Merge pull request 'add shooting' (#3) from shooting into master
Reviewed-on: #3
This commit is contained in:
commit
ad25bf4f9e
52
grk/project/Bullet.h
Normal file
52
grk/project/Bullet.h
Normal file
@ -0,0 +1,52 @@
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#include "glm.hpp"
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#include "src/Shader_Loader.h"
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#pragma once
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class Bullet
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{
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private:
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float speed;
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float lifetime;
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glm::vec3 directionNormalized;
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glm::vec3 startPosition;
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float birthTime;
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float scale;
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//GLuint program;
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Core::RenderContext renderContext;
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float getAge(float time) {
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return time - birthTime;
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}
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Bullet(float speed, float lifetime, glm::vec3 directionNormalized, glm::vec3 startPosition, float birthTime, Core::RenderContext renderContext, float scale){
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this->speed = speed;
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this->lifetime = lifetime;
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this->directionNormalized = directionNormalized;
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this->startPosition = startPosition;
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this->birthTime = birthTime;
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this->renderContext = renderContext;
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this->scale = scale;
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}
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public:
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static Bullet* createSimpleBullet(glm::vec3 directionNormalized, glm::vec3 startPosition, float birthTime) {
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static bool simpleRenderContextLoaded;
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static Core::RenderContext simpleRenderContext;
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if (!simpleRenderContextLoaded) {
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simpleRenderContextLoaded = true;
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Core::loadModelToContext("./models/sphere.obj", simpleRenderContext);
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}
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return new Bullet(10, 10, directionNormalized, startPosition, birthTime, simpleRenderContext, 0.01f);
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}
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bool shouldBeDestroyed(float time, GLuint program) {
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float age = getAge(time);
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if (age > lifetime) {
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return true;
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}
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glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), startPosition) * glm::translate(directionNormalized * speed * age) * glm::scale(glm::vec3(scale));
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Core::drawObjectPBR(renderContext, modelMatrix, glm::vec3(1.f, 0.f, 0.f), 0.3, 0, program);
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return false;
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}
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};
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@ -1,21 +1,27 @@
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#include <list>
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#include "Sun.h"
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#include "Bullet.h"
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#include "src/Shader_Loader.h"
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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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{
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this->suns = new std::list<Sun*>();
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this->shaderLoader = new Core::Shader_Loader();
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}
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std::list<Sun*>* suns;
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std::list<Bullet*> bullets;
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float aspectRatio;
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public:
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Core::Shader_Loader* shaderLoader;
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Core::RenderContext sphereContext;
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float getAspectRatio() {
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return aspectRatio;
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@ -1,18 +1,26 @@
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#include "glm.hpp"
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#include "ext.hpp"
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#include <GLFW/glfw3.h>
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#include <list>
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#include "Bullet.h"
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#pragma once
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class Spaceship
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{
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private:
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std::list<Bullet*> bullets;
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float lastShootTime = 0.f;
