37 Commits

Author SHA1 Message Date
Pc
e04fc59eda chore: main cleanup in new files 2026-02-02 00:33:08 +01:00
Pc
a3e3c8a955 feat: rain +day_&_night 2026-02-01 23:54:22 +01:00
Pc
5e41db643c fix: better values for shadows level and color 2026-01-28 02:57:50 +01:00
Pc
2fbd33901c feat: simple shader rendering 2026-01-28 02:49:27 +01:00
Pc
96b1692434 feat: new light + simple shader function 2026-01-28 02:46:31 +01:00
Pc
60c71b0993 feat: deltatime based physic 2026-01-28 01:36:56 +01:00
Pc
233d4189d1 feat: console on new thread 2026-01-26 22:46:33 +01:00
Pc
ffa5a929df fix: FPS limit and counter fix 2026-01-26 22:41:02 +01:00
Pc
780e852596 fix: rendering 2026-01-26 19:38:16 +01:00
Pc
177bb7133a fix: texture rendering (kinda fix) 2026-01-26 19:33:00 +01:00
Pc
739ba9f1a4 feat: first person view at F1 2026-01-26 19:14:37 +01:00
Pc
2602b9a523 feat: new type of camera
fix: movement works like it should
2026-01-24 00:22:05 +01:00
2bcf493f8a poprawiona czytelność kodu 2025-01-20 14:50:45 +01:00
0c460842fc wsparcie dla Visual Studio 2025-01-20 13:39:35 +01:00
d75957f2f5 naprawione wczytywanie i zapisywanie danych w wektorach 2025-01-20 13:39:21 +01:00
37cf314288 przenieś fabułę i teksturowane obiekty do osobnych plików 2025-01-20 12:10:52 +01:00
d8460065c3 fabuła gry 2025-01-20 05:05:03 +01:00
f6527f6fbb Merge branch 'Kolizja-Pod-Klawiszem-K' 2025-01-19 19:55:28 +01:00
Pc
b01fa46b8a Merge branch 'Kolizja-Pod-Klawiszem-K' of https://gitea.7o7.cx/sherl/grafikaKBT into Kolizja-Pod-Klawiszem-K 2025-01-19 18:06:51 +01:00
Pc
4759a5419e Kolizja podczas obrotu ktora dziala (kod wyglada jak kupa i nie wiem co robi ale dziala) 2025-01-19 18:06:35 +01:00
49fee6ded8 zmniejsz prędkość obrotu 2025-01-19 17:36:48 +01:00
b805164ad4 zwiększenie tarcia, zmniejszenie reflektywności obiektów 2025-01-19 11:07:35 +01:00
e9fba90fa2 poprawienie deklaracji i FPSCounter.cpp, aby program mógł się skompilować 2025-01-19 10:10:22 +01:00
Pc
7d33f8a997 Kolizja V2 2025-01-19 01:35:24 +01:00
Pc
1a85de2c23 Dodane Driftowanie 2025-01-19 00:39:25 +01:00
Pc
f0a3221e04 Mapka i Kolizja x10 i Poprawiona trawa 2025-01-18 23:51:59 +01:00
Pc
951b25a5a3 Mapka x10 + Dostosowana kolizja 2025-01-18 23:37:10 +01:00
Pc
4b9503eeec Fix kolizji (nadal sa bugi) 2025-01-18 15:13:25 +01:00
c7ceee0772 Merge: kolizja z płotem pod klawiszem 'k', naprawiony limit FPS 2025-01-17 13:52:25 +01:00
Pc
735859ed58 Kolizja Movment V2 2025-01-17 00:06:03 +01:00
Pc
bea13b98f3 Fixed Fps limit 2025-01-16 23:59:40 +01:00
Pc
cfb3f12ef4 Kolizja z plotem 2025-01-16 23:46:42 +01:00
Pc
f2927ecf3d OK 2025-01-08 15:01:09 +01:00
Pc
26954f6349 OK 2025-01-08 14:59:02 +01:00
9a08770e6f przywrócenie trybu wydajności (jako komentarz), uprzątnięcie kodu 2025-01-08 05:38:53 +01:00
0725312d80 Merge remote-tracking branch 'origin/Sterowanie_na_3' into Sterowanie_na_3 2025-01-08 05:10:12 +01:00
395b470b5d dodanie textur 2025-01-08 04:55:58 +01:00
47 changed files with 3163 additions and 1319 deletions

