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Sterowanie
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2602b9a523
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| 395b470b5d |
@@ -10,9 +10,10 @@ public:
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auto currentTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = currentTime - lastTime;
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// Aktualizujemy FPS co 1 sekundê
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if (elapsed.count() >= 1.0) {
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double fps = frameCount / elapsed.count();
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std::cout << "FPS: " << fps << std::endl;
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std::cout << "FPS: " << fps << "\n";
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frameCount = 0;
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lastTime = currentTime;
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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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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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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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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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// (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)]);
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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 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
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unsigned short nowa_wartosc = siatka[10*grid_x + (9 - grid_z)];
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|
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// Jeżeli któreś z pól zostało zaktualizowane, sprawdź postęp gry
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if (poprzednia_wartosc != nowa_wartosc) {
|
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sprawdzPostepGry();
|
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}
|
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}
|
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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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|
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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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|
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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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@@ -121,19 +121,28 @@
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
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<ItemGroup>
|
||||
<ClCompile Include="fabula.cpp" />
|
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<ClCompile Include="FPSCounter.cpp" />
|
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<ClCompile Include="glew.c" />
|
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<ClCompile Include="Rover.cpp" />
|
||||
<ClCompile Include="lazik.cpp" />
|
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<ClCompile Include="loadOBJ.cpp" />
|
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<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" />
|
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<ClInclude Include="loadOBJ.h" />
|
||||
<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 +68,18 @@
|
||||
<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>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="glfw3.dll">
|
||||
|
||||
26
lazik.cpp
@@ -1,15 +1,21 @@
|
||||
#include "lazik.hpp"
|
||||
|
||||
//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);
|
||||
|
||||
657
main.cpp
@@ -1,4 +1,4 @@
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#ifdef _MSC_VER // Check if MS Visual C compiler
|
||||
# pragma comment(lib, "opengl32.lib") // Compiler-specific directive to avoid manually configuration
|
||||
# pragma comment(lib, "glu32.lib") // Link libraries
|
||||
@@ -31,8 +31,12 @@
|
||||
#include "GL/glfw3.h"
|
||||
#include <ctime>
|
||||
#include "timeh.hpp"
|
||||
#include "texture.hpp"
|
||||
#include "shader.hpp"
|
||||
#include "FPSCounter.cpp"
|
||||
#include <thread>
|
||||
#include "teksturowane.hpp"
|
||||
#include "fabula.hpp"
|
||||
|
||||
using namespace glm;
|
||||
|
||||
@@ -46,7 +50,7 @@ using namespace glm;
|
||||
|
||||
HPALETTE hPalette = NULL;
|
||||
|
||||
// Application name and instance storeage
|
||||
// Application name and instance storage
|
||||
static LPCTSTR lpszAppName = "grafikaKBT";
|
||||
static HINSTANCE hInstance;
|
||||
GLFWwindow* window;
|
||||
@@ -63,7 +67,7 @@ static GLsizei lastWidth;
|
||||
// Opis tekstury
|
||||
BITMAPINFOHEADER bitmapInfoHeader; // nagłówek obrazu
|
||||
unsigned char* bitmapData; // dane tekstury
|
||||
unsigned int texture[2]; // obiekt tekstury
|
||||
unsigned int texture[4]; // obiekt tekstury
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
@@ -76,92 +80,113 @@ std::time_t lastTime = std::time(nullptr);
|
||||
int monitormode = 1;
|
||||
int monitormodecounter = 0;
|
||||
std::time_t monitormodehelper;
|
||||
|
||||
|
||||
short biezacy_wzor = 0;
|
||||
bool panoramic_view = 0;
|
||||
|
||||
//Zmienne do ruchu ##############################################^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
FPSCounter fpsCounter;
|
||||
static const int targetFPS = 144; // Celowany FPS
|
||||
|
||||
static const int targetFPS = 250; // Celowany FPS
|
||||
//Fps counter
|
||||
void LimitFPS(int targetFPS) {
|
||||
static void LimitFPS(int targetFPS) {
|
||||
static auto lastTime = std::chrono::high_resolution_clock::now();
|
||||
auto currentTime = std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<double> elapsed = currentTime - lastTime;
|
||||
|
||||
// Jeśli upłynęło za mało czasu, aby osiągnąć target FPS, czekamy
|
||||
// Obliczamy czas na jedną klatkę
|
||||
double frameTime = 1.0 / targetFPS; // Czas na jedną klatkę w sekundach
|
||||
if (elapsed.count() < frameTime) {
|
||||
std::this_thread::sleep_for(std::chrono::duration<double>(frameTime - elapsed.count()));
|
||||
double timeToWait = frameTime - elapsed.count(); // Obliczamy czas do czekania
|
||||
|
||||
if (timeToWait > 0.0) {
|
||||
