Sterowanie 5.0 + Klasa do fps

This commit is contained in:
Pc
2025-01-07 22:20:22 +01:00
parent 3171ebe504
commit 01d7766b6a
4 changed files with 143 additions and 72 deletions

24
FPSCounter.cpp Normal file
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@@ -0,0 +1,24 @@
#include <iostream>
#include <chrono>
class FPSCounter {
public:
FPSCounter() : frameCount(0), lastTime(std::chrono::high_resolution_clock::now()) {}
void update() {
frameCount++;
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed = currentTime - lastTime;
if (elapsed.count() >= 1.0) {
double fps = frameCount / elapsed.count();
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
lastTime = currentTime;
}
}
private:
int frameCount;
std::chrono::time_point<std::chrono::high_resolution_clock> lastTime;
};

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@@ -121,6 +121,7 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="FPSCounter.cpp" />
<ClCompile Include="glew.c" />
<ClCompile Include="lazik.cpp" />
<ClCompile Include="loadOBJ.cpp" />

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@@ -33,6 +33,9 @@
<ClCompile Include="plane.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="FPSCounter.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="loadOBJ.h">

187
main.cpp
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@@ -31,6 +31,7 @@
#include "GL/glfw3.h"
#include <ctime>
#include "timeh.hpp"
#include "FPSCounter.cpp"
using namespace glm;
@@ -113,8 +114,9 @@ void RotateRoverAndCamera(float angle) {
*/
//Zmienne do ruchu ##############################################^^^^^^^^^^^^^^^^^^^^^^^^^^^^
FPSCounter fpsCounter;
//Fps counter
bool keyWPressed = false;
bool keySPressed = false;
@@ -133,7 +135,10 @@ float velocity = 0.0f; // Aktualna prędkość łazika
const float friction = 0.1f; // Współczynnik tarcia (μ)
const float maxSpeed = 3.0f; // Maksymalna prędkość łazika
const float acceleration = 0.1f;
float rotationVelocity = 0.0f; // Prędkość obrotu łazika
const float rotationAcceleration = 0.1f; // Przyspieszenie obrotu
const float rotationFriction = 0.05f; // Współczynnik tarcia obrotu
const float maxRotationSpeed = 5.0f; // Maksymalna prędkość obrotu
@@ -167,17 +172,18 @@ void RotateRoverAndCamera(float angle) {
}
void UpdateRover() {
// Przyspieszanie
// Przyspieszanie w przód
if (keyWPressed) {
velocity += acceleration;
if (velocity > maxSpeed) velocity = maxSpeed;
}
// Przyspieszanie w tył
else if (keySPressed) {
velocity -= acceleration;
if (velocity < -maxSpeed) velocity = -maxSpeed;
}
// Hamowanie (wytracanie prędkości z powodu tarcia)
else {
// Hamowanie (wytracanie prędkości z powodu tarcia)
if (velocity > 0) {
velocity -= friction;
if (velocity < 0) velocity = 0;
@@ -190,16 +196,34 @@ void UpdateRover() {
// Obracanie
if (keyAPressed) {
RotateRoverAndCamera(3.0f);
rotationVelocity += rotationAcceleration;
if (rotationVelocity > maxRotationSpeed) rotationVelocity = maxRotationSpeed;
}
else if (keyDPressed) {
RotateRoverAndCamera(-3.0f);
rotationVelocity -= rotationAcceleration;
if (rotationVelocity < -maxRotationSpeed) rotationVelocity = -maxRotationSpeed;
}
else {
// Hamowanie obrotu (wytracanie prędkości z powodu tarcia)
if (rotationVelocity > 0) {
rotationVelocity -= rotationFriction;
if (rotationVelocity < 0) rotationVelocity = 0;
}
else if (rotationVelocity < 0) {
rotationVelocity += rotationFriction;
if (rotationVelocity > 0) rotationVelocity = 0;
}
}
// Aktualizacja pozycji na podstawie prędkości
float radRotation = Rotation * GL_PI / 180.0f;
Sides-= velocity * cos(radRotation);
Foward-= velocity * sin(radRotation);
Sides -= velocity * cos(radRotation);