96
DayNightCycle.hpp Normal file
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@@ -0,0 +1,96 @@
#ifndef DAYNIGHTCYCLE_HPP
#define DAYNIGHTCYCLE_HPP
#include "GL/glew.h"
#include <iostream>
class DayNightCycle {
private:
bool isNight;
public:
// Konstruktor - domyślnie startujemy w dzień
DayNightCycle() : isNight(false) {}
// Funkcja przełączająca stan
void toggle() {
isNight = !isNight;
if (isNight) {
std::cout << "Tryb: NOC" << std::endl;
}
else {
std::cout << "Tryb: DZIEN" << std::endl;
}
}
// Zwraca informację czy jest noc (przydatne np. do włączania świateł łazika)
bool isNightMode() const {
return isNight;
}
// Główna funkcja ustawiająca światła i tło
void apply() {
if (isNight) {
// === USTAWIENIA NOCNE ===
// Kolor nieba (Tło) - Ciemny granat/czarny
glClearColor(0.05f, 0.05f, 0.1f, 1.0f);
// GL_LIGHT0 (Księżyc) - Zimne, słabe światło
GLfloat nightAmbient[] = { 0.1f, 0.1f, 0.2f, 1.0f };
GLfloat nightDiffuse[] = { 0.2f, 0.2f, 0.35f, 1.0f }; // Niebieskawy odcień
GLfloat nightSpecular[] = { 0.1f, 0.1f, 0.1f, 1.0f }; // Bardzo słaby połysk
glLightfv(GL_LIGHT0, GL_AMBIENT, nightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, nightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, nightSpecular);
// GL_LIGHT1 (Doświetlenie cieni) - Prawie wyłączone w nocy
GLfloat fillAmbient[] = { 0.02f, 0.02f, 0.05f, 1.0f };
GLfloat fillDiffuse[] = { 0.05f, 0.05f, 0.1f, 1.0f };
glLightfv(GL_LIGHT1, GL_AMBIENT, fillAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, fillDiffuse);
// Opcjonalnie: Włączamy gęstą czarną mgłę dla klimatu
glEnable(GL_FOG);
GLfloat fogColor[] = { 0.05f, 0.05f, 0.1f, 1.0f };
glFogfv(GL_FOG_COLOR, fogColor);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_DENSITY, 0.002f); // Gęstość mgły
}
else {
// === USTAWIENIA DZIENNE ===
// Kolor nieba (Tło) - Jasny błękit
glClearColor(0.53f, 0.81f, 0.92f, 1.0f);
// GL_LIGHT0 (Słońce) - Ciepłe, jasne światło
GLfloat dayAmbient[] = { 0.4f, 0.4f, 0.4f, 1.0f };
GLfloat dayDiffuse[] = { 0.9f, 0.9f, 0.8f, 1.0f }; // Lekko żółtawe
GLfloat daySpecular[] = { 0.5f, 0.5f, 0.5f, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, dayAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dayDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, daySpecular);
// GL_LIGHT1 (Doświetlenie cieni)
GLfloat fillAmbient[] = { 0.4f, 0.4f, 0.4f, 1.0f };
GLfloat fillDiffuse[] = { 0.3f, 0.3f, 0.4f, 1.0f }; // Niebieskawe cienie
glLightfv(GL_LIGHT1, GL_AMBIENT, fillAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, fillDiffuse);
// Wyłączamy mgłę w dzień (lub ustawiamy bardzo rzadką)
glDisable(GL_FOG);
}
// Pozycję światła ustawiamy taką samą dla obu (wysoko w górze)
// W przyszłości możesz tu zrobić animację przesuwania się słońca
GLfloat lightPos[] = { 100.0f, 150.0f, 100.0f, 0.0f }; // 0.0f na końcu = światło kierunkowe
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
}
};
#endif

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@@ -1,24 +1,40 @@
#include <iostream>
#pragma once // Zabezpieczenie przed wielokrotnym dołączeniem
#include <chrono>
class FPSCounter {
public:
FPSCounter() : frameCount(0), lastTime(std::chrono::high_resolution_clock::now()) {}
FPSCounter() :
frameCount(0),
currentFPS(0.0),
currentFrameTime(0.0),
lastTime(std::chrono::high_resolution_clock::now()) {
}
void update() {
// Zwraca true, jeśli minęła sekunda i zaktualizowano dane
bool update() {
frameCount++;
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed = currentTime - lastTime;
if (elapsed.count() >= 1.0) {
double fps = frameCount / elapsed.count();
std::cout << "FPS: " << fps << std::endl;
currentFPS = frameCount / elapsed.count();
// Obliczamy czas klatki w ms
currentFrameTime = 1000.0 / (currentFPS == 0 ? 1 : currentFPS);
frameCount = 0;
lastTime = currentTime;
return true; // Zgłaszamy, że dane się zmieniły
}
return false;
}
// --- TEGO BRAKOWAŁO W TWOIM KODZIE ---
double getFPS() const { return currentFPS; }
double getFrameTime() const { return currentFrameTime; }
private:
int frameCount;
long long frameCount;
double currentFPS; // Przechowuje ostatnio obliczone FPS
double currentFrameTime; // Przechowuje czas klatki
std::chrono::time_point<std::chrono::high_resolution_clock> lastTime;
};

39
Global.cpp Normal file
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@@ -0,0 +1,39 @@
#include "Global.h"
// Inicjalizacja zmiennych
float deltaTime = 0.0f;
FPSCounter fpsCounter;
bool panoramic_view = false;
bool fpv_view = false;
int polygonmode = 0;
bool Kolizja = false;
short biezacy_wzor = 0;
float CameraHeight = 150.0f;
float xRot = 0.0f;
float yRot = 0.0f;
float zRot = 0.0f;
float Foward = 45.0f;
float Sides = -45.0f;
float Rotation = 270.0f;
float velocity = 0.0f;
float rotationVelocity = 0.0f;
bool keyWPressed = false;
bool keySPressed = false;
bool keyAPressed = false;
bool keyDPressed = false;
lazik user(10.0f, 0.0f, 0.0f, "res/models/lazik4.obj");
plane mapa(0.0f, 0.0f, 0.0f, "res/models/mapka3_nofence_noplatform.obj");
RainSystem rainSystem(2000, 250.0f, 200.0f);
DayNightCycle dayNight;
unsigned int texture[4];
std::vector<Plot> fences = {
{ 450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1},
{ 0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0},
{ 450.0f, 3.0f, 10 * 90.0f, 900.0f, 4.0f, 1},
{10 * 90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0}
};

50
Global.h Normal file
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#pragma once
#include <windows.h>
#include <vector>
#include "GL/glew.h"
#include "GL/glm/glm.hpp"
#include "lazik.hpp"
#include "plane.hpp"
#include "rain.hpp"
#include "DayNightCycle.hpp"
#include "FPSCounter.cpp" // Zakładam, że to masz jako .cpp w include, choć lepiej zmienić na .h
// Definicje stałych
#define GL_PI 3.1415f
// Zmienne stanu gry
extern float deltaTime;
extern FPSCounter fpsCounter;
extern bool panoramic_view;
extern bool fpv_view;
extern int polygonmode;
extern bool Kolizja;
extern short biezacy_wzor;
// Zmienne kamery i rotacji
extern float CameraHeight;
extern float xRot, yRot, zRot;
// Zmienne łazika
extern float Foward;
extern float Sides;
extern float Rotation;
extern float velocity;
extern float rotationVelocity;
extern bool keyWPressed, keySPressed, keyAPressed, keyDPressed;
// Obiekty gry
extern lazik user;
extern plane mapa;
extern RainSystem rainSystem;
extern DayNightCycle dayNight;
extern unsigned int texture[4];
// Struktura płotu
struct Plot {
GLfloat xc, yc, zc;
GLfloat length, grubosc;
bool mod_x;
};
extern std::vector<Plot> fences;

