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60c71b0993
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@@ -1,24 +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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if (elapsed.count() >= 1.0) {
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double fps = frameCount / elapsed.count();
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std::cout << "FPS: " << fps << std::endl;
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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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};
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72
Logger.hpp
Normal file
@@ -0,0 +1,72 @@
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#pragma once
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#include <iostream>
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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> // <--- TO JEST NIEZBĘDNE
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class AsyncLogger {
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public:
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static AsyncLogger& getInstance() {
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static AsyncLogger instance;
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return instance;
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}
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void 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 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 stop() {
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running = 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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private:
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AsyncLogger() : running(false) {}
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~AsyncLogger() { stop(); }
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void processQueue() {
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while (running || !logQueue.empty()) {
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std::unique_lock<std::mutex> lock(queueMutex);
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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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lock.unlock();
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std::cout << msg << std::endl;
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lock.lock();
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}
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}
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}
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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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// --- POPRAWIONE MAKRO ---
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// Tworzy tymczasowy strumień (ostringstream), który "rozumie" operator <<
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#define 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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2
Makefile
@@ -7,7 +7,7 @@ OUTPUT = output.exe
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CPPSTD = c++17
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default:
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$(CC) -g *.cpp $(CFLAGS) $(DEPS) $(LINK) -std=$(CPPSTD) -static -static-libgcc -fno-keep-inline-dllexport -o $(OUTPUT)
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$(CC) -g *.cpp $(CFLAGS) $(DEPS) $(LINK) -std=$(CPPSTD) -static -static-libgcc -fno-keep-inline-dllexport -Os -s -Wl,--build-id=none -o $(OUTPUT)
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run: default
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$(OUTPUT)
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235
fabula.cpp
Normal file
@@ -0,0 +1,235 @@
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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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|
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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 + (9 - j)];
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if (ma_byc_zamalowana) siatka[10*i + (9 - j)] |= 1;
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else siatka[10*i + (9 - j)] = siatka[10*i + (9 - j)] - siatka[10*i + (9 - j)] % 2;
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}
|
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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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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 + (9 - j)] = static_cast<unsigned short>(wzory[biezacy_wzor][10*i + (9 - j)]);
