dodanie textur

This commit is contained in:
2025-01-08 04:55:58 +01:00
parent 4956d74c1a
commit 395b470b5d
29 changed files with 1848 additions and 456 deletions

548
main.cpp
View File

@@ -31,6 +31,9 @@
#include "GL/glfw3.h"
#include <ctime>
#include "timeh.hpp"
#include "texture.hpp"
#include "shader.hpp"
using namespace glm;
@@ -44,7 +47,7 @@ using namespace glm;
HPALETTE hPalette = NULL;
// Application name and instance storeage
// Application name and instance storage
static LPCTSTR lpszAppName = "grafikaKBT";
static HINSTANCE hInstance;
GLFWwindow* window;
@@ -61,7 +64,7 @@ static GLsizei lastWidth;
// Opis tekstury
BITMAPINFOHEADER bitmapInfoHeader; // nagłówek obrazu
unsigned char* bitmapData; // dane tekstury
unsigned int texture[2]; // obiekt tekstury
unsigned int texture[4]; // obiekt tekstury
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
@@ -77,7 +80,7 @@ std::time_t monitormodehelper;
//Zmienne do ruchu ##############################################
float Foward = 0.0f; // Pozycja łazika w przód/tył
float Foward = 0.0f; // Pozycja łazika w przód/tył
float Sides = 0.0f; // Pozycja łazika w lewo/prawo
float Rotation = 0.0f; // Rotacja łazika (w stopniach)
@@ -159,15 +162,13 @@ unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader
// otwiera plik w trybie "read binary"
filePtr = fopen(filename, "rb");
if (filePtr == NULL)
return NULL;
if (filePtr == NULL) return NULL;
// wczytuje nagłówek pliku
fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);
// sprawdza, czy jest to plik formatu BMP
if (bitmapFileHeader.bfType != BITMAP_ID)
{
if (bitmapFileHeader.bfType != BITMAP_ID) {
fclose(filePtr);
return NULL;
}
@@ -237,49 +238,401 @@ void SetDCPixelFormat(HDC hDC) {
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
lazik user(10.0f, 0.0f, 0.0f, "res/models/lazik4.obj");
plane mapa(0.0f, 0.0f, 0.0f, "res/models/mapka2.obj");
void skrzynka(GLfloat k) {
glColor3d(0.8, 0.7, 0.3);
glEnable(GL_TEXTURE_2D); // Włącz teksturowanie
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glNormal3d(0, 0, 1);
glTexCoord2d(1.0, 1.0); glVertex3d( k, k, k);
glTexCoord2d(0.0, 1.0); glVertex3d(-k, k, k);
glTexCoord2d(0.0, 0.0); glVertex3d(-k, -k, k);
glTexCoord2d(1.0, 0.0); glVertex3d( k, -k, k);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
glNormal3d(1, 0, 0);
glTexCoord2d(1.0, 1.0); glVertex3d(k, k, k);
glTexCoord2d(0.0, 1.0); glVertex3d(k, -k, k);
glTexCoord2d(0.0, 0.0); glVertex3d(k, -k, -k);
glTexCoord2d(1.0, 0.0); glVertex3d(k, k, -k);
glEnd();
glDisable(GL_TEXTURE_2D); // Wyłącz teksturowanie
glBegin(GL_QUADS);
glNormal3d(0, 0, -1);
glVertex3d( k, k, -k);
glVertex3d( k, -k, -k);
glVertex3d(-k, -k, -k);
glVertex3d(-k, k, -k);
glNormal3d(-1, 0, 0);
glVertex3d(-k, k, -k);
