planetoids generation, bullets and movement update

This commit is contained in:
mxsgd 2024-02-04 18:53:31 +01:00
parent bdaaac6577
commit de7f1f637c
3 changed files with 15074 additions and 131 deletions

14597
cw 7/models/CraneoOBJ.obj Normal file

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358
cw 7/models/estrellica.obj Normal file
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@ -0,0 +1,358 @@
# This file uses centimeters as units for non-parametric coordinates.
mtllib estrellica.mtl
g default
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g pCylinder1
usemtl initialShadingGroup
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g default
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View File

@ -17,7 +17,7 @@
#include <string>
#include <cmath>
#include "SOIL/SOIL.h"
#include <chrono>
namespace texture {
GLuint earth;
GLuint clouds;
@ -59,22 +59,25 @@ Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext;
Core::RenderContext cubeContext;
glm::vec3 cameraPos = glm::vec3(-4.f, 0, 0);
Core::RenderContext starContext;
Core::RenderContext saberContext;
glm::vec3 cameraPos = glm::vec3(-3.f, 0, 0);
glm::vec3 cameraDir = glm::vec3(1.f, 0.f, 0.f);
glm::vec3 spaceshipPos = glm::vec3(-4.f, 0, 0);
glm::vec3 spaceshipPos = glm::vec3(-3.f, 0, 0);
glm::vec3 spaceshipDir = glm::vec3(1.f, 0.f, 0.f);
bool START_AS = false;
bool fire = false;
float a = 3 ;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> distribution(-0.5f, 0.5f);
std::uniform_real_distribution<float> planetoidsYDistribution(-1.f, 1.f);
std::uniform_real_distribution<float> planetoidsScaleDistribution(0.01f, 0.05f);
float planetoidsArray[500][4];
//std::uniform_real_distribution<float> distribution(-0.5f, 0.5f);
std::uniform_real_distribution<float> radiusDistribution(-5.f, 5.f);
std::uniform_real_distribution<float> planetoidsYDistribution(-3.f, 3.f);
std::uniform_real_distribution<float> planetoidsXDistribution(-2.f, 10.f);
std::uniform_real_distribution<float> planetoidsScaleDistribution(0.1f, 0.2f);
float planetoidsArray[400][4];
glm::vec3 asteroid_Calc = spaceshipDir * glm::vec3(a, a, a);
glm::vec3 asteroid_Pos = spaceshipPos + glm::vec3(0, a, 0) + asteroid_Calc;
glm::vec3 distance = asteroid_Pos - spaceshipPos;
@ -84,7 +87,7 @@ double step = 0.0000001;
GLuint VAO,VBO;
float lastAsteroidTime = 0;
float aspectRatio = 1.f;
glm::vec3 ammoPos;
unsigned int textureID;
float tiltAngleSide;
@ -192,23 +195,50 @@ void generateAsteroids(glm::vec3 asteroid_Pos, glm::vec3 distance, double step)
drawObjectTexture(sphereContext, glm::translate(asteroid_Pos) * glm::scale(glm::vec3(0.1f)), texture::moon, texture::moonNormal, texture::metalnessSphere, texture::roughnessSphere);
}
float speed = 0.03;
float starind = 50;
void generatePlanetoidBelt() {
for (int i = 0; i < 500; ++i) {
float x = planetoidsArray[i][0];
float z = planetoidsArray[i][1];
float y = planetoidsArray[i][2];
float pScale = planetoidsArray[i][3];
for (int i = 0; i < 400; ++i) {
float z = planetoidsArray[i][0];
float y = planetoidsArray[i][1];
float pScale = planetoidsArray[i][2];
bool collision = false;
planetoidsArray[i][3] -= speed;
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];
float prevY = planetoidsArray[j][1];
float prevScale = planetoidsArray[j][2];
float prevX = planetoidsArray[j][3];
float time = glfwGetTime();
float distance = std::sqrt((z - prevZ) * (z - prevZ) + (y - prevY) * (y - prevY) + (x - prevX) * (x - prevX));
drawObjectTexture(sphereContext,glm::eulerAngleY(time / 5) * glm::translate(glm::vec3(x, y, z)) * glm::scale(glm::vec3(pScale)), texture::moon, texture::moonNormal, texture::metalnessSphere, texture::roughnessSphere);
float sumRadii = pScale + prevScale;
if (distance < sumRadii) {
collision = true;
break;
}
}
if (!collision) {
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(0.2,0.3,0.2));
}
else {
drawObjectTexture(sphereContext, glm::translate(glm::vec3(x, y, z)) * glm::scale(glm::vec3(pScale)), texture::moon, texture::moonNormal, texture::metalnessSphere, texture::roughnessSphere);
}
}
}
}
int steps = 0;
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
@ -219,9 +249,6 @@ glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
});
void renderScene(GLFWwindow* window)
{
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
@ -230,23 +257,23 @@ void renderScene(GLFWwindow* window)
float time = glfwGetTime();
drawObjectSkyBox(cubeContext, glm::translate(cameraPos));
drawObjectTexture(sphereContext, glm::scale(glm::mat4(), glm::vec3(2.0f, 2.0f, 2.0f)), texture::sun, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::scale(glm::mat4(), glm::vec3(2.0f, 2.0f, 2.0f)), texture::sun, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(8.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.3f)), texture::earth, texture::earthNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext,
glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(8.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)), texture::moon, texture::moonNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(8.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.3f)), texture::earth, texture::earthNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext,
// glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(8.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)), texture::moon, texture::moonNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.15f)), texture::mercury, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 4) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.2f)), texture::mars, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 2) * glm::translate(glm::vec3(6.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.3f)), texture::venus, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 50000) * glm::translate(glm::vec3(14.f, 0, 0)) * glm::eulerAngleY(time/500000) * glm::scale(glm::vec3(0.9f)), texture::jupiter, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 6) * glm::translate(glm::vec3(17.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.9f)), texture::saturn, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 7) * glm::translate(glm::vec3(20.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.6f)), texture::uranus, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
drawObjectTexture(sphereContext, glm::eulerAngleY(time / 8) * glm::translate(glm::vec3(23.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.6f)), texture::neptune, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.15f)), texture::mercury, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time / 4) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.2f)), texture::mars, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time / 2) * glm::translate(glm::vec3(6.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.3f)), texture::venus, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time / 50000) * glm::translate(glm::vec3(14.f, 0, 0)) * glm::eulerAngleY(time/500000) * glm::scale(glm::vec3(0.9f)), texture::jupiter, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time / 6) * glm::translate(glm::vec3(17.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.9f)), texture::saturn, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time / 7) * glm::translate(glm::vec3(20.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.6f)), texture::uranus, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
//drawObjectTexture(sphereContext, glm::eulerAngleY(time / 8) * glm::translate(glm::vec3(23.f, 0, 0)) * glm::eulerAngleY(time) * glm::scale(glm::vec3(0.6f)), texture::neptune, texture::rustNormal, texture::metalnessSphere, texture::roughnessSphere);
spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
@ -261,11 +288,11 @@ void renderScene(GLFWwindow* window)
drawObjectTexture(shipContext,
glm::translate(spaceshipPos) *
specshipCameraRotrationMatrix *
glm::eulerAngleY(glm::pi<float>()) *
glm::rotate(glm::mat4(), tiltAngleSide * glm::radians(30.0f), glm::vec3(0, 0, 1)) *
glm::rotate(glm::mat4(), tiltAngleUpDown * glm::radians(20.0f), glm::vec3(1, 0, 0)) *
glm::translate(spaceshipPos) *
specshipCameraRotrationMatrix *
glm::eulerAngleY(glm::pi<float>()) *
glm::rotate(glm::mat4(), tiltAngleSide * glm::radians(30.0f), glm::vec3(0, 0, 1)) *
glm::rotate(glm::mat4(), tiltAngleUpDown * glm::radians(20.0f), glm::vec3(1, 0, 0)) *
glm::scale(glm::vec3(0.025f)),
texture::ship, texture::shipNormal, texture::metalnessShip, texture::roughnessShip);
//drawObjectTexture(shipContext,
@ -274,31 +301,15 @@ void renderScene(GLFWwindow* window)
//);
generatePlanetoidBelt();
lastAsteroidTime = glfwGetTime();
if (fire == true){
ammoPos = ammoPos + glm::vec3(0.1f, 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(0.2, 0.3, 0.2));
}
if (time - lastAsteroidTime < 5 && START_AS) { //funkcja generujaca pierwsza asteroide
step = step + 0.03;
generateAsteroids(asteroid_Pos, distance, step);
//steps++;
//std::cout << steps << std::endl;
}
else {
float random_x = distribution(gen);
float random_y = distribution(gen);
float random_z = distribution(gen);
//std::cout << random_x << std::endl;
glm::vec3 random_dir = glm::normalize(glm::vec3(spaceshipDir.x + random_x, spaceshipDir.y + random_y, spaceshipDir.z + random_z));
asteroid_Calc = a * random_dir;
glm::vec3 estimated_Spaceship_Pos = spaceshipPos + glm::vec3(1.f, 1.f, 1.f) * glm::normalize(spaceshipDir);
asteroid_Pos = spaceshipPos + glm::vec3(0, a / 5, 0) + asteroid_Calc;