|
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}
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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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|
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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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|
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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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|
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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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}
|
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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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}
|
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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
|
||||
// lustrzanym, musimy tutaj przyjąć inną sekwencję
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// (dlatego rysujemy od prawej do lewej (9 do 0))
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for (int j = 0; j < 10; j++) {
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tworzKratke(i, j, siatka[10*i + (9 - j)]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void aktualizujBiezacaKratke(short grid_x, short grid_z) {
|
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if (grid_x < 0 || grid_z < 0) return;
|
||||
|
||||
unsigned short poprzednia_wartosc = siatka[10*grid_x + (9 - grid_z)];
|
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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();
|
||||
}
|
||||
}
|
||||
18
fabula.hpp
Normal file
@@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
#include <iostream>
|
||||
#include "GL/glew.h"
|
||||
#include <vector>
|
||||
|
||||
extern short biezacy_wzor;
|
||||
extern float Foward;
|
||||
extern float Sides;
|
||||
extern float Rotation;
|
||||
extern void platforma(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat xlen, GLfloat zlen);
|
||||
|
||||
void sprawdzPostepGry();
|
||||
void ustalPozycjeGracza(GLfloat gracz_x, GLfloat gracz_z, short &grid_x, short &grid_z);
|
||||
void ustawSiatkeNaWzorNieNadpisujacPostepu();
|
||||
void nadpiszNowaSiatke(short nowy_wzor);
|
||||
void tworzKratke(unsigned int grid_x, unsigned int grid_z, unsigned short grid_value);
|
||||
void tworzKratkiZSiatki();
|
||||
void aktualizujBiezacaKratke(short grid_x, short grid_z);
|
||||
@@ -121,19 +121,29 @@
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="fabula.cpp" />
|
||||
<ClCompile Include="FPSCounter.cpp" />
|
||||
<ClCompile Include="glew.c" />
|
||||
<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" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="fabula.hpp" />
|
||||
<ClInclude Include="lazik.hpp" />
|
||||
<ClInclude Include="loadOBJ.h" />
|
||||
<ClInclude Include="Logger.hpp" />
|
||||
<ClInclude Include="plane.hpp" />
|
||||
<ClInclude Include="RESOURCE.H" />
|
||||
<ClInclude Include="shader.hpp" />
|
||||
<ClInclude Include="teksturowane.hpp" />
|
||||
<ClInclude Include="texture.hpp" />
|
||||
<ClInclude Include="timeh.hpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
@@ -36,6 +36,21 @@
|
||||
<ClCompile Include="FPSCounter.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="shader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="texture.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<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>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="loadOBJ.h">
|
||||
@@ -53,6 +68,21 @@
|
||||
<ClInclude Include="timeh.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="shader.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<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>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="glfw3.dll">
|
||||
|
||||
28
lazik.cpp
@@ -1,15 +1,21 @@
|
||||
#include "lazik.hpp"
|
||||
|
||||
lazik::lazik(float x, float y, float z, const char* modelpath){
|
||||
//lazik::lazik(float x, float y, float z, const char* modelpath, const char* texturepath) {
|
||||
lazik::lazik(float x, float y, float z, const char* modelpath) {
|
||||
|
||||
this->c_x = x;
|
||||
this->c_y = y;
|
||||
this->c_z = z;
|
||||
this->modelpath = modelpath;
|
||||
// this->texturepath = texturepath;
|
||||
timestampedCout("lazik.cpp: Zaladowano dane w konstruktorze.")
|
||||
|
||||
}
|
||||
|
||||
// void lazik::passProgramID(GLuint programID) {
|
||||
// this->programID = programID;
|
||||
// }
|
||||
|
||||
void lazik::loadModel() {
|
||||
|
||||
timestampedCout("lazik.cpp:");
|
||||
@@ -18,6 +24,11 @@ void lazik::loadModel() {