glVertex3d(-k, -k, -k);
glVertex3d(-k, -k, k);
glVertex3d(-k, k, k);
glNormal3d(0, 1, 0);
glVertex3d( k, k, k);
glVertex3d( k, k, -k);
glVertex3d(-k, k, -k);
glVertex3d(-k, k, k);
glNormal3d(0, -1, 0);
glVertex3d( k, -k, k);
glVertex3d(-k, -k, k);
glVertex3d(-k, -k, -k);
glVertex3d( k, -k, -k);
glEnd();
}
void platforma(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat xlen, GLfloat zlen) {
glColor3d(0.729, 0.91, 0.51); // jasnozielony, dla grass02.bmp (https://rgbcolorpicker.com/0-1)
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
glTexCoord2d(1.0, 1.0); glVertex3d(xc - xlen, yc, zc - zlen);
glTexCoord2d(1.0, 0.0); glVertex3d(xc + xlen, yc, zc - zlen);
glTexCoord2d(0.0, 0.0); glVertex3d(xc + xlen, yc, zc + zlen);
glTexCoord2d(0.0, 1.0); glVertex3d(xc - xlen, yc, zc + zlen);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void stodola(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat krawedz) {
glEnable(GL_TEXTURE_2D);
// ściany stodoły z bruku (brickwall)
glColor3d(0.612f, 0.573f, 0.478f); // ciemny szary popadający w brąz (https://rgbcolorpicker.com/0-1)
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin(GL_QUADS);
glTexCoord2d(1.0, 1.0); glVertex3d(xc - krawedz/2, yc, zc - krawedz/2);
glTexCoord2d(1.0, 0.0); glVertex3d(xc - krawedz/2, yc + krawedz, zc - krawedz/2);
glTexCoord2d(0.0, 0.0); glVertex3d(xc + krawedz/2, yc + krawedz, zc - krawedz/2);
glTexCoord2d(0.0, 1.0); glVertex3d(xc + krawedz/2, yc, zc - krawedz/2);
glTexCoord2d(1.0, 1.0); glVertex3d(xc - krawedz/2, yc, zc - krawedz/2);
glTexCoord2d(1.0, 0.0); glVertex3d(xc - krawedz/2, yc + krawedz, zc - krawedz/2);
glTexCoord2d(0.0, 0.0); glVertex3d(xc - krawedz/2, yc + krawedz, zc + krawedz/2);
glTexCoord2d(0.0, 1.0); glVertex3d(xc - krawedz/2, yc, zc + krawedz/2);
glTexCoord2d(1.0, 1.0); glVertex3d(xc - krawedz/2, yc, zc + krawedz/2);
glTexCoord2d(1.0, 0.0); glVertex3d(xc - krawedz/2, yc + krawedz, zc + krawedz/2);
glTexCoord2d(0.0, 0.0); glVertex3d(xc + krawedz/2, yc + krawedz, zc + krawedz/2);
glTexCoord2d(0.0, 1.0); glVertex3d(xc + krawedz/2, yc, zc + krawedz/2);
glEnd();
// przód i tył dachu
glColor3d(0.612f, 0.573f, 0.478f);
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0, 1.0); glVertex3f(xc - krawedz/2, yc + krawedz, zc - krawedz/2);
glTexCoord2f(1.0, 0.0); glVertex3f(xc - krawedz/2, yc + 1.5 * krawedz, zc);
glTexCoord2f(0.0, 0.0); glVertex3f(xc - krawedz/2, yc + krawedz, zc + krawedz/2);
glTexCoord2f(1.0, 1.0); glVertex3f(xc + krawedz/2, yc + krawedz, zc - krawedz/2);
glTexCoord2f(1.0, 0.0); glVertex3f(xc + krawedz/2, yc + 1.5 * krawedz, zc);
glTexCoord2f(0.0, 0.0); glVertex3f(xc + krawedz/2, yc + krawedz, zc + krawedz/2);
glEnd();
// dach stodoły (barnroof)
glColor3d(0.639, 0.553, 0.322); // wyblakły brązowy
