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37cf314288
| Author | SHA1 | Date | |
|---|---|---|---|
| 37cf314288 | |||
| d8460065c3 | |||
| f6527f6fbb | |||
| c7ceee0772 |
232
fabula.cpp
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232
fabula.cpp
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@@ -0,0 +1,232 @@
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#include "fabula.hpp"
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std::vector<std::vector<bool>> wzory = {
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// GK
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 1, 1, 1, 0, 1, 0, 0, 1, 0,
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0, 1, 0, 0, 0, 1, 0, 1, 1, 0,
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1, 1, 0, 0, 0, 1, 1, 1, 0, 0,
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1, 0, 0, 0, 0, 1, 1, 0, 0, 0,
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1, 0, 1, 1, 0, 1, 1, 0, 0, 0,
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1, 0, 0, 1, 1, 1, 1, 1, 0, 0,
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1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
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0, 1, 1, 1, 1, 1, 0, 0, 1, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
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// Ślimak
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{0, 0, 0, 0, 0, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 0, 0, 1, 1, 1, 1, 1, 1, 0,
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1, 0, 1, 1, 0, 0, 0, 0, 1, 0,
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1, 0, 1, 0, 1, 0, 0, 0, 1, 0,
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1, 0, 1, 1, 1, 0, 0, 0, 1, 0,
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1, 0, 0, 0, 0, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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// Sygnał TTL
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{0, 0, 0, 0, 0, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 1, 1, 1, 1, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
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0, 0, 0, 0, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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// Okrąg
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{0, 0, 1, 1, 1, 1, 1, 0, 0, 0,
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0, 1, 1, 0, 0, 0, 1, 1, 1, 0,
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0, 1, 0, 0, 0, 0, 0, 0, 1, 0,
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1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
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0, 1, 0, 0, 0, 0, 0, 0, 1, 0,
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0, 1, 1, 0, 0, 0, 0, 1, 1, 0,
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0, 0, 1, 1, 1, 0, 0, 1, 0, 0,
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0, 0, 0, 0, 1, 1, 1, 1, 1, 1},
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// Kwadrat
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
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1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
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1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
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1, 0, 0, 0, 0, 0, 0, 1, 1, 1,
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1, 0, 0, 0, 0, 0, 0, 1, 1, 1,
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1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
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1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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// ABACABA
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0, 1, 0, 0,
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0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
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0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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// Paski
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{1, 1, 1, 0, 1, 0, 1, 0, 1, 0,
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1, 0, 1, 1, 1, 0, 1, 0, 1, 0,
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1, 0, 1, 0, 1, 1, 1, 0, 1, 0,
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1, 0, 1, 0, 1, 0, 1, 1, 1, 0,
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1, 0, 1, 0, 1, 0, 1, 0, 1, 1,
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1, 0, 1, 0, 1, 0, 1, 0, 1, 1,
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1, 0, 1, 0, 1, 0, 1, 1, 1, 0,
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1, 0, 1, 0, 1, 1, 1, 0, 1, 0,
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1, 0, 1, 1, 1, 0, 1, 0, 1, 0,
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1, 1, 1, 0, 1, 0, 1, 0, 1, 0},
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// Puste pole
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{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