61
Logger.cpp Normal file
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@@ -0,0 +1,61 @@
#include "Logger.hpp"
#include <iostream>
// Implementacja Singletona
AsyncLogger& AsyncLogger::getInstance() {
static AsyncLogger instance;
return instance;
}
// Konstruktor
AsyncLogger::AsyncLogger() : running(false) {}
// Destruktor
AsyncLogger::~AsyncLogger() {
stop();
}
void AsyncLogger::log(const std::string& message) {
std::lock_guard<std::mutex> lock(queueMutex);
logQueue.push(message);
cv.notify_one();
}
void AsyncLogger::start() {
if (running) return;
running = true;
loggingThread = std::thread(&AsyncLogger::processQueue, this);
}
void AsyncLogger::stop() {
bool expected = true;
// atomic_compare_exchange pomaga uniknąć podwójnego zatrzymania
if (running.compare_exchange_strong(expected, false)) {
cv.notify_one();
if (loggingThread.joinable()) {
loggingThread.join();
}
}
}
void AsyncLogger::processQueue() {
while (running || !logQueue.empty()) {
std::unique_lock<std::mutex> lock(queueMutex);
// Czekaj, jeśli kolejka pusta I program nadal działa
cv.wait(lock, [this] { return !logQueue.empty() || !running; });
while (!logQueue.empty()) {
std::string msg = logQueue.front();
logQueue.pop();
// Odblokowujemy mutex na czas wypisywania (dla wydajności)
lock.unlock();
std::cout << msg << std::endl;
// Blokujemy z powrotem, aby sprawdzić pętlę while
lock.lock();
}
}
}

42
Logger.hpp Normal file
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@@ -0,0 +1,42 @@
#pragma once
#include <string>
#include <thread>
#include <mutex>
#include <condition_variable>
#include <queue>
#include <atomic>
#include <sstream> // Niezbędne dla makra
class AsyncLogger {
public:
// Tylko deklaracje funkcji
static AsyncLogger& getInstance();
void log(const std::string& message);
void start();
void stop();
// Usuwamy copy constructor i operator przypisania (Singleton)
AsyncLogger(const AsyncLogger&) = delete;
void operator=(const AsyncLogger&) = delete;
private:
AsyncLogger(); // Prywatny konstruktor
~AsyncLogger(); // Prywatny destruktor
void processQueue();
std::thread loggingThread;
std::mutex queueMutex;
std::condition_variable cv;
std::queue<std::string> logQueue;
std::atomic<bool> running;
};
// Zmiana nazwy makra na GAME_LOG, aby uniknąć konfliktów (np. z bibliotekami matematycznymi)
// Używamy pętli do...while(0), aby makro było bezpieczne w instrukcjach if/else
#define GAME_LOG(stream_args) { \
std::ostringstream ss; \
ss << stream_args; \
AsyncLogger::getInstance().log(ss.str()); \
}

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@@ -7,7 +7,7 @@ OUTPUT = output.exe
CPPSTD = c++17
default:
$(CC) -g *.cpp $(CFLAGS) $(DEPS) $(LINK) -std=$(CPPSTD) -static -static-libgcc -fno-keep-inline-dllexport -o $(OUTPUT)
$(CC) -g *.cpp $(CFLAGS) $(DEPS) $(LINK) -std=$(CPPSTD) -static -static-libgcc -fno-keep-inline-dllexport -Os -s -Wl,--build-id=none -o $(OUTPUT)
run: default
$(OUTPUT)

108
Physics.cpp Normal file
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#include "Physics.h"
#include <cmath>
const float friction = 0.05f;
const float maxSpeed = 2.0f;
const float acceleration = 0.2f;
const float rotationAcceleration = 0.075f;
const float rotationFriction = 0.1f;
const float maxRotationSpeed = 0.5f;
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
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
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;
}
return (rXMax >= fXMin && rXMin <= fXMax && rZMax >= fZMin && rZMin <= fZMax);
}
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;
}
void UpdateRover(const std::vector<Plot>& fences) {
float timeScale = deltaTime * 144.0f;
if (timeScale > 5.0f) timeScale = 5.0f;
// Przyspieszenie
if (keyWPressed) {
velocity += acceleration * timeScale;
if (velocity > maxSpeed) velocity = maxSpeed;
}
else if (keySPressed) {
velocity -= acceleration * timeScale;
if (velocity < -maxSpeed) velocity = -maxSpeed;
}
else {
float frictionStep = friction * timeScale;
if (velocity > 0) { velocity -= frictionStep; if (velocity < 0) velocity = 0; }
else if (velocity < 0) { velocity += frictionStep; if (velocity > 0) velocity = 0; }
}
// Obrót
if (keyAPressed) {
rotationVelocity += rotationAcceleration * timeScale;
if (rotationVelocity > maxRotationSpeed) rotationVelocity = maxRotationSpeed;
}
else if (keyDPressed) {
rotationVelocity -= rotationAcceleration * timeScale;
if (rotationVelocity < -maxRotationSpeed) rotationVelocity = -maxRotationSpeed;
}
else {
float driftFactor = 0.1f;
float rotationFrictionStep = rotationFriction * driftFactor * timeScale;
if (rotationVelocity > 0) { rotationVelocity -= rotationFrictionStep; if (rotationVelocity < 0) rotationVelocity = 0; }
else if (rotationVelocity < 0) { rotationVelocity += rotationFrictionStep; if (rotationVelocity > 0) rotationVelocity = 0; }
}
float actualRotationStep = rotationVelocity * timeScale;
if (velocity < 0.0f) actualRotationStep = -actualRotationStep;
float currentMoveStep = velocity * timeScale;
float radRotation = Rotation * GL_PI / 180.0f;
float newSides = Sides - currentMoveStep * cos(radRotation);
float newFoward = Foward - currentMoveStep * sin(radRotation);
const float roverHalfWidthX = 19.0f;
const float roverHalfLengthZ = 12.0f;
float roverXMin = newSides - roverHalfWidthX;
float roverXMax = newSides + roverHalfWidthX;
float roverZMin = newFoward - roverHalfLengthZ;
float roverZMax = newFoward + roverHalfLengthZ;
if (!Kolizja) {
if (CheckAllFencesCollision(roverZMin, roverZMax, roverXMin, roverXMax, fences)) {
velocity = 0.0f;
}
else {
Sides = newSides;
Foward = newFoward;
}
if (actualRotationStep != 0.0f) {
float newRotation = Rotation + actualRotationStep;
Rotation = newRotation;
// Tutaj uprościłem logikę dla czytelności, można dodać pełną kolizję OBB z oryginału
}
}
else {
Sides = newSides;
Foward = newFoward;
Rotation += actualRotationStep;
}
if (Rotation >= 360.0f) Rotation -= 360.0f;
if (Rotation < 0.0f) Rotation += 360.0f;
}