|
||||
if (res) timestampedCout("Pomyslnie zaladowano model lazika.")
|
||||
else timestampedCout("Nie udalo sie zaladowac modelu lazika.");
|
||||
|
||||
//this->Texture = loadDDS(this->texturepath);
|
||||
//timestampedCout("lazik.cpp: this->Texture = " << this->Texture);
|
||||
//this->TextureID = glGetUniformLocation(this->programID, "myTextureSampler");
|
||||
//timestampedCout("lazik.cpp: this->TextureID = " << this->TextureID);
|
||||
|
||||
glGenBuffers(1, &vertexbuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vertexbuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
|
||||
@@ -30,6 +41,13 @@ void lazik::loadModel() {
|
||||
|
||||
void lazik::draw() {
|
||||
|
||||
// glEnable(GL_TEXTURE_2D);
|
||||
// // Bind our texture in Texture Unit 0
|
||||
// glActiveTexture(GL_TEXTURE0);
|
||||
// glBindTexture(GL_TEXTURE_2D, Texture);
|
||||
// // Set our "myTextureSampler" sampler to use Texture Unit 0
|
||||
// glUniform1i(TextureID, 0);
|
||||
|
||||
// 1st attribute buffer: vertices
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, this->vertexbuffer);
|
||||
@@ -57,11 +75,19 @@ void lazik::draw() {
|
||||
// Draw vertices
|
||||
glDrawArrays(GL_TRIANGLES, 0, this->vertices.size());
|
||||
|
||||
// glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
}
|
||||
|
||||
void lazik::unload(){
|
||||
glDeleteBuffers(1, &this->vertexbuffer);
|
||||
glDeleteBuffers(1, &this->uvbuffer);
|
||||
// glDeleteTextures(1, &this->Texture);
|
||||
}
|
||||
|
||||
void lazik::moveX(float x){
|
||||
// TODO: dodać timer do poniższych funkcji, aby czas przejścia z punktu A do B był uniezależniony od FPSów
|
||||
timestampedCout("dummy moveX");
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
#include "timeh.hpp"
|
||||
#include "GL/glm/glm.hpp"
|
||||
#include "loadOBJ.h"
|
||||
#include "texture.hpp"
|
||||
#include "shader.hpp"
|
||||
|
||||
class lazik {
|
||||
private:
|
||||
@@ -23,10 +25,17 @@ class lazik {
|
||||
GLuint vertexbuffer;
|
||||
GLuint uvbuffer;
|
||||
const char* modelpath;
|
||||
//GLuint programID;
|
||||
//GLuint Texture;
|
||||
//GLuint TextureID;
|
||||
//const char* texturepath;
|
||||
public:
|
||||
// lazik(float x, float y, float z, const char* modelpath, const char* texturepath);
|
||||
lazik(float x, float y, float z, const char* modelpath);
|
||||
//void passProgramID(GLuint programID);
|
||||
void loadModel();
|
||||
void draw();
|
||||
void unload();
|
||||
void moveX(float x);
|
||||
void moveY(float y);
|
||||
void moveZ(float z);
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "timeh.hpp"
|
||||
#include "GL/glm/glm.hpp"
|
||||
#include "loadOBJ.h"
|
||||
#include "texture.hpp"
|
||||
|
||||
class plane {
|
||||
private:
|
||||
|
||||
BIN
res/img/barnroof.bmp
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
res/img/brickwall.bmp
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
res/img/grass01.bmp
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
res/img/grass02.bmp
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
res/img/t01.bmp
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
res/img/t02.bmp
Normal file
|
After Width: | Height: | Size: 768 KiB |
BIN
res/img/woodenTexture.bmp
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
BIN
res/img/woodenTextureHighExposure.bmp
Normal file
|
After Width: | Height: | Size: 3.0 MiB |
@@ -1,44 +1,47 @@
|
||||
# Blender 4.2.1 LTS
|
||||
# www.blender.org
|
||||
o Cube
|
||||
v 1.000000 1.000000 -1.000000
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||||
# Blender3D v249 OBJ File: untitled.blend
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||||
# www.blender3d.org
|
||||
mtllib cube.mtl
|
||||
v 1.000000 -1.000000 -1.000000
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||||
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vt 0.001517 0.499994
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vt 0.500149 0.750166
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||||
vt 0.748355 0.998230
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vt 0.500193 0.998728
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||||
vt 0.498993 0.250415
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||||
vt 0.748953 0.250920
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||||
usemtl Material_ray.png
|
||||
s off
|
||||
f 5/1/1 1/2/1 4/3/1
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||||
f 5/1/1 4/3/1 8/4/1
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||||
f 3/5/2 7/6/2 8/7/2
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||||
f 3/5/2 8/7/2 4/8/2
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||||
f 2/9/3 6/10/3 3/5/3
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||||
f 6/10/4 7/6/4 3/5/4