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};
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std::vector<unsigned short> siatka = {
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// Możliwe stany pól siatki:
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// - 0 - niezamalowana, nie do zamalowania (zielony)
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// - 1 - niezamalowana, do zamalowania (złoty)
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// - 2 - zamalowana, nie do zamalowania (czerwony)
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// - 3 - zamalowana, do zamalowania (jasnozielony)
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// 1. bit mówi o tym, czy jest do zamalowania
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// 2. bit mówi o tym, czy jest zamalowana
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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void sprawdzPostepGry() {
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unsigned short zgodne_pola = 0;
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for (int i = 0; i < 10; i++) {
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for (int j = 0; j < 10; j++) {
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// std::cout << "zgp: " << zgodne_pola << "\n";
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unsigned short pole_w_siatce = siatka[10*i + (9 - j)];
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bool pole_we_wzorach = wzory[biezacy_wzor][10*i + (9 - j)];
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if (pole_w_siatce == 0 && pole_we_wzorach == 0) zgodne_pola++;
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else if (pole_w_siatce == 3 && pole_we_wzorach == 1) zgodne_pola++;
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else {
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// std::cout << "dla i=" << i << " j=" << j << " otrzymano p_w_s " << pole_w_siatce << " a spodziewano sie p_w_w: " << pole_we_wzorach << "\n";
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return;
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}
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}
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}
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if (zgodne_pola == 100) {
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biezacy_wzor = (biezacy_wzor + 1) % (wzory.size() + 1);
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Foward = 45.0f;
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Sides = -45.0f;
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Rotation = 270.0f;
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nadpiszNowaSiatke(biezacy_wzor);
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} else {
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// std::cout << "zgodne_pola: " << zgodne_pola << "\n";
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}
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}
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void ustalPozycjeGracza(GLfloat gracz_x, GLfloat gracz_z, short &grid_x, short &grid_z) {
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grid_x = static_cast<int>(gracz_x) / 90;
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grid_z = static_cast<int>(gracz_z) / 90;
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// zapobiega rysowaniu ze "spawna"
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if (gracz_x < 0 && gracz_x > -90) grid_x = -1; // ten przypadek dotyczy tylko noclipa
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if (gracz_z < 0 && gracz_z > -90) grid_z = -1;
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}
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void ustawSiatkeNaWzorNieNadpisujacPostepu() {
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for (int i = 0; i < 10; i++) {
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for (int j = 0; j < 10; j++) {
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bool ma_byc_zamalowana = wzory[biezacy_wzor][10*i + (10 - j)];
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if (ma_byc_zamalowana) siatka[10*i + (10 - j)] |= 1;
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else siatka[10*i + (10 - j)] = siatka[10*i + (10 - j)] - siatka[10*i + (10 - j)] % 2;
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}
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}
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}
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void nadpiszNowaSiatke(short nowy_wzor) {
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std::cout << "Przepisz zawartosc siatki!\n";
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biezacy_wzor = nowy_wzor;
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for (int i = 0; i < 10; i++) {
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for (int j = 0; j < 10; j++) {
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siatka[10*i + (10 - j)] = static_cast<unsigned short>(wzory[biezacy_wzor][10*i + (10 - j)]);