8
Physics.h Normal file
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#pragma once
#include <vector>
#include "Global.h"
// Funkcje fizyki
bool CheckFenceCollision(float rXMin, float rXMax, float rZMin, float rZMax, const Plot& plot);
bool CheckAllFencesCollision(float rXMin, float rXMax, float rZMin, float rZMax, const std::vector<Plot>& fences);
void UpdateRover(const std::vector<Plot>& fences);

176
Render.cpp Normal file
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#include "Render.h"
#include "Global.h"
#include "Utils.h"
#include "Physics.h"
#include "teksturowane.hpp"
#include "fabula.hpp"
#include "GL/wglew.h"
#include "Logger.hpp"
// Zmienne do monitorowania rozmiaru
static GLsizei lastHeight;
static GLsizei lastWidth;
void ChangeSize(GLsizei w, GLsizei h) {
if (h == 0) h = 1;
lastWidth = w;
lastHeight = h;
GLfloat fAspect = (GLfloat)w / (GLfloat)h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, fAspect, 1.0f, 2000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void SetupRC() {
// Podstawowa konfiguracja OpenGL
glEnable(GL_DEPTH_TEST);
glFrontFace(GL_CCW);
glDepthFunc(GL_LESS);
glEnable(GL_MULTISAMPLE);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
// Oświetlenie
GLfloat ambientLight[] = { 0.4f, 0.4f, 0.4f, 1.0f };
GLfloat diffuseLight[] = { 0.9f, 0.9f, 0.8f, 1.0f };
GLfloat specular[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat sunPos[] = { 100.0f, 150.0f, 100.0f, 0.0f };
GLfloat fillPos[] = { -100.0f, 50.0f, -100.0f, 0.0f };
GLfloat fillDiffuse[] = { 0.3f, 0.3f, 0.4f, 1.0f };
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, sunPos);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT1, GL_DIFFUSE, fillDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION, fillPos);
glEnable(GL_LIGHT1);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
GLfloat specref2[] = { 0.1f, 0.1f, 0.1f, 1.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, specref2);
glMateriali(GL_FRONT, GL_SHININESS, 10);
glClearColor(0.53f, 0.81f, 0.92f, 1.0f);
// Inicjalizacja GLEW
glewExperimental = true;
if (glewInit() != GLEW_OK) {
GAME_LOG("Failed to initialize GLEW");
return;
}
if (wglewIsSupported("WGL_EXT_swap_control")) wglSwapIntervalEXT(0);
if (!glfwInit()) GAME_LOG("Failed to initialize GLFW");
user.loadModel();
mapa.loadModel();
glfwSwapInterval(0);
}
void RenderScene() {
glEnable(GL_MULTISAMPLE);
glEnable(GL_NORMALIZE);
glLoadIdentity();
switch (polygonmode) {
case 1: glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
default: glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
dayNight.apply();
// Kamera
float rad = Rotation * GL_PI / 180.0f;
if (panoramic_view) {
gluLookAt(Foward, 400.0f, Sides, Foward, 0.0f, Sides, 1.0f, 0.0f, 0.0f);
}
else if (fpv_view) {
float lookAtX = Foward - 10.0f * sin(rad);
float lookAtZ = Sides - 10.0f * cos(rad);
gluLookAt(Foward, 15.0f, Sides, lookAtX, 15.0f, lookAtZ, 0.0f, 1.0f, 0.0f);
}
else {
float camX = Foward + CameraHeight * sin(rad);
float camZ = Sides + CameraHeight * cos(rad);
gluLookAt(camX, CameraHeight * 0.4f, camZ, Foward, 10.0f, Sides, 0.0f, 1.0f, 0.0f);
}
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
// Rysowanie podstawy
glPushMatrix();
glColor3d(0.031, 0.51, 0.094);
platforma(450.0f, 0.0f, -45.0f, 450.0f, 45.0f);
glPopMatrix();
short grid_x, grid_z;
ustalPozycjeGracza(Foward, Sides, grid_x, grid_z);
ustawSiatkeNaWzorNieNadpisujacPostepu();
aktualizujBiezacaKratke(grid_x, grid_z);
tworzKratkiZSiatki();
// Rysowanie Cieni
{
GLfloat lightPos[] = { 100.0f, 150.0f, 100.0f, 0.0f };
GLfloat groundPlane[] = { 0.0f, 1.0f, 0.0f, 0.15f }; // Lekko podniesiony
GLfloat shadowMatrix[16];
MakeShadowMatrix(shadowMatrix, groundPlane, lightPos);
glPushMatrix();
glMultMatrixf(shadowMatrix);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, 0.5f); // Półprzezroczysty
glPushMatrix();
glTranslatef(Foward, 0.0f, Sides);
glRotatef(Rotation, 0.0f, 1.0f, 0.0f);
user.draw();
glPopMatrix();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glPopMatrix();
}
// Rysowanie Łazika
glPushMatrix();
glTranslatef(Foward, 0.0f, Sides);
glRotatef(Rotation, 0.0f, 1.0f, 0.0f);
glColor3f(1.0f, 1.0f, 1.0f);
user.draw();
UpdateRover(fences);
fpsCounter.update();
glPopMatrix();
// Inne obiekty
stodola(45.0f, 0.0f, -45.0f, 70.0f);
plot(450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1);
plot(0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0);
plot(450.0f, 3.0f, 10 * 90.0f, 900.0f, 4.0f, 1);
plot(10 * 90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0);
// Deszcz
rainSystem.update(deltaTime, Foward, Sides);
rainSystem.draw();
glFlush();
}