// Jeśli czas do czekania jest większy niż 0, to śpimy przez tę wartość
|
||||
std::this_thread::sleep_for(std::chrono::duration<double>(timeToWait));
|
||||
}
|
||||
|
||||
lastTime = std::chrono::high_resolution_clock::now();
|
||||
lastTime = currentTime; // Zaktualizuj czas dla następnej iteracji
|
||||
}
|
||||
|
||||
bool Kolizja = false;
|
||||
bool keyWPressed = false;
|
||||
bool keySPressed = false;
|
||||
bool keyAPressed = false;
|
||||
bool keyDPressed = false;
|
||||
|
||||
float Foward = 0.0f; // Pozycja łazika w przód/tył
|
||||
float Sides = 0.0f; // Pozycja łazika w lewo/prawo
|
||||
float Rotation = 0.0f; // Rotacja łazika (w stopniach)
|
||||
float Foward = 45.0f; // Pozycja łazika w przód/tył
|
||||
float Sides = -45.0f; // Pozycja łazika w lewo/prawo
|
||||
float Rotation = 270.0f; // Rotacja łazika (w stopniach)
|
||||
|
||||
|
||||
|
||||
const float MinDistance = 20.0f;
|
||||
const float MaxDistance = 1000.0f;
|
||||
float CameraHeight = 50.0f; // Wysokość kamery
|
||||
float MoveSpeed = 1.0f; // Prędkość poruszania się
|
||||
float MoveSpeed = 0.5f; // Prędkość poruszania się
|
||||
|
||||
|
||||
float velocity = 0.0f; // Aktualna prędkość łazika
|
||||
const float friction = 0.05f; // Współczynnik tarcia (μ)
|
||||
const float maxSpeed = 3.0f; // Maksymalna prędkość łazika
|
||||
const float acceleration = 0.2f;
|
||||
float rotationVelocity = 0.0f; // Prędkość obrotu łazika
|
||||
const float rotationAcceleration = 0.1f; // Przyspieszenie obrotu
|
||||
const float rotationFriction = 0.05f; // Współczynnik tarcia obrotu
|
||||
const float maxRotationSpeed = 3.0f; // Maksymalna prędkość obrotu
|
||||
|
||||
|
||||
const float friction = 0.05f; // Współczynnik tarcia (μ)
|
||||
const float maxSpeed = 2.0f; // Maksymalna prędkość łazika
|
||||
const float acceleration = 0.2f;
|
||||
|
||||
|
||||
// Funkcja do poruszania łazikiem
|
||||
void MoveRover(bool forward) {
|
||||
// Zamieniamy kąt na radiany
|
||||
float radRotation = Rotation * GL_PI / 180.0f;
|
||||
float rotationAcceleration = 0.075f; // Przyspieszenie obrotu
|
||||
float rotationFriction = 0.1f; // Współczynnik tarcia obrotu
|
||||
float maxRotationSpeed = 0.5f; // Maksymalna prędkość obrotu
|
||||
|
||||
// Wektor ruchu w kierunku przód/tył (kierunek łazika)
|
||||
float moveX = cos(radRotation);
|
||||
float moveZ = sin(radRotation);
|
||||
// Struktura do reprezentacji płotu
|
||||
struct Plot {
|
||||
GLfloat xc; // Środek płotu w osi X
|
||||
GLfloat yc; // Środek (nieużywany w 2D)
|
||||
GLfloat zc; // Środek płotu w osi Z
|
||||
GLfloat length; // Długość (dłuższy wymiar)
|
||||
GLfloat grubosc; // Szerokość/Grubość (krótszy wymiar)
|
||||
bool mod_x; // 0 - płot wzdłuż osi Z (pionowy), 1 - płot wzdłuż osi X (poziomy)
|
||||
};
|
||||
|
||||
// Ruch w przód
|
||||
if (forward) {
|
||||
Sides -= MoveSpeed * moveX;
|
||||
Foward -= MoveSpeed * moveZ;
|
||||
}
|
||||
// Ruch w tył
|
||||
else {
|
||||
Sides += MoveSpeed * moveX;
|
||||
Foward += MoveSpeed * moveZ;
|
||||
}
|
||||
static bool CheckFenceCollision(float rXMin, float rXMax, float rZMin, float rZMax, const Plot& plot) {
|
||||
float fXMin, fXMax, fZMin, fZMax;
|
||||
|
||||
if (plot.mod_x == 0) { // Płot pionowy (rozciąga się w osi Z)
|
||||
fXMin = plot.xc - plot.grubosc / 2.0f;
|
||||
fXMax = plot.xc + plot.grubosc / 2.0f;
|
||||
fZMin = plot.zc - plot.length / 2.0f;
|
||||
fZMax = plot.zc + plot.length / 2.0f;
|
||||
} else { // Płot poziomy (rozciąga się w osi X)
|
||||
fXMin = plot.xc - plot.length / 2.0f;
|
||||
fXMax = plot.xc + plot.length / 2.0f;
|
||||
fZMin = plot.zc - plot.grubosc / 2.0f;
|
||||
fZMax = plot.zc + plot.grubosc / 2.0f;
|
||||
}
|
||||
|
||||
// Funkcja do obracania łazika wokół osi Y
|
||||
void RotateRoverAndCamera(float angle) {
|
||||
Rotation += angle;
|
||||
if (Rotation >= 360.0f) Rotation -= 360.0f;
|
||||
if (Rotation < 0.0f) Rotation += 360.0f;
|
||||
// Standardowy test nakładania się prostokątów (AABB vs AABB)
|
||||
return (rXMax >= fXMin && rXMin <= fXMax &&
|
||||
rZMax >= fZMin && rZMin <= fZMax);
|
||||
}
|
||||
|
||||
void UpdateRover() {
|
||||
// Przyspieszanie w przód
|
||||
static bool CheckAllFencesCollision(float rXMin, float rXMax, float rZMin, float rZMax, const std::vector<Plot>& fences) {
|
||||
for (const auto& fence : fences) {
|
||||
if (CheckFenceCollision(rXMin, rXMax, rZMin, rZMax, fence)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static void UpdateRover(const std::vector<Plot>& fences) {
|
||||
// --- 1. OBSŁUGA PRZYSPIESZENIA (W / S) ---
|
||||
if (keyWPressed) {
|
||||
velocity += acceleration;
|
||||
if (velocity > maxSpeed) velocity = maxSpeed;
|
||||
}
|
||||
// Przyspieszanie w tył
|
||||
else if (keySPressed) {
|
||||
velocity -= acceleration;
|
||||
if (velocity < -maxSpeed) velocity = -maxSpeed;
|
||||
}
|
||||
// Hamowanie (wytracanie prędkości z powodu tarcia)
|
||||
else {
|
||||
// Hamowanie (tarcie)
|
||||
if (velocity > 0) {
|
||||
velocity -= friction;
|
||||
if (velocity < 0) velocity = 0;
|
||||
@@ -172,7 +197,7 @@ void UpdateRover() {
|
||||
}
|
||||
}
|
||||
|
||||
// Obracanie
|
||||
// --- 2. OBSŁUGA OBROTU (A / D) ---
|
||||
if (keyAPressed) {
|
||||
rotationVelocity += rotationAcceleration;
|
||||
if (rotationVelocity > maxRotationSpeed) rotationVelocity = maxRotationSpeed;
|
||||
@@ -182,59 +207,131 @@ void UpdateRover() {
|
||||
if (rotationVelocity < -maxRotationSpeed) rotationVelocity = -maxRotationSpeed;
|
||||
}
|
||||
else {
|
||||
// Hamowanie obrotu (wytracanie prędkości z powodu tarcia)
|
||||
// Driftowanie (wytracanie rotacji)
|
||||
float driftFactor = 0.1f;
|
||||
if (rotationVelocity > 0) {
|
||||
rotationVelocity -= rotationFriction;
|
||||
rotationVelocity -= rotationFriction * driftFactor;
|
||||
if (rotationVelocity < 0) rotationVelocity = 0;
|
||||
}
|
||||
else if (rotationVelocity < 0) {
|
||||
rotationVelocity += rotationFriction;
|
||||
rotationVelocity += rotationFriction * driftFactor;
|
||||
if (rotationVelocity > 0) rotationVelocity = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Aktualizacja pozycji na podstawie prędkości
|
||||
float radRotation = Rotation * GL_PI / 180.0f;
|
||||
Sides -= velocity * cos(radRotation);
|
||||
Foward -= velocity * sin(radRotation);
|
||||
// --- 3. LOGIKA ODWRÓCENIA SKRĘTU PRZY COFANIU ---
|
||||
// Jeśli prędkość jest ujemna, odwracamy wpływ rotationVelocity na kąt,
|
||||
// aby klawisz D zawsze kierował pojazd w prawo względem kamery.