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}
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}
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}
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void tworzKratke(unsigned int grid_x, unsigned int grid_z, unsigned short grid_value) {
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// https://rgbcolorpicker.com/0-1
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switch (grid_value) {
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case 0:
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// niezamalowana, nie do zamalowania (zielony)
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glColor3d(0.031, 0.51, 0.094);
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break;
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case 1:
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// niezamalowana, do zamalowania (złoty)
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glColor3d(0.7, 0.5, 0.259);
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break;
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case 2:
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// zamalowana, nie do zamalowania (czerwony)
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glColor3d(1, 0.122, 0);
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break;
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case 3:
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// zamalowana, do zamalowania (biały)
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glColor3d(1, 1, 1);
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break;
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}
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platforma(45.0f + grid_x * 90.0f, 0.0f, 45.0f + grid_z * 90.0f, 45.0f, 45.0f);
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}
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void tworzKratkiZSiatki() {
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for (int i = 0; i < 10; i++) {
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// Aby nie musieć rysować wzorów w odbiciu
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// lustrzanym, musimy tutaj przyjąć inną sekwencję
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for (int j = 0; j < 10; j++) {
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tworzKratke(i, j, siatka[10*i + (9 - j)]);
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}
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}
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}
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void aktualizujBiezacaKratke(short grid_x, short grid_z) {
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if (grid_x < 0 || grid_z < 0) return;
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unsigned short a = siatka[10*grid_x + (9 - grid_z)];
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siatka[10*grid_x + (9 - grid_z)] |= 2;
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// jeżeli coś się zmieniło
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if (siatka[10*grid_x + (9 - grid_z)] != a) {
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sprawdzPostepGry();
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}
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}
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18
fabula.hpp
Normal file
18
fabula.hpp
Normal file
@@ -0,0 +1,18 @@
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#pragma once
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#include <iostream>
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#include "GL/glew.h"
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#include <vector>
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extern short biezacy_wzor;
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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 void platforma(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat xlen, GLfloat zlen);
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void sprawdzPostepGry();
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void ustalPozycjeGracza(GLfloat gracz_x, GLfloat gracz_z, short &grid_x, short &grid_z);
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void ustawSiatkeNaWzorNieNadpisujacPostepu();
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void nadpiszNowaSiatke(short nowy_wzor);
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void tworzKratke(unsigned int grid_x, unsigned int grid_z, unsigned short grid_value);
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void tworzKratkiZSiatki();
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void aktualizujBiezacaKratke(short grid_x, short grid_z);
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473
main.cpp
473
main.cpp
@@ -35,6 +35,8 @@
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#include "shader.hpp"
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#include "FPSCounter.cpp"
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#include <thread>
