Prześlij pliki do 'src'

This commit is contained in:
Michał Ciesiółka 2023-01-26 23:18:34 +01:00
parent 159ea35614
commit 6ad07de5dd
2 changed files with 73 additions and 21 deletions

View File

@ -19,12 +19,13 @@
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 500, HEIGHT = 500; int WIDTH = 900, HEIGHT = 900;
namespace models { namespace models {
Core::RenderContext spaceshipContext; Core::RenderContext spaceshipContext;
Core::RenderContext sphereContext; Core::RenderContext sphereContext;
Core::RenderContext windowFrame;
Core::RenderContext bookShelf; Core::RenderContext bookShelf;
Core::RenderContext window; Core::RenderContext window;
Core::RenderContext potPlant; Core::RenderContext potPlant;
@ -37,7 +38,7 @@ namespace models {
} }
namespace textures { namespace textures {
GLuint sunTexture; GLuint sunTexture;
GLuint windowUkTexture; GLuint windowFrameTexture;
GLuint bookShelfTexture; GLuint bookShelfTexture;
GLuint potPlantTexture; GLuint potPlantTexture;
GLuint officeChariTexture; GLuint officeChariTexture;
@ -60,6 +61,21 @@ GLuint programSkybox;
bool flashOff = false; bool flashOff = false;
double prevTime = 0.0;
double currTime = 0.0;
double timeDiff;
unsigned int counter = 0;
glm::vec3 position = glm::vec3(0, 0, 5);
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float speed = 0.1f;
float sensitivity = 100.0f;
double xpos, ypos;
glm::vec3 Position;
glm::vec3 Orientation = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 Up = glm::vec3(0.0f, 1.0f, 0.0f);
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext; Core::RenderContext shipContext;
@ -197,12 +213,12 @@ void renderShadowapSun() {
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0)); glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
//drawObjectDepth(sphereContext, drawObjectDepth(sphereContext,
// lightVP, lightVP,
// glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f))); glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
//drawObjectDepth(sphereContext, drawObjectDepth(sphereContext,
// lightVP, lightVP,
// glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f))); glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
//drawObjectDepth(models::bedContext, //drawObjectDepth(models::bedContext,
// lightVP, // lightVP,
// glm::mat4()); // glm::mat4());
@ -263,11 +279,11 @@ void renderScene(GLFWwindow* window)
drawObjectPBR(models::window, glm::mat4(), drawObjectPBR(models::window, glm::mat4(),
textures::windowUkTexture, textures::windowFrameTexture,
0.2, 0.2,
0.1 0.1
); );
drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 3.0f, -6.0f)), drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
textures::potPlantTexture, textures::potPlantTexture,
1.0f, 1.0f,
0.2f 0.2f
@ -287,7 +303,7 @@ void renderScene(GLFWwindow* window)
0.4f, 0.4f,
0.0f 0.0f
); );
drawObjectPBR(models::desk, glm::mat4() * glm::translate(glm::vec3(-3.0, 0.0, -3.0f)), drawObjectPBR(models::desk, glm::mat4(),
textures::deskTexture, textures::deskTexture,
0.4f, 0.4f,
0.0f 0.0f
@ -302,6 +318,10 @@ void renderScene(GLFWwindow* window)
0.3f, 0.3f,
0.0f 0.0f
); );
drawObjectPBR(models::windowFrame, glm::mat4(),
textures::windowFrameTexture,
0.2f,
0.0f);
drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)), drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)),
textures::bookShelfTexture, textures::bookShelfTexture,
0.4f, 0.4f,
@ -392,26 +412,19 @@ void init(GLFWwindow* window)
loadModelToContext("./models/spaceship.obj", models::spaceshipContext); loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext); loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models2/Frame/Frame.obj", models::windowFrame);
loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf); loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf);
loadModelToContext("./models2/potplant/Pot.obj", models::potPlant); loadModelToContext("./models2/potplant/Pot.obj", models::potPlant);
loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp); loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp);