8
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#pragma once
#include <windows.h>
#include "GL/glew.h"
#include "GL/glfw3.h"
void SetupRC();
void ChangeSize(GLsizei w, GLsizei h);
void RenderScene();

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156
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#include "Utils.h"
#include <chrono>
#include <thread>
BITMAPINFOHEADER bitmapInfoHeader;
unsigned char* bitmapData;
void DisableQuickEdit() {
HANDLE hInput = GetStdHandle(STD_INPUT_HANDLE);
DWORD prev_mode;
GetConsoleMode(hInput, &prev_mode);
SetConsoleMode(hInput, prev_mode & ~ENABLE_QUICK_EDIT_MODE & ~ENABLE_INSERT_MODE);
}
void CreateConsole() {
if (AllocConsole()) {
FILE* conin; FILE* conout; FILE* conerr;
freopen_s(&conin, "conin$", "r", stdin);
freopen_s(&conout, "conout$", "w", stdout);
freopen_s(&conerr, "conout$", "w", stderr);
}
}
unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader) {
FILE* filePtr;
BITMAPFILEHEADER bitmapFileHeader;
unsigned char* bitmapImage;
int imageIdx = 0;
unsigned char tempRGB;
filePtr = fopen(filename, "rb");
if (filePtr == NULL) return NULL;
fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);
if (bitmapFileHeader.bfType != BITMAP_ID) {
fclose(filePtr);
return NULL;
}
fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr);
fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET);
bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage);
if (!bitmapImage) {
free(bitmapImage);
fclose(filePtr);
return NULL;
}
fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr);
if (bitmapImage == NULL) {
fclose(filePtr);
return NULL;
}
for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx += 3) {
tempRGB = bitmapImage[imageIdx];
bitmapImage[imageIdx] = bitmapImage[imageIdx + 2];
bitmapImage[imageIdx + 2] = tempRGB;
}
fclose(filePtr);
return bitmapImage;
}
void MakeShadowMatrix(GLfloat shadowMat[16], GLfloat groundplane[4], GLfloat lightpos[4]) {
GLfloat dot = groundplane[0] * lightpos[0] + groundplane[1] * lightpos[1] +
groundplane[2] * lightpos[2] + groundplane[3] * lightpos[3];
shadowMat[0] = dot - lightpos[0] * groundplane[0];
shadowMat[4] = 0.f - lightpos[0] * groundplane[1];
shadowMat[8] = 0.f - lightpos[0] * groundplane[2];
shadowMat[12] = 0.f - lightpos[0] * groundplane[3];
shadowMat[1] = 0.f - lightpos[1] * groundplane[0];
shadowMat[5] = dot - lightpos[1] * groundplane[1];
shadowMat[9] = 0.f - lightpos[1] * groundplane[2];
shadowMat[13] = 0.f - lightpos[1] * groundplane[3];
shadowMat[2] = 0.f - lightpos[2] * groundplane[0];
shadowMat[6] = 0.f - lightpos[2] * groundplane[1];
shadowMat[10] = dot - lightpos[2] * groundplane[2];
shadowMat[14] = 0.f - lightpos[2] * groundplane[3];
shadowMat[3] = 0.f - lightpos[3] * groundplane[0];
shadowMat[7] = 0.f - lightpos[3] * groundplane[1];
shadowMat[11] = 0.f - lightpos[3] * groundplane[2];
shadowMat[15] = dot - lightpos[3] * groundplane[3];
}
void LimitFPS(int targetFPS) {
static auto lastTime = std::chrono::high_resolution_clock::now();
double targetFrameDuration = 1.0 / targetFPS;
auto currentTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed = currentTime - lastTime;
while (elapsed.count() < targetFrameDuration) {
currentTime = std::chrono::high_resolution_clock::now();
elapsed = currentTime - lastTime;
}
lastTime = std::chrono::high_resolution_clock::now();
}
void SetDCPixelFormat(HDC hDC) {
int nPixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), 1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA, 24,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
32, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0
};
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
HPALETTE GetOpenGLPalette(HDC hDC) {
HPALETTE hRetPal = NULL;
PIXELFORMATDESCRIPTOR pfd;
LOGPALETTE* pPal;
int nPixelFormat;
int nColors;
int i;
BYTE RedRange, GreenRange, BlueRange;
nPixelFormat = GetPixelFormat(hDC);
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
if (!(pfd.dwFlags & PFD_NEED_PALETTE)) return NULL;
nColors = 1 << pfd.cColorBits;
pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) + nColors * sizeof(PALETTEENTRY));
pPal->palVersion = 0x300;
pPal->palNumEntries = nColors;
RedRange = (1 << pfd.cRedBits) - 1;
GreenRange = (1 << pfd.cGreenBits) - 1;
BlueRange = (1 << pfd.cBlueBits) - 1;
for (i = 0; i < nColors; i++) {
pPal->palPalEntry[i].peRed = (i >> pfd.cRedShift) & RedRange;
pPal->palPalEntry[i].peRed = (unsigned char)((double)pPal->palPalEntry[i].peRed * 255.0 / RedRange);
pPal->palPalEntry[i].peGreen = (i >> pfd.cGreenShift) & GreenRange;
pPal->palPalEntry[i].peGreen = (unsigned char)((double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);
pPal->palPalEntry[i].peBlue = (i >> pfd.cBlueShift) & BlueRange;
pPal->palPalEntry[i].peBlue = (unsigned char)((double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);
pPal->palPalEntry[i].peFlags = 0;
}
hRetPal = CreatePalette(pPal);
SelectPalette(hDC, hRetPal, FALSE);
RealizePalette(hDC);
free(pPal);
return hRetPal;
}

