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96
DayNightCycle.hpp
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96
DayNightCycle.hpp
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@@ -0,0 +1,96 @@
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#ifndef DAYNIGHTCYCLE_HPP
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#define DAYNIGHTCYCLE_HPP
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#include "GL/glew.h"
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#include <iostream>
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class DayNightCycle {
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private:
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bool isNight;
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public:
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// Konstruktor - domyślnie startujemy w dzień
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DayNightCycle() : isNight(false) {}
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// Funkcja przełączająca stan
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void toggle() {
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isNight = !isNight;
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if (isNight) {
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std::cout << "Tryb: NOC" << std::endl;
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}
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else {
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std::cout << "Tryb: DZIEN" << std::endl;
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}
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}
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// Zwraca informację czy jest noc (przydatne np. do włączania świateł łazika)
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bool isNightMode() const {
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return isNight;
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}
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// Główna funkcja ustawiająca światła i tło
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void apply() {
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if (isNight) {
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// === USTAWIENIA NOCNE ===
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// Kolor nieba (Tło) - Ciemny granat/czarny
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glClearColor(0.05f, 0.05f, 0.1f, 1.0f);
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// GL_LIGHT0 (Księżyc) - Zimne, słabe światło
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GLfloat nightAmbient[] = { 0.1f, 0.1f, 0.2f, 1.0f };
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GLfloat nightDiffuse[] = { 0.2f, 0.2f, 0.35f, 1.0f }; // Niebieskawy odcień
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GLfloat nightSpecular[] = { 0.1f, 0.1f, 0.1f, 1.0f }; // Bardzo słaby połysk
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glLightfv(GL_LIGHT0, GL_AMBIENT, nightAmbient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, nightDiffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, nightSpecular);
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// GL_LIGHT1 (Doświetlenie cieni) - Prawie wyłączone w nocy
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GLfloat fillAmbient[] = { 0.02f, 0.02f, 0.05f, 1.0f };
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GLfloat fillDiffuse[] = { 0.05f, 0.05f, 0.1f, 1.0f };
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glLightfv(GL_LIGHT1, GL_AMBIENT, fillAmbient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, fillDiffuse);
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// Opcjonalnie: Włączamy gęstą czarną mgłę dla klimatu
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glEnable(GL_FOG);
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GLfloat fogColor[] = { 0.05f, 0.05f, 0.1f, 1.0f };
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glFogfv(GL_FOG_COLOR, fogColor);
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glFogi(GL_FOG_MODE, GL_EXP2);
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glFogf(GL_FOG_DENSITY, 0.002f); // Gęstość mgły
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}
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else {
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// === USTAWIENIA DZIENNE ===
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// Kolor nieba (Tło) - Jasny błękit
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glClearColor(0.53f, 0.81f, 0.92f, 1.0f);
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// GL_LIGHT0 (Słońce) - Ciepłe, jasne światło
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GLfloat dayAmbient[] = { 0.4f, 0.4f, 0.4f, 1.0f };
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GLfloat dayDiffuse[] = { 0.9f, 0.9f, 0.8f, 1.0f }; // Lekko żółtawe
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GLfloat daySpecular[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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glLightfv(GL_LIGHT0, GL_AMBIENT, dayAmbient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, dayDiffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, daySpecular);
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// GL_LIGHT1 (Doświetlenie cieni)
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GLfloat fillAmbient[] = { 0.4f, 0.4f, 0.4f, 1.0f };
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GLfloat fillDiffuse[] = { 0.3f, 0.3f, 0.4f, 1.0f }; // Niebieskawe cienie
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glLightfv(GL_LIGHT1, GL_AMBIENT, fillAmbient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, fillDiffuse);
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// Wyłączamy mgłę w dzień (lub ustawiamy bardzo rzadką)
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glDisable(GL_FOG);
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}
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// Pozycję światła ustawiamy taką samą dla obu (wysoko w górze)
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// W przyszłości możesz tu zrobić animację przesuwania się słońca
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GLfloat lightPos[] = { 100.0f, 150.0f, 100.0f, 0.0f }; // 0.0f na końcu = światło kierunkowe
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glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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}
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};
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#endif
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@@ -1,25 +1,40 @@
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#include <iostream>
