move rendering sun to Sun class
This commit is contained in:
parent
034df6be24
commit
2b390af6d9
17
grk/project/GameUtils.h
Normal file
17
grk/project/GameUtils.h
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@ -0,0 +1,17 @@
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#pragma once
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class GameUtils
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{
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private:
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// Private constructor to prevent external instantiation
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GameUtils() : aspectRatio(1.f) {}
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public:
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float aspectRatio;
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static GameUtils& getInstance()
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{
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static GameUtils instance; // Jedna i jedyna instancja
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return instance;
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}
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};
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@ -4,7 +4,22 @@
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#pragma once
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#pragma once
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class Spaceship
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class Spaceship
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{
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{
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private:
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// Prywatny konstruktor, aby zapobiec zewnętrznemu tworzeniu instancji
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Spaceship() {}
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// Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji
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~Spaceship() {}
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public:
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public:
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static Spaceship& getInstance()
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{
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static Spaceship instance; // Jedna i jedyna instancja
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return instance;
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}
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glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
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glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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@ -1,11 +1,31 @@
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#include "glm.hpp"
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#include "glm.hpp"
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#include "ext.hpp"
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#include "ext.hpp"
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#include "./Spaceship.h"
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#pragma once
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#pragma once
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class Sun
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class Sun
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{
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{
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public:
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public:
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glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
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glm::vec3 sunPos = glm::vec3(0, 2, 0);
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glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
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glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
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glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f) * 5;
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glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f) * 5;
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GLuint program;
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Core::RenderContext sphereContext;
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Sun(GLuint program, Core::RenderContext sphereContext) {
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this->program = program;
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this->sphereContext = sphereContext;
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}
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Sun(){}
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void draw() {
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glUseProgram(program);
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * Spaceship::getInstance().createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * glm::translate(sunPos) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniform3f(glGetUniformLocation(program, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
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glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
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Core::DrawContext(sphereContext);
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}
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};
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};
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@ -23,6 +23,7 @@
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<ClCompile Include="src\Texture.cpp" />
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<ClCompile Include="src\Texture.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameUtils.h" />
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<ClInclude Include="Spaceship.h" />
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<ClInclude Include="Spaceship.h" />
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<ClInclude Include="src\Camera.h" />
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<ClInclude Include="src\Camera.h" />
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<ClInclude Include="src\ex_9_1.hpp" />
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<ClInclude Include="src\ex_9_1.hpp" />
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@ -95,6 +95,9 @@
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<ClInclude Include="Spaceship.h">
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<ClInclude Include="Spaceship.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="GameUtils.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="shaders\shader_8_sun.vert">
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<None Include="shaders\shader_8_sun.vert">
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@ -7,6 +7,7 @@
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#include <assimp/Importer.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include "../GameUtils.h"
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@ -126,3 +127,24 @@ void Core::DrawContext(Core::RenderContext& context)
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);
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);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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glm::mat4 Core::createPerspectiveMatrix()
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{
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glm::mat4 perspectiveMatrix;
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float n = 0.05;
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float f = 20.;
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float a1 = glm::min(GameUtils::getInstance().aspectRatio, 1.f);
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float a2 = glm::min(1 / GameUtils::getInstance().aspectRatio, 1.f);
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perspectiveMatrix = glm::mat4({
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1,0.,0.,0.,
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0.,GameUtils::getInstance().aspectRatio,0.,0.,
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0.,0.,(f + n) / (n - f),2 * f * n / (n - f),
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0.,0.,-1.,0.,
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});
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perspectiveMatrix = glm::transpose(perspectiveMatrix);
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return perspectiveMatrix;
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}
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@ -69,4 +69,6 @@ namespace Core
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void DrawVertexArray(const VertexData & data);
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void DrawVertexArray(const VertexData & data);
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void DrawContext(RenderContext& context);
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void DrawContext(RenderContext& context);
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glm::mat4 createPerspectiveMatrix();
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}
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}
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@ -16,6 +16,7 @@
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#include <string>
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#include <string>
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#include "../Sun.h"
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#include "../Sun.h"
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#include "../Spaceship.h"
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#include "../Spaceship.h"
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#include "../GameUtils.h"
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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@ -52,12 +53,8 @@ Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext sphereContext;
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Sun sun;
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Sun sun;
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Spaceship spaceship;
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GLuint VAO,VBO;
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GLuint VAO,VBO;
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float aspectRatio = 1.f;
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float exposition = 1.f;
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float exposition = 1.f;
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glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
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glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
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@ -77,30 +74,9 @@ void updateDeltaTime(float time) {
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lastTime = time;
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lastTime = time;
