
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@ -906,13 +870,13 @@ void init()
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for (int i = 0; i < amount_of_marine_plants; i++)
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{
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marinePlantsLocation[i] = glm::ballRand(35.0);
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marinePlantsLocation[i] = glm::ballRand(20.0);
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}
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for (int i = 0; i < NUMBER_OF_BUBBLES; i++)
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for (int i = 0; i < bubbleQuantity; i++)
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{
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// srand(time(NULL));
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float MAX_NUM = 100.0;
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float MAX_NUM = 20.0;
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bubbleLocation[i].x = (((float)rand() / (float)(RAND_MAX)) * MAX_NUM) - MAX_NUM / 2;
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bubbleLocation[i].y = (((float)rand() / (float)(RAND_MAX)) * 10) - 5;
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@ -975,11 +939,11 @@ void init()
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for (int i = 0; i < fish1Number; i++)
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{
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fishLocation[i] = glm::ballRand(59.0);
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fishLocation[i] = glm::ballRand(20.0);
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}
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for (int i = 0; i < fish2Number; i++)
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{
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fishLocation2[i] = glm::ballRand(59.0);
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fishLocation2[i] = glm::ballRand(20.0);
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}
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for (int i = 0; i < fish1Number; i++) {
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