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float shootInterval = 0.3f;
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// Prywatny konstruktor, aby zapobiec zewnêtrznemu tworzeniu instancji
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Spaceship() {}
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Spaceship() {
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}
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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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static Spaceship* getInstance()
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@ -49,7 +57,11 @@ public:
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return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));
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}
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void processInput(GLFWwindow* window, float deltaTime) {
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void processInput(GLFWwindow* window, float deltaTime, float time) {
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static bool mouseButtonCallbackSet = false;
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if (!mouseButtonCallbackSet) {
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}
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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float angleSpeed = 0.05f * deltaTime * 60;
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@ -74,6 +86,8 @@ public:
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spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
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requestShoot(time);
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cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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cameraDir = spaceshipDir;
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@ -97,4 +111,35 @@ public:
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return cameraMatrix;
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}
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void renderBullets(float time, GLuint program) {
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for (auto it = bullets.begin(); it != bullets.end();) {
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Bullet* bullet = *it;
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if (bullet->shouldBeDestroyed(time, program)) {
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delete bullet;
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it = bullets.erase(it);
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}
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else {
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it++;
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}
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}
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}
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void requestShoot(float time) {
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if (canShoot(time)) {
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shoot(time);
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}
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}
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bool canShoot(float time) {
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return lastShootTime == 0 || time - lastShootTime > shootInterval;
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}
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void shoot(float time) {
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glm::vec3 perpendicularVector = 0.25f * glm::normalize(glm::cross(cameraDir, glm::vec3(0.0f, 1.0f, 0.0f)));
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bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos - perpendicularVector, time));
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bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos + perpendicularVector, time));
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lastShootTime = time;
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}
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};
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@ -25,6 +25,7 @@
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<ClCompile Include="src\Texture.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Bullet.h" />
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<ClInclude Include="GameObject.h" />
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<ClInclude Include="GameUtils.h" />
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<ClInclude Include="Planet.h" />
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@ -44,6 +45,8 @@
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<ClInclude Include="Sun.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="fireball.frag" />
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<None Include="fireball.vert" />
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<None Include="shaders\shader_9_1.frag" />
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<None Include="shaders\shader_9_1.vert" />
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<None Include="shaders\shader_8_sun.frag" />
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@ -110,6 +110,9 @@
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<ClInclude Include="Planet.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Bullet.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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<None Include="shaders\shader_8_sun.vert">
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Normal file
150
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Normal file
@ -0,0 +1,150 @@
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<<<<<<< HEAD
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<Filter>Shader Files</Filter>
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||||
</None>
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=======
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<None Include="fireball.frag">
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>>>>>>> 62afe67 (add shooting)
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<Filter>Shader Files</Filter>