loadModelToContext("./models2/door/source/door.obj", models::door); loadModelToContext("./models2/door/source/door.obj", models::door);
loadModelToContext("./models2/bed/untitled.obj", models::bed);
loadModelToContext("./models2/ceiling_lamp/ceilinglamp.obj", models::ceilingLamp);
loadModelToContext("./models2/desk/Desk0.5.obj", models::desk);
//loadModelToContext("./models2/chair/Office_chair.obj", models::officeChair);
//loadModelToContext("./models2/window/WindowUK.obj", models::window);
textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png"); textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png");
textures::sunTexture = Core::LoadTexture("./models/sun.jpeg"); textures::sunTexture = Core::LoadTexture("./models/sun.jpeg");
textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png");
textures::bookShelfTexture = Core::LoadTexture("./models2/bookshelf/SHELF_TEXTURE.bmp"); textures::bookShelfTexture = Core::LoadTexture("./models2/bookshelf/SHELF_TEXTURE.bmp");
textures::potPlantTexture = Core::LoadTexture("./models2/potplant/b3.bmp"); textures::potPlantTexture = Core::LoadTexture("./models2/potplant/b3.bmp");
textures::lampTexture = Core::LoadTexture("./models2/lamp/_Base_color.png"); textures::lampTexture = Core::LoadTexture("./models2/lamp/_Base_color.png");
textures::doorTexture = Core::LoadTexture("./models2/door/textures/Door_albedo.bmp"); textures::doorTexture = Core::LoadTexture("./models2/door/textures/Door_albedo.bmp");
textures::bedTexture = Core::LoadTexture("./models2/bed/bed.png");
textures::ceilingLampTexture = Core::LoadTexture("./models2/ceiling_lamp/ceilingLamp.png");
textures::deskTexture = Core::LoadTexture("./models2/desk/defsk.png");
} }
void shutdown(GLFWwindow* window) void shutdown(GLFWwindow* window)
@ -449,6 +462,29 @@ void processInput(GLFWwindow* window)
flashOff = false; flashOff = false;
if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS)
flashOff = true; flashOff = true;
if (glfwGetKey(window, GLFW_KEY_6) == GLFW_RELEASE)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
glfwGetCursorPos(window, &xpos, &ypos);
float rotX = sensitivity * (float)(xpos - (WIDTH / 2)) / HEIGHT;
float rotY = sensitivity * (float)(ypos - (HEIGHT / 2)) / WIDTH;
glm::vec3 newOrientation = glm::rotate(spaceshipDir, glm::radians(-rotY), glm::normalize(glm::cross(spaceshipDir, spaceshipUp)));
// Decides whether or not the next vertical Orientation is legal or not
if (abs(glm::angle(newOrientation, spaceshipUp) - glm::radians(90.0f)) <= glm::radians(85.0f))
{
spaceshipDir = newOrientation;
}
// Rotates the Orientation left and right
spaceshipDir = glm::rotate(spaceshipDir, glm::radians(-rotX), spaceshipUp);
glfwSetCursorPos(window, WIDTH/2, HEIGHT/2);
}
cameraPos = spaceshipPos - 0.6 * spaceshipDir + glm::vec3(0, 1, 0) * 0.26f; cameraPos = spaceshipPos - 0.6 * spaceshipDir + glm::vec3(0, 1, 0) * 0.26f;
@ -472,6 +508,20 @@ void processInput(GLFWwindow* window)
void renderLoop(GLFWwindow* window) { void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
currTime = glfwGetTime();
timeDiff = currTime - prevTime;
counter++;
if (timeDiff >= 1.0 / 30.0)
{
std::string FPS = std::to_string((1.0 / timeDiff) * counter);
std::string newTitle = "Super Gra - " + FPS + " FPS";
glfwSetWindowTitle(window, newTitle.c_str());
prevTime = currTime;
counter = 0;
}
processInput(window); processInput(window);
renderScene(window); renderScene(window);

View File

@ -17,13 +17,15 @@ int main(int argc, char** argv)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
#ifdef __APPLE__ #ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif #endif
// tworzenie okna za pomoca glfw // tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); GLFWwindow* window = glfwCreateWindow(900, 900, "FirstWindow", NULL, NULL);
glfwSetWindowPos(window, 500, 30);
if (window == NULL) if (window == NULL)
{ {
std::cout << "Failed to create GLFW window" << std::endl; std::cout << "Failed to create GLFW window" << std::endl;