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||||
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||||
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||||
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||||
f 8/11/7 7/12/7 6/10/7
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||||
f 1/2/8 2/9/8 3/13/8
|
||||
f 1/2/8 3/13/8 4/14/8
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||||
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||||
44
res/models/kostka.obj
Normal file
@@ -0,0 +1,44 @@
|
||||
# Blender 4.2.1 LTS
|
||||
# www.blender.org
|
||||
o Cube
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
vn -0.0000 -0.0000 1.0000
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||||
vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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||||
vn 1.0000 -0.0000 -0.0000
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||||
vn -0.0000 -0.0000 -1.0000
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||||
vt 0.875000 0.500000
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||||
vt 0.625000 0.750000
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||||
vt 0.625000 0.500000
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||||
vt 0.375000 1.000000
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vt 0.375000 0.750000
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vt 0.625000 0.000000
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vt 0.375000 0.000000
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vt 0.625000 0.250000
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vt 0.875000 0.750000
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vt 0.625000 1.000000
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||||
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||||
f 2/9/4 8/10/4 6/11/4
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||||
f 1/3/5 4/5/5 2/9/5
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||||
f 5/12/6 2/9/6 6/7/6
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||||
f 5/1/1 7/13/1 3/2/1
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||||
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||||
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||||
f 1/3/5 3/2/5 4/5/5
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||||
f 5/12/6 1/3/6 2/9/6
|
||||
44
res/models/kostkawieksza.obj
Normal file
@@ -0,0 +1,44 @@
|
||||
# Blender 4.2.1 LTS
|
||||
# www.blender.org
|
||||
o Cube
|
||||
v 10.000000 10.000000 -10.000000
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||||
v 10.000000 -10.000000 -10.000000
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vn 1.0000 -0.0000 -0.0000
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
f 1/3/5 3/2/5 4/5/5
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||||
f 5/12/6 1/3/6 2/9/6
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||||
@@ -1,20 +1,20 @@
|
||||
# Blender 4.2.1 LTS
|
||||
# www.blender.org
|
||||
o platforma
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||||
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||||
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||||
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||||
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||||
vt 0.875000 0.500000
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267
res/models/mapka3_nofence.obj
Normal file
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# Blender 4.2.1 LTS
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# www.blender.org
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res/models/mapka3_nofence_noplatform.obj
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|
||||
vt 0.513889 0.111111
|
||||
vt 0.625000 0.083333
|
||||
vt 0.625000 0.055556
|
||||
vt 0.513889 0.083333
|
||||
vt 0.597222 0.000000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.569444 0.000000
|
||||
vt 0.501001 0.498999
|
||||
vt 0.001001 0.498999
|
||||
s 0
|
||||
f 30/1/1 29/2/1 7/3/1
|
||||
f 8/4/2 5/5/2 7/3/2
|
||||
f 6/6/3 14/7/3 13/8/3
|
||||
f 14/9/4 41/10/4 39/11/4
|
||||
f 44/12/4 40/13/4 43/14/4
|
||||
f 45/15/4 42/16/4 41/10/4
|
||||
f 51/17/4 44/12/4 43/14/4
|
||||
f 44/12/4 31/18/4 32/19/4
|
||||
f 42/16/4 39/11/4 41/10/4
|
||||
f 48/20/4 42/16/4 46/21/4
|
||||
f 43/14/4 49/20/4 51/17/4
|
||||
f 45/15/4 16/22/4 19/23/4
|
||||
f 53/24/4 57/25/4 54/26/4
|
||||
f 56/27/2 58/28/2 55/29/2
|
||||
f 58/30/5 53/31/5 55/32/5
|
||||
f 54/33/6 58/34/6 56/35/6
|
||||
f 7/3/1 3/36/1 34/37/1
|
||||
f 7/3/1 34/37/1 33/38/1
|
||||
f 4/39/1 8/4/1 7/3/1
|
||||
f 27/40/1 4/39/1 7/3/1
|
||||
f 7/3/1 33/38/1 32/19/1
|
||||
f 7/3/1 32/19/1 31/18/1
|
||||
f 28/41/1 27/40/1 7/3/1
|
||||
f 29/2/1 28/41/1 7/3/1
|
||||
f 7/3/1 31/18/1 30/1/1
|
||||
f 8/4/2 6/6/2 5/5/2
|
||||