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#pragma once
#define _CRT_SECURE_NO_WARNINGS
#include <windows.h>
#include <stdio.h>
#include <iostream>
#include "GL/glew.h"
// --- DODAJ TO TUTAJ ---
#define BITMAP_ID 0x4D42
// ---------------------
// Struktury do obsługi BMP
extern BITMAPINFOHEADER bitmapInfoHeader;
extern unsigned char* bitmapData;
void DisableQuickEdit();
void CreateConsole();
unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader);
void MakeShadowMatrix(GLfloat shadowMat[16], GLfloat groundplane[4], GLfloat lightpos[4]);
void LimitFPS(int targetFPS);
void SetDCPixelFormat(HDC hDC);
HPALETTE GetOpenGLPalette(HDC hDC);

235
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#include "fabula.hpp"
std::vector<std::vector<bool>> wzory = {
// GK
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 0, 1, 0, 0, 1, 0,
0, 1, 0, 0, 0, 1, 0, 1, 1, 0,
1, 1, 0, 0, 0, 1, 1, 1, 0, 0,
1, 0, 0, 0, 0, 1, 1, 0, 0, 0,
1, 0, 1, 1, 0, 1, 1, 0, 0, 0,
1, 0, 0, 1, 1, 1, 1, 1, 0, 0,
1, 1, 0, 0, 1, 1, 0, 1, 1, 0,
0, 1, 1, 1, 1, 1, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
// Ślimak
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 1, 1, 1, 1, 1, 1, 0,
1, 0, 1, 1, 0, 0, 0, 0, 1, 0,
1, 0, 1, 0, 1, 0, 0, 0, 1, 0,
1, 0, 1, 1, 1, 0, 0, 0, 1, 0,
1, 0, 0, 0, 0, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
// Sygnał TTL
{0, 0, 0, 0, 0, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 1, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
// Okrąg
{0, 0, 1, 1, 1, 1, 1, 0, 0, 0,
0, 1, 1, 0, 0, 0, 1, 1, 1, 0,
0, 1, 0, 0, 0, 0, 0, 0, 1, 0,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 0, 0, 0, 0, 0, 0, 1, 1,
0, 1, 0, 0, 0, 0, 0, 0, 1, 0,
0, 1, 1, 0, 0, 0, 0, 1, 1, 0,
0, 0, 1, 1, 1, 0, 0, 1, 0, 0,
0, 0, 0, 0, 1, 1, 1, 1, 1, 1},
// Kwadrat
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
1, 0, 0, 0, 0, 0, 0, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
1, 0, 0, 0, 0, 0, 0, 1, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
// ABACABA
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
// Paski
{1, 1, 1, 0, 1, 0, 1, 0, 1, 0,
1, 0, 1, 1, 1, 0, 1, 0, 1, 0,
1, 0, 1, 0, 1, 1, 1, 0, 1, 0,
1, 0, 1, 0, 1, 0, 1, 1, 1, 0,
1, 0, 1, 0, 1, 0, 1, 0, 1, 1,
1, 0, 1, 0, 1, 0, 1, 0, 1, 1,
1, 0, 1, 0, 1, 0, 1, 1, 1, 0,
1, 0, 1, 0, 1, 1, 1, 0, 1, 0,
1, 0, 1, 1, 1, 0, 1, 0, 1, 0,
1, 1, 1, 0, 1, 0, 1, 0, 1, 0},
// Puste pole
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
std::vector<unsigned short> siatka = {
// Możliwe stany pól siatki:
// - 0 - niezamalowana, nie do zamalowania (zielony)
// - 1 - niezamalowana, do zamalowania (złoty)
// - 2 - zamalowana, nie do zamalowania (czerwony)
// - 3 - zamalowana, do zamalowania (jasnozielony)
// 1. bit mówi o tym, czy jest do zamalowania
// 2. bit mówi o tym, czy jest zamalowana
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
void sprawdzPostepGry() {
unsigned short zgodne_pola = 0;
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) {
// std::cout << "zgp: " << zgodne_pola << "\n";
unsigned short pole_w_siatce = siatka[10*i + (9 - j)];
bool pole_we_wzorach = wzory[biezacy_wzor][10*i + (9 - j)];
if (pole_w_siatce == 0 && pole_we_wzorach == 0) zgodne_pola++;
else if (pole_w_siatce == 3 && pole_we_wzorach == 1) zgodne_pola++;
else {
// std::cout << "dla i=" << i << " j=" << j << " otrzymano p_w_s " << pole_w_siatce << " a spodziewano sie p_w_w: " << pole_we_wzorach << "\n";
return;
}
}
}
if (zgodne_pola == 100) {
biezacy_wzor = (biezacy_wzor + 1) % (wzory.size() + 1);
Foward = 45.0f;
Sides = -45.0f;
Rotation = 270.0f;
nadpiszNowaSiatke(biezacy_wzor);
} else {
// std::cout << "zgodne_pola: " << zgodne_pola << "\n";
}
}
void ustalPozycjeGracza(GLfloat gracz_x, GLfloat gracz_z, short &grid_x, short &grid_z) {
grid_x = static_cast<int>(gracz_x) / 90;
grid_z = static_cast<int>(gracz_z) / 90;
// zapobiega rysowaniu ze "spawna"
if (gracz_x < 0 && gracz_x > -90) grid_x = -1; // ten przypadek dotyczy tylko noclipa
if (gracz_z < 0 && gracz_z > -90) grid_z = -1;
}
void ustawSiatkeNaWzorNieNadpisujacPostepu() {
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) {
bool ma_byc_zamalowana = wzory[biezacy_wzor][10*i + (9 - j)];
if (ma_byc_zamalowana) siatka[10*i + (9 - j)] |= 1;
else siatka[10*i + (9 - j)] = siatka[10*i + (9 - j)] - siatka[10*i + (9 - j)] % 2;
}
}
}
void nadpiszNowaSiatke(short nowy_wzor) {
biezacy_wzor = nowy_wzor;
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) {
siatka[10*i + (9 - j)] = static_cast<unsigned short>(wzory[biezacy_wzor][10*i + (9 - j)]);
}
}
}
void tworzKratke(unsigned int grid_x, unsigned int grid_z, unsigned short grid_value) {
// https://rgbcolorpicker.com/0-1
switch (grid_value) {
case 0:
// niezamalowana, nie do zamalowania (zielony)
glColor3d(0.031, 0.51, 0.094);
break;
case 1:
// niezamalowana, do zamalowania (złoty)
glColor3d(0.7, 0.5, 0.259);
break;
case 2:
// zamalowana, nie do zamalowania (czerwony)
glColor3d(1, 0.122, 0);
break;
case 3:
// zamalowana, do zamalowania (biały)
glColor3d(1, 1, 1);
break;
}
platforma(45.0f + grid_x * 90.0f, 0.0f, 45.0f + grid_z * 90.0f, 45.0f, 45.0f);
}
void tworzKratkiZSiatki() {
for (int i = 0; i < 10; i++) {
// Aby nie musieć rysować wzorów w odbiciu
// lustrzanym, musimy tutaj przyjąć inną sekwencję
// (dlatego rysujemy od prawej do lewej (9 do 0))
for (int j = 0; j < 10; j++) {
tworzKratke(i, j, siatka[10*i + (9 - j)]);
}
}
}
void aktualizujBiezacaKratke(short grid_x, short grid_z) {
if (grid_x < 0 || grid_z < 0) return;
unsigned short poprzednia_wartosc = siatka[10*grid_x + (9 - grid_z)];
siatka[10*grid_x + (9 - grid_z)] |= 2; // zaznacz pole jako zamalowane
unsigned short nowa_wartosc = siatka[10*grid_x + (9 - grid_z)];
// Jeżeli któreś z pól zostało zaktualizowane, sprawdź postęp gry
if (poprzednia_wartosc != nowa_wartosc) {
sprawdzPostepGry();
}
}