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#pragma once // Zabezpieczenie przed wielokrotnym dołączeniem
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#include <chrono>
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class FPSCounter {
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public:
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FPSCounter() : frameCount(0), lastTime(std::chrono::high_resolution_clock::now()) {}
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FPSCounter() :
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frameCount(0),
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currentFPS(0.0),
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currentFrameTime(0.0),
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lastTime(std::chrono::high_resolution_clock::now()) {
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}
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void update() {
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// Zwraca true, jeśli minęła sekunda i zaktualizowano dane
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bool update() {
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frameCount++;
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auto currentTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = currentTime - lastTime;
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// Aktualizujemy FPS co 1 sekundê
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if (elapsed.count() >= 1.0) {
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double fps = frameCount / elapsed.count();
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std::cout << "FPS: " << fps << "\n";
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currentFPS = frameCount / elapsed.count();
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// Obliczamy czas klatki w ms
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currentFrameTime = 1000.0 / (currentFPS == 0 ? 1 : currentFPS);
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frameCount = 0;
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lastTime = currentTime;
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return true; // Zgłaszamy, że dane się zmieniły
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}
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return false;
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}
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// --- TEGO BRAKOWAŁO W TWOIM KODZIE ---
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double getFPS() const { return currentFPS; }
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double getFrameTime() const { return currentFrameTime; }
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private:
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int frameCount;
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long long frameCount;
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double currentFPS; // Przechowuje ostatnio obliczone FPS
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double currentFrameTime; // Przechowuje czas klatki
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std::chrono::time_point<std::chrono::high_resolution_clock> lastTime;
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};
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39
Global.cpp
Normal file
39
Global.cpp
Normal file
@@ -0,0 +1,39 @@
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#include "Global.h"
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// Inicjalizacja zmiennych
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float deltaTime = 0.0f;
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FPSCounter fpsCounter;
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bool panoramic_view = false;
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bool fpv_view = false;
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int polygonmode = 0;
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bool Kolizja = false;
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short biezacy_wzor = 0;
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float CameraHeight = 150.0f;
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float xRot = 0.0f;
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float yRot = 0.0f;
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float zRot = 0.0f;
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float Foward = 45.0f;
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float Sides = -45.0f;
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float Rotation = 270.0f;
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float velocity = 0.0f;
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float rotationVelocity = 0.0f;
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bool keyWPressed = false;
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bool keySPressed = false;
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bool keyAPressed = false;
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bool keyDPressed = false;
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lazik user(10.0f, 0.0f, 0.0f, "res/models/lazik4.obj");
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plane mapa(0.0f, 0.0f, 0.0f, "res/models/mapka3_nofence_noplatform.obj");
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RainSystem rainSystem(2000, 250.0f, 200.0f);
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DayNightCycle dayNight;
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unsigned int texture[4];
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std::vector<Plot> fences = {
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{ 450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1},
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{ 0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0},
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{ 450.0f, 3.0f, 10 * 90.0f, 900.0f, 4.0f, 1},
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{10 * 90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0}
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};
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50
Global.h
Normal file
50
Global.h
Normal file
@@ -0,0 +1,50 @@
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#pragma once
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#include <windows.h>
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#include <vector>
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#include "GL/glew.h"
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#include "GL/glm/glm.hpp"
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#include "lazik.hpp"
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#include "plane.hpp"