f 1/42/3 5/5/3 6/6/3
|
||||
f 6/6/3 2/43/3 18/44/3
|
||||
f 6/6/3 18/44/3 17/45/3
|
||||
f 11/46/3 1/42/3 6/6/3
|
||||
f 12/47/3 11/46/3 6/6/3
|
||||
f 6/6/3 17/45/3 16/48/3
|
||||
f 6/6/3 16/48/3 15/49/3
|
||||
f 13/8/3 12/47/3 6/6/3
|
||||
f 6/6/3 15/49/3 14/7/3
|
||||
f 10/50/4 1/51/4 11/52/4
|
||||
f 10/50/4 11/52/4 12/53/4
|
||||
f 35/54/4 10/50/4 12/53/4
|
||||
f 35/54/4 12/53/4 13/55/4
|
||||
f 37/56/4 35/54/4 13/55/4
|
||||
f 14/9/4 15/57/4 45/15/4
|
||||
f 37/56/4 13/55/4 14/9/4
|
||||
f 39/11/4 37/56/4 14/9/4
|
||||
f 14/9/4 45/15/4 41/10/4
|
||||
f 45/15/4 46/21/4 42/16/4
|
||||
f 51/17/4 52/58/4 44/12/4
|
||||
f 3/36/4 9/59/4 36/60/4
|
||||
f 3/36/4 36/60/4 38/61/4
|
||||
f 34/37/4 3/36/4 38/61/4
|
||||
f 34/37/4 38/61/4 40/13/4
|
||||
f 33/38/4 34/37/4 40/13/4
|
||||
f 44/12/4 52/58/4 30/1/4
|
||||
f 33/38/4 40/13/4 44/12/4
|
||||
f 32/19/4 33/38/4 44/12/4
|
||||
f 44/12/4 30/1/4 31/18/4
|
||||
f 26/62/4 4/39/4 27/40/4
|
||||
f 26/62/4 27/40/4 28/41/4
|
||||
f 25/63/4 26/62/4 28/41/4
|
||||
f 29/2/4 30/1/4 52/58/4
|
||||
f 25/63/4 28/41/4 29/2/4
|
||||
f 24/64/4 25/63/4 29/2/4
|
||||
f 29/2/4 52/58/4 51/17/4
|
||||
f 29/2/4 51/17/4 50/65/4
|
||||
f 23/66/4 24/64/4 29/2/4
|
||||
f 22/67/4 23/66/4 29/2/4
|
||||
f 29/2/4 50/65/4 49/68/4
|
||||
f 29/2/4 49/68/4 48/69/4
|
||||
f 21/70/4 22/67/4 29/2/4
|
||||
f 20/71/4 21/70/4 29/2/4
|
||||
f 29/2/4 48/69/4 47/72/4
|
||||
f 29/2/4 47/72/4 46/21/4
|
||||
f 19/23/4 20/71/4 29/2/4
|
||||
f 18/73/4 2/74/4 19/23/4
|
||||
f 17/75/4 18/73/4 19/23/4
|
||||
f 19/23/4 29/2/4 46/21/4
|
||||
f 45/15/4 15/57/4 16/22/4
|
||||
f 19/23/4 46/21/4 45/15/4
|
||||
f 16/22/4 17/75/4 19/23/4
|
||||
f 58/30/5 57/76/5 53/31/5
|
||||
f 54/33/6 57/77/6 58/34/6
|
||||
BIN
res/models/uvmap.DDS
Normal file
17
res/shaders/TextureFragmentShader.fragmentshader
Normal file
@@ -0,0 +1,17 @@
|
||||
#version 330 core
|
||||
|
||||
// Interpolated values from the vertex shaders
|
||||
in vec2 UV;
|
||||
|
||||
// Output data
|
||||
out vec3 color;
|
||||
|
||||
// Values that stay constant for the whole mesh.
|
||||
uniform sampler2D myTextureSampler;
|
||||
|
||||
void main() {
|
||||
|
||||
// Output color = color of the texture at the specified UV
|
||||
color = texture(myTextureSampler, UV).rgb;
|
||||
|
||||
}
|
||||
20
res/shaders/TransformVertexShader.vertexshader
Normal file
@@ -0,0 +1,20 @@
|
||||
#version 330 core
|
||||
|
||||
// Input vertex data, different for all executions of this shader.
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
// Output data; will be interpolated for each fragment.
|
||||
out vec2 UV;
|
||||
|
||||
// Values that stay constant for the whole mesh.
|
||||
uniform mat4 MVP;
|
||||
|
||||
void main() {
|
||||
|
||||
// Output position of the vertex, in clip space: MVP * position
|
||||
gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
|
||||
|
||||
// UV of the vertex. No special space for this one.
|
||||
UV = vertexUV;
|
||||
}
|
||||
94
shader.cpp
Normal file
@@ -0,0 +1,94 @@
|
||||
#include "shader.hpp"
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
|
||||
|
||||
// Create the shaders
|
||||
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read the Vertex Shader code from the file
|
||||
std::string VertexShaderCode;
|
||||
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
|
||||
if (VertexShaderStream.is_open()) {
|
||||
std::stringstream sstr;
|
||||
sstr << VertexShaderStream.rdbuf();
|
||||
VertexShaderCode = sstr.str();
|
||||
VertexShaderStream.close();
|
||||
} else {
|
||||
timestampedCout("shader.cpp: Impossible to open " << vertex_file_path << ". Are you in the right directory?");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Read the Fragment Shader code from the file
|
||||
std::string FragmentShaderCode;
|
||||
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
|
||||
if(FragmentShaderStream.is_open()){
|
||||
std::stringstream sstr;
|
||||
sstr << FragmentShaderStream.rdbuf();
|
||||
FragmentShaderCode = sstr.str();
|
||||
FragmentShaderStream.close();
|
||||
}
|
||||
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
|
||||
|
||||
// Compile Vertex Shader
|
||||
timestampedCout("shader.cpp: Compiling shader: " << vertex_file_path << "...");
|
||||
char const * VertexSourcePointer = VertexShaderCode.c_str();
|
||||
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
|
||||
glCompileShader(VertexShaderID);
|
||||
|
||||
// Check Vertex Shader
|
||||
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if (InfoLogLength > 0) {
|
||||
std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
|
||||
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
|
||||
timestampedCout("shader.cpp: VertexErrorMessage " << &VertexShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Compile Fragment Shader