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||||
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150
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Normal file
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Normal file
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||||
</ClInclude>
|
||||
<ClInclude Include="Sun.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spaceship.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameUtils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Planet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Bullet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="shaders\shader_8_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_8_sun.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<<<<<<< HEAD
|
||||
<None Include="shaders\shader_skybox.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_skybox.vert">
|
||||
=======
|
||||
<None Include="fireball.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.frag">
|
||||
>>>>>>> 62afe67 (add shooting)
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
150
grk/project/grk-project.vcxproj_BACKUP_1521.filters
Normal file
150
grk/project/grk-project.vcxproj_BACKUP_1521.filters
Normal file
@ -0,0 +1,150 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Shader Files">
|
||||
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\SOIL">
|
||||
<UniqueIdentifier>{0af44075-33f4-4953-b1d6-1d28d61d758f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Render_Utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Shader_Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Box.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\SOIL.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_DXT.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_helper.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GameObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Planet.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\objload.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Render_Utils.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Shader_Loader.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Camera.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Texture.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_helper.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\SOIL.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_DXT.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\ex_9_1.hpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Sun.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spaceship.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameUtils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Planet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Bullet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="shaders\shader_8_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_8_sun.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<<<<<<< HEAD
|
||||
<None Include="shaders\shader_skybox.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_skybox.vert">
|
||||
=======
|
||||
<None Include="fireball.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.frag">
|
||||
>>>>>>> 62afe67 (add shooting)
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
150
grk/project/grk-project.vcxproj_BACKUP_1582.filters
Normal file
150
grk/project/grk-project.vcxproj_BACKUP_1582.filters
Normal file
@ -0,0 +1,150 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Shader Files">
|
||||
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\SOIL">
|
||||
<UniqueIdentifier>{0af44075-33f4-4953-b1d6-1d28d61d758f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Render_Utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Shader_Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Box.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\SOIL.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_DXT.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_helper.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GameObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Planet.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\objload.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Render_Utils.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Shader_Loader.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Camera.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Texture.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_helper.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\SOIL.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_DXT.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\ex_9_1.hpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Sun.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spaceship.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameUtils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Planet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Bullet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="shaders\shader_8_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_8_sun.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<<<<<<< HEAD
|
||||
<None Include="shaders\shader_skybox.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_skybox.vert">
|
||||
=======
|
||||
<None Include="fireball.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.frag">
|
||||
>>>>>>> 62afe67 (add shooting)
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
134
grk/project/grk-project.vcxproj_BASE_1250.filters
Normal file
134
grk/project/grk-project.vcxproj_BASE_1250.filters
Normal file
@ -0,0 +1,134 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Shader Files">
|
||||
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\SOIL">
|
||||
<UniqueIdentifier>{0af44075-33f4-4953-b1d6-1d28d61d758f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Render_Utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Shader_Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Box.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\SOIL.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_DXT.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_helper.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GameObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Planet.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\objload.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Render_Utils.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Shader_Loader.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Camera.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Texture.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_helper.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\SOIL.h">