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#include "teksturowane.hpp"
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#include "fabula.hpp"
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using namespace glm;
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@@ -73,18 +75,26 @@ BOOL APIENTRY AboutDlgProc(HWND hDlg, UINT message, UINT wParam, LONG lParam);
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void SetDCPixelFormat(HDC hDC);
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void sprawdzPostepGry();
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void ustalPozycjeGracza(GLfloat gracz_x, GLfloat gracz_z, short &grid_x, short &grid_z);
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void ustawSiatkeNaWzorNieNadpisujacPostepu();
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void nadpiszNowaSiatke(short nowy_wzor);
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void tworzKratke(unsigned int grid_x, unsigned int grid_z, unsigned short grid_value);
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void tworzKratkiZSiatki();
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void aktualizujBiezacaKratke(short grid_x, short grid_z);
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int polygonmode = 0;
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std::time_t lastTime = std::time(nullptr);
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int monitormode = 1;
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int monitormodecounter = 0;
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std::time_t monitormodehelper;
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short biezacy_wzor = 0;
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bool panoramic_view = 0;
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//Zmienne do ruchu ##############################################^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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FPSCounter fpsCounter;
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static const int targetFPS = 144; // Celowany FPS
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static const int targetFPS = 250; // Celowany FPS
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//Fps counter
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static void LimitFPS(int targetFPS) {
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static auto lastTime = std::chrono::high_resolution_clock::now();
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@@ -109,26 +119,26 @@ bool keySPressed = false;
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bool keyAPressed = false;
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bool keyDPressed = false;
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float Foward = 0.0f; // Pozycja łazika w przód/tył
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float Sides = 0.0f; // Pozycja łazika w lewo/prawo
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float Rotation = 0.0f; // Rotacja łazika (w stopniach)
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float Foward = 45.0f; // Pozycja łazika w przód/tył
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float Sides = -45.0f; // Pozycja łazika w lewo/prawo
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float Rotation = 270.0f; // Rotacja łazika (w stopniach)
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float CameraHeight = 50.0f; // Wysokość kamery
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float MoveSpeed = 1.0f; // Prędkość poruszania się
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float MoveSpeed = 0.5f; // Prędkość poruszania się
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float velocity = 0.0f; // Aktualna prędkość łazika
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float rotationVelocity = 0.0f; // Prędkość obrotu łazika
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const float friction = 0.1f; // Współczynnik tarcia (μ)
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const float maxSpeed = 5.0f; // Maksymalna prędkość łazika
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const float friction = 0.05f; // Współczynnik tarcia (μ)
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const float maxSpeed = 2.0f; // Maksymalna prędkość łazika
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const float acceleration = 0.2f;
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const float rotationAcceleration = 0.075f; // Przyspieszenie obrotu
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const float rotationFriction = 0.1f; // Współczynnik tarcia obrotu
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const float maxRotationSpeed = 0.7f; // Maksymalna prędkość obrotu
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float rotationAcceleration = 0.075f; // Przyspieszenie obrotu
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float rotationFriction = 0.1f; // Współczynnik tarcia obrotu