|
||||
float actualRotationStep = rotationVelocity;
|
||||
if (velocity < 0.0f) {
|
||||
actualRotationStep = -rotationVelocity;
|
||||
}
|
||||
|
||||
// Aktualizacja kąta obrotu
|
||||
Rotation += rotationVelocity;
|
||||
// --- 4. WYLICZENIE NOWEJ POZYCJI ---
|
||||
float radRotation = Rotation * GL_PI / 180.0f;
|
||||
float newSides = Sides - velocity * cos(radRotation);
|
||||
float newFoward = Foward - velocity * sin(radRotation);
|
||||
|
||||
// Wymiary łazika
|
||||
const float roverHalfWidthX = 19.0f;
|
||||
const float roverHalfLengthZ = 12.0f;
|
||||
|
||||
// Obszar zajmowany przez łazik (AABB dla ruchu prostoliniowego)
|
||||
float roverXMin = newSides - roverHalfWidthX;
|
||||
float roverXMax = newSides + roverHalfWidthX;
|
||||
float roverZMin = newFoward - roverHalfLengthZ;
|
||||
float roverZMax = newFoward + roverHalfLengthZ;
|
||||
|
||||
// --- 5. KOLIZJE I AKTUALIZACJA ---
|
||||
if (!Kolizja) {
|
||||
// Kolizja przy ruchu przód/tył
|
||||
if (CheckAllFencesCollision(roverZMin, roverZMax, roverXMin, roverXMax, fences)) {
|
||||
velocity = 0.0f;
|
||||
}
|
||||
else {
|
||||
Sides = newSides;
|
||||
Foward = newFoward;
|
||||
}
|
||||
|
||||
// Kolizja przy obrocie
|
||||
if (actualRotationStep != 0.0f) {
|
||||
float newRotation = Rotation + actualRotationStep;
|
||||
float radNewRotation = newRotation * GL_PI / 180.0f;
|
||||
|
||||
// Punkty narożne do sprawdzenia po obrocie (OBB)
|
||||
std::vector<std::pair<float, float>> corners = {
|
||||
{Sides - roverHalfWidthX, Foward - roverHalfLengthZ},
|
||||
{Sides + roverHalfWidthX, Foward - roverHalfLengthZ},
|
||||
{Sides - roverHalfWidthX, Foward + roverHalfLengthZ},
|
||||
{Sides + roverHalfWidthX, Foward + roverHalfLengthZ}
|
||||
};
|
||||
|
||||
bool collisionDetected = false;
|
||||
for (auto& corner : corners) {
|
||||
float x = corner.first;
|
||||
float z = corner.second;
|
||||
|
||||
// Rotacja punktów wokół środka łazika
|
||||
float rotatedX = Sides + (x - Sides) * cos(radNewRotation) - (z - Foward) * sin(radNewRotation);
|
||||
float rotatedZ = Foward + (x - Sides) * sin(radNewRotation) + (z - Foward) * cos(radNewRotation);
|
||||
|
||||
if (CheckAllFencesCollision(rotatedX, rotatedX, rotatedZ, rotatedZ, fences)) {
|
||||
collisionDetected = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (collisionDetected) {
|
||||
rotationVelocity = 0.0f; // Blokujemy obrót
|
||||
}
|
||||
else {
|
||||
Rotation = newRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Kolizje wyłączone - aktualizuj bez pytań
|
||||
Sides = newSides;
|
||||
Foward = newFoward;
|
||||
Rotation += actualRotationStep;
|
||||
}
|
||||
|
||||
// Normalizacja kąta do zakresu 0-360
|
||||
if (Rotation >= 360.0f) Rotation -= 360.0f;
|
||||
if (Rotation < 0.0f) Rotation += 360.0f;
|
||||
}
|
||||
|
||||
std::vector<Plot> fences = {
|
||||
{ 450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1}, // 1 - poziomo
|
||||
{ 0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0}, // 0 - pionowo
|
||||
{ 450.0f, 3.0f, 10*90.0f, 900.0f, 4.0f, 1}, // 1 - poziomo
|
||||
{10*90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0} // 0 - pionowo
|
||||
};
|
||||
|
||||
// Change viewing volume and viewport. Called when window is resized
|
||||
void ChangeSize(GLsizei w, GLsizei h) {
|
||||
GLfloat nRange = 100.0f;
|
||||
//GLfloat fAspect;
|
||||
// Prevent a divide by zero
|
||||
void static ChangeSize(GLsizei w, GLsizei h) {
|
||||
// Zabezpieczenie przed dzieleniem przez zero
|
||||
if (h == 0) h = 1;
|
||||
|
||||
lastWidth = w;
|
||||
lastHeight = h;
|
||||
|
||||
//fAspect = (GLfloat)w / (GLfloat)h;
|
||||
// Set Viewport to window dimensions
|
||||
// Obliczenie proporcji okna (Aspect Ratio)
|
||||
GLfloat fAspect = (GLfloat)w / (GLfloat)h;
|
||||
|
||||
// Ustawienie obszaru renderowania
|
||||
glViewport(0, 0, w, h);
|
||||
|
||||
// Reset coordinate system
|
||||
// Reset macierzy projekcji
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
// // Establish clipping volume (left, right, bottom, top, near, far)
|
||||
// if (w <= h) glOrtho(-nRange, nRange, -nRange * h / w, nRange * h / w, -nRange, nRange);
|
||||
// else glOrtho(-nRange * w / h, nRange * w / h, -nRange, nRange, -nRange, nRange);
|
||||
|
||||
// Establish clipping volume (left, right, bottom, top, near, far)
|
||||
if (w <= h) glOrtho(-nRange, nRange, -nRange * h / w, nRange * h / w, -20 * nRange, 20 * nRange);
|
||||
else glOrtho(-nRange * w / h, nRange * w / h, -nRange, nRange, -20 * nRange, 20 * nRange);
|
||||
|
||||
// Establish perspective:
|
||||
/*
|
||||
gluPerspective(60.0f, fAspect, 1.0, 400);
|
||||
*/
|
||||
// USTAWIENIE PERSPEKTYWY
|
||||
// Parametry: (Kąt widzenia w stopniach, Proporcje okna, Bliska płaszczyzna, Daleka płaszczyzna)
|
||||
// UWAGA: Bliska płaszczyzna (near) w perspektywie MUSI być większa od 0 (np. 1.0f)
|
||||
gluPerspective(45.0f, fAspect, 1.0f, 2000.0f);
|
||||
|
||||
// Powrót do macierzy widoku modelu
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
}
|
||||
@@ -243,7 +340,7 @@ void ChangeSize(GLsizei w, GLsizei h) {
|
||||
// opis: ładuje mapę bitową z pliku i zwraca jej adres.