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#include "rain.hpp"
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#include "DayNightCycle.hpp"
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#include "FPSCounter.cpp" // Zakładam, że to masz jako .cpp w include, choć lepiej zmienić na .h
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// Definicje stałych
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#define GL_PI 3.1415f
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// Zmienne stanu gry
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extern float deltaTime;
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extern FPSCounter fpsCounter;
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extern bool panoramic_view;
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extern bool fpv_view;
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extern int polygonmode;
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extern bool Kolizja;
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extern short biezacy_wzor;
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// Zmienne kamery i rotacji
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extern float CameraHeight;
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extern float xRot, yRot, zRot;
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// Zmienne łazika
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extern float Foward;
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extern float Sides;
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extern float Rotation;
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extern float velocity;
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extern float rotationVelocity;
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extern bool keyWPressed, keySPressed, keyAPressed, keyDPressed;
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// Obiekty gry
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extern lazik user;
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extern plane mapa;
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extern RainSystem rainSystem;
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extern DayNightCycle dayNight;
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extern unsigned int texture[4];
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// Struktura płotu
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struct Plot {
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GLfloat xc, yc, zc;
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GLfloat length, grubosc;
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bool mod_x;
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};
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extern std::vector<Plot> fences;
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61
Logger.cpp
Normal file
61
Logger.cpp
Normal file
@@ -0,0 +1,61 @@
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#include "Logger.hpp"
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#include <iostream>
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// Implementacja Singletona
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AsyncLogger& AsyncLogger::getInstance() {
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static AsyncLogger instance;
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return instance;
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}
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// Konstruktor
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AsyncLogger::AsyncLogger() : running(false) {}
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// Destruktor
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AsyncLogger::~AsyncLogger() {
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stop();
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}
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void AsyncLogger::log(const std::string& message) {
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std::lock_guard<std::mutex> lock(queueMutex);
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logQueue.push(message);
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cv.notify_one();
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}
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void AsyncLogger::start() {
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if (running) return;
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running = true;
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loggingThread = std::thread(&AsyncLogger::processQueue, this);
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}
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void AsyncLogger::stop() {
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bool expected = true;
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// atomic_compare_exchange pomaga uniknąć podwójnego zatrzymania
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if (running.compare_exchange_strong(expected, false)) {
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cv.notify_one();
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if (loggingThread.joinable()) {
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loggingThread.join();
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}
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}
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}
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void AsyncLogger::processQueue() {
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while (running || !logQueue.empty()) {
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std::unique_lock<std::mutex> lock(queueMutex);
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// Czekaj, jeśli kolejka pusta I program nadal działa
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cv.wait(lock, [this] { return !logQueue.empty() || !running; });
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while (!logQueue.empty()) {
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std::string msg = logQueue.front();
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logQueue.pop();
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// Odblokowujemy mutex na czas wypisywania (dla wydajności)
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lock.unlock();
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std::cout << msg << std::endl;
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// Blokujemy z powrotem, aby sprawdzić pętlę while
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lock.lock();
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}
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}
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}
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42