|
||||
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|
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||||
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|
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|
134
grk/project/grk-project.vcxproj_BASE_1521.filters
Normal file
134
grk/project/grk-project.vcxproj_BASE_1521.filters
Normal file
@ -0,0 +1,134 @@
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|
134
grk/project/grk-project.vcxproj_BASE_1582.filters
Normal file
134
grk/project/grk-project.vcxproj_BASE_1582.filters
Normal file
@ -0,0 +1,134 @@
|
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<?xml version="1.0" encoding="utf-8"?>
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<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
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<ClInclude Include="src\ex_9_1.hpp">
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<ClInclude Include="Sun.h">
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<ClInclude Include="Spaceship.h">
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|
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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.frag">
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<Filter>Shader Files</Filter>
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<None Include="shaders\shader_9_1.frag">
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|
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<None Include="shaders\shader_9_1.vert">
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|
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<None Include="shaders\test.frag">
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<None Include="shaders\test.vert">
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|
140
grk/project/grk-project.vcxproj_LOCAL_1250.filters
Normal file
140
grk/project/grk-project.vcxproj_LOCAL_1250.filters
Normal file
@ -0,0 +1,140 @@
|
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<?xml version="1.0" encoding="utf-8"?>
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<Filter Include="Resource Files">
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Filter Include="Shader Files">
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<ClCompile Include="src\SOIL\SOIL.c">
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<ClCompile Include="src\SOIL\image_DXT.c">
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<ClCompile Include="Planet.cpp">
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<ClInclude Include="src\SOIL\SOIL.h">
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<ClInclude Include="Spaceship.h">
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|
140
grk/project/grk-project.vcxproj_LOCAL_1521.filters
Normal file
140
grk/project/grk-project.vcxproj_LOCAL_1521.filters
Normal file
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|
140
grk/project/grk-project.vcxproj_LOCAL_1582.filters
Normal file
140
grk/project/grk-project.vcxproj_LOCAL_1582.filters
Normal file
@ -0,0 +1,140 @@
|
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<?xml version="1.0" encoding="utf-8"?>
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<ClInclude Include="src\ex_9_1.hpp">
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|
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|
143
grk/project/grk-project.vcxproj_REMOTE_1250.filters
Normal file
143
grk/project/grk-project.vcxproj_REMOTE_1250.filters
Normal file
@ -0,0 +1,143 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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|
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<ClCompile Include="src\SOIL\SOIL.c">
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||||
<ItemGroup>
|
||||
<None Include="shaders\shader_8_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_8_sun.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
143
grk/project/grk-project.vcxproj_REMOTE_1521.filters
Normal file
143
grk/project/grk-project.vcxproj_REMOTE_1521.filters
Normal file
@ -0,0 +1,143 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Shader Files">
|
||||
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\SOIL">
|
||||
<UniqueIdentifier>{0af44075-33f4-4953-b1d6-1d28d61d758f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Render_Utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Shader_Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Box.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\SOIL.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_DXT.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_helper.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GameObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Planet.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\objload.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Render_Utils.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Shader_Loader.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Camera.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Texture.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_helper.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\SOIL.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_DXT.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\ex_9_1.hpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Sun.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spaceship.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameUtils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Planet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Bullet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="shaders\shader_8_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_8_sun.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
143
grk/project/grk-project.vcxproj_REMOTE_1582.filters
Normal file
143
grk/project/grk-project.vcxproj_REMOTE_1582.filters
Normal file
@ -0,0 +1,143 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Shader Files">