|
||||
// Wypełnia strukturę nagłówka.
|
||||
// Nie obsługuje map 8-bitowych.
|
||||
unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader) {
|
||||
static unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader) {
|
||||
FILE* filePtr; // wskaźnik pozycji pliku
|
||||
BITMAPFILEHEADER bitmapFileHeader; // nagłówek pliku
|
||||
unsigned char* bitmapImage; // dane obrazu
|
||||
@@ -252,15 +349,13 @@ unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader
|
||||
|
||||
// otwiera plik w trybie "read binary"
|
||||
filePtr = fopen(filename, "rb");
|
||||
if (filePtr == NULL)
|
||||
return NULL;
|
||||
if (filePtr == NULL) return NULL;
|
||||
|
||||
// wczytuje nagłówek pliku
|
||||
fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);
|
||||
|
||||
// sprawdza, czy jest to plik formatu BMP
|
||||
if (bitmapFileHeader.bfType != BITMAP_ID)
|
||||
{
|
||||
if (bitmapFileHeader.bfType != BITMAP_ID) {
|
||||
fclose(filePtr);
|
||||
return NULL;
|
||||
}
|
||||
@@ -330,49 +425,72 @@ void SetDCPixelFormat(HDC hDC) {
|
||||
SetPixelFormat(hDC, nPixelFormat, &pfd);
|
||||
}
|
||||
|
||||
lazik user(10.0f, 0.0f, 0.0f, "res/models/lazik4.obj");
|
||||
plane mapa(0.0f, 0.0f, 0.0f, "res/models/mapka2.obj");
|
||||
//GLuint programID, VertexArrayID, MatrixID;
|
||||
lazik user(10.0f, 0.0f, 0.0f, "res/models/lazik4.obj"); // obiekty eksportujemy z Forward Axis Z, Up Axis Y.
|
||||
plane mapa( 0.0f, 0.0f, 0.0f, "res/models/mapka3_nofence_noplatform.obj");
|
||||
|
||||
void SetupRC() {
|
||||
static void SetupRC() {
|
||||
// Light values and coordinates
|
||||
//GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
|
||||
//GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
|
||||
//GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
//GLfloat lightPos[] = { 0.0f, 150.0f, 150.0f, 1.0f };
|
||||
//GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
|
||||
GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f};
|
||||
GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
GLfloat specref[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
|
||||
// Multiple light positions (for light coming from all sides)
|
||||
GLfloat lightPos1[] = { 50.0f, -100.0f, 50.0f, 1.0f}; // Light 0 position
|
||||
GLfloat lightPos2[] = {-50.0f, -100.0f, 50.0f, 1.0f}; // Light 1 position
|
||||
GLfloat lightPos3[] = { 50.0f, -100.0f, -50.0f, 1.0f}; // Light 2 position
|
||||
GLfloat lightPos4[] = {-50.0f, -100.0f, -50.0f, 1.0f}; // Light 3 position
|
||||
|
||||
glEnable(GL_DEPTH_TEST); // Hidden surface removal
|
||||
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
|
||||
glEnable(GL_CULL_FACE); // Do not calculate inside of jet // !!! znacząco poprawia wydajność
|
||||
glFrontFace(GL_CCW); // Counter clockwise polygons face out
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
// Enable lighting
|
||||
//glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
// Setup and enable light 0
|
||||
//glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
|
||||
//glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
|
||||
//glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
||||
//glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
|
||||
//glEnable(GL_LIGHT0);
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, lightPos1);
|
||||
glEnable(GL_LIGHT0);
|
||||
|
||||
// Setup and enable light 1
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, lightPos2);
|
||||
glEnable(GL_LIGHT1);
|
||||
|
||||
// Setup and enable light 2
|
||||
glLightfv(GL_LIGHT2, GL_AMBIENT, ambientLight);
|
||||
glLightfv(GL_LIGHT2, GL_DIFFUSE, diffuseLight);
|
||||
glLightfv(GL_LIGHT2, GL_SPECULAR, specular);
|
||||
glLightfv(GL_LIGHT2, GL_POSITION, lightPos3);
|
||||
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);
|
||||
|
||||
// Enable color tracking
|
||||
//glEnable(GL_COLOR_MATERIAL);
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
// Set Material properties to follow glColor values
|
||||
//glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
||||
|
||||
// All materials hereafter have full specular reflectivity
|
||||
// with a high shine
|
||||
//glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
|
||||
//glMateriali(GL_FRONT, GL_SHININESS, 128);
|
||||
|
||||
GLfloat specref2[] = {0.2f, 0.2f, 0.2f, 0.2f};
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, specref2);
|
||||
glMateriali(GL_FRONT, GL_SHININESS, 128);
|
||||
|
||||
// White background
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
// Black brush
|
||||
|
||||
glColor3f(0.0, 0.0, 0.0);
|
||||
|
||||
// Initialize GLEW
|
||||
timestampedCout("Inicjalizowanie GLEW...");
|
||||
@@ -384,116 +502,140 @@ void SetupRC() {
|
||||
|
||||
timestampedCout("Zainicjalizowano GLEW.");
|
||||
|
||||
// glfw3 jest w teorii niepotrzebny, ale może się przydać
|
||||
// do przepisania kodu na podobny do tego stąd:
|
||||
// https://github.com/opengl-tutorials/ogl/blob/master/tutorial07_model_loading/tutorial07.cpp
|
||||
// Initialize GLFW3
|
||||
timestampedCout("Inicjalizowanie GLFW3...");
|
||||
if (!glfwInit()) {
|
||||
timestampedCout("Failed to initialize GLFW");
|
||||
}
|
||||
timestampedCout("Zainicjalizowano GLFW3.");
|
||||
|
||||
// Załaduj model z pliku .obj
|
||||
|
||||
// Load models
|
||||
timestampedCout("Ladowanie modelu lazika...");
|
||||
user.loadModel();
|
||||
timestampedCout("Ladowanie modelu mapki...");
|
||||
mapa.loadModel();
|
||||
|
||||
glfwSwapInterval(1);