distance = asteroid_Pos - estimated_Spaceship_Pos;
lastAsteroidTime = time;
step = 0.0001;
//std::cout << cameraDir.x << cameraDir.y << cameraDir.z << std::endl;
//steps = 0;
}
glUseProgram(0);
glfwSwapBuffers(window);
@ -339,7 +350,8 @@ void init(GLFWwindow* window)
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship_new.obj", shipContext);
loadModelToContext("./models/cube.obj", cubeContext);
loadModelToContext("./models/estrellica.obj", starContext);
loadModelToContext("./models/CraneoOBJ.obj", saberContext);
texture::earth = Core::LoadTexture("textures/earth.png");
texture::ship = Core::LoadTexture("textures/ship/spaceship_color.jpg");
texture::moon = Core::LoadTexture("textures/moon.jpg");
@ -364,25 +376,21 @@ void init(GLFWwindow* window)
texture::metalnessShip = Core::LoadTexture("textures/ship/spaceship_metalness.jpg");
texture::roughnessShip = Core::LoadTexture("textures/ship/spaceship_rough.jpg");
for (int i = 0; i < 400; ++i) {
float z = radiusDistribution(gen);
float x = planetoidsXDistribution(gen);
float y = planetoidsYDistribution(gen);
float pScale = planetoidsScaleDistribution(gen);
planetoidsArray[i][0] = z;
planetoidsArray[i][1] = y;
planetoidsArray[i][2] = pScale;
planetoidsArray[i][3] = x;
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
std::uniform_real_distribution<float> angleDistribution(0.0f, 2.0f * glm::pi<float>());
std::uniform_real_distribution<float> radiusDistribution(10.f, 17.f);
for (int i = 0; i < 500; ++i) {
float angle = angleDistribution(gen);
float radius = radiusDistribution(gen);
float y = planetoidsYDistribution(gen);
float pScale = planetoidsScaleDistribution(gen);
planetoidsArray[i][0] = radius * std::cos(angle);
planetoidsArray[i][1] = radius * std::sin(angle);
planetoidsArray[i][2] = y;
planetoidsArray[i][3] = pScale;
}
std::vector<std::string> filepaths = {
"textures/skybox/space_rt.png",
"textures/skybox/space_lf.png",
@ -420,93 +428,73 @@ double lastX = 0.0;
double lastY = 0.0;
void mouseCallback(GLFWwindow* window, double xpos, double ypos) {
double deltaX = xpos - lastX;
double deltaY = ypos - lastY;
lastX = xpos;
lastY = ypos;
//std::cout << lastY << " " << ypos << std::endl;
const float sensitivity = 0.001f;
deltaX *= sensitivity;
deltaY *= sensitivity;
glm::mat4 rotationMatrix = glm::eulerAngleY(-deltaX);
spaceshipDir = glm::normalize(rotationMatrix * glm::vec4(spaceshipDir,0));
spaceshipDir = spaceshipDir + glm::vec3(0, -deltaY / 4, 0);
/*specshipCameraRotrationMatrix = glm::rotate(specshipCameraRotrationMatrix, static_cast<float>(deltaX), glm::vec3(0.f, 1.f, 0.f));
specshipCameraRotrationMatrix = glm::rotate(specshipCameraRotrationMatrix, static_cast<float>(deltaY), spaceshipSide);
spaceshipDir = glm::normalize(glm::vec3(-specshipCameraRotrationMatrix[2]));
spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));*/
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;
}
}
//obsluga wejscia
void processInput(GLFWwindow* window)
{
spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.005f;
float moveSpeed = 0.005f;
float moveSpeed = 0.01f;
double x = 0.002;
double x = 0.01;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
spaceshipPos += spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
spaceshipPos -= spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipPos += spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipPos -= spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS){
spaceshipPos += spaceshipUp * moveSpeed;
tiltAngleUpDown -= easeInExpo(x);
}
else {
if (tiltAngleUpDown < 0) {
tiltAngleUpDown += 0.0005;
}
}
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS){
spaceshipPos -= spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
spaceshipPos += glm::vec3(0.f,moveSpeed,0.f);
tiltAngleUpDown += easeInExpo(x);
}
else {
if (tiltAngleUpDown > 0) {
tiltAngleUpDown -= 0.0005;
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)
spaceshipPos -= spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
spaceshipPos -= glm::vec3(0.f, 0.f, moveSpeed);
tiltAngleSide -= easeInExpo(x);
} else {
if (tiltAngleSide < 0) {
tiltAngleSide += 0.0005;
tiltAngleSide += 0.003;
}
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
spaceshipPos += glm::vec3(0.f, 0.f, moveSpeed);
tiltAngleSide += easeInExpo(-x);
} else {
if (tiltAngleSide > 0) {
tiltAngleSide -= 0.0005;
tiltAngleSide -= 0.003;
}
}
if (glfwGetKey(window, GLFW_KEY_G) == GLFW_PRESS)
START_AS = true;
glfwSetCursorPosCallback(window, mouseCallback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 2, 0) * 0.1f;
cameraPos = spaceshipPos - 0.5 * spaceshipDir+ glm::vec3(0.f,0.3,0.f);
cameraDir = spaceshipDir;
tiltAngleSide = fmaxf(-1, fminf(1, tiltAngleSide));