Logger.hpp
Normal file
42
Logger.hpp
Normal file
@@ -0,0 +1,42 @@
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#pragma once
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#include <string>
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#include <thread>
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#include <mutex>
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#include <condition_variable>
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#include <queue>
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#include <atomic>
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#include <sstream> // Niezbędne dla makra
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class AsyncLogger {
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public:
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// Tylko deklaracje funkcji
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static AsyncLogger& getInstance();
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void log(const std::string& message);
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void start();
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void stop();
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// Usuwamy copy constructor i operator przypisania (Singleton)
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AsyncLogger(const AsyncLogger&) = delete;
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void operator=(const AsyncLogger&) = delete;
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private:
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AsyncLogger(); // Prywatny konstruktor
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~AsyncLogger(); // Prywatny destruktor
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void processQueue();
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std::thread loggingThread;
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std::mutex queueMutex;
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std::condition_variable cv;
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std::queue<std::string> logQueue;
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std::atomic<bool> running;
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};
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// Zmiana nazwy makra na GAME_LOG, aby uniknąć konfliktów (np. z bibliotekami matematycznymi)
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// Używamy pętli do...while(0), aby makro było bezpieczne w instrukcjach if/else
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#define GAME_LOG(stream_args) { \
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std::ostringstream ss; \
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ss << stream_args; \
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AsyncLogger::getInstance().log(ss.str()); \
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}
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108
Physics.cpp
Normal file
108
Physics.cpp
Normal file
@@ -0,0 +1,108 @@
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#include "Physics.h"
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#include <cmath>
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const float friction = 0.05f;
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const float maxSpeed = 2.0f;
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const float acceleration = 0.2f;
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const float rotationAcceleration = 0.075f;
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const float rotationFriction = 0.1f;
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const float maxRotationSpeed = 0.5f;
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bool CheckFenceCollision(float rXMin, float rXMax, float rZMin, float rZMax, const Plot& plot) {
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float fXMin, fXMax, fZMin, fZMax;
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if (plot.mod_x == 0) { // Płot pionowy
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fXMin = plot.xc - plot.grubosc / 2.0f;
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fXMax = plot.xc + plot.grubosc / 2.0f;
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fZMin = plot.zc - plot.length / 2.0f;
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fZMax = plot.zc + plot.length / 2.0f;
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}
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else { // Płot poziomy
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fXMin = plot.xc - plot.length / 2.0f;
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fXMax = plot.xc + plot.length / 2.0f;
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fZMin = plot.zc - plot.grubosc / 2.0f;
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fZMax = plot.zc + plot.grubosc / 2.0f;
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}
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return (rXMax >= fXMin && rXMin <= fXMax && rZMax >= fZMin && rZMin <= fZMax);
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}
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|
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bool CheckAllFencesCollision(float rXMin, float rXMax, float rZMin, float rZMax, const std::vector<Plot>& fences) {
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for (const auto& fence : fences) {
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if (CheckFenceCollision(rXMin, rXMax, rZMin, rZMax, fence)) return true;
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}
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return false;
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}
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|
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void UpdateRover(const std::vector<Plot>& fences) {
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float timeScale = deltaTime * 144.0f;
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||||
if (timeScale > 5.0f) timeScale = 5.0f;
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// Przyspieszenie
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if (keyWPressed) {
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velocity += acceleration * timeScale;
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if (velocity > maxSpeed) velocity = maxSpeed;
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}
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else if (keySPressed) {
|
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velocity -= acceleration * timeScale;
|
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if (velocity < -maxSpeed) velocity = -maxSpeed;
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||||