|
||||
|
||||
//glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
|
||||
|
||||
}
|
||||
|
||||
void RenderScene(void) {
|
||||
|
||||
//float normal[3]; // Storage for calculated surface normal
|
||||
void static RenderScene(void) {
|
||||
|
||||
// Save the matrix state and do the rotations
|
||||
// PS: to nie zadziała, bo okno nie jest tworzone przez glfw
|
||||
// Ustawienie liczby próbek dla antyaliasingu
|
||||
// glfwWindowHint(GLFW_SAMPLES, 16); // 4x MSAA (Wielokrotne próbkowanie)
|
||||
|
||||
// Włączenie antyaliasingu (MSAA)
|
||||
//glEnable(GL_MULTISAMPLE);
|
||||
|
||||
// Przywrócenie macierzy modelu i ustawienie obrotów
|
||||
glPushMatrix();
|
||||
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
|
||||
|
||||
// gluLookAt(
|
||||
// 0, 0, 0, // the position of your camera, in world space
|
||||
// 0, 0, 0, // where you want to look at, in world space
|
||||
// 0, 1, 0 // probably glm::vec3(0,1,0), but (0,-1,0) would make you looking upside-down, which can be great too
|
||||
// );
|
||||
|
||||
// Ustawienie trybu rysowania wielokątów
|
||||
switch (polygonmode) {
|
||||
case 1:
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Rysowanie linii
|
||||
break;
|
||||
default:
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Wypełnianie poligonów
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Clear the screen
|
||||
// Czyszczenie ekranu przed rysowaniem
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Use our shader
|
||||
//glUseProgram(programID);
|
||||
// Widok panoramiczny (SHIFT/F5)
|
||||
// Pomocnicza konwersja na radiany
|
||||
float rad = Rotation * GL_PI / 180.0f;
|
||||
|
||||
// // 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);
|
||||
//glLoadIdentity(); // Zresetowanie macierzy widoku
|
||||
//
|
||||
//############################################################################################
|
||||
//Sterowanie
|
||||
//############################################################################################
|
||||
if (panoramic_view) {
|
||||
// --- WIDOK Z GÓRY (STRATEGICZNY) ---
|
||||
maxRotationSpeed = 1.0f;
|
||||
rotationFriction = 0.5f;
|
||||
|
||||
float mapZoom = 400.0f; // Wysokość, z której patrzymy
|
||||
gluLookAt(
|
||||
Foward - 100.0f * sin((Rotation + 180.0f) * GL_PI / 180.0f), // Pozycja kamery wokół łazika (w poziomie)
|
||||
CameraHeight, // Wysokość kamery
|
||||
Sides - 100.0f * cos((Rotation + 180.0f) * GL_PI / 180.0f), // Kamera wzdłuż osi X i Z
|
||||
Foward, 0.0f, Sides, // Punkt, na który patrzy kamera (łazik)
|
||||
0.0f, 1.0f, 0.0f // Wektor "góry"
|
||||
Foward, mapZoom, Sides, // Kamera wysoko nad łazikiem
|
||||
Foward, 0.0f, Sides, // Patrzymy prosto na łazik
|
||||
1.0f, 0.0f, 0.0f // ZMIANA: Wektor góry to oś X (bo patrzymy w dół osi Y)
|
||||
);
|
||||
}
|
||||
else {
|
||||
maxRotationSpeed = 0.5f;
|
||||
rotationFriction = 0.1f;
|
||||
|
||||
// Rysowanie mapy (nie porusza się)
|
||||
glPushMatrix();
|
||||
glColor3f(0.0, 1.0, 0.0); // Zielony kolor dla mapy
|
||||
mapa.draw();
|
||||
glPopMatrix();
|
||||
float rad = Rotation * GL_PI / 180.0f;
|
||||
|
||||
// Rysowanie łazika (porusza się i obraca)
|
||||
glPushMatrix();
|
||||
// Obliczamy pozycję kamery korzystając z dynamicznego CameraDistance
|
||||
float camX = Foward + CameraHeight * sin(rad);
|
||||
float camZ = Sides + CameraHeight * cos(rad);
|
||||
|
||||
glTranslatef(Foward, 0.0f, Sides); // Translacja łazika na jego pozycję
|
||||
glRotatef(Rotation, 0.0f, 1.0f, 0.0f); // Obrót łazika wokół własnej osi
|
||||
glColor3f(1.0, 0.0, 0.0); // Czerwony kolor dla łazika
|
||||
user.draw();
|
||||
UpdateRover();
|
||||
glPopMatrix();
|
||||
fpsCounter.update();
|
||||
// Wysokość kamery też może się skalować z dystansem (opcjonalnie)
|
||||
float dynamicHeight = CameraHeight * 0.4f;
|
||||
|
||||
// Zamiana buforów (double buffering)
|
||||
|
||||
|
||||
// Swap buffers
|
||||
//glfwSwapBuffers(window);
|
||||
//glfwPollEvents();
|
||||
|
||||
//Wyrysowanie prostokata:
|
||||
//glRectd(-10.0,-10.0,20.0,20.0);
|
||||
|
||||
glPopMatrix(); // wymagane
|
||||
glMatrixMode(GL_MODELVIEW); // zmniejsza zużycie GPU
|
||||
|
||||
// Flush drawing commands
|
||||
// glFlush();
|
||||
gluLookAt(
|
||||
camX, dynamicHeight, camZ, // Pozycja kamery
|
||||
Foward, 10.0f, Sides, // Patrzymy na łazik
|
||||
0.0f, 1.0f, 0.0f // Góra
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
// Rysowanie mapy
|
||||
glPushMatrix();
|
||||
// glColor3f(0.0, 1.0, 0.0); // Zielony kolor
|
||||
// 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
|
||||
glPushMatrix();
|
||||
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(); // Rysuj łazik z pomocą lazik.cpp
|
||||
UpdateRover(fences);
|
||||
fpsCounter.update();
|
||||
glPopMatrix();
|
||||
|
||||
// std::cout << "X: " << Foward << " Z: " << Sides << " Rotation: " << Rotation << "\n";
|
||||
|
||||
// Rysowanie innych obiektów
|
||||
// 1 pole siatki = 90x90m
|
||||
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
|
||||
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
|
||||
// glfwPollEvents(); // Obsługa zdarzeń
|
||||
|
||||
glPopMatrix(); // Przywrócenie poprzedniej macierzy
|
||||
glMatrixMode(GL_MODELVIEW); // Ustawienie trybu modelu-widoku
|
||||
|
||||
// Wymuszenie wykonania wszystkich rysunków
|
||||
glFlush();
|
||||
|
||||
}
|
||||
|
||||
|
||||
// If necessary, creates a 3-3-2 palette for the device context listed.