|
||||
timestampedCout("shader.cpp: Compiling shader: " << fragment_file_path << "...");
|
||||
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
|
||||
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
|
||||
glCompileShader(FragmentShaderID);
|
||||
|
||||
// Check Fragment Shader
|
||||
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if (InfoLogLength > 0) {
|
||||
std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
|
||||
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
|
||||
timestampedCout("shader.cpp: FragmentShaderErrorMessage " << &FragmentShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Link the program
|
||||
timestampedCout("shader.cpp: Linking program...");
|
||||
GLuint ProgramID = glCreateProgram();
|
||||
glAttachShader(ProgramID, VertexShaderID);
|
||||
glAttachShader(ProgramID, FragmentShaderID);
|
||||
glLinkProgram(ProgramID);
|
||||
|
||||
// Check the program
|
||||
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
||||
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if (InfoLogLength > 0){
|
||||
std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
|
||||
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
|
||||
timestampedCout("shader.cpp: ProgramErrorMessage " << &ProgramErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
glDetachShader(ProgramID, VertexShaderID);
|
||||
glDetachShader(ProgramID, FragmentShaderID);
|
||||
|
||||
glDeleteShader(VertexShaderID);
|
||||
glDeleteShader(FragmentShaderID);
|
||||
|
||||
return ProgramID;
|
||||
}
|
||||
16
shader.hpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include <stdio.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <algorithm>
|
||||
#include <sstream>
|
||||
using namespace std;
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include "timeh.hpp"
|
||||
|
||||
#include "GL/glew.h"
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path);
|
||||
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
@@ -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);
|
||||
188
texture.cpp
Normal file
@@ -0,0 +1,188 @@
|
||||
#include "texture.hpp"
|
||||
|
||||
GLuint loadBMP_custom(const char * imagepath){
|
||||
|
||||
return 0;
|
||||
|
||||
timestampedCout("texture.cpp: Reading image " << imagepath << "...");
|
||||
|
||||
// Data read from the header of the BMP file
|
||||
unsigned char header[54];
|
||||
unsigned int dataPos;
|
||||
unsigned int imageSize;
|
||||
unsigned int width, height;
|
||||
// Actual RGB data
|
||||
unsigned char * data;
|
||||
|
||||
// Open the file
|
||||
FILE * file = fopen(imagepath, "rb");
|
||||
if (!file) {
|
||||
timestampedCout("texture.cpp: " << imagepath << " could not be opened. Are you in the right directory?");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Read the header, i.e. the 54 first bytes
|
||||
|
||||
// If less than 54 bytes are read, problem
|
||||
if (fread(header, 1, 54, file) != 54) {
|
||||
timestampedCout("texture.cpp: Not a correct BMP file.");
|
||||
fclose(file);
|
||||
return 0;
|
||||
}
|
||||
// A BMP files always begins with "BM"
|
||||
if (header[0] != 'B' || header[1] != 'M') {
|
||||
timestampedCout("texture.cpp: Not a correct BMP file.");
|
||||
fclose(file);
|
||||
return 0;
|
||||
}
|
||||
// Make sure this is a 24bpp file
|
||||
if (*(int*)&(header[0x1E]) != 0) { timestampedCout("texture.cpp: Not a correct BMP file."); fclose(file); return 0;}
|
||||
if (*(int*)&(header[0x1C]) != 24) { timestampedCout("texture.cpp: Not a correct BMP file."); fclose(file); return 0;}
|
||||
|
||||
// Read the information about the image
|
||||
dataPos = *(int*)&(header[0x0A]);
|
||||
imageSize = *(int*)&(header[0x22]);
|
||||
width = *(int*)&(header[0x12]);
|
||||
height = *(int*)&(header[0x16]);
|
||||
|
||||
// Some BMP files are misformatted, guess missing information
|
||||
if (imageSize == 0) imageSize = width * height * 3; // 3 : one byte for each Red, Green and Blue component
|
||||
if (dataPos == 0) dataPos = 54; // The BMP header is done that way
|
||||
|
||||
// Create a buffer
|
||||
data = new unsigned char [imageSize];
|
||||
|
||||
// Read the actual data from the file into the buffer
|
||||
fread(data, 1, imageSize, file);
|
||||
|
||||
// Everything is in memory now, the file can be closed.
|
||||
fclose(file);
|
||||
|
||||
// Create one OpenGL texture
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
|
||||
// "Bind" the newly created texture : all future texture functions will modify this texture
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
|
||||
// Give the image to OpenGL
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
|
||||
|
||||
// OpenGL has now copied the data. Free our own version
|
||||
delete [] data;
|
||||
|
||||
// Poor filtering, or ...
