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Lesson8Renderer.cpp
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138 lines (113 loc) · 4.87 KB
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#include "Lesson8Renderer.h"
Lesson8Renderer::Lesson8Renderer()
{
gameTime.start();
}
Lesson8Renderer::~Lesson8Renderer()
{
if (initialized())
{
delete program;
model.clear();
}
}
void Lesson8Renderer::initialize()
{
TutorialRenderer::initialize();
if (!initialized())
{
return;
}
//===============
// Create initial light
lights.append(std::make_unique<Light>());
lights.setData(lights.index(0), "Światło", LightModel::Name);
lights.setData(lights.index(0), QVector3D(0.45f, 1.0f, -0.8f), LightModel::Direction);
lights.setData(lights.index(0), QVector3D(1.0f, 1.0f, 1.0f), LightModel::Color);
lights.setData(lights.index(0), Light::DirectionalLight, LightModel::LightType);
lights.setData(lights.index(0), 1.0f, LightModel::Brightness);
program = new QOpenGLShaderProgram();
loadShaderForProgram(program, QOpenGLShader::Vertex, "Assets/Lesson 8/Shaders/vertex.v");
loadShaderForProgram(program, QOpenGLShader::Fragment, "Assets/Lesson 8/Shaders/fragment.f");
program->link();
setShininess(10.0f);
model = Model("Assets\\Models\\Water\\Water.obj");
camera.transform().setPosition(0.0f, 0.0f, 20.0f);
cameraLookAt(camera, QVector3D(-9.0f, -20.0f, 0.0f));
cameraMovementSpeed = 80.0f;
}
void Lesson8Renderer::paint()
{
TutorialRenderer::paint();
if (!initialized())
{
return;
}
glViewport(viewportPosition.x(), viewportPosition.y(), viewportSize.width(), viewportSize.height());
glScissor(viewportPosition.x(), viewportPosition.y(), viewportSize.width(), viewportSize.height());
glEnable(GL_SCISSOR_TEST);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
paintSkybox(camera.transform());
if (program && program->isLinked())
{
program->bind();
glClear(GL_DEPTH_BUFFER_BIT);
updateLightUniforms(program);
updateCameraUniforms(program, camera.transform());
float aspectRatio = viewportSize.width() / static_cast<float>(viewportSize.height());
program->setUniformValue("projection", Camera::perspective(75.0f, aspectRatio, 0.1f, 1500.0f));
program->setUniformValue("numberOfWaves", 6);
program->setUniformValue("waveSteepness[0]", 0.65f);
program->setUniformValue("waveAmplitude[0]", 16.0f);
program->setUniformValue("waveLength[0]", 350.0f);
program->setUniformValue("waveSpeed[0]", 8.0f);
program->setUniformValue("waveDirection[0]", QVector2D(1.0f, 1.0f));
program->setUniformValue("waveSteepness[1]", 0.65f);
program->setUniformValue("waveAmplitude[1]", 16.0f);
program->setUniformValue("waveLength[1]", 350.0f);
program->setUniformValue("waveSpeed[1]", 8.0f);
program->setUniformValue("waveDirection[1]", QVector2D(-1.0f, 0.25f));
program->setUniformValue("waveSteepness[2]", 0.45f);
program->setUniformValue("waveAmplitude[2]", 8.0f);
program->setUniformValue("waveLength[2]", 175.0f);
program->setUniformValue("waveSpeed[2]", 12.0f);
program->setUniformValue("waveDirection[2]", QVector2D(6.0f, -0.25f));
program->setUniformValue("waveSteepness[3]", 0.25f);
program->setUniformValue("waveAmplitude[3]", 4.5f);
program->setUniformValue("waveLength[3]", 175.0f);
program->setUniformValue("waveSpeed[3]", 12.0f);
program->setUniformValue("waveDirection[3]", QVector2D(0.5f, -0.25f));
program->setUniformValue("waveSteepness[4]", 0.25f);
program->setUniformValue("waveAmplitude[4]", 2.0f);
program->setUniformValue("waveLength[4]", 50.0f);
program->setUniformValue("waveSpeed[4]", 5.0f);
program->setUniformValue("waveDirection[4]", QVector2D(-0.75f, -0.45f));
program->setUniformValue("waveSteepness[5]", 0.5f);
program->setUniformValue("waveAmplitude[5]", 12.0f);
program->setUniformValue("waveLength[5]", 350.0f);
program->setUniformValue("waveSpeed[5]", 7.0f);
program->setUniformValue("waveDirection[5]", QVector2D(0.75f, 0.25f));
program->setUniformValue("time", gameTime.elapsed() / 1000.0f);
updateObjectUniforms(program, modelTransform);
model.draw(program);
float waterSize = 400.0f;
int bounds = 3;
for (int i = -bounds; i <= bounds; i++)
{
for (int j = -bounds; j <= bounds; j++)
{
updateObjectUniforms(program, modelTransform, QQuaternion(1.0f, 0.0f, 0.0f, 0.0f), 1.0f, QVector3D(i * waterSize, j * waterSize, 0.0f));
model.draw(program);
}
}
program->release();
}
paintGizmos(camera.transform());
// Not strictly needed for this example, but generally useful for when
// mixing with raw OpenGL.
window->resetOpenGLState();
}
void Lesson8Renderer::update(float deltaTime)
{
TutorialRenderer::update(deltaTime);
}