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_QUADS);
glTexCoord2d(1.0, 1.0); glVertex3d(xc - krawedz/2, yc + krawedz, zc + krawedz/2);
glTexCoord2d(1.0, 0.0); glVertex3d(xc - krawedz/2, yc + 1.5 * krawedz, zc);
glTexCoord2d(0.0, 0.0); glVertex3d(xc + krawedz/2, yc + 1.5 * krawedz, zc);
glTexCoord2d(0.0, 1.0); glVertex3d(xc + krawedz/2, yc + krawedz, zc + krawedz/2);
glTexCoord2d(1.0, 1.0); glVertex3d(xc - krawedz/2, yc + krawedz, zc - krawedz/2);
glTexCoord2d(1.0, 0.0); glVertex3d(xc - krawedz/2, yc + 1.5 * krawedz, zc);
glTexCoord2d(0.0, 0.0); glVertex3d(xc + krawedz/2, yc + 1.5 * krawedz, zc);
glTexCoord2d(0.0, 1.0); glVertex3d(xc + krawedz/2, yc + krawedz, zc - krawedz/2);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void plot(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat length, GLfloat gruboscY, bool mod_x) {
GLfloat grubosc = 1.0f;
// timestampedCout("main.cpp (plot): otrzymano xc=" << xc << " yc=" << yc << " zc=" << zc << " length=" << length << " mod_x=" << mod_x);
GLfloat gruboscX = grubosc + mod_x * length;
GLfloat gruboscZ = grubosc + !mod_x * length;
// timestampedCout("main.cpp (plot): gruboscX=" << gruboscX << " gruboscY=" << gruboscY << " gruboscZ=" << gruboscZ);
// d-----------c Y
// / /| ^
// a-----------b | \
// | h | g C->X
// | |/ |
// e-----------f v
// Z (płaszczyzna XZ, Y to trzeci wymiar)
GLfloat a1_x = xc - gruboscX / 2, a1_y = yc + 1 + gruboscY, a1_z = zc + gruboscZ / 2; // 3
GLfloat b1_x = xc + gruboscX / 2, b1_y = yc + 1 + gruboscY, b1_z = zc + gruboscZ / 2;
GLfloat c1_x = xc + gruboscX / 2, c1_y = yc + 1 + gruboscY, c1_z = zc - gruboscZ / 2;
GLfloat d1_x = xc - gruboscX / 2, d1_y = yc + 1 + gruboscY, d1_z = zc - gruboscZ / 2;
GLfloat e1_x = xc - gruboscX / 2, e1_y = yc + 1 , e1_z = zc + gruboscZ / 2; // 1
GLfloat f1_x = xc + gruboscX / 2, f1_y = yc + 1 , f1_z = zc + gruboscZ / 2;
GLfloat g1_x = xc + gruboscX / 2, g1_y = yc + 1 , g1_z = zc - gruboscZ / 2;
GLfloat h1_x = xc - gruboscX / 2, h1_y = yc + 1 , h1_z = zc - gruboscZ / 2;
GLfloat a2_x = a1_x, a2_y = a1_y - 1 - gruboscY, a2_z = a1_z; //zc - 1; // -4
GLfloat b2_x = b1_x, b2_y = b1_y - 1 - gruboscY, b2_z = b1_z; //zc - 1;
GLfloat c2_x = c1_x, c2_y = c1_y - 1 - gruboscY, c2_z = c1_z; //zc - 1;
GLfloat d2_x = d1_x, d2_y = d1_y - 1 - gruboscY, d2_z = d1_z; //zc - 1;
GLfloat e2_x = e1_x, e2_y = e1_y - 1 - gruboscY, e2_z = e1_z; //zc - 2;
GLfloat f2_x = f1_x, f2_y = f1_y - 1 - gruboscY, f2_z = f1_z; //zc - 2;
GLfloat g2_x = g1_x, g2_y = g1_y - 1 - gruboscY, g2_z = g1_z; //zc - 2;
GLfloat h2_x = h1_x, h2_y = h1_y - 1 - gruboscY, h2_z = h1_z; //zc - 2;
glColor3d(0.71, 0.522, 0.067);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
// Góra (1_x, 1_y, 1_z):