|
||||
HPALETTE GetOpenGLPalette(HDC hDC) {
|
||||
HPALETTE static GetOpenGLPalette(HDC hDC) {
|
||||
HPALETTE hRetPal = NULL; // Handle to palette to be created
|
||||
PIXELFORMATDESCRIPTOR pfd; // Pixel Format Descriptor
|
||||
LOGPALETTE* pPal; // Pointer to memory for logical palette
|
||||
@@ -563,11 +705,11 @@ HPALETTE GetOpenGLPalette(HDC hDC) {
|
||||
// Return the handle to the new palette
|
||||
return hRetPal;
|
||||
}
|
||||
void CreateConsole()
|
||||
{
|
||||
|
||||
void static CreateConsole() {
|
||||
|
||||
// Tworzenie nowej konsoli
|
||||
if (AllocConsole())
|
||||
{
|
||||
if (AllocConsole()) {
|
||||
// Przekierowanie standardowych strumieni do konsoli
|
||||
FILE* conin;
|
||||
FILE* conout;
|
||||
@@ -575,19 +717,19 @@ void CreateConsole()
|
||||
freopen_s(&conin, "conin$", "r", stdin);
|
||||
freopen_s(&conout, "conout$", "w", stdout);
|
||||
freopen_s(&conerr, "conout$", "w", stderr);
|
||||
} else {
|
||||
MessageBox(NULL, "Nie udalo sie utworzyc konsoli.", "Blad", MB_OK | MB_ICONERROR);
|
||||
}
|
||||
else
|
||||
{
|
||||
MessageBox(NULL, "Nie udało się utworzyć konsoli.", "Błąd", MB_OK | MB_ICONERROR);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
|
||||
|
||||
CreateConsole();
|
||||
MSG msg; // Windows message structure
|
||||
WNDCLASS wc; // Windows class structure
|
||||
WNDCLASS wc{}; // Windows class structure
|
||||
HWND hWnd; // Storeage for window handle
|
||||
|
||||
|
||||
hInstance = hInst;
|
||||
|
||||
// Register Window style
|
||||
@@ -631,9 +773,8 @@ void CreateConsole()
|
||||
|
||||
const WORD ID_TIMER = 1;
|
||||
SetTimer(hWnd, ID_TIMER, 100, NULL);
|
||||
|
||||
// Display the window
|
||||
|
||||
|
||||
ShowWindow(hWnd, SW_SHOW);
|
||||
UpdateWindow(hWnd);
|
||||
|
||||
@@ -656,6 +797,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
switch (message) {
|
||||
// Window creation, setup for OpenGL
|
||||
case WM_CREATE:
|
||||
|
||||
// Store the device context
|
||||
hDC = GetDC(hWnd);
|
||||
|
||||
@@ -670,16 +812,50 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
wglMakeCurrent(hDC, hRC);
|
||||
SetupRC();
|
||||
|
||||
/*
|
||||
glGenTextures(2, &texture[0]); // tworzy obiekt tekstury
|
||||
|
||||
// ładuje pierwszy obraz tekstury:
|
||||
bitmapData = LoadBitmapFile((char*)"Bitmapy\\checker.bmp", &bitmapInfoHeader);
|
||||
glGenTextures(3, &texture[0]); // tworzy obiekt tekstury
|
||||
|
||||
// ładuje pierwszy obraz tekstury (płotki):
|
||||
bitmapData = LoadBitmapFile((char*)"res/img/woodenTextureHighExposure.bmp", &bitmapInfoHeader);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture[0]); // aktywuje obiekt tekstury
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
|
||||
// tworzy obraz tekstury
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
|
||||
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
|
||||
|
||||
if (bitmapData) free(bitmapData);
|
||||
|
||||
// ładuje drugi obraz tekstury (ziemia):
|
||||
bitmapData = LoadBitmapFile((char*)"res/img/grass02.bmp", &bitmapInfoHeader);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[1]); // aktywuje obiekt tekstury
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
|
||||
// tworzy obraz tekstury
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
|
||||
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
|
||||
|
||||
if (bitmapData) free(bitmapData);
|
||||
|
||||
// ładuje trzeci obraz tekstury (dach stodoły):
|
||||
bitmapData = LoadBitmapFile((char*)"res/img/barnroof.bmp", &bitmapInfoHeader);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[2]); // aktywuje obiekt tekstury
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
@@ -690,12 +866,12 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
|
||||
if (bitmapData) free(bitmapData);
|
||||
|
||||
// ładuje drugi obraz tekstury:
|
||||
bitmapData = LoadBitmapFile((char*)"Bitmapy\\crate.bmp", &bitmapInfoHeader);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[1]); // aktywuje obiekt tekstury
|
||||
// ładuje czwarty obraz tekstury (kamienista ściana):
|
||||
bitmapData = LoadBitmapFile((char*)"res/img/brickwall.bmp", &bitmapInfoHeader);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[3]); // aktywuje obiekt tekstury
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
@@ -709,11 +885,16 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
// ustalenie sposobu mieszania tekstury z tłem
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
*/
|
||||
|
||||
break;
|
||||
|
||||
// Window is being destroyed, cleanup
|
||||
case WM_DESTROY:
|
||||
|
||||
user.unload();
|
||||
//glDeleteProgram(programID);
|
||||
//glDeleteVertexArrays(1, &VertexArrayID);
|
||||
|
||||
// Deselect the current rendering context and delete it
|
||||
wglMakeCurrent(hDC, NULL);
|
||||
wglDeleteContext(hRC);
|
||||
@@ -728,6 +909,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
|
||||
// Window is resized.
|
||||
case WM_SIZE:
|
||||
|
||||
// Call our function which modifies the clipping
|
||||
// volume and viewport
|
||||
ChangeSize(LOWORD(lParam), HIWORD(lParam));
|
||||
@@ -736,25 +918,17 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
// The painting function. This message sent by Windows
|
||||
// whenever the screen needs updating.
|
||||
case WM_PAINT:
|
||||
LimitFPS(targetFPS);
|
||||
// Call OpenGL drawing code
|
||||
RenderScene();
|
||||
|
||||
SwapBuffers(hDC);
|
||||
|
||||
// Validate the newly painted client area
|
||||
if (!monitormode) {
|
||||
ValidateRect(hWnd, NULL);
|
||||
}
|
||||
else {
|
||||
InvalidateRect(hWnd, NULL, FALSE);
|
||||
}
|
||||
|
||||
// Limit FPS
|
||||
LimitFPS(targetFPS);
|
||||
|
||||
// Update FPS counter
|
||||
fpsCounter.update();
|
||||
if (!monitormode) ValidateRect(hWnd, NULL);
|
||||
else InvalidateRect(hWnd, NULL, FALSE);
|
||||
break;
|
||||
|
||||
case WM_QUERYNEWPALETTE:
|
||||
// If the palette was created.