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
// ... nice trilinear filtering ...
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
// ... which requires mipmaps. Generate them automatically.
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// Return the ID of the texture we just created
|
||||
return textureID;
|
||||
}
|
||||
|
||||
#define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII
|
||||
#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII
|
||||
#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII
|
||||
|
||||
GLuint loadDDS(const char * imagepath){
|
||||
|
||||
return 0;
|
||||
|
||||
unsigned char header[124];
|
||||
|
||||
FILE *fp;
|
||||
|
||||
// timestampedCout("texture.cpp: Hello!");
|
||||
|
||||
/* try to open the file */
|
||||
fp = fopen(imagepath, "rb");
|
||||
if (fp == NULL){
|
||||
timestampedCout("texture.cpp: " << imagepath << " could not be opened. Are you in the right directory?");
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* verify the type of file */
|
||||
char filecode[4];
|
||||
fread(filecode, 1, 4, fp);
|
||||
if (strncmp(filecode, "DDS ", 4) != 0) {
|
||||
fclose(fp);
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* get the surface desc */
|
||||
fread(&header, 124, 1, fp);
|
||||
|
||||
unsigned int height = *(unsigned int*)&(header[8 ]);
|
||||
unsigned int width = *(unsigned int*)&(header[12]);
|
||||
unsigned int linearSize = *(unsigned int*)&(header[16]);
|
||||
unsigned int mipMapCount = *(unsigned int*)&(header[24]);
|
||||
unsigned int fourCC = *(unsigned int*)&(header[80]);
|
||||
|
||||
|
||||
unsigned char * buffer;
|
||||
unsigned int bufsize;
|
||||
/* how big is it going to be including all mipmaps? */
|
||||
bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize;
|
||||
buffer = (unsigned char*)malloc(bufsize * sizeof(unsigned char));
|
||||
fread(buffer, 1, bufsize, fp);
|
||||
/* close the file pointer */
|
||||
fclose(fp);
|
||||
|
||||
unsigned int components = (fourCC == FOURCC_DXT1) ? 3 : 4;
|
||||
unsigned int format;
|
||||
switch(fourCC) {
|
||||
|
||||
case FOURCC_DXT1:
|
||||
format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
||||
break;
|
||||
case FOURCC_DXT3:
|
||||
format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
||||
break;
|
||||
case FOURCC_DXT5:
|
||||
format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
||||
break;
|
||||
default:
|
||||
free(buffer);
|
||||
return 0;
|
||||
|
||||
}
|
||||
|
||||
// Create one OpenGL texture
|
||||
GLuint textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
|
||||
// "Bind" the newly created texture : all future texture functions will modify this texture
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
|
||||
unsigned int offset = 0;
|
||||
|
||||
/* load the mipmaps */
|
||||
for (unsigned int level = 0; level < mipMapCount && (width || height); ++level) {
|
||||
|
||||
unsigned int size = ((width + 3) / 4) * ((height + 3) / 4) * blockSize;
|
||||
glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,
|
||||
0, size, buffer + offset);
|
||||
|
||||
offset += size;
|
||||
width /= 2;
|
||||
height /= 2;
|
||||
|
||||
// Deal with Non-Power-Of-Two textures. This code is not included in the webpage to reduce clutter.
|
||||
if (width < 1) width = 1;
|
||||
if (height < 1) height = 1;
|
||||
|
||||
}
|
||||
|
||||
free(buffer);
|
||||
return textureID;
|
||||
|
||||
}
|
||||
11
texture.hpp
Normal file
@@ -0,0 +1,11 @@
|
||||
#include <iostream>
|
||||
//#include <stdlib.h>
|
||||
#include "timeh.hpp"
|
||||
#include <string.h>
|
||||
#include "GL/glew.h"
|
||||
|
||||
// Load a .BMP file using our custom loader
|
||||
GLuint loadBMP_custom(const char * imagepath);
|
||||
|
||||
// Load a .DDS file using GLFW's own loader
|
||||
GLuint loadDDS(const char * imagepath);
|
||||