|
||||
<UniqueIdentifier>{0a247bb8-2e8e-4a90-b0ef-17415b0941ba}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source Files\SOIL">
|
||||
<UniqueIdentifier>{0af44075-33f4-4953-b1d6-1d28d61d758f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\Render_Utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Shader_Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Box.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Camera.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\Texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\SOIL.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\stb_image_aug.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_DXT.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\SOIL\image_helper.c">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="GameObject.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Planet.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\objload.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Render_Utils.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Shader_Loader.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Camera.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\Texture.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_helper.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\SOIL.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stb_image_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\stbi_DDS_aug_c.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\SOIL\image_DXT.h">
|
||||
<Filter>Source Files\SOIL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\ex_9_1.hpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Sun.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Spaceship.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameUtils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="GameObject.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Planet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Bullet.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="shaders\shader_8_sun.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_8_sun.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\shader_9_1.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="shaders\test.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.vert">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
<None Include="fireball.frag">
|
||||
<Filter>Shader Files</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -189,6 +189,7 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
|
||||
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
|
||||
Core::DrawContext(context);
|
||||
}
|
||||
|
||||
void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program) {
|
||||
Spaceship* spaceship = Spaceship::getInstance();
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
@ -201,4 +202,17 @@ void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuin
|
||||
Core::DrawContext(context);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
}
|
||||
|
||||
void Core::loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
{
|
||||
Assimp::Importer import;
|
||||
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
|
||||
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
context.initFromAssimpMesh(scene->mMeshes[0]);
|
||||
}
|
249
grk/project/src/Render_Utils.cpp.orig
Normal file
249
grk/project/src/Render_Utils.cpp.orig
Normal file
@ -0,0 +1,249 @@
|
||||
#include "Render_Utils.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <list>
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include "../GameUtils.h"
|
||||
#include "../Spaceship.h"
|
||||
|
||||
|
||||
|
||||
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
|
||||
vertexArray = 0;
|
||||
vertexBuffer = 0;
|
||||
vertexIndexBuffer = 0;
|
||||
|
||||
std::vector<float> textureCoord;
|
||||
std::vector<unsigned int> indices;
|
||||
//tex coord must be converted to 2d vecs
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
if (mesh->mTextureCoords[0] != nullptr) {
|
||||
textureCoord.push_back(mesh->mTextureCoords[0][i].x);
|
||||
textureCoord.push_back(mesh->mTextureCoords[0][i].y);
|
||||
}
|
||||
else {
|
||||
textureCoord.push_back(0.0f);
|
||||
textureCoord.push_back(0.0f);
|
||||
}
|
||||
}
|
||||
if (mesh->mTextureCoords[0] == nullptr) {
|
||||
std::cout << "no uv coords\n";
|
||||
}
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
// retrieve all indices of the face and store them in the indices vector
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
|
||||
unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2;
|
||||
unsigned int vertexTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
unsigned int vertexBiTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
|
||||
unsigned int vertexElementBufferSize = sizeof(unsigned int) * indices.size();
|
||||
size = indices.size();
|
||||
|
||||
glGenVertexArrays(1, &vertexArray);
|
||||
glBindVertexArray(vertexArray);
|
||||
|
||||
|
||||
glGenBuffers(1, &vertexIndexBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexElementBufferSize, &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &vertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||||
//std::cout << vertexBuffer;
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize + vertexBiTangentBufferSize, NULL, GL_STATIC_DRAW);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexDataBufferSize, mesh->mVertices);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize, vertexNormalBufferSize, mesh->mNormals);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize, vertexTexBufferSize, &textureCoord[0]);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize, vertexTangentBufferSize, mesh->mTangents);
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize, vertexBiTangentBufferSize, mesh->mBitangents);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)(0));
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize));
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)(vertexNormalBufferSize + vertexDataBufferSize));
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize));
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize));
|
||||
|
||||
}
|
||||
|
||||
void Core::DrawVertexArray(const float * vertexArray, int numVertices, int elementSize )
|
||||
{
|
||||
glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, numVertices);