|
||||
if (hPalette) {
|
||||
@@ -790,31 +964,54 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
// Remap the current colors to the newly realized palette
|
||||
UpdateColors(hDC);
|
||||
return 0;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_MOUSEWHEEL:
|
||||
{
|
||||
// Pobieramy informację o tym, jak mocno obrócono kółko
|
||||
int zDelta = GET_WHEEL_DELTA_WPARAM(wParam);
|
||||
|
||||
// Zmieniamy dystans kamery (podzielone przez 120, bo tyle wynosi jeden "skok" scrolla)
|
||||
CameraHeight -= (float)zDelta * 0.1f;
|
||||
|
||||
// Ograniczamy zoom, żeby nie wejść kamerą "w łazik" ani nie odlecieć w kosmos
|
||||
if (CameraHeight < MinDistance) CameraHeight = MinDistance;
|
||||
if (CameraHeight > MaxDistance) CameraHeight = MaxDistance;
|
||||
|
||||
// Odświeżamy okno
|
||||
InvalidateRect(hWnd, NULL, FALSE);
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_KEYUP:
|
||||
|
||||
switch (wParam) {
|
||||
|
||||
case 'W':
|
||||
keyWPressed = false;
|
||||
break;
|
||||
|
||||
case 'S':
|
||||
keySPressed = false;
|
||||
break;
|
||||
|
||||
case 'A':
|
||||
keyAPressed = false;
|
||||
break;
|
||||
|
||||
case 'D':
|
||||
keyDPressed = false;
|
||||
break;
|
||||
|
||||
// Obsługa innych klawiszy
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case WM_KEYDOWN:
|
||||
|
||||
|
||||
|
||||
switch (wParam) {
|
||||
|
||||
case VK_UP:
|
||||
@@ -851,21 +1048,46 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
polygonmode = !polygonmode;
|
||||
if (polygonmode) timestampedCout("Uwaga! Tryb wireframe jest niewydajny i powinien sluzyc tylko do debugowania!");
|
||||
break;
|
||||
case 'K':
|
||||
Kolizja = !Kolizja;
|
||||
break;
|
||||
|
||||
case 'W':
|
||||
keyWPressed = true;
|
||||
break;
|
||||
|
||||
case 'S':
|
||||
keySPressed = true;
|
||||
break;
|
||||
|
||||
case 'A':
|
||||
keyAPressed = true;
|
||||
break;
|
||||
|
||||
case 'D':
|
||||
keyDPressed = true;
|
||||
break;
|
||||
|
||||
// case 114: // F3
|
||||
// monitormode = !monitormode;
|
||||
// if (monitormode) {
|
||||
// monitormodehelper = std::time(nullptr) - 1;
|
||||
// timestampedCout("Wlaczono tryb monitorowania wydajnosci.");
|
||||
// }
|
||||
// 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);
|
||||
@@ -895,13 +1117,14 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_TIMER:
|
||||
{
|
||||
|
||||
RenderScene();
|
||||
SwapBuffers(hDC);
|
||||
ValidateRect(hWnd, NULL);
|
||||
break;
|
||||
}
|
||||
|
||||
default: // Passes it on if unproccessed
|
||||
return (DefWindowProc(hWnd, message, wParam, lParam));
|
||||
}
|
||||
|
||||
@@ -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
|
||||
# Blender3D v249 OBJ File: untitled.blend
|
||||
# www.blender3d.org
|
||||
mtllib cube.mtl
|
||||
v 1.000000 -1.000000 -1.000000
|
||||
v 1.000000 1.000000 1.000000
|
||||
v 1.000000 -1.000000 1.000000
|
||||
v -1.000000 1.000000 -1.000000
|
||||
v -1.000000 -1.000000 -1.000000
|
||||
v -1.000000 1.000000 1.000000
|
||||
v -1.000000 -1.000000 1.000000
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.375000 0.000000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.125000 0.750000
|
||||
vt 0.125000 0.500000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.875000 0.750000
|
||||
vt 0.625000 1.000000
|
||||
s 0
|
||||
f 5/1/1 3/2/1 1/3/1
|
||||
f 3/2/2 8/4/2 4/5/2
|
||||
f 7/6/3 6/7/3 8/8/3
|
||||
f 2/9/4 8/10/4 6/11/4
|
||||
f 1/3/5 4/5/5 2/9/5
|
||||
f 5/12/6 2/9/6 6/7/6
|
||||
f 5/1/1 7/13/1 3/2/1
|
||||
f 3/2/2 7/14/2 8/4/2
|
||||
f 7/6/3 5/12/3 6/7/3
|
||||
f 2/9/4 4/5/4 8/10/4
|
||||
f 1/3/5 3/2/5 4/5/5
|
||||
f 5/12/6 1/3/6 2/9/6
|
||||
v -1.000000 -1.000000 -1.000000
|
||||
v 1.000000 1.000000 -1.000000
|
||||
v 0.999999 1.000000 1.000001
|
||||
v -1.000000 1.000000 1.000000
|
||||
v -1.000000 1.000000 -1.000000
|
||||
vt 0.748573 0.750412
|
||||
vt 0.749279 0.501284
|
||||
vt 0.999110 0.501077
|
||||
vt 0.999455 0.750380
|
||||
vt 0.250471 0.500702
|
||||
vt 0.249682 0.749677
|
||||
vt 0.001085 0.750380
|
||||
vt 0.001517 0.499994
|
||||
vt 0.499422 0.500239
|
||||
vt 0.500149 0.750166
|
||||
vt 0.748355 0.998230
|
||||
vt 0.500193 0.998728
|
||||
vt 0.498993 0.250415
|
||||
vt 0.748953 0.250920
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn -1.000000 -0.000000 -0.000000
|
||||
vn -0.000000 -0.000000 1.000000
|
||||
vn -0.000001 0.000000 1.000000
|
||||
vn 1.000000 -0.000000 0.000000
|
||||
vn 1.000000 0.000000 0.000001
|
||||
vn 0.000000 1.000000 -0.000000
|
||||
vn -0.000000 -1.000000 0.000000
|
||||
usemtl Material_ray.png
|
||||
s off
|
||||
f 5/1/1 1/2/1 4/3/1
|
||||
f 5/1/1 4/3/1 8/4/1
|
||||
f 3/5/2 7/6/2 8/7/2
|
||||