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float maxRotationSpeed = 0.5f; // Maksymalna prędkość obrotu
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// Struktura do reprezentacji płotu
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struct Plot {
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@@ -315,10 +325,10 @@ static void UpdateRover(const std::vector<Plot>& fences) {
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std::vector<Plot> fences = {
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{-550.0f, 3.0f, 50.0f, 1310.0f, 4.0f, 0}, // 0 - pionowo
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{ 50.0f, 3.0f, -600.0f, 1200.0f, 4.0f, 1}, // 1 - poziomo
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{ 650.0f, 3.0f, 50.0f, 1310.0f, 4.0f, 0}, // 0 - pionowo
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{ 50.0f, 3.0f, 695.0f, 1200.0f, 4.0f, 1} // 1 - poziomo
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{ 450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1}, // 1 - poziomo
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{ 0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0}, // 0 - pionowo
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{ 450.0f, 3.0f, 10*90.0f, 900.0f, 4.0f, 1}, // 1 - poziomo
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{10*90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0} // 0 - pionowo
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};
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// Change viewing volume and viewport. Called when window is resized
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@@ -445,363 +455,6 @@ void SetDCPixelFormat(HDC hDC) {
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SetPixelFormat(hDC, nPixelFormat, &pfd);
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}
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static void skrzynka(GLfloat k) {
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glColor3d(0.8, 0.7, 0.3);
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glEnable(GL_TEXTURE_2D); // Włącz teksturowanie
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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();
|
||||
}
|
||||
|
||||
static void platforma(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat xlen, GLfloat zlen) {
|
||||
glColor3d(0.729, 0.91, 0.51); // jasnozielony, dla grass02.bmp
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[1]); // Wybieramy teksturę
|
||||
|
||||
// Ustawienie powtarzania tekstury
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Powtarzanie w kierunku S
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Powtarzanie w kierunku T
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
// Powtarzające się współrzędne tekstury (np. *5, aby powtórzyła się 5 razy)
|
||||
glTexCoord2d(5.0, 5.0); glVertex3d(xc - xlen, yc, zc - zlen); // Lewy dolny
|
||||
glTexCoord2d(5.0, 0.0); glVertex3d(xc + xlen, yc, zc - zlen); // Prawy dolny
|
||||
glTexCoord2d(0.0, 0.0); glVertex3d(xc + xlen, yc, zc + zlen); // Prawy górny
|
||||
glTexCoord2d(0.0, 5.0); glVertex3d(xc - xlen, yc, zc + zlen); // Lewy górny
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
|
||||
static 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);
|
||||
|
||||
}
|
||||
|
||||
static 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");
|
||||
@@ -848,11 +501,11 @@ static void SetupRC() {
|
||||
glEnable(GL_LIGHT2);
|
||||
|
||||
// Setup and enable light 3
|
||||
glLightfv(GL_LIGHT3, GL_AMBIENT, ambientLight);
|
||||
glLightfv(GL_LIGHT3, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT3, GL_SPECULAR, specular);
|
||||
glLightfv(GL_LIGHT3, GL_POSITION, lightPos4);
|
||||
glEnable(GL_LIGHT3);
|
||||
// glLightfv(GL_LIGHT3, GL_AMBIENT, ambientLight);
|
||||
// glLightfv(GL_LIGHT3, GL_DIFFUSE, diffuseLight);
|
||||
// glLightfv(GL_LIGHT3, GL_SPECULAR, specular);
|
||||
// glLightfv(GL_LIGHT3, GL_POSITION, lightPos4);
|
||||
// glEnable(GL_LIGHT3);
|
||||
|
||||
// Enable color tracking
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
@@ -897,11 +550,13 @@ static void SetupRC() {
|
||||
|
||||
|
||||
void static RenderScene(void) {
|
||||
|
||||
// PS: to nie zadziała, bo okno nie jest tworzone przez glfw
|
||||
// Ustawienie liczby próbek dla antyaliasingu
|
||||
glfwWindowHint(GLFW_SAMPLES, 16); // 4x MSAA (Wielokrotne próbkowanie)
|
||||
// glfwWindowHint(GLFW_SAMPLES, 16); // 4x MSAA (Wielokrotne próbkowanie)
|
||||
|
||||
// Włączenie antyaliasingu (MSAA)
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
//glEnable(GL_MULTISAMPLE);
|
||||
|
||||
// Przywrócenie macierzy modelu i ustawienie obrotów
|
||||
glPushMatrix();
|
||||
@@ -922,19 +577,36 @@ void static RenderScene(void) {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Przywrócenie macierzy widoku
|
||||
if (panoramic_view) {
|
||||
maxRotationSpeed = 1.0f;
|
||||
rotationFriction = 0.5f;
|
||||
gluLookAt(
|
||||
Foward, // Pozycja kamery
|
||||
123, // Wysokość kamery, nie ma znaczenia bo nie mamy perspektywy
|
||||
Sides - 1.0f, // Kamera wzdłuż osi X i Z, z jakiegoś powodu działa po "- 1.0f"
