Some fixing

This commit is contained in:
Deni 2024-01-31 10:12:40 +01:00
parent 06362ba989
commit c8d8f9bd38
5 changed files with 74 additions and 32 deletions

View File

@ -11,6 +11,6 @@ Pos=4,3
Size=218,129 Size=218,129
[Window][Dodawanie nowej planety] [Window][Dodawanie nowej planety]
Pos=7,7 Pos=8,7
Size=403,182 Size=403,182

View File

@ -34,6 +34,17 @@ struct PlanetParams {
}; };
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
@ -58,7 +69,7 @@ GLuint plantProgram;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
GLuint programBiomes; GLuint programBiomes;
GLuint defaultTexture;
Core::RenderContext plantContext; Core::RenderContext plantContext;
@ -68,6 +79,10 @@ Core::RenderContext plant3Context;
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;
@ -86,6 +101,19 @@ struct ModelContext {
GLuint EBO; 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
@ -133,6 +161,7 @@ void renderImGui() {
ImGui::SliderFloat("Opady", &newPlanetParams.precipitation, 0.0f, 400.0f); // Слайдер для осадков ImGui::SliderFloat("Opady", &newPlanetParams.precipitation, 0.0f, 400.0f); // Слайдер для осадков
if (ImGui::Button("Dodac")) { if (ImGui::Button("Dodac")) {
newPlanetParams.texture = selectTextureForPlanet(newPlanetParams.temperature, newPlanetParams.precipitation);
planets.push_back(newPlanetParams); planets.push_back(newPlanetParams);
} }
@ -166,12 +195,15 @@ 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");
@ -193,7 +225,9 @@ 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);
@ -206,19 +240,21 @@ 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);
} }
void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix,glm::vec3 placePoint, Core::RenderContext& planetContext, glm::mat4 planetMatrix) { void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix,glm::vec3 placePoint, Core::RenderContext& planetContext, glm::mat4 planetMatrix) {
//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 = ?;
float diameter = 10; float diameter = 25;
//objectMatrix = objectMatrix * glm::translate(placePoint * 0.1f); //objectMatrix = objectMatrix * glm::translate(placePoint * 0.1f);
glm::vec3 base = glm::vec3(0.f, 0.f, 1.f); glm::vec3 base = glm::vec3(0.f, 1.f, 0.f);
glm::vec3 axis; glm::vec3 axis;
float angle; float angle;
//odpowiednio obrócić //odpowiednio obrócić
@ -228,7 +264,7 @@ void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMat
angle = acos(angle); angle = acos(angle);
glm::mat4 cobjectMatrix = objectMatrix; glm::mat4 cobjectMatrix = objectMatrix;
// wysunąć w dobrą stronę // wysunąć w dobrą stronę
cobjectMatrix = cobjectMatrix * glm::translate(base * diameter)* glm::rotate(cobjectMatrix, angle, axis); cobjectMatrix = cobjectMatrix * glm::rotate(cobjectMatrix, angle, axis) * glm::translate(base * diameter);
//objectMatrix = objectMatrix * glm::lookAt( //objectMatrix = objectMatrix * glm::lookAt(
@ -241,10 +277,20 @@ void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMat
//*glm::translate(placePoint) //*glm::translate(placePoint)
//TEMPORARY DRAW FUNCTION //TEMPORARY DRAW FUNCTION
drawObjectBiomes(objectContext, cobjectMatrix , programBiomes); drawObjectBiomes(objectContext, cobjectMatrix , programBiomes);
}
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 renderScene(GLFWwindow* window) void renderScene(GLFWwindow* window)
@ -254,9 +300,14 @@ void renderScene(GLFWwindow* window)
glm::mat4 transformation; glm::mat4 transformation;
float time = glfwGetTime(); float time = glfwGetTime();
glUseProgram(program);
glUniform3f(glGetUniformLocation(program, "sunPosition"), sunPosition.x, sunPosition.y, sunPosition.z);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
// Рендеринг объектов в сцене
for (const auto& planet : planets) { for (const auto& planet : planets) {
glm::mat4 modelMatrix = glm::translate(planet.position) * glm::scale(glm::vec3(planet.size)); glm::mat4 modelMatrix = glm::translate(planet.position) * glm::scale(glm::vec3(planet.size));
drawObjectTexture(sphereContext, modelMatrix, planet.texture, program); drawObjectTexture(sphereContext, modelMatrix, planet.texture, programTex);
} }
drawObjectBiomes(sphereContext, glm::mat4(), programBiomes); drawObjectBiomes(sphereContext, glm::mat4(), programBiomes);
@ -276,7 +327,9 @@ void renderScene(GLFWwindow* window)
//drawObjectBiomes(plantContext, glm::eulerAngleY(glm::radians(90.f)) * glm::translate(glm::vec3(0.f, 0.f, 0.f)), programBiomes); //drawObjectBiomes(plantContext, glm::eulerAngleY(glm::radians(90.f)) * glm::translate(glm::vec3(0.f, 0.f, 0.f)), programBiomes);
//drawObjectBiomes(plantContext, glm::eulerAngleX(30.f) * glm::translate(glm::vec3(0.f, 0.f, 0.f)), programBiomes); //drawObjectBiomes(plantContext, glm::eulerAngleX(30.f) * glm::translate(glm::vec3(0.f, 0.f, 0.f)), programBiomes);
placeObjectOnPlanet(plant2Context, glm::scale(glm::mat4(), glm::vec3(0.2)), normalize(glm::vec3(1.0, 0.0, 1.0)), sphereContext, planetMatrix);
renderSun();
glm::vec3 plantPosition = glm::vec3(1.f, 0.f, 3.5f) ; glm::vec3 plantPosition = glm::vec3(1.f, 0.f, 3.5f) ;
float scaleFactor = 0.1f; float scaleFactor = 0.1f;
@ -321,17 +374,17 @@ void loadModelToContext(std::string path, Core::RenderContext& context)
return; return;
} }
context.initFromAssimpMesh(scene->mMeshes[0]); context.initFromAssimpMesh(scene->mMeshes[0]);
} }
void init(GLFWwindow* window) 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");
@ -351,9 +404,13 @@ void init(GLFWwindow* window)
texture::moon = Core::LoadTexture("textures/moon_normals.png"); texture::moon = Core::LoadTexture("textures/moon_normals.png");
texture::grid = Core::LoadTexture("textures/grid.png"); texture::grid = Core::LoadTexture("textures/grid.png");
texture::planet1 = Core::LoadTexture("textures/tek_1.jpg"); texture::planet1 = Core::LoadTexture("textures/tek_1.jpg");
defaultTexture = Core::LoadTexture("textures/1.png");
if (defaultTexture == 0) {
std::cout << "Failed to load default texture" << std::endl;
}
climates.push_back({ -10, 0, 0, 50, Core::LoadTexture("textures/1.png") });
climates.push_back({ 0, 10, 50, 100, Core::LoadTexture("textures/2.png") });
} }
@ -389,21 +446,6 @@ void processInput(GLFWwindow* window)
cameraPos -= glm::vec3(0.0f, cameraSpeed, 0.0f); cameraPos -= glm::vec3(0.0f, cameraSpeed, 0.0f);
} }
//// funkcja jest glowna petla
//void renderLoop(GLFWwindow* window) {
// while (!glfwWindowShouldClose(window))
// {
// processInput(window);
//
// renderScene(window);
// glfwPollEvents();
// }
//}
////}
void renderLoop(GLFWwindow* window) { void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
glfwPollEvents(); glfwPollEvents();

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