|
||||
}
|
||||
|
||||
void Core::DrawVertexArrayIndexed( const float * vertexArray, const int * indexArray, int numIndexes, int elementSize )
|
||||
{
|
||||
glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexArray);
|
||||
}
|
||||
|
||||
|
||||
void Core::DrawVertexArray( const VertexData & data )
|
||||
{
|
||||
int numAttribs = std::min(VertexData::MAX_ATTRIBS, data.NumActiveAttribs);
|
||||
for(int i = 0; i < numAttribs; i++)
|
||||
{
|
||||
glVertexAttribPointer(i, data.Attribs[i].Size, GL_FLOAT, false, 0, data.Attribs[i].Pointer);
|
||||
glEnableVertexAttribArray(i);
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLES, 0, data.NumVertices);
|
||||
}
|
||||
|
||||
void Core::DrawContext(Core::RenderContext& context)
|
||||
{
|
||||
|
||||
glBindVertexArray(context.vertexArray);
|
||||
glDrawElements(
|
||||
GL_TRIANGLES, // mode
|
||||
context.size, // count
|
||||
GL_UNSIGNED_INT, // type
|
||||
(void*)0 // element array buffer offset
|
||||
);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
glm::mat4 Core::createPerspectiveMatrix()
|
||||
{
|
||||
|
||||
glm::mat4 perspectiveMatrix;
|
||||
float n = 0.05;
|
||||
float f = 200.;
|
||||
float a1 = glm::min(GameUtils::getInstance()->getAspectRatio(), 1.f);
|
||||
float a2 = glm::min(1 / GameUtils::getInstance()->getAspectRatio(), 1.f);
|
||||
perspectiveMatrix = glm::mat4({
|
||||
1,0.,0.,0.,
|
||||
0.,GameUtils::getInstance()->getAspectRatio(),0.,0.,
|
||||
0.,0.,(f + n) / (n - f),2 * f * n / (n - f),
|
||||
0.,0.,-1.,0.,
|
||||
});
|
||||
|
||||
|
||||
perspectiveMatrix = glm::transpose(perspectiveMatrix);
|
||||
|
||||
return perspectiveMatrix;
|
||||
}
|
||||
|
||||
void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program) {
|
||||
Spaceship* spaceship = Spaceship::getInstance();
|
||||
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
|
||||
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
|
||||
glUniform1f(glGetUniformLocation(program, "exposition"), 1.f);
|
||||
|
||||
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
|
||||
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
|
||||
|
||||
|
||||
const int NUM_LIGHTS = 23;
|
||||
|
||||
glm::vec3 lightsPositions[NUM_LIGHTS];
|
||||
glm::vec3 lightsColors[NUM_LIGHTS];
|
||||
glm::vec3 lightsDirections[NUM_LIGHTS];
|
||||
|
||||
/*glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
|
||||
glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);*/
|
||||
|
||||
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
|
||||
glm::vec3 firstSunPos = suns->front()->getPosition();
|
||||
glm::vec3 firstSunColor = suns->front()->getColor();
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "lightPos"), firstSunPos.x, firstSunPos.y, firstSunPos.z);
|
||||
glUniform3f(glGetUniformLocation(program, "lightColor"), firstSunColor.x, firstSunColor.y, firstSunColor.z);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spaceship->spotlightConeDir.x, spaceship->spotlightConeDir.y, spaceship->spotlightConeDir.z);
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spaceship->spotlightPos.x, spaceship->spotlightPos.y, spaceship->spotlightPos.z);
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spaceship->spotlightColor.x, spaceship->spotlightColor.y, spaceship->spotlightColor.z);
|
||||
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spaceship->spotlightPhi);
|
||||
Core::DrawContext(context);
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
void Core::drawSkybox(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint program) {
|
||||
Spaceship* spaceship = Spaceship::getInstance();
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glUseProgram(program);
|
||||
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
|
||||
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
Core::DrawContext(context);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
}
|
||||
=======
|
||||
|
||||
void Core::drawFireball(const glm::mat4& model, float radius, const glm::mat4& view, const glm::mat4& cameraMatrix) {
|
||||
//GLuint shaderProgram = GameUtils::getInstance()->shaderLoader->CreateProgram("shaders/fireball.vert", "shaders/fireball.frag");
|
||||
//
|
||||
//// Ustaw aktywny program cieniuj¹cy
|
||||
//glUseProgram(shaderProgram);
|
||||
|
||||
//// Przeka¿ wartoœci uniform do shadera
|
||||
//glUniform3fv(glGetUniformLocation(shaderProgram, "cameraPosition"), 1, glm::value_ptr(cameraPosition));
|
||||
//glUniform3fv(glGetUniformLocation(shaderProgram, "flareColor"), 1, glm::value_ptr(flareColor));
|
||||
//glUniform3fv(glGetUniformLocation(shaderProgram, "lightPosition"), 1, glm::value_ptr(lightPosition));
|
||||
|
||||
//// Oblicz normalne dla efektu œwiat³a
|
||||
//glm::mat3 normalMatrix = glm::transpose(glm::inverse(glm::mat3(model)));
|
||||
|
||||
//// Przeka¿ macierze do shadera
|
||||
//glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
//glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
//glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
//glUniformMatrix3fv(glGetUniformLocation(shaderProgram, "normalMatrix"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
|
||||
|
||||
//// Tutaj mo¿esz umieœciæ kod odpowiedzialny za rysowanie przygotowanego obiektu
|
||||
//// Przyk³adowy kod, zak³adaj¹c, ¿e masz funkcjê renderuj¹c¹ obiekt:
|
||||
//// renderObject();
|
||||
|
||||
//// Wy³¹cz program cieniuj¹cy
|
||||
|
||||
//glDeleteProgram(shaderProgram);
|
||||
}
|
||||
|
||||
void Core::loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
{
|
||||
Assimp::Importer import;
|
||||
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
|
||||
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
context.initFromAssimpMesh(scene->mMeshes[0]);
|
||||
}
|
||||
>>>>>>> 62afe67 (add shooting)
|
@ -73,4 +73,6 @@ namespace Core
|
||||
|
||||
glm::mat4 createPerspectiveMatrix();
|
||||
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
|
||||
void drawFireball(const glm::mat4& model, float radius, const glm::mat4& view, const glm::mat4& cameraMatrix);
|
||||
void loadModelToContext(std::string path, Core::RenderContext& context);
|
||||
}
|
@ -45,9 +45,6 @@ GLuint programTest;
|
||||
GLuint programTex;
|
||||
GLuint programCubemap;
|
||||
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
|
||||
std::list<Planet*> planets;
|
||||
Sun* sun;
|
||||
GLuint VAO,VBO;