// ABCD
glTexCoord2d(1.0, 1.0); glVertex3d(a1_x, a1_y, a1_z);
glTexCoord2d(1.0, 0.0); glVertex3d(b1_x, b1_y, b1_z);
glTexCoord2d(0.0, 0.0); glVertex3d(c1_x, c1_y, c1_z);
glTexCoord2d(0.0, 1.0); glVertex3d(d1_x, d1_y, d1_z);
// EFGH
glTexCoord2d(1.0, 1.0); glVertex3d(e1_x, e1_y, e1_z);
glTexCoord2d(1.0, 0.0); glVertex3d(f1_x, f1_y, f1_z);
glTexCoord2d(0.0, 0.0); glVertex3d(g1_x, g1_y, g1_z);
glTexCoord2d(0.0, 1.0); glVertex3d(h1_x, h1_y, h1_z);
// BCGF
glTexCoord2d(1.0, 1.0); glVertex3d(b1_x, b1_y, b1_z);
glTexCoord2d(1.0, 0.0); glVertex3d(c1_x, c1_y, c1_z);
glTexCoord2d(0.0, 0.0); glVertex3d(g1_x, g1_y, g1_z);
glTexCoord2d(0.0, 1.0); glVertex3d(f1_x, f1_y, f1_z);
// ADHE
glTexCoord2d(1.0, 1.0); glVertex3d(a1_x, a1_y, a1_z);
glTexCoord2d(1.0, 0.0); glVertex3d(b1_x, b1_y, b1_z);
glTexCoord2d(0.0, 0.0); glVertex3d(c1_x, c1_y, c1_z);
glTexCoord2d(0.0, 1.0); glVertex3d(d1_x, d1_y, d1_z);
// ABFE
glTexCoord2d(1.0, 1.0); glVertex3d(a1_x, a1_y, a1_z);
glTexCoord2d(1.0, 0.0); glVertex3d(b1_x, b1_y, b1_z);
glTexCoord2d(0.0, 0.0); glVertex3d(f1_x, f1_y, f1_z);
glTexCoord2d(0.0, 1.0); glVertex3d(e1_x, e1_y, e1_z);
// DCGH
glTexCoord2d(1.0, 1.0); glVertex3d(d1_x, d1_y, d1_z);
glTexCoord2d(1.0, 0.0); glVertex3d(c1_x, c1_y, c1_z);
glTexCoord2d(0.0, 0.0); glVertex3d(g1_x, g1_y, g1_z);
glTexCoord2d(0.0, 1.0); glVertex3d(h1_x, h1_y, h1_z);
// Dół (2_x, 2_y, 2_z):
// ABCD
glTexCoord2d(1.0, 1.0); glVertex3d(a2_x, a2_y, a2_z);
glTexCoord2d(1.0, 0.0); glVertex3d(b2_x, b2_y, b2_z);
glTexCoord2d(0.0, 0.0); glVertex3d(c2_x, c2_y, c2_z);
glTexCoord2d(0.0, 1.0); glVertex3d(d2_x, d2_y, d2_z);
// EFGH
glTexCoord2d(1.0, 1.0); glVertex3d(e2_x, e2_y, e2_z);
glTexCoord2d(1.0, 0.0); glVertex3d(f2_x, f2_y, f2_z);
glTexCoord2d(0.0, 0.0); glVertex3d(g2_x, g2_y, g2_z);
glTexCoord2d(0.0, 1.0); glVertex3d(h2_x, h2_y, h2_z);
// BCGF
glTexCoord2d(1.0, 1.0); glVertex3d(b2_x, b2_y, b2_z);
glTexCoord2d(1.0, 0.0); glVertex3d(c2_x, c2_y, c2_z);
glTexCoord2d(0.0, 0.0); glVertex3d(g2_x, g2_y, g2_z);
glTexCoord2d(0.0, 1.0); glVertex3d(f2_x, f2_y, f2_z);
// ADHE
glTexCoord2d(1.0, 1.0); glVertex3d(a2_x, a2_y, a2_z);
glTexCoord2d(1.0, 0.0); glVertex3d(b2_x, b2_y, b2_z);
glTexCoord2d(0.0, 0.0); glVertex3d(c2_x, c2_y, c2_z);
glTexCoord2d(0.0, 1.0); glVertex3d(d2_x, d2_y, d2_z);
// ABFE
glTexCoord2d(1.0, 1.0); glVertex3d(a2_x, a2_y, a2_z);
glTexCoord2d(1.0, 0.0); glVertex3d(b2_x, b2_y, b2_z);
glTexCoord2d(0.0, 0.0); glVertex3d(f2_x, f2_y, f2_z);
glTexCoord2d(0.0, 1.0); glVertex3d(e2_x, e2_y, e2_z);
// DCGH
glTexCoord2d(1.0, 1.0); glVertex3d(d2_x, d2_y, d2_z);
glTexCoord2d(1.0, 0.0); glVertex3d(c2_x, c2_y, c2_z);
glTexCoord2d(0.0, 0.0); glVertex3d(g2_x, g2_y, g2_z);
glTexCoord2d(0.0, 1.0); glVertex3d(h2_x, h2_y, h2_z);
// Pachołki
// d-----------c Y
