Merge branch 'importing_ply' into merge_with_textures

# Conflicts:
#	PlanetCreator/cw 6/grk-cw6.vcxproj.filters
#	PlanetCreator/cw 6/imgui.ini
#	PlanetCreator/cw 6/src/ex_6_1.hpp
This commit is contained in:
Deni 2024-02-07 13:23:44 +01:00
commit 66d6374d53
9 changed files with 82943 additions and 16 deletions

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@ -17,6 +17,7 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="src\Box.cpp" /> <ClCompile Include="src\Box.cpp" />
<ClCompile Include="src\Camera.cpp" /> <ClCompile Include="src\Camera.cpp" />
<ClCompile Include="src\Distribution.cpp" />
<ClCompile Include="src\imgui.cpp" /> <ClCompile Include="src\imgui.cpp" />
<ClCompile Include="src\imgui_demo.cpp" /> <ClCompile Include="src\imgui_demo.cpp" />
<ClCompile Include="src\imgui_draw.cpp" /> <ClCompile Include="src\imgui_draw.cpp" />
@ -35,6 +36,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\Camera.h" /> <ClInclude Include="src\Camera.h" />
<ClInclude Include="src\Distribution.h" />
<ClInclude Include="src\ex_6_1.hpp" /> <ClInclude Include="src\ex_6_1.hpp" />
<ClInclude Include="src\imconfig.h" /> <ClInclude Include="src\imconfig.h" />
<ClInclude Include="src\imgui.h" /> <ClInclude Include="src\imgui.h" />
@ -54,6 +56,7 @@
<ClInclude Include="src\SOIL\stbi_DDS_aug.h" /> <ClInclude Include="src\SOIL\stbi_DDS_aug.h" />
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h" /> <ClInclude Include="src\SOIL\stbi_DDS_aug_c.h" />
<ClInclude Include="src\SOIL\stb_image_aug.h" /> <ClInclude Include="src\SOIL\stb_image_aug.h" />
<ClInclude Include="src\stb_image.h" />
<ClInclude Include="src\Texture.h" /> <ClInclude Include="src\Texture.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

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@ -0,0 +1,12 @@
# Blender 4.0.2 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd red.jpg