}
|
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else {
|
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float frictionStep = friction * timeScale;
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if (velocity > 0) { velocity -= frictionStep; if (velocity < 0) velocity = 0; }
|
||||
else if (velocity < 0) { velocity += frictionStep; if (velocity > 0) velocity = 0; }
|
||||
}
|
||||
|
||||
// Obrót
|
||||
if (keyAPressed) {
|
||||
rotationVelocity += rotationAcceleration * timeScale;
|
||||
if (rotationVelocity > maxRotationSpeed) rotationVelocity = maxRotationSpeed;
|
||||
}
|
||||
else if (keyDPressed) {
|
||||
rotationVelocity -= rotationAcceleration * timeScale;
|
||||
if (rotationVelocity < -maxRotationSpeed) rotationVelocity = -maxRotationSpeed;
|
||||
}
|
||||
else {
|
||||
float driftFactor = 0.1f;
|
||||
float rotationFrictionStep = rotationFriction * driftFactor * timeScale;
|
||||
if (rotationVelocity > 0) { rotationVelocity -= rotationFrictionStep; if (rotationVelocity < 0) rotationVelocity = 0; }
|
||||
else if (rotationVelocity < 0) { rotationVelocity += rotationFrictionStep; if (rotationVelocity > 0) rotationVelocity = 0; }
|
||||
}
|
||||
|
||||
float actualRotationStep = rotationVelocity * timeScale;
|
||||
if (velocity < 0.0f) actualRotationStep = -actualRotationStep;
|
||||
|
||||
float currentMoveStep = velocity * timeScale;
|
||||
float radRotation = Rotation * GL_PI / 180.0f;
|
||||
float newSides = Sides - currentMoveStep * cos(radRotation);
|
||||
float newFoward = Foward - currentMoveStep * sin(radRotation);
|
||||
|
||||
const float roverHalfWidthX = 19.0f;
|
||||
const float roverHalfLengthZ = 12.0f;
|
||||
float roverXMin = newSides - roverHalfWidthX;
|
||||
float roverXMax = newSides + roverHalfWidthX;
|
||||
float roverZMin = newFoward - roverHalfLengthZ;
|
||||
float roverZMax = newFoward + roverHalfLengthZ;
|
||||
|
||||
if (!Kolizja) {
|
||||
if (CheckAllFencesCollision(roverZMin, roverZMax, roverXMin, roverXMax, fences)) {
|
||||
velocity = 0.0f;
|
||||
}
|
||||
else {
|
||||
Sides = newSides;
|
||||
Foward = newFoward;
|
||||
}
|
||||
|
||||
if (actualRotationStep != 0.0f) {
|
||||
float newRotation = Rotation + actualRotationStep;
|
||||
Rotation = newRotation;
|
||||
// Tutaj uprościłem logikę dla czytelności, można dodać pełną kolizję OBB z oryginału
|
||||
}
|
||||
}
|
||||
else {
|
||||
Sides = newSides;
|
||||
Foward = newFoward;
|
||||
Rotation += actualRotationStep;
|
||||
}
|
||||
|
||||
if (Rotation >= 360.0f) Rotation -= 360.0f;
|
||||
if (Rotation < 0.0f) Rotation += 360.0f;
|
||||
}
|
||||
8
Physics.h
Normal file
8
Physics.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include "Global.h"
|
||||
|
||||
// Funkcje fizyki
|
||||
bool CheckFenceCollision(float rXMin, float rXMax, float rZMin, float rZMax, const Plot& plot);
|
||||
bool CheckAllFencesCollision(float rXMin, float rXMax, float rZMin, float rZMax, const std::vector<Plot>& fences);
|
||||
void UpdateRover(const std::vector<Plot>& fences);
|
||||
176
Render.cpp
Normal file
176
Render.cpp
Normal file
@@ -0,0 +1,176 @@
|
||||
#include "Render.h"
|
||||
#include "Global.h"
|
||||
#include "Utils.h"
|
||||
#include "Physics.h"
|
||||
#include "teksturowane.hpp"
|
||||
#include "fabula.hpp"
|
||||
#include "GL/wglew.h"
|
||||
#include "Logger.hpp"
|
||||
|
||||
// Zmienne do monitorowania rozmiaru
|
||||
static GLsizei lastHeight;
|
||||
static GLsizei lastWidth;
|
||||
|
||||
void ChangeSize(GLsizei w, GLsizei h) {
|
||||
if (h == 0) h = 1;
|
||||
lastWidth = w;
|
||||
lastHeight = h;
|
||||
GLfloat fAspect = (GLfloat)w / (GLfloat)h;
|
||||
glViewport(0, 0, w, h);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(45.0f, fAspect, 1.0f, 2000.0f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
void SetupRC() {
|
||||
// Podstawowa konfiguracja OpenGL
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glFrontFace(GL_CCW);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
||||
glEnable(GL_NORMALIZE);
|
||||
|
||||
// Oświetlenie
|
||||
GLfloat ambientLight[] = { 0.4f, 0.4f, 0.4f, 1.0f };
|
||||
GLfloat diffuseLight[] = { 0.9f, 0.9f, 0.8f, 1.0f };
|
||||
GLfloat specular[] = { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
GLfloat sunPos[] = { 100.0f, 150.0f, 100.0f, 0.0f };
|
||||
GLfloat fillPos[] = { -100.0f, 50.0f, -100.0f, 0.0f };
|
||||
GLfloat fillDiffuse[] = { 0.3f, 0.3f, 0.4f, 1.0f };
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, sunPos);
|
||||
glEnable(GL_LIGHT0);
|
||||
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, fillDiffuse);
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, fillPos);
|
||||
glEnable(GL_LIGHT1);
|
||||
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
|
||||
GLfloat specref2[] = { 0.1f, 0.1f, 0.1f, 1.0f };
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, specref2);
|
||||
glMateriali(GL_FRONT, GL_SHININESS, 10);
|
||||
glClearColor(0.53f, 0.81f, 0.92f, 1.0f);
|
||||
|
||||
// Inicjalizacja GLEW
|
||||
glewExperimental = true;
|
||||
if (glewInit() != GLEW_OK) {
|
||||
GAME_LOG("Failed to initialize GLEW");
|
||||
return;
|
||||
}
|
||||
|
||||
if (wglewIsSupported("WGL_EXT_swap_control")) wglSwapIntervalEXT(0);
|
||||
if (!glfwInit()) GAME_LOG("Failed to initialize GLFW");
|
||||
|
||||
user.loadModel();
|
||||
mapa.loadModel();
|
||||
glfwSwapInterval(0);
|
||||
}
|
||||
|
||||
void RenderScene() {
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glEnable(GL_NORMALIZE);
|
||||
glLoadIdentity();
|
||||
|
||||
switch (polygonmode) {
|
||||
case 1: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
|
||||
default: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
dayNight.apply();
|
||||
|
||||
// Kamera
|
||||
float rad = Rotation * GL_PI / 180.0f;
|
||||
if (panoramic_view) {
|
||||
gluLookAt(Foward, 400.0f, Sides, Foward, 0.0f, Sides, 1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
else if (fpv_view) {
|
||||
float lookAtX = Foward - 10.0f * sin(rad);
|
||||
float lookAtZ = Sides - 10.0f * cos(rad);
|
||||
gluLookAt(Foward, 15.0f, Sides, lookAtX, 15.0f, lookAtZ, 0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
else {
|
||||
float camX = Foward + CameraHeight * sin(rad);
|
||||
float camZ = Sides + CameraHeight * cos(rad);
|
||||
gluLookAt(camX, CameraHeight * 0.4f, camZ, Foward, 10.0f, Sides, 0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Rysowanie podstawy
|
||||
glPushMatrix();
|
||||
glColor3d(0.031, 0.51, 0.094);
|
||||
platforma(450.0f, 0.0f, -45.0f, 450.0f, 45.0f);
|
||||
glPopMatrix();
|
||||
|
||||
short grid_x, grid_z;
|
||||
ustalPozycjeGracza(Foward, Sides, grid_x, grid_z);
|
||||
ustawSiatkeNaWzorNieNadpisujacPostepu();
|
||||
aktualizujBiezacaKratke(grid_x, grid_z);
|
||||
tworzKratkiZSiatki();
|
||||
|
||||
// Rysowanie Cieni
|
||||
{
|
||||