// / /| ^
// a-----------b | \
// | h | g C->X
// | |/ |
// e-----------f v
// Z (płaszczyzna XZ, Y to trzeci wymiar)
GLfloat p_a_x, p_a_y, p_a_z;
GLfloat p_b_x, p_b_y, p_b_z;
GLfloat p_c_x, p_c_y, p_c_z;
GLfloat p_d_x, p_d_y, p_d_z;
GLfloat p_e_x, p_e_y, p_e_z;
GLfloat p_f_x, p_f_y, p_f_z;
GLfloat p_g_x, p_g_y, p_g_z;
GLfloat p_h_x, p_h_y, p_h_z;
if (!mod_x) {
p_a_x = xc + gruboscX / 2, p_a_y = yc + 1.5f * gruboscY, p_a_z = zc; // +3 dla y
p_b_x = xc - gruboscX / 2, p_b_y = yc + 1.5f * gruboscY, p_b_z = zc; // +3 dla y
p_c_x = xc + gruboscX / 2, p_c_y = yc + 1.5f * gruboscY, p_c_z = zc; // +3 dla y
p_d_x = xc - gruboscX / 2, p_d_y = yc + 1.5f * gruboscY, p_d_z = zc; // +3 dla y
p_e_x = xc + gruboscX / 2, p_e_y = yc - 6 , p_e_z = zc;
p_f_x = xc - gruboscX / 2, p_f_y = yc - 6 , p_f_z = zc;
p_g_x = xc + gruboscX / 2, p_g_y = yc - 6 , p_g_z = zc;
p_h_x = xc - gruboscX / 2, p_h_y = yc - 6 , p_h_z = zc;
} else {
p_a_x = xc, p_a_y = yc + 1.5f * gruboscY, p_a_z = zc - gruboscZ / 2; // +3 dla y
p_b_x = xc, p_b_y = yc + 1.5f * gruboscY, p_b_z = zc - gruboscZ / 2; // +3 dla y
p_c_x = xc, p_c_y = yc + 1.5f * gruboscY, p_c_z = zc + gruboscZ / 2; // +3 dla y
p_d_x = xc, p_d_y = yc + 1.5f * gruboscY, p_d_z = zc + gruboscZ / 2; // +3 dla y
p_e_x = xc, p_e_y = yc - 6 , p_e_z = zc - gruboscZ / 2;
p_f_x = xc, p_f_y = yc - 6 , p_f_z = zc - gruboscZ / 2;
p_g_x = xc, p_g_y = yc - 6 , p_g_z = zc + gruboscZ / 2;
p_h_x = xc, p_h_y = yc - 6 , p_h_z = zc + gruboscZ / 2;
}
for (int i = 0; i < 2; i++) {
// d-----------c Y
// / /| ^
// a-----------b | \
// | h | g C->X
// | |/ |
// e-----------f v
// Z (płaszczyzna XZ, Y to trzeci wymiar)
// timestampedCout("main.cpp (plot): p_a_x=" << p_a_x << " p_b_x=" << p_b_x << " p_c_x=" << p_c_x << " p_d_x=" << p_d_x);
// ABCD
glTexCoord2d(1.0, 1.0); glVertex3d(p_a_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_a_y, p_a_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(1.0, 0.0); glVertex3d(p_b_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_b_y, p_b_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(0.0, 0.0); glVertex3d(p_c_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_c_y, p_c_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 1.0); glVertex3d(p_d_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_d_y, p_d_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
// EFGH
glTexCoord2d(1.0, 1.0); glVertex3d(p_e_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_e_y, p_e_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(1.0, 0.0); glVertex3d(p_f_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_f_y, p_f_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(0.0, 0.0); glVertex3d(p_g_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_g_y, p_g_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 1.0); glVertex3d(p_h_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_h_y, p_h_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
