deszcz poza pokojem
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@ -2,7 +2,7 @@
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<Project>
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<Project>
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<ProjectOutputs>
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<ProjectOutputs>
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||||||
<ProjectOutput>
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<ProjectOutput>
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||||||
<FullPath>C:\Users\Anna Niczyporuk\source\repos\GRK_Projectnew\Debug\grk-cw9.exe</FullPath>
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<FullPath>C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\Debug\grk-cw9.exe</FullPath>
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||||||
</ProjectOutput>
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</ProjectOutput>
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</ProjectOutputs>
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</ProjectOutputs>
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||||||
<ContentFiles />
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<ContentFiles />
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||||||
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@ -1 +1,65 @@
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|||||||
grk-cw9.vcxproj -> C:\Users\Anna Niczyporuk\source\repos\GRK_Projectnew\Debug\grk-cw9.exe
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main.cpp
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C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\shared\minwindef.h(130,1): warning C4005: 'APIENTRY': macro redefinition
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123): message : see previous definition of 'APIENTRY'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(87,16): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(88,14): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(90,17): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(91,15): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(100,9): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(101,9): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(111,29): warning C4244: 'return': conversion from 'int' to 'float', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\Collision_System.cpp(115,29): warning C4244: 'return': conversion from 'int' to 'float', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(242,30): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(259,17): warning C4101: 'data': unreferenced local variable
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(284,38): warning C4305: '=': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(313,16): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(507,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(523,98): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(526,68): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(587,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(588,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(589,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(592,31): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(593,25): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(648,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(649,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(650,8): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(653,31): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(654,25): warning C4305: 'initializing': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(730,13): warning C4244: 'initializing': conversion from 'double' to 'float', possible loss of data
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(738,108): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(746,87): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(746,223): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(749,59): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(750,37): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(782,2): warning C4305: 'argument': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(875,108): warning C4305: 'argument': truncation from 'double' to 'T'
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with
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[
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T=float
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]
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(1112,21): warning C4305: '-=': truncation from 'double' to 'float'
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C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\cw 9\src\ex_9_1.hpp(1114,21): warning C4305: '+=': truncation from 'double' to 'float'
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Box.obj : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
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LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
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grk-cw9.vcxproj -> C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\Debug\grk-cw9.exe
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@ -1,2 +1,2 @@
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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.33.31629:TargetPlatformVersion=10.0.19041.0:
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PlatformToolSet=v143:VCToolArchitecture=Native32Bit:VCToolsVersion=14.30.30705:TargetPlatformVersion=10.0.19041.0:
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Debug|Win32|C:\Users\Anna Niczyporuk\source\repos\GRK_Projectnew\|
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Debug|Win32|C:\Users\walcz\Desktop\nowe\GRK_Project\GRK_Project\|
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13
cw 9/shaders/bubbles_shader_color.frag
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cw 9/shaders/bubbles_shader_color.frag
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#version 410 core
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uniform vec3 objectColor;
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uniform vec3 lightDir;
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in vec3 interpNormal;
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void main()
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{
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vec3 normal = normalize(interpNormal);
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float diffuse = 0.4;
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gl_FragColor = vec4(objectColor * diffuse, 1.0);
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}
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16
cw 9/shaders/bubbles_shader_color.vert
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cw 9/shaders/bubbles_shader_color.vert
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#version 410 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 2) in vec2 vertexTexCoord;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 modelMatrix;
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out vec3 interpNormal;
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void main()
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{
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
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}
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GLuint programSkybox;