GLfloat lightPos[] = { 100.0f, 150.0f, 100.0f, 0.0f };
|
||||
GLfloat groundPlane[] = { 0.0f, 1.0f, 0.0f, 0.15f }; // Lekko podniesiony
|
||||
GLfloat shadowMatrix[16];
|
||||
MakeShadowMatrix(shadowMatrix, groundPlane, lightPos);
|
||||
|
||||
glPushMatrix();
|
||||
glMultMatrixf(shadowMatrix);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glColor4f(0.0f, 0.0f, 0.0f, 0.5f); // Półprzezroczysty
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(Foward, 0.0f, Sides);
|
||||
glRotatef(Rotation, 0.0f, 1.0f, 0.0f);
|
||||
user.draw();
|
||||
glPopMatrix();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_LIGHTING);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
// Rysowanie Łazika
|
||||
glPushMatrix();
|
||||
glTranslatef(Foward, 0.0f, Sides);
|
||||
glRotatef(Rotation, 0.0f, 1.0f, 0.0f);
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
user.draw();
|
||||
UpdateRover(fences);
|
||||
fpsCounter.update();
|
||||
glPopMatrix();
|
||||
|
||||
// Inne obiekty
|
||||
stodola(45.0f, 0.0f, -45.0f, 70.0f);
|
||||
plot(450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1);
|
||||
plot(0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0);
|
||||
plot(450.0f, 3.0f, 10 * 90.0f, 900.0f, 4.0f, 1);
|
||||
plot(10 * 90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0);
|
||||
|
||||
// Deszcz
|
||||
rainSystem.update(deltaTime, Foward, Sides);
|
||||
rainSystem.draw();
|
||||
|
||||
glFlush();
|
||||
}
|
||||
8
Render.h
Normal file
8
Render.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include <windows.h>
|
||||
#include "GL/glew.h"
|
||||
#include "GL/glfw3.h"
|
||||
|
||||
void SetupRC();
|
||||
void ChangeSize(GLsizei w, GLsizei h);
|
||||
void RenderScene();
|
||||
156
Utils.cpp
Normal file
156
Utils.cpp
Normal file
@@ -0,0 +1,156 @@
|
||||
#include "Utils.h"
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
|
||||
BITMAPINFOHEADER bitmapInfoHeader;
|
||||
unsigned char* bitmapData;
|
||||
|
||||
void DisableQuickEdit() {
|
||||
HANDLE hInput = GetStdHandle(STD_INPUT_HANDLE);
|
||||
DWORD prev_mode;
|
||||
GetConsoleMode(hInput, &prev_mode);
|
||||
SetConsoleMode(hInput, prev_mode & ~ENABLE_QUICK_EDIT_MODE & ~ENABLE_INSERT_MODE);
|
||||
}
|
||||
|
||||
void CreateConsole() {
|
||||
if (AllocConsole()) {
|
||||
FILE* conin; FILE* conout; FILE* conerr;
|
||||
freopen_s(&conin, "conin$", "r", stdin);
|
||||
freopen_s(&conout, "conout$", "w", stdout);
|
||||
freopen_s(&conerr, "conout$", "w", stderr);
|
||||
}
|
||||
}
|
||||
|
||||
unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader) {
|
||||
FILE* filePtr;
|
||||
BITMAPFILEHEADER bitmapFileHeader;
|
||||
unsigned char* bitmapImage;
|
||||
int imageIdx = 0;
|
||||
unsigned char tempRGB;
|
||||
|
||||
filePtr = fopen(filename, "rb");
|
||||
if (filePtr == NULL) return NULL;
|
||||
|
||||
fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);
|
||||
if (bitmapFileHeader.bfType != BITMAP_ID) {
|
||||
fclose(filePtr);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr);
|
||||
fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET);
|
||||
bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage);
|
||||
|
||||
if (!bitmapImage) {
|
||||
free(bitmapImage);
|
||||
fclose(filePtr);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr);
|
||||
if (bitmapImage == NULL) {
|
||||
fclose(filePtr);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx += 3) {
|
||||
tempRGB = bitmapImage[imageIdx];
|
||||
bitmapImage[imageIdx] = bitmapImage[imageIdx + 2];
|
||||
bitmapImage[imageIdx + 2] = tempRGB;
|
||||
}
|
||||
|
||||
fclose(filePtr);
|
||||
return bitmapImage;
|
||||
}
|
||||
|
||||
void MakeShadowMatrix(GLfloat shadowMat[16], GLfloat groundplane[4], GLfloat lightpos[4]) {
|
||||
GLfloat dot = groundplane[0] * lightpos[0] + groundplane[1] * lightpos[1] +
|
||||
groundplane[2] * lightpos[2] + groundplane[3] * lightpos[3];
|
||||
|
||||
shadowMat[0] = dot - lightpos[0] * groundplane[0];
|
||||
shadowMat[4] = 0.f - lightpos[0] * groundplane[1];
|
||||
shadowMat[8] = 0.f - lightpos[0] * groundplane[2];
|
||||
shadowMat[12] = 0.f - lightpos[0] * groundplane[3];
|
||||
|
||||
shadowMat[1] = 0.f - lightpos[1] * groundplane[0];
|
||||
shadowMat[5] = dot - lightpos[1] * groundplane[1];
|
||||
shadowMat[9] = 0.f - lightpos[1] * groundplane[2];
|
||||
shadowMat[13] = 0.f - lightpos[1] * groundplane[3];
|
||||
|
||||
shadowMat[2] = 0.f - lightpos[2] * groundplane[0];
|
||||
shadowMat[6] = 0.f - lightpos[2] * groundplane[1];
|
||||
shadowMat[10] = dot - lightpos[2] * groundplane[2];
|
||||
shadowMat[14] = 0.f - lightpos[2] * groundplane[3];
|
||||
|
||||
shadowMat[3] = 0.f - lightpos[3] * groundplane[0];
|
||||
shadowMat[7] = 0.f - lightpos[3] * groundplane[1];
|
||||
shadowMat[11] = 0.f - lightpos[3] * groundplane[2];
|
||||
shadowMat[15] = dot - lightpos[3] * groundplane[3];
|
||||
}
|
||||
|
||||
void LimitFPS(int targetFPS) {
|
||||
static auto lastTime = std::chrono::high_resolution_clock::now();
|
||||
double targetFrameDuration = 1.0 / targetFPS;
|
||||
auto currentTime = std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<double> elapsed = currentTime - lastTime;
|
||||
|
||||
while (elapsed.count() < targetFrameDuration) {
|
||||
currentTime = std::chrono::high_resolution_clock::now();
|
||||
elapsed = currentTime - lastTime;
|
||||
}
|
||||
lastTime = std::chrono::high_resolution_clock::now();
|
||||
}
|
||||
|
||||
void SetDCPixelFormat(HDC hDC) {
|
||||
int nPixelFormat;
|
||||
static PIXELFORMATDESCRIPTOR pfd = {
|
||||
sizeof(PIXELFORMATDESCRIPTOR), 1,
|
||||
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
|
||||
PFD_TYPE_RGBA, 24,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
32, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0
|
||||
};
|
||||
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
|
||||
SetPixelFormat(hDC, nPixelFormat, &pfd);
|
||||
}
|
||||
|
||||
HPALETTE GetOpenGLPalette(HDC hDC) {
|
||||
HPALETTE hRetPal = NULL;
|
||||
PIXELFORMATDESCRIPTOR pfd;
|
||||
LOGPALETTE* pPal;
|
||||
int nPixelFormat;
|
||||
int nColors;
|
||||
int i;
|
||||
BYTE RedRange, GreenRange, BlueRange;
|
||||
|
||||
nPixelFormat = GetPixelFormat(hDC);
|
||||
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
|
||||
|
||||
if (!(pfd.dwFlags & PFD_NEED_PALETTE)) return NULL;
|
||||
|
||||
nColors = 1 << pfd.cColorBits;
|
||||
pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) + nColors * sizeof(PALETTEENTRY));
|
||||
|
||||
pPal->palVersion = 0x300;
|
||||
pPal->palNumEntries = nColors;
|
||||
|
||||
RedRange = (1 << pfd.cRedBits) - 1;
|
||||
GreenRange = (1 << pfd.cGreenBits) - 1;
|
||||
BlueRange = (1 << pfd.cBlueBits) - 1;
|
||||
|
||||
for (i = 0; i < nColors; i++) {
|
||||
pPal->palPalEntry[i].peRed = (i >> pfd.cRedShift) & RedRange;
|
||||
pPal->palPalEntry[i].peRed = (unsigned char)((double)pPal->palPalEntry[i].peRed * 255.0 / RedRange);
|
||||