// BCGF
glTexCoord2d(1.0, 1.0); glVertex3d(p_b_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_b_y, p_b_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(1.0, 0.0); glVertex3d(p_c_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_c_y, p_c_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 0.0); glVertex3d(p_g_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_g_y, p_g_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 1.0); glVertex3d(p_f_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_f_y, p_f_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
// ADHE
glTexCoord2d(1.0, 1.0); glVertex3d(p_a_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_a_y, p_a_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(1.0, 0.0); glVertex3d(p_d_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_d_y, p_d_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 0.0); glVertex3d(p_h_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_h_y, p_h_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 1.0); glVertex3d(p_e_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_e_y, p_e_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
// ABFE
glTexCoord2d(1.0, 1.0); glVertex3d(p_a_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_a_y, p_a_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(1.0, 0.0); glVertex3d(p_b_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_b_y, p_b_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(0.0, 0.0); glVertex3d(p_f_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_f_y, p_f_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
glTexCoord2d(0.0, 1.0); glVertex3d(p_e_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_e_y, p_e_z + (2*i-1) * (gruboscZ/2 - 5) * !mod_x);
// DCGH
glTexCoord2d(1.0, 1.0); glVertex3d(p_d_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_d_y, p_d_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(1.0, 0.0); glVertex3d(p_c_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_c_y, p_c_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 0.0); glVertex3d(p_g_x + (2*i-1) * (gruboscX/2 - 5) * mod_x, p_g_y, p_g_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
glTexCoord2d(0.0, 1.0); glVertex3d(p_h_x + (2*i-1) * (gruboscX/2 - 8) * mod_x, p_h_y, p_h_z + (2*i-1) * (gruboscZ/2 - 8) * !mod_x);
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
//GLuint programID, VertexArrayID, MatrixID;
lazik user(10.0f, 0.0f, 0.0f, "res/models/lazik4.obj"); // obiekty eksportujemy z Forward Axis Z, Up Axis Y.