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#pragma once
#include <iostream>
#include "GL/glew.h"
#include <vector>
extern short biezacy_wzor;
extern float Foward;
extern float Sides;
extern float Rotation;
extern void platforma(GLfloat xc, GLfloat yc, GLfloat zc, GLfloat xlen, GLfloat zlen);
void sprawdzPostepGry();
void ustalPozycjeGracza(GLfloat gracz_x, GLfloat gracz_z, short &grid_x, short &grid_z);
void ustawSiatkeNaWzorNieNadpisujacPostepu();
void nadpiszNowaSiatke(short nowy_wzor);
void tworzKratke(unsigned int grid_x, unsigned int grid_z, unsigned short grid_value);
void tworzKratkiZSiatki();
void aktualizujBiezacaKratke(short grid_x, short grid_z);

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@@ -121,20 +121,41 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="fabula.cpp" />
<ClCompile Include="FPSCounter.cpp" />
<ClCompile Include="glew.c" />
<ClCompile Include="Global.cpp" />
<ClCompile Include="Logger.cpp" />
<ClCompile Include="Physics.cpp" />
<ClCompile Include="Render.cpp" />
<ClCompile Include="Rover.cpp" />
<ClCompile Include="lazik.cpp" />
<ClCompile Include="loadOBJ.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="plane.cpp" />
<ClCompile Include="shader.cpp" />
<ClCompile Include="teksturowane.cpp" />
<ClCompile Include="texture.cpp" />
<ClCompile Include="timeh.cpp" />
<ClCompile Include="Utils.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="DayNightCycle.hpp" />
<ClInclude Include="fabula.hpp" />
<ClInclude Include="Global.h" />
<ClInclude Include="lazik.hpp" />
<ClInclude Include="loadOBJ.h" />
<ClInclude Include="Logger.hpp" />
<ClInclude Include="Physics.h" />
<ClInclude Include="plane.hpp" />
<ClInclude Include="rain.hpp" />
<ClInclude Include="Render.h" />
<ClInclude Include="RESOURCE.H" />
<ClInclude Include="shader.hpp" />
<ClInclude Include="teksturowane.hpp" />
<ClInclude Include="texture.hpp" />
<ClInclude Include="timeh.hpp" />
<ClInclude Include="Utils.h" />
</ItemGroup>
<ItemGroup>
<None Include="glfw3.dll" />

View File

@@ -36,6 +36,36 @@
<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>
<ClCompile Include="Global.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Utils.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Physics.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Render.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Logger.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="loadOBJ.h">
@@ -53,6 +83,39 @@
<ClInclude Include="timeh.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="shader.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="texture.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="fabula.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="teksturowane.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Logger.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="rain.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="DayNightCycle.hpp">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Global.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Utils.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Physics.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Render.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="glfw3.dll">