|
||||
@ -106,14 +103,14 @@ void renderScene(GLFWwindow* window)
|
||||
p->draw(time, program);
|
||||
}
|
||||
|
||||
spaceship->renderBullets(glfwGetTime(), program);
|
||||
|
||||
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
||||
|
||||
drawObjectPBR(models::sphereContext,
|
||||
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
|
||||
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
|
||||
|
||||
drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f, program);
|
||||
|
||||
drawObjectPBR(models::spaceshipContext,
|
||||
spaceship->calculateModelMatrix(),
|
||||
spaceship->color,
|
||||
@ -130,18 +127,7 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
WIDTH = width;
|
||||
HEIGHT = height;
|
||||
}
|
||||
void loadModelToContext(std::string path, Core::RenderContext& context)
|
||||
{
|
||||
Assimp::Importer import;
|
||||
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
|
||||
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
context.initFromAssimpMesh(scene->mMeshes[0]);
|
||||
}
|
||||
|
||||
void createSuns() {
|
||||
GameUtils* gu = GameUtils::getInstance();
|
||||
@ -175,27 +161,21 @@ void createSuns() {
|
||||
}
|
||||
void init(GLFWwindow* window)
|
||||
{
|
||||
GameUtils* gameUtils = GameUtils::getInstance();
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
programCubemap = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||
|
||||
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
programCubemap = gameUtils->shaderLoader->CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||
|
||||
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
loadModelToContext("./models/cube.obj", models::cubeContext);
|
||||
|
||||
/*std::vector<std::string> cubeFaces = {
|
||||
"space_rt.png",
|
||||
"space_lf.png",
|
||||
"space_up.png",
|
||||
"space_dn.png",
|
||||
"space_bk.png",
|
||||
"space_ft.png"
|
||||
};*/
|
||||
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
|
||||
|
||||
std::vector<std::string> cubeFaces = {
|
||||
"bkg2_right1.png",
|
||||
@ -203,24 +183,22 @@ void init(GLFWwindow* window)
|
||||
"bkg2_top3.png",
|
||||
"bkg2_bottom4.png",
|
||||
"bkg2_front5.png",
|
||||
"bkg2_back6.png"
|
||||
};
|
||||
|
||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||
|
||||
|
||||
createSuns();
|
||||
}
|
||||
|
||||
void shutdown(GLFWwindow* window)
|
||||
{
|
||||
shaderLoader.DeleteProgram(program);
|
||||
GameUtils::getInstance()->shaderLoader->DeleteProgram(program);
|
||||
}
|
||||
|
||||
//obsluga wejscia
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
spaceship->processInput(window, deltaTime);
|
||||
spaceship->processInput(window, deltaTime, glfwGetTime());
|
||||
|
||||
/*if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
|
||||
exposition -= 0.05;
|
||||
|
252
grk/project/src/ex_9_1.hpp.orig
Normal file
252
grk/project/src/ex_9_1.hpp.orig
Normal file
@ -0,0 +1,252 @@
|
||||
#include "glew.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "glm.hpp"
|
||||
#include "ext.hpp"
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
#include <list>
|
||||
#include <vector>
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
#include "texture.h"
|
||||
|
||||
#include "Box.cpp"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <string>
|
||||
#include "../Sun.h"
|
||||
#include "../Spaceship.h"
|
||||
#include "../Planet.h"
|
||||
#include "../GameObject.h"
|
||||
#include "../GameUtils.h"
|
||||
|
||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
|
||||
int WIDTH = 500, HEIGHT = 500;
|
||||
|
||||
namespace models {
|
||||
Core::RenderContext marbleBustContext;
|
||||
Core::RenderContext spaceshipContext;
|
||||
Core::RenderContext sphereContext;
|
||||
Core::RenderContext cubeContext;
|
||||
}
|
||||
namespace texture {
|
||||
GLuint cubemapTexture;
|
||||
}
|
||||
|
||||
GLuint depthMapFBO;
|
||||
GLuint depthMap;
|
||||
|
||||
GLuint program;
|
||||
GLuint programSun;
|
||||
GLuint programTest;
|
||||
GLuint programTex;
|
||||
GLuint programCubemap;
|
||||
|
||||
std::list<Planet*> planets;
|
||||
Sun* sun;
|
||||
GLuint VAO,VBO;
|
||||
|
||||
float exposition = 1.f;
|
||||
|
||||
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
|
||||
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
|
||||
|
||||
float lastTime = -1.f;
|
||||
float deltaTime = 0.f;
|
||||
|
||||
Spaceship* spaceship = Spaceship::getInstance();
|
||||
|
||||
void updateDeltaTime(float time) {
|
||||
if (lastTime < 0) {
|
||||
lastTime = time;
|
||||
return;
|
||||
}
|
||||
|
||||
deltaTime = time - lastTime;
|
||||
if (deltaTime > 0.1) deltaTime = 0.1;
|
||||
lastTime = time;
|
||||
}
|
||||
|
||||
void renderShadowapSun() {
|
||||
float time = glfwGetTime();
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
//uzupelnij o renderowanie glebokosci do tekstury
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
}
|
||||
void renderScene(GLFWwindow* window)
|
||||
{
|
||||
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
float time = glfwGetTime();
|
||||
updateDeltaTime(time);
|
||||
renderShadowapSun();
|
||||
|
||||
drawSkybox(models::cubeContext, glm::translate(glm::mat4(), spaceship->cameraPos), texture::cubemapTexture, programCubemap);
|
||||
|
||||
|
||||
//space lamp
|
||||
glUseProgram(programSun);
|
||||
|
||||
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();
|
||||
for (Sun* sun : *suns) {
|
||||
sun->draw();
|
||||
}
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
for (Planet* p : planets) {
|
||||
p->draw(time, program);
|
||||
}
|
||||
|
||||
spaceship->renderBullets(glfwGetTime(), program);
|
||||
|
||||
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
|
||||
|
||||
drawObjectPBR(models::sphereContext,
|
||||
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
|
||||
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
|
||||
|
||||
drawObjectPBR(models::spaceshipContext,
|
||||
spaceship->calculateModelMatrix(),
|
||||
spaceship->color,
|
||||
spaceship->roughness, spaceship->metallic, program
|
||||
);
|
||||
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
GameUtils::getInstance()->setAspectRatio(width / float(height));
|
||||
glViewport(0, 0, width, height);
|
||||
WIDTH = width;
|
||||
HEIGHT = height;
|
||||
}
|
||||
|
||||
|
||||
void createSuns() {
|
||||
GameUtils* gu = GameUtils::getInstance();
|
||||
