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31d2af576d
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31d2af576d | |||
7652ce3e9f |
@ -336,21 +336,17 @@ glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
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glm::vec3 sunPosition = glm::vec3(0.0f, 10.0f, 10.0f); // Позиция солнца
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glm::vec3 sunColor = glm::vec3(1.0f, 1.0f, 1.0f); // Цвет солнца
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glm::vec3 skyPos = glm::vec3(0.f, 0.f, 0.f);
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bool refresh = true;
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float skySize = 4.f;
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GLuint VAO, VBO;
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float currentTime = 0.0;
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GLuint VAO, VBO, matricesBuffer;
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glm::mat4 planetMatrix = glm::mat4();
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void DrawContextInstanced(Core::RenderContext& context, std::vector<glm::mat4> transformations, std::vector<glm::mat4> Modelmatrices, int numberOfInstances, Material material, GLuint program)
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{
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GLuint VAO = context.vertexArray;
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void DrawContextInstancedSetup(Core::RenderContext& context, std::vector<glm::mat4> transformations, std::vector<glm::mat4> Modelmatrices, int numberOfInstances, Material material, GLuint program, bool refresh)
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{ VAO = context.vertexArray;
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glBindVertexArray(VAO);
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, transformations.size() * sizeof(glm::mat4), transformations.data(), GL_STATIC_DRAW);
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std::size_t mat4Size = sizeof(glm::mat4);
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for (int i = 0; i < 4; i++) {
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@ -358,7 +354,6 @@ void DrawContextInstanced(Core::RenderContext& context, std::vector<glm::mat4> t
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glVertexAttribPointer(6 + i, 4, GL_FLOAT, GL_FALSE, mat4Size, (void*)(sizeof(glm::vec4) * i));
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glVertexAttribDivisor(6 + i, 1);
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}
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GLuint matricesBuffer;
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glGenBuffers(1, &matricesBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, matricesBuffer);
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glBufferData(GL_ARRAY_BUFFER, Modelmatrices.size() * sizeof(glm::mat4), Modelmatrices.data(), GL_STATIC_DRAW);
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@ -367,6 +362,16 @@ void DrawContextInstanced(Core::RenderContext& context, std::vector<glm::mat4> t
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glVertexAttribPointer(10 + i, 4, GL_FLOAT, GL_FALSE, mat4Size, (void*)(sizeof(glm::vec4) * i));
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glVertexAttribDivisor(10 + i, 1);
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}
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void DrawContextInstanced(Core::RenderContext& context, std::vector<glm::mat4> transformations, std::vector<glm::mat4> Modelmatrices, int numberOfInstances, Material material, GLuint program,bool refresh)
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{
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, matricesBuffer);
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glUniform3f(glGetUniformLocation(program, "lightPos"), sunPosition.x, sunPosition.y, sunPosition.z);
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glUniform1f(glGetUniformLocation(program, "shininess"), material.Ns);
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@ -377,7 +382,6 @@ void DrawContextInstanced(Core::RenderContext& context, std::vector<glm::mat4> t
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glUniform1i(glGetUniformLocation(program, "illuminationModel"), material.illum);
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glUniform1f(glGetUniformLocation(program, "metallic"), 0.05);
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glUniform1f(glGetUniformLocation(program, "roughness"), 0.9);
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glDrawElementsInstanced(
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GL_TRIANGLES, // mode
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context.size, // count
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@ -386,7 +390,6 @@ void DrawContextInstanced(Core::RenderContext& context, std::vector<glm::mat4> t
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);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -450,6 +453,7 @@ void renderImGui() {
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planets.push_back(newPlanetParams);
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newPlanetParams.Plant_info.clear();
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newPlanetParams.Plant_type_count.clear();
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refresh = true;
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}
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ImGui::End();
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@ -678,7 +682,7 @@ void drawObjectTexture_plant(Core::RenderContext& context, glm::mat4 modelMatrix
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Core::DrawContext(context);
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glUseProgram(0);
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}
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void drawObjectTexture_plantInstanced(Core::RenderContext& context, std::vector<glm::mat4> modelMatrices, Material& material, GLuint program, int count) {
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void drawObjectTexture_plantInstanced(Core::RenderContext& context, std::vector<glm::mat4> modelMatrices, Material& material, GLuint program, int count,bool refresh) {
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glUseProgram(program);
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Core::SetActiveTexture(material.textureID, "colorTexture", program, 0);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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@ -688,10 +692,11 @@ void drawObjectTexture_plantInstanced(Core::RenderContext& context, std::vector<