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@ -139,11 +139,24 @@ struct PlanetParams {
GLuint texture; GLuint texture;
// Добавьте другие параметры по мере необходимости // Добавьте другие параметры по мере необходимости
float precipitation = 0.0f; // Начальное значение для осадков
float humidity = 0.0f; // Начальное значение для влажности float humidity = 0.0f; // Начальное значение для влажности
float temperature = 0.0f; // Начальное значение для осадков float temperature = 0.0f; // Начальное значение для осадков
std::vector<Plant::Plant> plants = std::vector<Plant::Plant>(); std::vector<Plant::Plant> plants = std::vector<Plant::Plant>();
}; };
struct Climate {
float tempMin, tempMax;
float precipMin, precipMax;
GLuint textureID;
};
// Глобальный массив климатов
std::vector<Climate> climates;
std::vector<PlanetParams> planets; // Список всех планет std::vector<PlanetParams> planets; // Список всех планет
@ -224,7 +237,6 @@ namespace texture {
GLuint asteroidNormal; GLuint asteroidNormal;
} }
GLuint program; GLuint program;
GLuint programSun; GLuint programSun;
GLuint programTex; GLuint programTex;
@ -233,7 +245,7 @@ GLuint plantProgram;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
GLuint programBiomes; GLuint programBiomes;
GLuint defaultTexture;
Core::RenderContext plantContext; Core::RenderContext plantContext;
@ -247,15 +259,46 @@ Core::RenderContext plant_2_1_small_Context;
Core::RenderContext plant_2_1_med_Context; Core::RenderContext plant_2_1_med_Context;
Core::RenderContext plant3Context; Core::RenderContext plant3Context;
Core::RenderContext plant2Context;
Core::RenderContext plant2_1Context; Core::RenderContext plant2_1Context;
glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0); glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0);
glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f); glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
glm::vec3 sunPosition = glm::vec3(0.0f, 0.0f, 0.0f); // Позиция солнца
glm::vec3 sunColor = glm::vec3(1.0f, 1.0f, 1.0f); // Цвет солнца
GLuint VAO,VBO; GLuint VAO,VBO;
glm::mat4 planetMatrix = glm::mat4(); glm::mat4 planetMatrix = glm::mat4();
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoords;
};
struct ModelContext {
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
GLuint VAO;
GLuint VBO;
GLuint EBO;
};
GLuint selectTextureForPlanet(float temperature, float precipitation) {
for (const auto& climate : climates) {
if (temperature >= climate.tempMin && temperature <= climate.tempMax &&
precipitation >= climate.precipMin && precipitation <= climate.precipMax) {
return climate.textureID;
}
}
return defaultTexture; // Вернуть текстуру по умолчанию, если не найдено соответствий
}
float aspectRatio = 1.f; float aspectRatio = 1.f;
bool DoTheImportThing(const std::string& pFile) { bool DoTheImportThing(const std::string& pFile) {
// Create an instance of the Importer class // Create an instance of the Importer class
@ -336,12 +379,15 @@ glm::mat4 createPerspectiveMatrix()
void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, GLuint program) { void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, GLuint program) {
GLuint prog = program; GLuint prog = program;
glUseProgram(prog); glUseProgram(prog);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix; glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(prog, "transformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(prog, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(prog, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); glUniformMatrix4fv(glGetUniformLocation(prog, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform3f(glGetUniformLocation(prog, "color"), color.x, color.y, color.z); glUniform3f(glGetUniformLocation(prog, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(prog, "lightPos"), 0,0,0); //glUniform3f(glGetUniformLocation(prog, "lightPos"), 0,0,0);
glUniform3f(glGetUniformLocation(program, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
GLuint colorStartLocation = glGetUniformLocation(prog, "colorStart"); GLuint colorStartLocation = glGetUniformLocation(prog, "colorStart");
GLuint colorEndLocation = glGetUniformLocation(prog, "colorEnd"); GLuint colorEndLocation = glGetUniformLocation(prog, "colorEnd");
@ -356,6 +402,22 @@ void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::v
glUseProgram(0); glUseProgram(0);
} }
void renderSun() {
glUseProgram(programSun);
// Установка uniform-параметров для солнца, например, позиции и цвета
glUniform3f(glGetUniformLocation(programSun, "sunPosition"), sunPosition.x, sunPosition.y, sunPosition.z);
glUniform3f(glGetUniformLocation(programSun, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
// Отрисовка объекта солнца (может быть простой сферой или кастомной моделью)
// ...
glUseProgram(0);
}
void drawObjectBiomes(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint program) { void drawObjectBiomes(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint program) {
GLuint prog = program; GLuint prog = program;
glUseProgram(prog); glUseProgram(prog);
@ -363,7 +425,9 @@ void drawObjectBiomes(Core::RenderContext& context, glm::mat4 modelMatrix, GLuin
glm::mat4 transformation = viewProjectionMatrix * modelMatrix; glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(prog, "transformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(prog, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(prog, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); glUniformMatrix4fv(glGetUniformLocation(prog, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform3f(glGetUniformLocation(prog, "lightPos"), 0, 0, 0);