|
||||
Foward, 0.0f, Sides, // Punkt patrzenia (łazik)
|
||||
0.0f, 1.0f, 0.0f // Wektor "góry"
|
||||
);
|
||||
} else {
|
||||
maxRotationSpeed = 0.5f;
|
||||
rotationFriction = 0.1f;
|
||||
gluLookAt(
|
||||
Foward - 50.0f * sin((Rotation + 180.0f) * GL_PI / 180.0f), // Pozycja kamery
|
||||
CameraHeight/4, // Wysokość kamery
|
||||
CameraHeight / 4, // Wysokość kamery
|
||||
Sides - 50.0f * cos((Rotation + 180.0f) * GL_PI / 180.0f), // Kamera wzdłuż osi X i Z
|
||||
Foward, 0.0f, Sides, // Punkt patrzenia (łazik)
|
||||
0.0f, 1.0f, 0.0f // Wektor "góry"
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
// Rysowanie mapy
|
||||
glPushMatrix();
|
||||
glColor3f(0.0, 1.0, 0.0); // Zielony kolor
|
||||
mapa.draw();
|
||||
platforma(50.0f, 0.0f, 45.0f, 600.0f, 650.0f);
|
||||
// mapa.draw(); // nie rysuj mapy/terenu .obj
|
||||
// Platforma niebędąca częścią siatki:
|
||||
glColor3d(0.031, 0.51, 0.094); // ciemnozielony
|
||||
platforma(450.0f, 0.0f, -45.0f, 450.0f, 45.0f);
|
||||
glPopMatrix();
|
||||
|
||||
// Rysowanie łazika
|
||||
@@ -942,18 +614,28 @@ void static RenderScene(void) {
|
||||
glTranslatef(Foward, 0.0f, Sides); // Translacja łazika
|
||||
glRotatef(Rotation, 0.0f, 1.0f, 0.0f); // Obrót łazika
|
||||
glColor3f(1.0, 0.0, 0.0); // Czerwony kolor dla łazika
|
||||
|
||||
user.draw();
|
||||
UpdateRover(fences);
|
||||
fpsCounter.update();
|
||||
glPopMatrix();
|
||||
|
||||
// std::cout << "X: " << Foward << " Z: " << Sides << " Rotation: " << Rotation << "\n";
|
||||
|
||||
// Rysowanie innych obiektów
|
||||
plot(-550.0f, 3.0f, 50.0f, 1310.0f, 4.0f, 0); // 0 - pionowo
|
||||
plot( 50.0f, 3.0f, -600.0f, 1200.0f, 4.0f, 1); // 1 - poziomo
|
||||
plot( 650.0f, 3.0f, 50.0f, 1310.0f, 4.0f, 0);
|
||||
plot( 50.0f, 3.0f, 695.0f, 1200.0f, 4.0f, 1);
|
||||
stodola(10.0f, 0.0f, 2.0f, 40.0f);
|
||||
plot( 450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1); // 1 - poziomo
|
||||
plot( 0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0); // 0 - pionowo
|
||||
plot( 450.0f, 3.0f, 10*90.0f, 900.0f, 4.0f, 1); // 1 - poziomo
|
||||
plot(10*90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0); // 0 - pionowo
|
||||
stodola(45.0f, 0.0f, -45.0f, 70.0f);
|
||||
|
||||
// Mechanika gry
|
||||
// 1 pole siatki = 90x90m
|
||||
short grid_x, grid_z;
|
||||
ustalPozycjeGracza(Foward, Sides, grid_x, grid_z);
|
||||
// std::cout << "grid_X: " << grid_x << " grid_Z: " << grid_z << " status: " << siatka[10*grid_x + (9 - grid_z)] << "\n";
|
||||
ustawSiatkeNaWzorNieNadpisujacPostepu();
|
||||
tworzKratkiZSiatki();
|
||||
aktualizujBiezacaKratke(grid_x, grid_z);
|
||||
|
||||
// Zamiana buforów (double buffering)
|
||||
// glfwSwapBuffers(window); // Przełączenie buforów
|
||||
@@ -964,6 +646,7 @@ void static RenderScene(void) {
|
||||
|
||||
// Wymuszenie wykonania wszystkich rysunków
|
||||
glFlush();
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1393,6 +1076,18 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
// if (!monitormode) timestampedCout("Wylaczono tryb monitorowania wydajnosci.");
|
||||
// break;
|
||||
|
||||
case 116: // F5 włącza widok panoramiczny
|
||||
panoramic_view = !panoramic_view;
|
||||
break;
|
||||
|
||||
case 16: // Shift również
|
||||
panoramic_view = !panoramic_view;
|
||||
break;
|
||||
|
||||
case 8: // Backspace czyści postęp
|
||||
nadpiszNowaSiatke(biezacy_wzor);
|
||||
break;
|
||||
|
||||
default:
|
||||
timestampedCout("Nacisnieto nierozpoznany klawisz: " << (int)wParam);
|
||||
}
|
||||
|
||||
357
teksturowane.cpp
Normal file
357
teksturowane.cpp
Normal file
@@ -0,0 +1,357 @@
|
||||
#include "teksturowane.hpp"
|
||||
|
||||
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
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[1]); // Wybieramy teksturę
|
||||
|
||||
// Ustawienie powtarzania tekstury
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); // Powtarzanie w kierunku S
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); // Powtarzanie w kierunku T
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
// Powtarzające się współrzędne tekstury (np. *5, aby powtórzyła się 5 razy)
|
||||
glTexCoord2d(5.0, 5.0); glVertex3d(xc - xlen, yc, zc - zlen); // Lewy dolny
|
||||
glTexCoord2d(5.0, 0.0); glVertex3d(xc + xlen, yc, zc - zlen); // Prawy dolny
|
||||
glTexCoord2d(0.0, 0.0); glVertex3d(xc + xlen, yc, zc + zlen); // Prawy górny
|
||||
glTexCoord2d(0.0, 5.0); glVertex3d(xc - xlen, yc, zc + zlen); // Lewy górny
|
||||
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);
|
||||
|
||||
}
|
||||
9
teksturowane.hpp
Normal file
9
teksturowane.hpp
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
#include "GL/glew.h"
|
||||
|
||||
extern unsigned int texture[4];
|
||||
|
||||
void skrzynka(GLfloat k);
|
||||
void platforma(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat xlen, GLfloat zlen);
|
||||
void stodola(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat krawedz);
|
||||
void plot(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat length, GLfloat gruboscY, bool mod_x);
|
||||
Reference in New Issue
Block a user