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glm::mat4 transformation = viewProjectionMatrix * matrix;
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transformations.push_back(transformation);
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}
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DrawContextInstanced(context, transformations, modelMatrices, count, material, program);
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DrawContextInstancedSetup(context, transformations, modelMatrices, count, material, program, refresh);
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DrawContextInstanced(context, transformations, modelMatrices, count, material, program,refresh);
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glUseProgram(0);
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}
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void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix, float scale, std::vector<glm::vec3>placePoints, PlanetParams planetParams, int count, Material material) {
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void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMatrix, float scale, std::vector<glm::vec3>placePoints, PlanetParams planetParams, int count, Material material,bool refresh) {
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float planetScale = planetParams.size;
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glm::mat4 savedobjectMatrix;
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@ -710,14 +715,13 @@ void placeObjectOnPlanet(Core::RenderContext& objectContext, glm::mat4 objectMat
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axis = glm::cross(normalized_placePoint, base);
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angle = dot(base, normalized_placePoint);
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angle = acos(angle);
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objectMatrix = objectMatrix * glm::rotate(objectMatrix, angle, axis) * glm::translate(base * diameter);
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objectMatrix = objectMatrix * glm::translate(planetParams.position * (1 / scale));
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objectMatrix = objectMatrix * glm::translate(planetParams.position * (1 / scale)) * glm::rotate(objectMatrix, angle, axis) * glm::translate(base * diameter);
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//objectMatrix = objectMatrix * glm::translate(planetParams.position * (1 / scale));
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matrices.push_back(objectMatrix);
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}
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drawObjectTexture_plantInstanced(objectContext, matrices, material, program_pbr_instanced, count);
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drawObjectTexture_plantInstanced(objectContext, matrices, material, program_pbr_instanced, count,refresh);
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@ -807,21 +811,22 @@ void renderScene(GLFWwindow* window)
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glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 transformation;
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float time = glfwGetTime();
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/*float currentTime = glfwGetTime();
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static double lastFrameTime = 0.0;
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float deltaTime = static_cast<float>(time - lastFrameTime);
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lastFrameTime = time;
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float deltaTime = static_cast<float>(currentTime - lastFrameTime);
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lastFrameTime = currentTime;
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float firstTreeDuration = 20.0f;
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float secondTreeDuration = 8.0f;
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float thirdTreeDuration = 5.0f;
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float thirdTreeDuration = 5.0f;*/
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glm::vec3 plantPosition = glm::vec3(1.f, 0.f, 3.5f);
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glm::vec3 plantPosition1 = glm::vec3(1.f, 0.f, 1.5f);
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glm::vec3 plantPosition2 = glm::vec3(1.f, 0.f, 0.5f);
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glm::vec3 plantPosition3 = glm::vec3(1.f, 0.f, -0.5f);
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float scaleFactor = 0.025f;
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glm::mat4 plantModelMatrix = glm::translate(plantPosition) * glm::scale(glm::vec3(scaleFactor));
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renderSun();
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//float scaleFactor = 0.025f;
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//glm::mat4 plantModelMatrix = glm::translate(plantPosition) * glm::scale(glm::vec3(scaleFactor));
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for (const auto& planet : planets) {
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glm::mat4 modelMatrix = glm::translate(planet.position) * glm::scale(glm::vec3(planet.size));
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drawObjectTexture(sphereContext, modelMatrix, planet.texture, programTex);
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@ -841,7 +846,7 @@ void renderScene(GLFWwindow* window)
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current_type_plant_positions.push_back(std::get<1>(plants[iterator]));
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iterator += 1;
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}
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placeObjectOnPlanet(plant_specimens[i].modelContext, glm::mat4(), 0.2, current_type_plant_positions, planet, plant_type_count, plant_specimens[0].material);
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placeObjectOnPlanet(plant_specimens[i].modelContext, glm::mat4(), 0.2, current_type_plant_positions, planet, plant_type_count, plant_specimens[0].material,refresh);
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}
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current_type_plant_positions.clear();
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@ -863,6 +868,7 @@ void renderScene(GLFWwindow* window)
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renderImGui();
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glfwSwapBuffers(window);
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refresh = false;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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