glUniform3f(glGetUniformLocation(program, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
Core::DrawContext(context); Core::DrawContext(context);
glUseProgram(0); glUseProgram(0);
@ -376,7 +440,7 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui
glm::mat4 transformation = viewProjectionMatrix * modelMatrix; glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform3f(glGetUniformLocation(program, "lightPos"), 0, 0, 0); glUniform3f(glGetUniformLocation(program, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
Core::DrawContext(context); Core::DrawContext(context);
glUseProgram(0); glUseProgram(0);
@ -405,11 +469,11 @@ void drawObjectTexture_plant(Core::RenderContext& context, glm::mat4 modelMatrix
glUseProgram(0); glUseProgram(0);
} }
void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix,float scale,glm::vec3 placePoint, PlanetParams planetParams) { void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix, float scale, glm::vec3 placePoint, PlanetParams planetParams) {
float planetScale = planetParams.size; float planetScale = planetParams.size;
//placePoint is described by normalized vector that points to a point on a sphere from inside of itself //placePoint is described by normalized vector that points to a point on a sphere from inside of itself
placePoint = glm::normalize(placePoint); placePoint = glm::normalize(placePoint);
//float diameter = ?; //float diameter = ?;
glm::mat4 cobjectMatrix = objectMatrix; glm::mat4 cobjectMatrix = objectMatrix;
cobjectMatrix = glm::scale(cobjectMatrix, glm::vec3(scale)); cobjectMatrix = glm::scale(cobjectMatrix, glm::vec3(scale));
@ -420,14 +484,14 @@ void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMat
float angle; float angle;
//odpowiednio obrócić //odpowiednio obrócić
axis = glm::cross(placePoint, base); axis = glm::cross(placePoint, base);
angle = dot(base,placePoint); angle = dot(base, placePoint);
angle = acos(angle); angle = acos(angle);
cobjectMatrix = cobjectMatrix * glm::rotate(cobjectMatrix, angle, axis) * glm::translate(base * diameter); cobjectMatrix = cobjectMatrix * glm::rotate(cobjectMatrix, angle, axis) * glm::translate(base * diameter);
cobjectMatrix = cobjectMatrix * glm::translate(planetParams.position*(1/scale)); cobjectMatrix = cobjectMatrix * glm::translate(planetParams.position * (1 / scale));
drawObjectBiomes(objectContext, cobjectMatrix, programBiomes); drawObjectBiomes(objectContext, cobjectMatrix, programBiomes);
// wysunąć w dobrą stronę // wysunąć w dobrą stronę
@ -436,8 +500,8 @@ void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMat
// placePoint, // placePoint,
// glm::vec3(0, 0, 0), // glm::vec3(0, 0, 0),
// glm::vec3(0.0f, 0.0f, 1.0f)); // glm::vec3(0.0f, 0.0f, 1.0f));
//* objectMatrix; //* objectMatrix;
//*glm::translate(placePoint) //*glm::translate(placePoint)
//TEMPORARY DRAW FUNCTION //TEMPORARY DRAW FUNCTION
@ -551,7 +615,9 @@ void renderScene(GLFWwindow* window)
} }
placeObjectOnPlanet(plant2Context, glm::scale(glm::mat4(), glm::vec3(0.2)), normalize(glm::vec3(1.0, 0.0, 1.0)), sphereContext, planetMatrix);
renderSun();
//drawObjectColor(plant2Context, plantModelMatrix, glm::vec3(1,1,1), program); //drawObjectColor(plant2Context, plantModelMatrix, glm::vec3(1,1,1), program);
@ -579,6 +645,7 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
//TODO :REMOVE THIS //TODO :REMOVE THIS
void loadModelToContext(std::string path, Core::RenderContext& context) void loadModelToContext(std::string path, Core::RenderContext& context)
{ {
Assimp::Importer import; Assimp::Importer import;
@ -590,9 +657,7 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
return; return;
} }
context.initFromAssimpMesh(scene->mMeshes[0]); context.initFromAssimpMesh(scene->mMeshes[0]);
} }
@ -604,6 +669,10 @@ void init(GLFWwindow* window)
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glm::vec3 lightPosition = glm::vec3(0.0f, 10.0f, 0.0f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
float lightIntensity = 1.0f;
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag"); program = shaderLoader.CreateProgram("shaders/shader_5_1.vert", "shaders/shader_5_1.frag");
programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag"); programTex = shaderLoader.CreateProgram("shaders/shader_5_1_tex.vert", "shaders/shader_5_1_tex.frag");
@ -623,6 +692,7 @@ void init(GLFWwindow* window)
loadModelToContext("./models/plant_2_1.obj", plant_2_1Context); loadModelToContext("./models/plant_2_1.obj", plant_2_1Context);
loadModelToContext2("./models/plant_4.ply", plant3Context); loadModelToContext2("./models/plant_4.ply", plant3Context);
// setupBuffers(plantContex_test);
texture::earth=Core::LoadTexture("textures/earth2.png"); texture::earth=Core::LoadTexture("textures/earth2.png");
texture::clouds = Core::LoadTexture("textures/clouds.jpg"); texture::clouds = Core::LoadTexture("textures/clouds.jpg");
texture::moon = Core::LoadTexture("textures/moon_normals.png"); texture::moon = Core::LoadTexture("textures/moon_normals.png");
@ -643,6 +713,7 @@ void init(GLFWwindow* window)
plant_specimens.push_back(Plant::Plant(1, 0.1, 1, 1, "testPlant_MAYBE", "./models/plant_4.ply")); plant_specimens.push_back(Plant::Plant(1, 0.1, 1, 1, "testPlant_MAYBE", "./models/plant_4.ply"));
} }
void shutdown(GLFWwindow* window) void shutdown(GLFWwindow* window)
{ {
shaderLoader.DeleteProgram(program); shaderLoader.DeleteProgram(program);

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