plane mapa( 0.0f, 0.0f, 0.0f, "res/models/mapka3_nofence_noplatform.obj");
void SetupRC() {
// Light values and coordinates
//GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
//GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
//GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
//GLfloat lightPos[] = { 0.0f, 150.0f, 150.0f, 1.0f };
//GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f};
GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f};
GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f};
GLfloat lightPos[] = {50.0f, -100.0f, 50.0f, 1.0f};
GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f};
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
glEnable(GL_CULL_FACE); // Do not calculate inside of jet // !!! znacząco poprawia wydajność
//glEnable(GL_CULL_FACE); // Do not calculate inside of jet // !!! znacząco poprawia wydajność
glDepthFunc(GL_LESS);
// Enable lighting
//glEnable(GL_LIGHTING);
glEnable(GL_LIGHTING);
// Setup and enable light 0
//glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
//glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
//glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
//glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
//glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
// Enable color tracking
//glEnable(GL_COLOR_MATERIAL);
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
//glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// All materials hereafter have full specular reflectivity
// with a high shine
//glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
//glMateriali(GL_FRONT, GL_SHININESS, 128);
glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
glMateriali(GL_FRONT, GL_SHININESS, 128);
// White background
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
// Black brush
glColor3f(0.0, 0.0, 0.0);
//glColor3f(0.0, 0.0, 0.0);
// Initialize GLEW
timestampedCout("Inicjalizowanie GLEW...");
@@ -300,6 +653,15 @@ void SetupRC() {
}
timestampedCout("Zainicjalizowano GLFW3.");
// glGenVertexArrays(1, &VertexArrayID);
// glBindVertexArray(VertexArrayID);
// Załaduj shadery
// programID = LoadShaders("res/shaders/TransformVertexShader.vertexshader", "res/shaders/TextureFragmentShader.fragmentshader");
// MatrixID = glGetUniformLocation(programID, "MVP");
// user.passProgramID(programID);
// Załaduj model z pliku .obj
timestampedCout("Ladowanie modelu lazika...");
@@ -310,7 +672,6 @@ void SetupRC() {
glfwSwapInterval(1);
//glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
}
void RenderScene(void) {
@@ -323,8 +684,6 @@ void RenderScene(void) {
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
// gluLookAt(
// 0, 0, 0, // the position of your camera, in world space
// 0, 0, 0, // where you want to look at, in world space
@@ -342,7 +701,7 @@ void RenderScene(void) {
// prymitywny licznik FPS
if (monitormode) {
std::time_t now_t = std::time(nullptr);
yRot -= 1; // showcase demo
//yRot -= 1; // showcase demo
if (now_t > monitormodehelper) {
std::cout << (int)(monitormodecounter / (now_t - monitormodehelper)) << " fps\n";
monitormodehelper = now_t;
@@ -357,6 +716,7 @@ void RenderScene(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our shader
//timestampedCout("programID wynosi " << programID);
//glUseProgram(programID);
// // Bind our texture in Texture Unit 0
@@ -371,29 +731,42 @@ void RenderScene(void) {
//############################################################################################
gluLookAt(
Foward - 50.0f * sin((Rotation + 180.0f) * GL_PI / 180.0f), // Pozycja kamery wokół łazika (w poziomie)
CameraHeight, // Wysokość kamery
CameraHeight, // Wysokość kamery
Sides - 50.0f * cos((Rotation + 180.0f) * GL_PI / 180.0f), // Kamera wzdłuż osi X i Z
Foward, 0.0f, Sides, // Punkt, na który patrzy kamera (łazik)