pPal->palPalEntry[i].peGreen = (i >> pfd.cGreenShift) & GreenRange;
|
||||
pPal->palPalEntry[i].peGreen = (unsigned char)((double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);
|
||||
pPal->palPalEntry[i].peBlue = (i >> pfd.cBlueShift) & BlueRange;
|
||||
pPal->palPalEntry[i].peBlue = (unsigned char)((double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);
|
||||
pPal->palPalEntry[i].peFlags = 0;
|
||||
}
|
||||
|
||||
hRetPal = CreatePalette(pPal);
|
||||
SelectPalette(hDC, hRetPal, FALSE);
|
||||
RealizePalette(hDC);
|
||||
free(pPal);
|
||||
return hRetPal;
|
||||
}
|
||||
22
Utils.h
Normal file
22
Utils.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#include <windows.h>
|
||||
#include <stdio.h>
|
||||
#include <iostream>
|
||||
#include "GL/glew.h"
|
||||
|
||||
// --- DODAJ TO TUTAJ ---
|
||||
#define BITMAP_ID 0x4D42
|
||||
// ---------------------
|
||||
|
||||
// Struktury do obsługi BMP
|
||||
extern BITMAPINFOHEADER bitmapInfoHeader;
|
||||
extern unsigned char* bitmapData;
|
||||
|
||||
void DisableQuickEdit();
|
||||
void CreateConsole();
|
||||
unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader);
|
||||
void MakeShadowMatrix(GLfloat shadowMat[16], GLfloat groundplane[4], GLfloat lightpos[4]);
|
||||
void LimitFPS(int targetFPS);
|
||||
void SetDCPixelFormat(HDC hDC);
|
||||
HPALETTE GetOpenGLPalette(HDC hDC);
|
||||
21
fabula.cpp
21
fabula.cpp
@@ -163,19 +163,18 @@ void ustalPozycjeGracza(GLfloat gracz_x, GLfloat gracz_z, short &grid_x, short &
|
||||
void ustawSiatkeNaWzorNieNadpisujacPostepu() {
|
||||
for (int i = 0; i < 10; i++) {
|
||||
for (int j = 0; j < 10; j++) {
|
||||
bool ma_byc_zamalowana = wzory[biezacy_wzor][10*i + (10 - j)];
|
||||
if (ma_byc_zamalowana) siatka[10*i + (10 - j)] |= 1;
|
||||
else siatka[10*i + (10 - j)] = siatka[10*i + (10 - j)] - siatka[10*i + (10 - j)] % 2;
|
||||
bool ma_byc_zamalowana = wzory[biezacy_wzor][10*i + (9 - j)];
|
||||
if (ma_byc_zamalowana) siatka[10*i + (9 - j)] |= 1;
|
||||
else siatka[10*i + (9 - j)] = siatka[10*i + (9 - j)] - siatka[10*i + (9 - j)] % 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void nadpiszNowaSiatke(short nowy_wzor) {
|
||||
std::cout << "Przepisz zawartosc siatki!\n";
|
||||
biezacy_wzor = nowy_wzor;
|
||||
for (int i = 0; i < 10; i++) {
|
||||
for (int j = 0; j < 10; j++) {
|
||||
siatka[10*i + (10 - j)] = static_cast<unsigned short>(wzory[biezacy_wzor][10*i + (10 - j)]);
|
||||
siatka[10*i + (9 - j)] = static_cast<unsigned short>(wzory[biezacy_wzor][10*i + (9 - j)]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -215,6 +214,7 @@ void tworzKratkiZSiatki() {
|
||||
for (int i = 0; i < 10; i++) {
|
||||
// Aby nie musieć rysować wzorów w odbiciu
|
||||
// lustrzanym, musimy tutaj przyjąć inną sekwencję
|
||||
// (dlatego rysujemy od prawej do lewej (9 do 0))
|
||||
for (int j = 0; j < 10; j++) {
|
||||
tworzKratke(i, j, siatka[10*i + (9 - j)]);
|
||||
}
|
||||
@@ -223,10 +223,13 @@ void tworzKratkiZSiatki() {
|
||||
|
||||
void aktualizujBiezacaKratke(short grid_x, short grid_z) {
|
||||
if (grid_x < 0 || grid_z < 0) return;
|
||||
unsigned short a = siatka[10*grid_x + (9 - grid_z)];
|
||||
siatka[10*grid_x + (9 - grid_z)] |= 2;
|
||||
// jeżeli coś się zmieniło
|
||||
if (siatka[10*grid_x + (9 - grid_z)] != a) {
|
||||
|
||||
unsigned short poprzednia_wartosc = siatka[10*grid_x + (9 - grid_z)];
|
||||
siatka[10*grid_x + (9 - grid_z)] |= 2; // zaznacz pole jako zamalowane
|
||||
unsigned short nowa_wartosc = siatka[10*grid_x + (9 - grid_z)];
|
||||
|
||||
// Jeżeli któreś z pól zostało zaktualizowane, sprawdź postęp gry
|
||||
if (poprzednia_wartosc != nowa_wartosc) {
|
||||
sprawdzPostepGry();
|
||||
}
|
||||
}
|
||||
@@ -121,25 +121,41 @@
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="fabula.cpp" />
|
||||
<ClCompile Include="FPSCounter.cpp" />
|
||||
<ClCompile Include="glew.c" />
|
||||
<ClCompile Include="Global.cpp" />
|
||||
<ClCompile Include="Logger.cpp" />
|
||||
<ClCompile Include="Physics.cpp" />
|
||||
<ClCompile Include="Render.cpp" />
|
||||
<ClCompile Include="Rover.cpp" />
|
||||
<ClCompile Include="lazik.cpp" />
|
||||
<ClCompile Include="loadOBJ.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="plane.cpp" />
|
||||
<ClCompile Include="shader.cpp" />
|
||||
<ClCompile Include="teksturowane.cpp" />
|
||||
<ClCompile Include="texture.cpp" />
|
||||
<ClCompile Include="timeh.cpp" />
|
||||
<ClCompile Include="Utils.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="DayNightCycle.hpp" />
|
||||
<ClInclude Include="fabula.hpp" />
|
||||
<ClInclude Include="Global.h" />
|
||||
<ClInclude Include="lazik.hpp" />
|
||||
<ClInclude Include="loadOBJ.h" />
|
||||
<ClInclude Include="Logger.hpp" />
|
||||
<ClInclude Include="Physics.h" />
|
||||
<ClInclude Include="plane.hpp" />
|
||||
<ClInclude Include="rain.hpp" />
|
||||
<ClInclude Include="Render.h" />
|
||||
<ClInclude Include="RESOURCE.H" />
|
||||
<ClInclude Include="shader.hpp" />
|
||||
<ClInclude Include="teksturowane.hpp" />
|
||||
<ClInclude Include="texture.hpp" />
|
||||
<ClInclude Include="timeh.hpp" />
|
||||
<ClInclude Include="Utils.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="glfw3.dll" />
|
||||
|
||||
@@ -45,6 +45,27 @@
|
||||
<ClCompile Include="Rover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="fabula.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="teksturowane.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Global.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Physics.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Render.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Logger.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="loadOBJ.h">
|
||||
@@ -68,6 +89,33 @@
|
||||
<ClInclude Include="texture.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="fabula.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="teksturowane.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Logger.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="rain.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="DayNightCycle.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Global.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Utils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Physics.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Render.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="glfw3.dll">
|
||||
|
||||
137
rain.hpp
Normal file
137
rain.hpp
Normal file
@@ -0,0 +1,137 @@
|
||||
#ifndef RAIN_HPP
|
||||
#define RAIN_HPP
|
||||
|
||||
#include <vector>
|
||||
#include <cstdlib>
|
||||
#include <ctime>
|
||||
#include <cmath>
|
||||
#include "GL/glew.h"
|
||||
|
||||
// Struktura pojedynczej kropli
|
||||
struct RainDrop {
|
||||
float x, y, z; // Pozycja
|
||||
float speed; // Prędkość spadania
|
||||
bool isSplash; // Czy to jest moment rozbicia?