Foward -= velocity * sin(radRotation);
// Aktualizacja kąta obrotu
Rotation += rotationVelocity;
if (Rotation >= 360.0f) Rotation -= 360.0f;
if (Rotation < 0.0f) Rotation += 360.0f;
}
// Change viewing volume and viewport. Called when window is resized
@@ -433,7 +457,7 @@ void RenderScene(void) {
// prymitywny licznik FPS
if (monitormode) {
std::time_t now_t = std::time(nullptr);
yRot -= 1; // showcase demo
yRot -= 10; // showcase demo
if (now_t > monitormodehelper) {
std::cout << (int)(monitormodecounter / (now_t - monitormodehelper)) << " fps\n";
monitormodehelper = now_t;
@@ -483,7 +507,7 @@ void RenderScene(void) {
user.draw();
UpdateRover();
glPopMatrix();
fpsCounter.update();
// Zamiana buforów (double buffering)
@@ -573,69 +597,88 @@ HPALETTE GetOpenGLPalette(HDC hDC) {
// Return the handle to the new palette
return hRetPal;
}
int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
MSG msg; // Windows message structure
WNDCLASS wc; // Windows class structure
HWND hWnd; // Storeage for window handle
hInstance = hInst;
// Register Window style
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
// No need for background brush for OpenGL window
wc.hbrBackground = NULL;
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU);
wc.lpszClassName = lpszAppName;
// Register the window class
if (RegisterClass(&wc) == 0) return FALSE;
// Create the main application window
hWnd = CreateWindow(
lpszAppName,
lpszAppName,
// OpenGL requires WS_CLIPCHILDREN and WS_CLIPSIBLINGS
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
// Window position and size
50, 50,
400, 400,
NULL,
NULL,
hInstance,
NULL);
// If window was not created, quit
if (hWnd == NULL) return FALSE;
const WORD ID_TIMER = 1;
SetTimer(hWnd, ID_TIMER, 100, NULL);
// Display the window
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
// Process application messages until the application closes
while (GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
void CreateConsole()
{
// Tworzenie nowej konsoli
if (AllocConsole())
{
// Przekierowanie standardowych strumieni do konsoli
FILE* conin;
FILE* conout;
FILE* conerr;
freopen_s(&conin, "conin$", "r", stdin);
freopen_s(&conout, "conout$", "w", stdout);
freopen_s(&conerr, "conout$", "w", stderr);
}
else
{
MessageBox(NULL, "Nie udało się utworzyć konsoli.", "Błąd", MB_OK | MB_ICONERROR);
}
return msg.wParam;
}
int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
CreateConsole();
MSG msg; // Windows message structure
WNDCLASS wc; // Windows class structure
HWND hWnd; // Storeage for window handle
hInstance = hInst;
// Register Window style
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
// No need for background brush for OpenGL window
wc.hbrBackground = NULL;
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU);
wc.lpszClassName = lpszAppName;
// Register the window class
if (RegisterClass(&wc) == 0) return FALSE;
// Create the main application window
hWnd = CreateWindow(
lpszAppName,
lpszAppName,
// OpenGL requires WS_CLIPCHILDREN and WS_CLIPSIBLINGS
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
// Window position and size
50, 50,
800, 800,
NULL,
NULL,
hInstance,
NULL);
// If window was not created, quit
if (hWnd == NULL) return FALSE;
const WORD ID_TIMER = 1;
SetTimer(hWnd, ID_TIMER, 100, NULL);
// Display the window
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
// Process application messages until the application closes
while (GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
// Window procedure, handles all messages for this program
@@ -950,4 +993,4 @@ BOOL APIENTRY AboutDlgProc(HWND hDlg, UINT message, UINT wParam, LONG lParam) {
}
return FALSE;
}
}