sun = new Sun(programSun, models::sphereContext, glm::vec3(0, 2, 0), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, 1);
|
||||
Planet* planet = new Planet(sun, 20.f, 0.25f, 1.f, models::sphereContext);
|
||||
planets.push_back(planet);
|
||||
Planet* moon = new Planet(planet, 5.f, 1.f, 0.2f, models::sphereContext);
|
||||
planets.push_back(moon);
|
||||
gu->getSuns()->push_back(sun);
|
||||
Planet* planet2 = new Planet(sun, 50.f, 0.5f, 1.5f, models::sphereContext);
|
||||
planets.push_back(planet2);
|
||||
/*suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-80, 20, 50), glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(1.0f, 0.8f, 0.2f), 4.0));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(50, 40, -30), glm::vec3(-0.73633f, 0.451106, 0.023226f), glm::vec3(0.9f, 0.5f, 0.1f), 3.5));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, -60, 100), glm::vec3(-0.53633f, 0.551106, 0.043226f), glm::vec3(0.8f, 0.2f, 0.2f), 4.5));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(20, 80, -70), glm::vec3(0.33633f, 0.651106, 0.063226f), glm::vec3(0.5f, 0.7f, 0.9f), 3.8));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-60, -20, 30), glm::vec3(-0.23633f, 0.751106, 0.083226f), glm::vec3(0.7f, 0.2f, 0.7f), 4.2));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(70, -50, -80), glm::vec3(-0.03633f, 0.851106, 0.103226f), glm::vec3(0.1f, 0.3f, 0.9f), 3.9));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(10, 30, 60), glm::vec3(0.13633f, -0.951106, -0.123226f), glm::vec3(0.6f, 0.9f, 0.4f), 4.3));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-40, -80, -50), glm::vec3(0.33633f, -0.851106, -0.143226f), glm::vec3(0.7f, 0.5f, 0.2f), 3.7));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(90, 70, 20), glm::vec3(0.53633f, -0.751106, -0.163226f), glm::vec3(0.4f, 0.1f, 0.9f), 4.1));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-30, 10, -40), glm::vec3(0.73633f, -0.651106, -0.183226f), glm::vec3(0.8f, 0.4f, 0.1f), 4.4));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(150, -100, 80), glm::vec3(0.33633f, -0.951106, -0.143226f), glm::vec3(0.2f, 0.8f, 0.5f), 3.9));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-120, 50, -60), glm::vec3(0.73633f, 0.551106, 0.103226f), glm::vec3(0.9f, 0.2f, 0.7f), 3.6));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(0, 120, -150), glm::vec3(-0.23633f, -0.751106, 0.083226f), glm::vec3(0.5f, 0.6f, 0.9f), 3.4));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-180, -50, 120), glm::vec3(0.13633f, 0.351106, -0.003226f), glm::vec3(0.7f, 0.9f, 0.2f), 4.2));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(60, -150, 180), glm::vec3(-0.93633f, -0.451106, -0.023226f), glm::vec3(0.3f, 0.7f, 0.8f), 3.8));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(100, 80, -120), glm::vec3(0.53633f, -0.651106, 0.163226f), glm::vec3(0.8f, 0.1f, 0.4f), 4.5));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-50, -180, 150), glm::vec3(-0.33633f, 0.951106, -0.083226f), glm::vec3(0.4f, 0.8f, 0.6f), 3.5));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(200, 150, -100), glm::vec3(0.03633f, 0.151106, 0.103226f), glm::vec3(0.6f, 0.2f, 0.9f), 3.9));
|
||||
suns.push_back(&Sun(programSun, models::sphereContext, glm::vec3(-150, -100, -50), glm::vec3(0.83633f, -0.251106, -0.123226f), glm::vec3(0.7f, 0.5f, 0.8f), 4.1));*/
|
||||
}
|
||||
void init(GLFWwindow* window)
|
||||
{
|
||||
GameUtils* gameUtils = GameUtils::getInstance();
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
<<<<<<< HEAD
|
||||
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
programCubemap = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
|
||||
|
||||
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
loadModelToContext("./models/cube.obj", models::cubeContext);
|
||||
|
||||
/*std::vector<std::string> cubeFaces = {
|
||||
"space_rt.png",
|
||||
"space_lf.png",
|
||||
"space_up.png",
|
||||
"space_dn.png",
|
||||
"space_bk.png",
|
||||
"space_ft.png"
|
||||
};*/
|
||||
|
||||
std::vector<std::string> cubeFaces = {
|
||||
"bkg2_right1.png",
|
||||
"bkg2_left2.png",
|
||||
"bkg2_top3.png",
|
||||
"bkg2_bottom4.png",
|
||||
"bkg2_front5.png",
|
||||
"bkg2_back6.png"
|
||||
};
|
||||
|
||||
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
|
||||
|
||||
=======
|
||||
program = gameUtils->shaderLoader->CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
programTest = gameUtils->shaderLoader->CreateProgram("shaders/test.vert", "shaders/test.frag");
|
||||
programSun = gameUtils->shaderLoader->CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
|
||||
//loadModelToContext("./models/sphere.obj", sphereContext);
|
||||
//loadModelToContext("./models/spaceship.obj", spaceship.context);
|
||||
|
||||
|
||||
|
||||
Core::loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
|
||||
Core::loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
Core::loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
|
||||
>>>>>>> 62afe67 (add shooting)
|
||||
|
||||
createSuns();
|
||||
}
|
||||
|
||||
void shutdown(GLFWwindow* window)
|
||||
{
|
||||
GameUtils::getInstance()->shaderLoader->DeleteProgram(program);
|
||||
}
|
||||
|
||||
//obsluga wejscia
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
spaceship->processInput(window, deltaTime, glfwGetTime());
|
||||
|
||||
/*if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
|
||||
exposition -= 0.05;
|
||||
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
|
||||
exposition += 0.05;*/
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
|
||||
printf("GameUtils::spaceshipPos = glm::vec3(%ff, %ff, %ff);\n",spaceship->spaceshipPos.x,spaceship->spaceshipPos.y,spaceship->spaceshipPos.z);
|
||||
printf("GameUtils::spaceshipDir = glm::vec3(%ff, %ff, %ff);\n",spaceship->spaceshipDir.x,spaceship->spaceshipDir.y,spaceship->spaceshipDir.z);
|
||||
}
|
||||
|
||||
//cameraDir = glm::normalize(-cameraPos);
|
||||
|
||||
}
|
||||
|
||||
// funkcja jest glowna petla
|
||||
void renderLoop(GLFWwindow* window) {
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
processInput(window);
|
||||
|
||||
renderScene(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
}
|
||||
//}
|
@ -6,8 +6,8 @@
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
|
||||
#include "ex_9_1.hpp"
|
||||
|
||||
#include "ex_9_1.hpp"
|
||||
|
||||
|
||||
int main(int argc, char** argv)
|
||||
|
Loading…
Reference in New Issue
Block a user