From 9afb118663a3a10b3533f2ad662999440fef66e9 Mon Sep 17 00:00:00 2001 From: mxsgd Date: Wed, 7 Feb 2024 23:01:55 +0100 Subject: [PATCH] star and hearts positions update, and object Color shader update --- cw 7/grk-cw7.vcxproj | 4 +- cw 7/shaders/shader_5_1.frag | 36 +++++++-- cw 7/shaders/shader_5_1.vert | 33 ++++++-- cw 7/src/ex_7_1.hpp | 141 +++++++++++++++++++++++++---------- 4 files changed, 159 insertions(+), 55 deletions(-) diff --git a/cw 7/grk-cw7.vcxproj b/cw 7/grk-cw7.vcxproj index 4c9394d..528ce74 100644 --- a/cw 7/grk-cw7.vcxproj +++ b/cw 7/grk-cw7.vcxproj @@ -60,14 +60,14 @@ Application true Unicode - v142 + v143 Application false true Unicode - v142 + v143 diff --git a/cw 7/shaders/shader_5_1.frag b/cw 7/shaders/shader_5_1.frag index 951c43e..6d9b4dd 100644 --- a/cw 7/shaders/shader_5_1.frag +++ b/cw 7/shaders/shader_5_1.frag @@ -1,18 +1,38 @@ #version 430 core -float AMBIENT = 0.1; +float AMBIENT = 0.2; uniform vec3 color; +uniform float metalness; +uniform float roughness; uniform vec3 lightPos; - -in vec3 vecNormal; +uniform vec3 lightColor; +in vec3 viewDirTS; +in vec3 lightDirTS; in vec3 worldPos; out vec4 outColor; +in mat3 TBN; void main() { - vec3 lightDir = normalize(lightPos-worldPos); - vec3 normal = normalize(vecNormal); - float diffuse=max(0,dot(normal,lightDir)); - outColor = vec4(color*min(1,AMBIENT+diffuse), 1.0); -} + vec3 normal = normalize(TBN * vec3(0, 0, 1)); // Normal z TBN + vec3 L = normalize(lightPos - worldPos); + vec3 V = normalize(viewDirTS); + vec3 H = normalize(L + V); + + float k = pow((roughness + 1), 2.0) / 8.0; + + float D = (roughness * roughness) / (3.14159 * pow(pow(dot(normal, H), 2.0) * (roughness * roughness - 1.0) + 1.0, 2.0)); + float G = dot(normal, L) / (dot(normal, L) * (1.0 - k) + k); + vec3 F0 = mix(vec3(0.04), color, metalness); + vec3 F = F0 + (1.0 - F0) * pow(1 - dot(V, H), 5.0); + + vec3 specular = lightColor * (D * G * F) / (4 * dot(normal, L) * dot(normal, V) + 0.00001); + vec3 kD = vec3(1.0) - F; + + vec3 diffuse = lightColor * kD * (color / 3.1458493); + + vec3 finalColor = (diffuse + specular) * min(1.0, AMBIENT + max(dot(normal, L), 0.0)); + + outColor = vec4(finalColor, 1.0); +} \ No newline at end of file diff --git a/cw 7/shaders/shader_5_1.vert b/cw 7/shaders/shader_5_1.vert index 1b569f5..441959a 100644 --- a/cw 7/shaders/shader_5_1.vert +++ b/cw 7/shaders/shader_5_1.vert @@ -2,17 +2,40 @@ layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec3 vertexNormal; -layout(location = 2) in vec2 vertexTexCoord; +layout(location = 3) in vec3 vertexTangent; +layout(location = 4) in vec3 vertexBitangent; uniform mat4 transformation; uniform mat4 modelMatrix; -out vec3 vecNormal; out vec3 worldPos; +out vec2 vecTex; + +uniform vec3 lightPos; +uniform vec3 cameraPos; + +out vec3 viewDirTS; +out vec3 lightDirTS; +out mat3 TBN; + void main() { - worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz; - vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz; + vec3 tangent = normalize(mat3(modelMatrix) * vertexTangent); + vec3 bitangent = normalize(mat3(modelMatrix) * vertexBitangent); + vec3 normal = normalize(mat3(modelMatrix) * vertexNormal); + + mat3 TBN = transpose(mat3(tangent, bitangent, normal)); + + vec3 