0.0f, 1.0f, 0.0f // Wektor "góry"
Foward, 0.0f, Sides, // Punkt, na który patrzy kamera (łazik)
0.0f, 1.0f, 0.0f // Wektor "góry"
);
// Rysowanie mapy (nie porusza się)
glPushMatrix();
glColor3f(0.0, 1.0, 0.0); // Zielony kolor dla mapy
mapa.draw();
glColor3f(0.0, 1.0, 0.0); // Zielony kolor dla mapy
platforma(50.0f, 0.0f, 45.0f, 60.0f, 65.0f);
//mapa.draw();
glPopMatrix();
// Rysowanie łazika (porusza się i obraca)
glPushMatrix();
glTranslatef(Foward, 0.0f, Sides); // Translacja łazika na jego pozycję
glTranslatef(Foward, 0.0f, Sides); // Translacja łazika na jego pozycję
glRotatef(Rotation, 0.0f, 1.0f, 0.0f); // Obrót łazika wokół własnej osi
glColor3f(1.0, 0.0, 0.0); // Czerwony kolor dla łazika
glColor3f(1.0, 0.0, 0.0); // Czerwony kolor dla łazika
user.draw();
glPopMatrix();
//skrzynka(50);
plot(-10.0f, 3.0f, 45.0f, 130.0f, 4.0f, 0); // 0 - pionowo
plot( 50.0f, 3.0f, -20.0f, 120.0f, 4.0f, 1); // 1 - poziomo
plot(110.0f, 3.0f, 45.0f, 130.0f, 4.0f, 0);
plot( 50.0f, 3.0f, 110.0f, 120.0f, 4.0f, 1);
// stodola(2.0f, 0.0f, -7.5f, 20.0f);
stodola(10.0f, 0.0f, 2.0f, 40.0f);
// Zamiana buforów (double buffering)
//glColor3f(1.0, 0.0, 0.0);
//user.draw();
//glColor3f(0.0, 1.0, 0.0);
//mapa.draw();
//glColor3f(0.0, 0.0, 0.0);
// Swap buffers
//glfwSwapBuffers(window);
@@ -406,7 +779,7 @@ void RenderScene(void) {
glMatrixMode(GL_MODELVIEW); // zmniejsza zużycie GPU
// Flush drawing commands
// glFlush();
//glFlush();
}
// If necessary, creates a 3-3-2 palette for the device context listed.
@@ -565,50 +938,89 @@ float radRotation = Rotation * GL_PI / 180.0f;
wglMakeCurrent(hDC, hRC);
SetupRC();
/*
glGenTextures(2, &texture[0]); // tworzy obiekt tekstury
glGenTextures(3, &texture[0]); // tworzy obiekt tekstury
// ładuje pierwszy obraz tekstury:
bitmapData = LoadBitmapFile((char*)"Bitmapy\\checker.bmp", &bitmapInfoHeader);
// ładuje pierwszy obraz tekstury (płotki):
bitmapData = LoadBitmapFile((char*)"res/img/woodenTextureHighExposure.bmp", &bitmapInfoHeader);
glBindTexture(GL_TEXTURE_2D, texture[0]); // aktywuje obiekt tekstury
glBindTexture(GL_TEXTURE_2D, texture[0]); // aktywuje obiekt tekstury
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
if (bitmapData) free(bitmapData);
if (bitmapData) free(bitmapData);
// ładuje drugi obraz tekstury:
bitmapData = LoadBitmapFile((char*)"Bitmapy\\crate.bmp", &bitmapInfoHeader);
glBindTexture(GL_TEXTURE_2D, texture[1]); // aktywuje obiekt tekstury
// ładuje drugi obraz tekstury (ziemia):
bitmapData = LoadBitmapFile((char*)"res/img/grass02.bmp", &bitmapInfoHeader);
glBindTexture(GL_TEXTURE_2D, texture[1]); // aktywuje obiekt tekstury
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
if (bitmapData) free(bitmapData);
if (bitmapData) free(bitmapData);
// ustalenie sposobu mieszania tekstury z tłem
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// ładuje trzeci obraz tekstury (dach stodoły):
bitmapData = LoadBitmapFile((char*)"res/img/barnroof.bmp", &bitmapInfoHeader);
glBindTexture(GL_TEXTURE_2D, texture[2]); // aktywuje obiekt tekstury
*/
break;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
if (bitmapData) free(bitmapData);
// ładuje czwarty obraz tekstury (kamienista ściana):
bitmapData = LoadBitmapFile((char*)"res/img/brickwall.bmp", &bitmapInfoHeader);
glBindTexture(GL_TEXTURE_2D, texture[3]); // aktywuje obiekt tekstury
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
if (bitmapData) free(bitmapData);
// ustalenie sposobu mieszania tekstury z tłem
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
// Window is being destroyed, cleanup
case WM_DESTROY:
user.unload();
//glDeleteProgram(programID);
//glDeleteVertexArrays(1, &VertexArrayID);
// Deselect the current rendering context and delete it
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);