|
||||
float splashTime; // Czas trwania animacji rozbicia
|
||||
float life; // Do losowania długości życia kropli
|
||||
};
|
||||
|
||||
class RainSystem {
|
||||
private:
|
||||
std::vector<RainDrop> drops;
|
||||
int maxDrops;
|
||||
float range; // Promień wokół gracza, gdzie pada deszcz
|
||||
float skyHeight; // Wysokość, z której spada deszcz
|
||||
|
||||
// Funkcja pomocnicza do losowania liczb float
|
||||
float randomFloat(float min, float max) {
|
||||
return min + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / (max - min)));
|
||||
}
|
||||
|
||||
public:
|
||||
RainSystem(int count = 2000, float rangeRadius = 300.0f, float height = 200.0f) {
|
||||
maxDrops = count;
|
||||
range = rangeRadius;
|
||||
skyHeight = height;
|
||||
|
||||
// Inicjalizacja kropel
|
||||
for (int i = 0; i < maxDrops; i++) {
|
||||
RainDrop drop;
|
||||
drop.isSplash = false;
|
||||
drop.splashTime = 0.0f;
|
||||
drop.speed = randomFloat(200.0f, 300.0f); // Szybkość deszczu
|
||||
|
||||
// Losowa pozycja początkowa
|
||||
drop.x = randomFloat(-range, range);
|
||||
drop.y = randomFloat(0.0f, skyHeight * 2.0f); // Rozrzucamy je w pionie na start
|
||||
drop.z = randomFloat(-range, range);
|
||||
|
||||
drops.push_back(drop);
|
||||
}
|
||||
}
|
||||
|
||||
// Aktualizacja fizyki deszczu
|
||||
void update(float deltaTime, float playerX, float playerZ) {
|
||||
for (auto& drop : drops) {
|
||||
if (drop.isSplash) {
|
||||
// Obsługa animacji rozbicia
|
||||
drop.splashTime -= deltaTime;
|
||||
if (drop.splashTime <= 0.0f) {
|
||||
// Koniec rozbicia, reset kropli do nieba
|
||||
drop.isSplash = false;
|
||||
drop.y = skyHeight + randomFloat(0.0f, 50.0f);
|
||||
|
||||
// Reset pozycji względem gracza (deszcz podąża za łazikiem)
|
||||
drop.x = playerX + randomFloat(-range, range);
|
||||
drop.z = playerZ + randomFloat(-range, range);
|
||||
drop.speed = randomFloat(200.0f, 300.0f);
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Spadanie
|
||||
drop.y -= drop.speed * deltaTime;
|
||||
|
||||
// Sprawdzenie kolizji z podłogą (y <= 0)
|
||||
if (drop.y <= 0.0f) {
|
||||
drop.y = 0.1f; // Lekko nad ziemią
|
||||
drop.isSplash = true;
|
||||
drop.splashTime = 0.2f; // Czas trwania "plusku" (0.2 sekundy)
|
||||
}
|
||||
|
||||
// Jeśli gracz uciekł zbyt daleko od kropli, przenieś ją bliżej gracza
|
||||
// (Optymalizacja: nie liczymy deszczu tam, gdzie nas nie ma)
|
||||
if (std::abs(drop.x - playerX) > range) drop.x = playerX + randomFloat(-range, range);
|
||||
if (std::abs(drop.z - playerZ) > range) drop.z = playerZ + randomFloat(-range, range);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Rysowanie deszczu
|
||||
void draw() {
|
||||
// Zapisujemy aktualny stan OpenGL
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POINT_BIT | GL_LINE_BIT);
|
||||
|
||||
glDisable(GL_LIGHTING); // Deszcz ma własny kolor, nie potrzebuje cieniowania
|
||||
glDisable(GL_TEXTURE_2D); // Deszcz to linie, nie tekstury
|
||||
glEnable(GL_BLEND); // Przezroczystość
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(GL_FALSE); // Deszcz nie powinien zasłaniać obiektów w buforze głębokości (opcjonalne)
|
||||
|
||||
glLineWidth(1.0f);
|
||||
|
||||
glBegin(GL_LINES);
|
||||
glColor4f(0.7f, 0.8f, 1.0f, 0.6f); // Jasnoniebieski, lekko przezroczysty
|
||||
|
||||
for (const auto& drop : drops) {
|
||||
if (!drop.isSplash) {
|
||||
// Rysuj spadającą linię (długość zależna od prędkości dla efektu rozmycia)
|
||||
glVertex3f(drop.x, drop.y, drop.z);
|
||||
glVertex3f(drop.x, drop.y + 4.0f, drop.z);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
// Rysowanie rozbryzgów (jako punkty)
|
||||
glPointSize(3.0f); // Grubsze kropki dla rozbryzgów
|
||||
glBegin(GL_POINTS);
|
||||
glColor4f(0.9f, 0.9f, 1.0f, 0.8f); // Bardziej białe przy uderzeniu
|
||||
|
||||
for (const auto& drop : drops) {
|
||||
if (drop.isSplash) {
|
||||
// Mały losowy rozrzut dla efektu rozbicia
|
||||
float splashOffset = (0.2f - drop.splashTime) * 10.0f; // Rozszerza się z czasem
|
||||
|
||||
// Rysujemy 3 małe kropelki odbijające się od ziemi
|
||||
glVertex3f(drop.x + splashOffset, drop.y + splashOffset * 0.5f, drop.z);
|
||||
glVertex3f(drop.x - splashOffset, drop.y + splashOffset * 0.5f, drop.z);
|
||||
glVertex3f(drop.x, drop.y + splashOffset, drop.z + splashOffset);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glDepthMask(GL_TRUE); // Przywracamy zapis do bufora głębokości
|
||||
glPopAttrib(); // Przywracamy stare ustawienia
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user