f 3/5/2 8/7/2 4/8/2
|
||||
f 2/9/3 6/10/3 3/5/3
|
||||
f 6/10/4 7/6/4 3/5/4
|
||||
f 1/2/5 5/1/5 2/9/5
|
||||
f 5/1/6 6/10/6 2/9/6
|
||||
f 5/1/7 8/11/7 6/10/7
|
||||
f 8/11/7 7/12/7 6/10/7
|
||||
f 1/2/8 2/9/8 3/13/8
|
||||
f 1/2/8 3/13/8 4/14/8
|
||||
|
||||
44
res/models/kostka.obj
Normal file
@@ -0,0 +1,44 @@
|
||||
# Blender 4.2.1 LTS
|
||||
# www.blender.org
|
||||
o Cube
|
||||
v 1.000000 1.000000 -1.000000
|
||||
v 1.000000 -1.000000 -1.000000
|
||||
v 1.000000 1.000000 1.000000
|
||||
v 1.000000 -1.000000 1.000000
|
||||
v -1.000000 1.000000 -1.000000
|
||||
v -1.000000 -1.000000 -1.000000
|
||||
v -1.000000 1.000000 1.000000
|
||||
v -1.000000 -1.000000 1.000000
|
||||
vn -0.0000 1.0000 -0.0000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -1.0000 -0.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.625000 0.750000
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44
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res/models/mapka3_nofence.obj
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225
res/models/mapka3_nofence_noplatform.obj
Normal file
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|
||||
v 10.000000 21.000000 -7.000000
|
||||
v 10.000000 21.000000 -5.000000
|
||||
v 10.000000 21.000000 -3.000000
|
||||
v 10.000000 18.666668 -1.000000
|
||||
v 10.000000 16.333334 -1.000000
|
||||
v 10.000000 14.000000 -1.000000
|
||||
v 10.000000 11.666666 -1.000000
|
||||
v 10.000000 9.333333 -1.000000
|
||||
v 10.000000 7.000000 -1.000000
|
||||
v 10.000000 4.666667 -1.000000
|
||||
v 10.000000 2.333333 -1.000000
|
||||
v 10.000000 2.333333 -17.000000
|
||||
v 10.000000 2.333333 -3.000000
|
||||
v 10.000000 4.666667 -17.000000
|
||||
v 10.000000 4.666667 -3.000000
|
||||
v 10.000000 7.000000 -17.000000
|
||||
v 10.000000 7.000000 -3.000000
|
||||
v 10.000000 9.333334 -17.000000
|
||||
v 10.000000 9.333334 -15.000000
|
||||
v 10.000000 9.333333 -5.000000
|
||||
v 10.000000 9.333333 -3.000000
|
||||
v 10.000000 11.666667 -17.000000
|
||||
v 10.000000 11.666667 -15.000000
|
||||
v 10.000000 11.666667 -13.000000
|
||||
v 10.000000 11.666667 -11.000000
|
||||
v 10.000000 11.666667 -9.000000
|
||||
v 10.000000 11.666667 -7.000000
|
||||
v 10.000000 11.666667 -5.000000
|
||||
v 10.000000 11.666666 -3.000000
|
||||
v 10.000000 21.000000 -19.000000
|
||||
v 10.000000 21.000000 -1.000000
|
||||
v -9.000000 21.000000 -19.000000
|
||||
v -9.000000 21.000000 -1.000000
|
||||
v 10.000000 32.000000 -10.000000
|
||||
v -9.000000 32.000000 -10.000000
|
||||
vn -0.0000 -0.0000 1.0000
|
||||
vn -1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 -0.0000 -1.0000
|
||||
vn 1.0000 -0.0000 -0.0000
|
||||
vn -0.0000 0.6332 -0.7740
|
||||
vn -0.0000 0.6332 0.7740
|
||||
vt 0.513889 0.250000
|
||||
vt 0.541667 0.250000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.486111 1.000000
|
||||
vt 0.458333 1.000000
|
||||
vt 0.486111 0.000000
|
||||
vt 0.486111 0.027778
|
||||
vt 0.458333 0.027778
|
||||
vt 0.486111 0.222222
|
||||
vt 0.458333 0.222222
|
||||
vt 0.486111 0.194444
|
||||
vt 0.513889 0.027778
|
||||
vt 0.486111 0.055556
|
||||
vt 0.513889 0.194444
|
||||
vt 0.486111 0.250000
|
||||
vt 0.458333 0.250000
|
||||
vt 0.000000 0.000000
|
||||
vt 0.513889 0.055556
|
||||
vt 0.541667 0.000000
|
||||
vt 0.625000 0.027778
|
||||
vt 0.001001 0.997998
|
||||
vt 0.001001 0.501001
|
||||
vt 0.497998 0.501001
|
||||
vt 0.498999 0.502002
|
||||
vt 0.498999 0.998999
|
||||
vt 0.002002 0.998999
|
||||
vt 0.501001 0.001001
|
||||
vt 0.998999 0.498999
|
||||
vt 0.998999 0.001001
|
||||
vt 0.001001 0.001001
|
||||
vt 0.498999 0.498999
|
||||
vt 0.498999 0.001001
|
||||
vt 0.375000 0.250000
|
||||
vt 0.402778 0.250000
|
||||
vt 0.430556 0.250000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.597222 0.250000
|
||||
vt 0.569444 0.250000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.625000 1.000000
|
||||
vt 0.597222 1.000000
|
||||
vt 0.569444 1.000000
|
||||
vt 0.402778 1.000000
|
||||
vt 0.430556 1.000000
|
||||
vt 0.541667 1.000000
|
||||
vt 0.513889 1.000000
|
||||
vt 0.375000 0.027778
|
||||
vt 0.375000 0.000000
|
||||
vt 0.402778 0.000000
|
||||
vt 0.430556 0.000000
|
||||
vt 0.402778 0.027778
|
||||
vt 0.458333 0.000000
|
||||
vt 0.430556 0.027778
|
||||
vt 0.513889 0.000000
|
||||
vt 0.513889 0.222222
|
||||
vt 0.375000 0.222222
|
||||
vt 0.402778 0.222222
|
||||
vt 0.430556 0.222222
|
||||
vt 0.625000 0.222222
|
||||
vt 0.625000 0.194444
|
||||
vt 0.625000 0.166667
|
||||
vt 0.513889 0.166667
|
||||
vt 0.625000 0.138889
|
||||
vt 0.625000 0.111111
|
||||
vt 0.513889 0.138889
|
||||
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);
|
||||