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GLuint programSkybox;
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GLuint programWater;
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GLuint programWater;
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GLuint skyboxTexture;
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GLuint skyboxTexture;
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GLuint bubblesColor;
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GLuint bubbleTexture;
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Core::RenderContext bubbleContext;
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Core::Shader_Loader shaderLoader;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext waterContext;
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Core::RenderContext waterContext;
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Core::RenderContext shipContext;
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Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext sphereContext;
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TriangleSoup water;
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TriangleSoup water;
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CONST int bubbleQuantity = 2000;
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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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glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
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glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
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glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
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glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
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glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f) * 5;
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glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f) * 5;
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float lastTime = -1.f;
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float lastTime = -1.f;
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float deltaTime = 0.f;
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float deltaTime = 0.f;
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void bubbleManager();
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unsigned int loadSkybox(std::vector<std::string> faces)
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unsigned int loadSkybox(std::vector<std::string> faces)
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{
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{
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unsigned int textureID;
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unsigned int textureID;
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glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(context);
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Core::DrawContext(context);
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}
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}
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void drawBubbleColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
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{
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GLuint program = bubblesColor;
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "objectColor"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(program, "lightDir"), sunDir.x, sunDir.y, sunDir.z);
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glm::mat4 transformation = createPerspectiveMatrix() * createCameraMatrix() * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "modelViewProjectionMatrix"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void renderShadowapSun() {
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void renderShadowapSun() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, WIDTH, HEIGHT);
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}
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}
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water.render();
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water.render();
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}
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}
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void bubbleMovement(int i) {
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float bubbleWobblingDivider = 100;
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int x = floor(bubbleLocation[i].x);
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int y = floor(bubbleLocation[i].y);
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int z = floor(bubbleLocation[i].z);
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float bubbleWobbling = 0.0005;
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float bubbleDown = 0.05;
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//printf(xDir ? "true\n" : "false\n");
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//printf(zDir ? "true\n" : "false\n");
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if (bubbleLocation[i].x >= bubbleOriginalLocation[i].x + bubbleWobbling * bubbleWobblingDivider) {
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bubbleXdir[i] = false;
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//printf("herex1\n");
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}
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else if (bubbleLocation[i].x < bubbleOriginalLocation[i].x - bubbleWobbling * bubbleWobblingDivider) {
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bubbleXdir[i] = true;
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//printf("herex2\n");
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}
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if (bubbleLocation[i].z >= bubbleOriginalLocation[i].z + bubbleWobbling * bubbleWobblingDivider) {
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bubbleZdir[i] = false;
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}
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else if (bubbleLocation[i].z < bubbleOriginalLocation[i].z - bubbleWobbling * bubbleWobblingDivider) {
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bubbleZdir[i] = true;
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}
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bubbleZdir[i] = false;
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bubbleXdir[i] = false;
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if (bubbleXdir[i]) {
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bubbleLocation[i].x += bubbleWobbling;
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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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if (bubbleZdir[i]) {
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bubbleLocation[i].z += bubbleWobbling;
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}
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else {
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bubbleLocation[i].z -= bubbleWobbling;
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}
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if (y <= -10.0 ) {
