add: flame colour change on engine upgrade

This commit is contained in:
Szymon Szczubkowski 2024-02-08 08:44:24 +01:00
parent 6c511bd695
commit 90d60a0e48
5 changed files with 25 additions and 10 deletions

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@ -4,10 +4,10 @@ Szymon Szczubkowski, Agnieszka Wyrosławska
## Zaimplementowane technologie ## Zaimplementowane technologie
### Physically based rendering ### Physically based rendering
W projekcie zaimplementowane jest oświetlenie PBR. Wspiera ono albedo, roughness, metallic, ambient occlusion oraz **normal** mapy. W projekcie zaimplementowane jest oświetlenie **PBR**. Wspiera ono albedo, roughness, metallic, ambient occlusion oraz **normal** mapy.
### Normal mapping ### Normal mapping
Razem z PBR zaimplementowane zostało wsparcie dla normal maps. Razem z **PBR** zaimplementowane zostało wsparcie dla **normal maps**.
![picture](https://i.imgur.com/VJP72bY.png) ![picture](https://i.imgur.com/VJP72bY.png)
@ -19,7 +19,7 @@ W tle widoczny jest skybox kosmosu.
### Billboarding ### Billboarding
Na potrzeby wyświetlania cząsteczek ognia zaimplementowany został billboarding. Na potrzeby wyświetlania cząsteczek ognia zaimplementowany został **billboarding**. Aby osiągnąć bardziej realistyczny efekt płonącego ognia wykorzystana została technika **blending**u.
![picture](https://i.gyazo.com/d00aba38d49f6179861f68ec464b4753.gif) ![picture](https://i.gyazo.com/d00aba38d49f6179861f68ec464b4753.gif)
@ -34,3 +34,10 @@ LOT W PRZÓD | PRAWY TRIGGER
LOT W TYŁ | LEWY TRIGGER LOT W TYŁ | LEWY TRIGGER
OBRÓT LEWO-PRAWO | LEWA GAŁKA OBRÓT LEWO-PRAWO | LEWA GAŁKA
NACHYLENIE GÓRA-DÓŁ | PRAWA GAŁKA NACHYLENIE GÓRA-DÓŁ | PRAWA GAŁKA
MONOTWANIE ULEPSZENIA | A / X
### Interaktywność
W związku z brakami kadrowymi, "gra" stanowi bardziej demo typu "Proof of concept".
Możliwe jest zebranie ulepszenia które poprawia prędkość statku oraz zmienia kolor płomieni.
![picture](https://i.gyazo.com/35f28bdc6ef12186f38395b3f967cdb7.gif)

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@ -7,6 +7,9 @@ uniform sampler2D sprite;
void main() void main()
{ {
if(ParticleColor.w > 0){
FragColor = (texture(sprite, TexCoords) * ParticleColor); FragColor = (texture(sprite, TexCoords) * ParticleColor);
}else{
FragColor = texture(sprite, TexCoords); FragColor = texture(sprite, TexCoords);
} }
}

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@ -4,7 +4,7 @@ ParticleGenerator::ParticleGenerator() {
this->init(); this->init();
} }
void ParticleGenerator::Draw(glm::mat4 modelMatrix, GLuint programParticle, GLuint texture, glm::vec3 cameraDir) { void ParticleGenerator::Draw(glm::mat4 modelMatrix, GLuint programParticle, GLuint texture, glm::vec3 cameraDir, bool isColour) {
glEnable(GL_BLEND); glEnable(GL_BLEND);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@ -18,7 +18,12 @@ void ParticleGenerator::Draw(glm::mat4 modelMatrix, GLuint programParticle, GLui
glUniformMatrix4fv(glGetUniformLocation(programParticle, "transformation"), 1, GL_FALSE, (float*)&(modelMatrix)); glUniformMatrix4fv(glGetUniformLocation(programParticle, "transformation"), 1, GL_FALSE, (float*)&(modelMatrix));
glUniform3f(glGetUniformLocation(programParticle, "position"), particle.position.x, particle.position.y + (rand() % 10 - 5) / 500.f, particle.position.z + (rand() % 10 - 5) / 500.f); glUniform3f(glGetUniformLocation(programParticle, "position"), particle.position.x, particle.position.y + (rand() % 10 - 5) / 500.f, particle.position.z + (rand() % 10 - 5) / 500.f);
glUniform4f(glGetUniformLocation(programParticle, "color"), particle.color.x, particle.color.y, particle.color.z, particle.color.w); if (isColour) {
glUniform4f(glGetUniformLocation(programParticle, "color"), 0.f, 0.9f, 0.f, 1.f);
}
else {
glUniform4f(glGetUniformLocation(programParticle, "color"), 0.f, 0.f, 0.f, 0.f);
}
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f))); glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir)); glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));

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@ -15,7 +15,7 @@ struct Particle {
class ParticleGenerator { class ParticleGenerator {
public: public:
void Draw(glm::mat4 modelMatrix, GLuint programParticle, GLuint texture, glm::vec3 cameraDir); void Draw(glm::mat4 modelMatrix, GLuint programParticle, GLuint texture, glm::vec3 cameraDir, bool isColour);
ParticleGenerator(); ParticleGenerator();
private: private:
std::vector<Particle> particles; std::vector<Particle> particles;

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@ -407,7 +407,7 @@ void renderScene(GLFWwindow* window) {
drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY(-1.5f * time) * glm::scale(glm::vec3(0.1f)), texture::earth_albedo, texture::earth_normal, texture::earth_ao, texture::earth_roughness, texture::earth_metallic); drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY(-1.5f * time) * glm::scale(glm::vec3(0.1f)), texture::earth_albedo, texture::earth_normal, texture::earth_ao, texture::earth_roughness, texture::earth_metallic);
drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY( 2.f * time) * glm::translate(glm::vec3(0.4f, 0, 0.4f)) * glm::eulerAngleY(-0.5f * time) * glm::scale(glm::vec3(0.04f)), texture::moon_albedo, texture::moon_normal, texture::moon_ao, texture::moon_roughness, texture::moon_metallic); drawObjectPBR(planetContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(0, 0, -3.f)) * glm::eulerAngleY( 2.f * time) * glm::translate(glm::vec3(0.4f, 0, 0.4f)) * glm::eulerAngleY(-0.5f * time) * glm::scale(glm::vec3(0.04f)), texture::moon_albedo, texture::moon_normal, texture::moon_ao, texture::moon_roughness, texture::moon_metallic);
mainEngine->Draw(createPerspectiveMatrix() * createCameraMatrix() * glm::translate(glm::vec3(0.f, -0.22f, 0.0f)) * glm::translate(cameraPos + 0.2 * cameraDir + glm::vec3(0, 1, 0) * 0.05f), programParticle, texture::particle_fire, cameraDir); mainEngine->Draw(createPerspectiveMatrix() * createCameraMatrix() * glm::translate(glm::vec3(0.f, -0.22f, 0.0f)) * glm::translate(cameraPos + 0.2 * cameraDir + glm::vec3(0, 1, 0) * 0.05f), programParticle, texture::particle_fire, cameraDir, engineIs == 2);
std::cout << glm::to_string(spaceshipPos) << std::endl; std::cout << glm::to_string(spaceshipPos) << std::endl;
//desired objects end here //desired objects end here
glUseProgram(0); glUseProgram(0);