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}
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}
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glm::mat4 createPerspectiveMatrix()
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{
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glm::mat4 perspectiveMatrix;
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float n = 0.05;
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float f = 20.;
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float a1 = glm::min(aspectRatio, 1.f);
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float a2 = glm::min(1 / aspectRatio, 1.f);
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perspectiveMatrix = glm::mat4({
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1,0.,0.,0.,
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0.,aspectRatio,0.,0.,
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0.,0.,(f+n) / (n - f),2*f * n / (n - f),
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0.,0.,-1.,0.,
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});
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perspectiveMatrix=glm::transpose(perspectiveMatrix);
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return perspectiveMatrix;
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * spaceship.createCameraMatrix();
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glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * Spaceship::getInstance().createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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@ -112,7 +88,7 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship.cameraPos.x, spaceship.cameraPos.y, spaceship.cameraPos.z);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), Spaceship::getInstance().cameraPos.x, Spaceship::getInstance().cameraPos.y, Spaceship::getInstance().cameraPos.z);
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glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
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glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);
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@ -120,10 +96,10 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spaceship.spotlightConeDir.x, spaceship.spotlightConeDir.y, spaceship.spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), Spaceship::getInstance().spotlightConeDir.x, Spaceship::getInstance().spotlightConeDir.y, Spaceship::getInstance().spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spaceship.spotlightPos.x, spaceship.spotlightPos.y, spaceship.spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), Spaceship::getInstance().spotlightPos.x, Spaceship::getInstance().spotlightPos.y, Spaceship::getInstance().spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship.spotlightColor.x, spaceship.spotlightColor.y, spaceship.spotlightColor.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), Spaceship::getInstance().spotlightColor.x, Spaceship::getInstance().spotlightColor.y, Spaceship::getInstance().spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship.spotlightPhi);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), Spaceship::getInstance().spotlightPhi);
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Core::DrawContext(context);
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Core::DrawContext(context);
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}
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}
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@ -152,19 +128,7 @@ void renderScene(GLFWwindow* window)
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//space lamp
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//space lamp
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glUseProgram(programSun);
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glUseProgram(programSun);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * spaceship.createCameraMatrix();
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sun.draw();
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glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniform3f(glGetUniformLocation(programSun, "color"), sun.sunColor.x / 2, sun.sunColor.y / 2, sun.sunColor.z / 2);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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glm::mat4 viewProjectionMatrix2 = createPerspectiveMatrix() * spaceship.createCameraMatrix();
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glm::mat4 transformation2 = viewProjectionMatrix2 * glm::translate(pointlightPos + glm::vec3(1, 1, 1)) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation2);
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glUniform3f(glGetUniformLocation(programSun, "color"), sun.sunColor.x / 2, sun.sunColor.y / 2, sun.sunColor.z / 2);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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glUseProgram(program);
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glUseProgram(program);
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@ -191,7 +155,7 @@ void renderScene(GLFWwindow* window)
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// glm::vec3(0.3, 0.3, 0.5)
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// glm::vec3(0.3, 0.3, 0.5)
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// );
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// );
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drawObjectPBR(shipContext,
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drawObjectPBR(shipContext,
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spaceship.calculateModelMatrix(),
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Spaceship::getInstance().calculateModelMatrix(),
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glm::vec3(0.3, 0.3, 0.5),
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glm::vec3(0.3, 0.3, 0.5),
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0.2,1.0
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0.2,1.0
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);
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);
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@ -208,7 +172,7 @@ void renderScene(GLFWwindow* window)
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}
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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{
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aspectRatio = width / float(height);
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GameUtils::getInstance().aspectRatio = width / float(height);
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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WIDTH = width;
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WIDTH = width;
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HEIGHT = height;
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HEIGHT = height;
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@ -249,11 +213,12 @@ void init(GLFWwindow* window)
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loadModelToContext("./models/pencils.obj", models::pencilsContext);
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loadModelToContext("./models/pencils.obj", models::pencilsContext);
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loadModelToContext("./models/plane.obj", models::planeContext);
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loadModelToContext("./models/plane.obj", models::planeContext);
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loadModelToContext("./models/room.obj", models::roomContext);
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loadModelToContext("./models/room.obj", models::roomContext);
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loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/GameUtils::spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models/window.obj", models::windowContext);
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loadModelToContext("./models/window.obj", models::windowContext);
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loadModelToContext("./models/test.obj", models::testContext);
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loadModelToContext("./models/test.obj", models::testContext);
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sun = Sun(programSun, models::sphereContext);
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}
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}
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void shutdown(GLFWwindow* window)
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void shutdown(GLFWwindow* window)
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@ -264,17 +229,16 @@ void shutdown(GLFWwindow* window)
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//obsluga wejscia
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//obsluga wejscia
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void processInput(GLFWwindow* window)
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void processInput(GLFWwindow* window)
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{
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{
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spaceship.processInput(window, deltaTime);
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Spaceship::getInstance().processInput(window, deltaTime);
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/*if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
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exposition -= 0.05;
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exposition -= 0.05;
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if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
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exposition += 0.05;
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exposition += 0.05;*/
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if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
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printf("spaceshipPos = glm::vec3(%ff, %ff, %ff);\n", spaceship.spaceshipPos.x, spaceship.spaceshipPos.y, spaceship.spaceshipPos.z);
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printf("GameUtils::spaceshipPos = glm::vec3(%ff, %ff, %ff);\n", Spaceship::getInstance().spaceshipPos.x, Spaceship::getInstance().spaceshipPos.y, Spaceship::getInstance().spaceshipPos.z);
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printf("spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", spaceship.spaceshipDir.x, spaceship.spaceshipDir.y, spaceship.spaceshipDir.z);
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printf("GameUtils::spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", Spaceship::getInstance().spaceshipDir.x, Spaceship::getInstance().spaceshipDir.y, Spaceship::getInstance().spaceshipDir.z);
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}
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}
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//cameraDir = glm::normalize(-cameraPos);
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//cameraDir = glm::normalize(-cameraPos);
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