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bubbleLocation[i].y = 10.0;
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}
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if (x <= (-1.0 + 2.9) && x > (-1.0 - 2.9) && z <= (-1.2 + 3.2) && z > (-1.2 - 3.2) && y <= (1.0 + 2.36) ) {
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bubbleLocation[i].y = 10.0;
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}
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bubbleLocation[i].y -= bubbleDown;
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}
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void bubbleManager() {
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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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glm::mat4 modelMatrix = glm::translate(bubbleLocation[i]);
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// Scaling models
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glm::vec3 scale = glm::vec3(0.01, 0.04, 0.02);
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modelMatrix = glm::scale(modelMatrix, scale);
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//glUseProgram(programTex);
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drawObjectTex(bubbleContext, modelMatrix, 0, 0, texture::water);
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//drawBubbleColor(bubbleContext, modelMatrix, glm::vec3(.3f, .55f, 0.96f));
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// srand(time(NULL));
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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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//bubbleLocation[i].z = (((float)rand() / (float)(RAND_MAX)) * MAX_NUM) - MAX_NUM / 2;
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||||||
|
bubbleOriginalLocation[i] = bubbleLocation[i];
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||||||
|
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||||||
|
bubbleZdir[i] = true;
|
||||||
|
bubbleXdir[i] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void renderScene(GLFWwindow* window)
|
void renderScene(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
@ -646,19 +767,6 @@ void renderScene(GLFWwindow* window)
|
|||||||
drawObjectTexPBR_ARM(models::c_tableContext, glm::mat4(), texture::c_table_albedo, texture::c_table_normal, texture::c_table_arm);
|
drawObjectTexPBR_ARM(models::c_tableContext, glm::mat4(), texture::c_table_albedo, texture::c_table_normal, texture::c_table_arm);
|
||||||
drawObjectTexPBR_ARM(models::vaseContext, glm::mat4(), texture::vase_albedo, texture::vase_normal, texture::vase_arm);
|
drawObjectTexPBR_ARM(models::vaseContext, glm::mat4(), texture::vase_albedo, texture::vase_normal, texture::vase_arm);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
glUseProgram(programWater);
|
glUseProgram(programWater);
|
||||||
//drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0, -1.0, 0.0)) * glm::scale(glm::vec3(30.0)), glm::vec3(0.1, 0.1, 0.95), time, texture::water);
|
//drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0, -1.0, 0.0)) * glm::scale(glm::vec3(30.0)), glm::vec3(0.1, 0.1, 0.95), time, texture::water);
|
||||||
drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0f, -1.7f, 0.0f)), glm::vec4(0.1, 0.1, 0.95, 0.5), time, texture::water);
|
drawObjectColorWater(waterContext, glm::translate(glm::mat4(1.0), glm::vec3(0.0f, -1.7f, 0.0f)), glm::vec4(0.1, 0.1, 0.95, 0.5), time, texture::water);
|
||||||
@ -671,7 +779,8 @@ void renderScene(GLFWwindow* window)
|
|||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||||
Core::DrawContext(models::testContext);*/
|
Core::DrawContext(models::testContext);*/
|
||||||
|
|
||||||
|
bubbleManager();
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
}
|
}
|
||||||
@ -720,6 +829,7 @@ void init(GLFWwindow* window)
|
|||||||
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
|
||||||
programTexPBR = shaderLoader.CreateProgram("shaders/shader_tex_pbr.vert", "shaders/shader_tex_pbr.frag");
|
programTexPBR = shaderLoader.CreateProgram("shaders/shader_tex_pbr.vert", "shaders/shader_tex_pbr.frag");
|
||||||
programTexPBR_ARM = shaderLoader.CreateProgram("shaders/shader_tex_pbr_arm.vert", "shaders/shader_tex_pbr_arm.frag");
|
programTexPBR_ARM = shaderLoader.CreateProgram("shaders/shader_tex_pbr_arm.vert", "shaders/shader_tex_pbr_arm.frag");
|
||||||
|
bubblesColor = shaderLoader.CreateProgram("shaders/bubbles_shader_color.vert", "shaders/bubbles_shader_color.frag");
|
||||||
water.readOBJ("./models/plane2.obj");
|
water.readOBJ("./models/plane2.obj");
|
||||||
texture::water = Core::LoadTexture("textures/test.png");
|
texture::water = Core::LoadTexture("textures/test.png");
|
||||||
texture::rust = Core::LoadTexture("textures/rust.jpg");
|
texture::rust = Core::LoadTexture("textures/rust.jpg");
|
||||||
@ -821,7 +931,7 @@ void init(GLFWwindow* window)
|
|||||||
texture::vase_normal = Core::LoadTexture("textures/vase/normal.png");
|
texture::vase_normal = Core::LoadTexture("textures/vase/normal.png");
|
||||||
|
|
||||||
|
|
||||||
|
loadModelToContext("models/bubble.obj", bubbleContext, false);
|
||||||
loadModelToContext("./models/sphere.obj", sphereContext, false);
|
loadModelToContext("./models/sphere.obj", sphereContext, false);
|
||||||
loadModelToContext("./models/spaceship.obj", shipContext, false);
|
loadModelToContext("./models/spaceship.obj", shipContext, false);
|
||||||
//loadModelToContext("./models/bed.obj", models::bedContext, true);
|
//loadModelToContext("./models/bed.obj", models::bedContext, true);
|
||||||
@ -866,7 +976,7 @@ void init(GLFWwindow* window)
|
|||||||
loadModelToContext("./models/uploads_files_1938755_KAUSTBY.obj", models::chairContext, false);
|
loadModelToContext("./models/uploads_files_1938755_KAUSTBY.obj", models::chairContext, false);
|
||||||
loadModelToContext("./models/ceramic_vase_01.obj", models::vaseContext, true);
|
loadModelToContext("./models/ceramic_vase_01.obj", models::vaseContext, true);
|
||||||
//collisionSystem.calculateSceneBounding();
|
//collisionSystem.calculateSceneBounding();
|
||||||
|
|
||||||
skyboxTexture = loadSkybox(faces);
|
skyboxTexture = loadSkybox(faces);
|
||||||
//drawSkybox(models::cubeContext, transformation, skyboxTexture);
|
//drawSkybox(models::cubeContext, transformation, skyboxTexture);
|
||||||
/*glUseProgram(programSkybox);
|
/*glUseProgram(programSkybox);
|
||||||
@ -914,6 +1024,22 @@ void processInput(GLFWwindow* window)
|
|||||||
texture::screen = Core::LoadTexture("textures/visual.png");
|
texture::screen = Core::LoadTexture("textures/visual.png");
|
||||||
PlaySound(nullptr, nullptr, 0);
|
PlaySound(nullptr, nullptr, 0);
|
||||||
}
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS) {
|
||||||
|
for (int i = 0; i < bubbleQuantity; i++)
|
||||||
|
{
|
||||||
|
// srand(time(NULL));
|
||||||
|
float MAX_NUM = 20.0;
|
||||||
|
|
||||||
|
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].z = (((float)rand() / (float)(RAND_MAX)) * MAX_NUM) - MAX_NUM / 2;
|
||||||
|
|
||||||
|
bubbleOriginalLocation[i] = bubbleLocation[i];
|
||||||
|
|
||||||
|
bubbleZdir[i] = true;
|
||||||
|
bubbleXdir[i] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
cameraDir = spaceshipDir;
|
cameraDir = spaceshipDir;
|
||||||
cameraPos = newSpaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
|
cameraPos = newSpaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
|
||||||
|
Loading…
Reference in New Issue
Block a user