worldPos = (modelMatrix * vec4(vertexPosition, 1)).xyz; + + vec3 viewDir = normalize(cameraPos - worldPos); + vec3 lightDir = normalize(lightPos - worldPos); + + viewDirTS = vec3(TBN * viewDir); + lightDirTS = vec3(TBN * lightDir); + + vecTex = vec2((worldPos.x + 10.0) / 20.0, 1.0 - (worldPos.y + 10.0) / 20.0); + gl_Position = transformation * vec4(vertexPosition, 1.0); -} +} \ No newline at end of file diff --git a/cw 7/src/ex_7_1.hpp b/cw 7/src/ex_7_1.hpp index e53d7c2..339dac7 100644 --- a/cw 7/src/ex_7_1.hpp +++ b/cw 7/src/ex_7_1.hpp @@ -72,8 +72,7 @@ glm::vec3 spaceshipPos = glm::vec3(-3.f, 0, 0); glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f); bool fire = false; -float a = 3 ; - +float a = 3; std::random_device rd; std::mt19937 gen(rd()); //std::uniform_real_distribution distribution(-0.5f, 0.5f); @@ -89,7 +88,10 @@ glm::vec3 distance = asteroid_Pos - spaceshipPos; double step = 0.0000001; GLuint VAO,VBO; -float lastAsteroidTime = 0; +float lastFiretime = 0; +float ammoReloadTime = 3.0f; // Czas Å‚adowania amunicji w sekundach +float ammoReloadProgress = 0.0f; + float aspectRatio = 1.f; glm::vec3 ammoPos; unsigned int textureID; @@ -99,13 +101,20 @@ float tiltAngleUpDown; int colission = 3; int star = 0; -int star_counter = 0; +int star_counter = 1; +float starMetalness = 0.8; +float starRoughness = 0.1; +glm::vec3 lightPos = glm::vec3(-8, 4, 2); +glm::vec3 lightColor = glm::vec3(0.9, 0.7, 0.8) * 100; +glm::vec3 lightDir = glm::vec3(0, 0, 0); +float spotlightPhi = 3.14 / 3; double easeInExpo(double x) { return pow(2, 10 * x - 10); } + glm::mat4 createCameraMatrix() { glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f))); @@ -143,17 +152,25 @@ glm::mat4 createPerspectiveMatrix() return perspectiveMatrix; } -void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) { - +void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float metalness, float roughness, glm::vec3 lightstarPos) { glUseProgram(program); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 transformation = viewProjectionMatrix * modelMatrix; + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix); - glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z); - glUniform3f(glGetUniformLocation(program, "lightPos"), 0, 0, 0); - Core::DrawContext(context); + glUniform3f(glGetUniformLocation(program, "lightPos"), lightstarPos.x, lightstarPos.y, lightstarPos.z); + glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z); + glUniform3f(glGetUniformLocation(program, "lightColor"), lightColor.r, lightColor.g, lightColor.b); + glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z); + glUniform1f(glGetUniformLocation(program, "metalness"), metalness); + glUniform1f(glGetUniformLocation(program, "roughness"), roughness); + + + // PrzesyÅ‚anie informacji o widoku (view) do shadera + + Core::DrawContext(context); } void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalMapId, GLuint metalnessTexture, GLuint roughnessTexture) { @@ -196,6 +213,44 @@ void drawObjectSkyBox(Core::RenderContext& context, glm::mat4 modelMatrix) { glEnable(GL_DEPTH_TEST); } +void updateAmmoReload() { + float deltaTime = static_cast(glfwGetTime() - lastFiretime); + + if (fire) { + ammoReloadProgress += 1.0f / ammoReloadTime * deltaTime; + if (ammoReloadProgress >= 1.0f) { + ammoReloadProgress = 1.0f; + fire = false; + } + } + else { + ammoReloadProgress = fmaxf(0.0f, ammoReloadProgress - 1.0f / ammoReloadTime * deltaTime); + } +} + +void drawAmmoReloadBar() { + glUseProgram(program); + + float barWidth = 0.01f; + float barHeight = 0.02f; + float barOffsetX = spaceshipPos.x-0.1f; + float barOffsetY = spaceshipPos.y -0.1f; + float barOffsetZ = spaceshipPos.z; + + glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); + glm::mat4 barModelMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(barOffsetX, barOffsetY, barOffsetZ)); + + barModelMatrix = glm::scale(barModelMatrix, glm::vec3(barWidth, barHeight, ammoReloadProgress/5)); + + glm::mat4 transformation = viewProjectionMatrix * barModelMatrix; + glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation); + glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&barModelMatrix); + glUniform3f(glGetUniformLocation(program, "color"), 0.0f, 1.0f, 0.0f); + glUniform3f(glGetUniformLocation(program, "lightPos"), 0, 0, 0); + + Core::DrawContext(cubeContext); + glUseProgram(0); +} void generateAsteroids(glm::vec3 asteroid_Pos, glm::vec3 distance, double step) { glm::vec3 normalizedDir = glm::normalize(distance); @@ -225,16 +280,21 @@ void generatePlanetoidBelt() { float pScale = planetoidsArray[i][2]; bool collision = false; planetoidsArray[i][3] -= speed; + float x = planetoidsArray[i][3]; + if (planetoidsArray[i][3] < -3.f) { + planetoidsArray[i][0] += spaceshipPos.z; // PÅ‚ynne przesuniÄ™cie na nowÄ… pozycjÄ™ + planetoidsArray[i][1] += spaceshipPos.y; + planetoidsArray[i][3] = 10.f; + planetoidsArray[i][4] == 0; + + } if (planetoidsArray[i][4] == 1) { - // Planeta ju¿ uczestniczy³a w kolizji, przejdŸ do kolejnej iteracji + // Planeta ju� uczestniczy�a w kolizji, przejd� do kolejnej iteracji continue; } - if (planetoidsArray[i][3] < -3.f) { - planetoidsArray[i][3] = 10.f; - } - float x = planetoidsArray[i][3]; + for (int j = 0; j < i; ++j) { float prevZ = planetoidsArray[j][0]; @@ -256,8 +316,8 @@ void generatePlanetoidBelt() { if (!collision) { if( fmod(i, starind) == 0) { if (checkCollision(glm::vec3(x, y, z), 0.1f, spaceshipPos, 0.025f,true)) { - // Kolizja z gwiazd¹ - std::cout << "Collision with star " << i << std::endl; + // Kolizja z gwiazd� + //std::cout << "Collision with star " << i << std::endl; planetoidsArray[i][4] = 1; star_counter++; if (star_counter == 3){ @@ -290,7 +350,7 @@ void generatePlanetoidBelt() { if (fmod(i, starind) == 0) { float time = glfwGetTime(); glm::mat4 modelMatrix = glm::translate(glm::vec3(x, y, z)) * glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 1.0f)); - drawObjectColor(starContext, modelMatrix * glm::eulerAngleX(time) * glm::scale(glm::vec3(0.03f)), glm::vec3(1, 1, 0.7)); + drawObjectColor(starContext, modelMatrix * glm::eulerAngleX(time) * glm::scale(glm::vec3(0.03f)), glm::vec3(1, 1, 0.7), starMetalness, starRoughness, spaceshipPos); if (star == 0) { star++; @@ -327,27 +387,27 @@ glm::mat4 specshipCameraRotrationMatrix = glm::mat4({ }); void drawStars(int star_number) { - float yOffset = 2.0f; - float zOffset = 12.0f; + float yOffset = 0.55f + spaceshipPos.y; + float zOffset =5.10f + spaceshipPos.z; float scaleFactor = 0.03f; for (int i = 0; i < star_number; ++i) { - drawObjectColor(starContext, glm::translate(glm::vec3(10.0f, yOffset, zOffset - i * 0.5f)) + drawObjectColor(starContext, glm::translate(glm::vec3(2.3f, yOffset, (zOffset) - i * 0.5f )) * glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) - * glm::scale(glm::vec3(scaleFactor)), glm::vec3(0, 1, 0)); + * glm::scale(glm::vec3(scaleFactor)), glm::vec3(1, 1, 0.7), starMetalness, starRoughness,glm::vec3(1.0f, yOffset, zOffset)); } } void drawHearts(int collision_number) { - float yOffset = 1.0f; - float zOffset = 12.0f; + float yOffset = -0.5f + spaceshipPos.y; + float zOffset = 6.15 + spaceshipPos.z; for (int i = 0; i < 5; ++i) { if (collision_number > i) { - drawObjectColor(heartContext, glm::translate(glm::vec3(10.0f, yOffset, zOffset - i * 0.5f)) + drawObjectColor(heartContext, glm::translate(glm::vec3(3.5f, yOffset, (zOffset) - i * 0.5f)) * glm::rotate(glm::mat4(), glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f)) - * glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0)); + * glm::scale(glm::vec3(0.025f)), glm::vec3(1, 0, 0), starMetalness, starRoughness, glm::vec3(1.0f, yOffset, zOffset)); } } } @@ -404,18 +464,17 @@ void renderScene(GLFWwindow* window) //); generatePlanetoidBelt(); - lastAsteroidTime = glfwGetTime(); if (fire == true){ ammoPos = ammoPos + glm::vec3(0.025f, 0.f, 0.f); - std::cout << ammoPos.x; - glm::mat4 modelMatrix = glm::translate(ammoPos) * glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 0.0f)); - drawObjectColor(saberContext, glm::translate(ammoPos) * glm::scale(glm::vec3(0.005f)), glm::vec3(1, 0.2, 0.6)); + glm::mat4 modelMatrix = glm::translate(ammoPos) * glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 1.0f)); + drawObjectColor(saberContext, modelMatrix * glm::scale(glm::vec3(0.003f)), glm::vec3(0.1, 0.1, 0.7), starMetalness, starRoughness, spaceshipPos); } drawStars(star_counter); - drawHearts(colission); - + drawHearts(colission); + //updateAmmoReload(); + //drawAmmoReloadBar(); glUseProgram(0); glfwSwapBuffers(window); } @@ -540,6 +599,8 @@ void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) { fire = true; ammoPos = spaceshipPos; + lastFiretime = glfwGetTime(); + } } @@ -560,15 +621,6 @@ void processInput(GLFWwindow* window) } if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { spaceshipPos += glm::vec3(0.f,moveSpeed,0.f); - tiltAngleUpDown += easeInExpo(x); - } - else { - if (tiltAngleUpDown > 0) { - tiltAngleUpDown -= 0.003; - } - } - if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS){ - spaceshipPos -= glm::vec3(0.f, moveSpeed, 0.f); tiltAngleUpDown -= easeInExpo(x); } else { @@ -576,6 +628,15 @@ void processInput(GLFWwindow* window) tiltAngleUpDown += 0.003; } } + if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS){ + spaceshipPos -= glm::vec3(0.f, moveSpeed, 0.f); + tiltAngleUpDown += easeInExpo(x); + } + else { + if (tiltAngleUpDown > 0) { + tiltAngleUpDown -= 0.003; + } + } if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS) spaceshipPos += spaceshipSide * moveSpeed; if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)