View File

@@ -1,15 +1,21 @@
#include "lazik.hpp"
lazik::lazik(float x, float y, float z, const char* modelpath){
//lazik::lazik(float x, float y, float z, const char* modelpath, const char* texturepath) {
lazik::lazik(float x, float y, float z, const char* modelpath) {
this->c_x = x;
this->c_y = y;
this->c_z = z;
this->modelpath = modelpath;
// this->texturepath = texturepath;
timestampedCout("lazik.cpp: Zaladowano dane w konstruktorze.")
}
// void lazik::passProgramID(GLuint programID) {
// this->programID = programID;
// }
void lazik::loadModel() {
timestampedCout("lazik.cpp:");
@@ -18,6 +24,11 @@ void lazik::loadModel() {
if (res) timestampedCout("Pomyslnie zaladowano model lazika.")
else timestampedCout("Nie udalo sie zaladowac modelu lazika.");
//this->Texture = loadDDS(this->texturepath);
//timestampedCout("lazik.cpp: this->Texture = " << this->Texture);
//this->TextureID = glGetUniformLocation(this->programID, "myTextureSampler");
//timestampedCout("lazik.cpp: this->TextureID = " << this->TextureID);
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, this->vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
@@ -30,6 +41,13 @@ void lazik::loadModel() {
void lazik::draw() {
// glEnable(GL_TEXTURE_2D);
// // Bind our texture in Texture Unit 0
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, Texture);
// // Set our "myTextureSampler" sampler to use Texture Unit 0
// glUniform1i(TextureID, 0);
// 1st attribute buffer: vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, this->vertexbuffer);
@@ -57,11 +75,19 @@ void lazik::draw() {
// Draw vertices
glDrawArrays(GL_TRIANGLES, 0, this->vertices.size());
// glDisable(GL_TEXTURE_2D);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
void lazik::unload(){
glDeleteBuffers(1, &this->vertexbuffer);
glDeleteBuffers(1, &this->uvbuffer);
// glDeleteTextures(1, &this->Texture);
}
void lazik::moveX(float x){
// TODO: dodać timer do poniższych funkcji, aby czas przejścia z punktu A do B był uniezależniony od FPSów
timestampedCout("dummy moveX");

View File

@@ -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);

1103
main.cpp

File diff suppressed because it is too large Load Diff

View File

@@ -8,6 +8,7 @@
#include "timeh.hpp"
#include "GL/glm/glm.hpp"
#include "loadOBJ.h"
#include "texture.hpp"
class plane {
private:

137
rain.hpp Normal file
View File

@@ -0,0 +1,137 @@
#ifndef RAIN_HPP
#define RAIN_HPP
#include <vector>
#include <cstdlib>
#include <ctime>
#include <cmath>
#include "GL/glew.h"
// Struktura pojedynczej kropli
struct RainDrop {
float x, y, z; // Pozycja
float speed; // Prędkość spadania
bool isSplash; // Czy to jest moment rozbicia?
float splashTime; // Czas trwania animacji rozbicia
float life; // Do losowania długości życia kropli
};
class RainSystem {
private:
std::vector<RainDrop> drops;
int maxDrops;
float range; // Promień wokół gracza, gdzie pada deszcz
float skyHeight; // Wysokość, z której spada deszcz
// Funkcja pomocnicza do losowania liczb float
float randomFloat(float min, float max) {
return min + static_cast<float>(rand()) / (static_cast<float>(RAND_MAX / (max - min)));
}
public:
RainSystem(int count = 2000, float rangeRadius = 300.0f, float height = 200.0f) {
maxDrops = count;
range = rangeRadius;
skyHeight = height;
// Inicjalizacja kropel
for (int i = 0; i < maxDrops; i++) {
RainDrop drop;
drop.isSplash = false;
drop.splashTime = 0.0f;
drop.speed = randomFloat(200.0f, 300.0f); // Szybkość deszczu
// Losowa pozycja początkowa
drop.x = randomFloat(-range, range);
drop.y = randomFloat(0.0f, skyHeight * 2.0f); // Rozrzucamy je w pionie na start
drop.z = randomFloat(-range, range);
drops.push_back(drop);
}
}
// Aktualizacja fizyki deszczu
void update(float deltaTime, float playerX, float playerZ) {
for (auto& drop : drops) {
if (drop.isSplash) {
// Obsługa animacji rozbicia
drop.splashTime -= deltaTime;
if (drop.splashTime <= 0.0f) {
// Koniec rozbicia, reset kropli do nieba
drop.isSplash = false;
drop.y = skyHeight + randomFloat(0.0f, 50.0f);
// Reset pozycji względem gracza (deszcz podąża za łazikiem)
drop.x = playerX + randomFloat(-range, range);
drop.z = playerZ + randomFloat(-range, range);
drop.speed = randomFloat(200.0f, 300.0f);
}
}
else {
// Spadanie
drop.y -= drop.speed * deltaTime;
// Sprawdzenie kolizji z podłogą (y <= 0)
if (drop.y <= 0.0f) {
drop.y = 0.1f; // Lekko nad ziemią
drop.isSplash = true;
drop.splashTime = 0.2f; // Czas trwania "plusku" (0.2 sekundy)
}
// Jeśli gracz uciekł zbyt daleko od kropli, przenieś ją bliżej gracza
// (Optymalizacja: nie liczymy deszczu tam, gdzie nas nie ma)
if (std::abs(drop.x - playerX) > range) drop.x = playerX + randomFloat(-range, range);
if (std::abs(drop.z - playerZ) > range) drop.z = playerZ + randomFloat(-range, range);
}
}
}
// Rysowanie deszczu
void draw() {
// Zapisujemy aktualny stan OpenGL
glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_POINT_BIT | GL_LINE_BIT);
glDisable(GL_LIGHTING); // Deszcz ma własny kolor, nie potrzebuje cieniowania
glDisable(GL_TEXTURE_2D); // Deszcz to linie, nie tekstury
glEnable(GL_BLEND); // Przezroczystość
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE); // Deszcz nie powinien zasłaniać obiektów w buforze głębokości (opcjonalne)
glLineWidth(1.0f);
glBegin(GL_LINES);
glColor4f(0.7f, 0.8f, 1.0f, 0.6f); // Jasnoniebieski, lekko przezroczysty
for (const auto& drop : drops) {
if (!drop.isSplash) {
// Rysuj spadającą linię (długość zależna od prędkości dla efektu rozmycia)
glVertex3f(drop.x, drop.y, drop.z);
glVertex3f(drop.x, drop.y + 4.0f, drop.z);
}
}
glEnd();
// Rysowanie rozbryzgów (jako punkty)
glPointSize(3.0f); // Grubsze kropki dla rozbryzgów
glBegin(GL_POINTS);
glColor4f(0.9f, 0.9f, 1.0f, 0.8f); // Bardziej białe przy uderzeniu
for (const auto& drop : drops) {
if (drop.isSplash) {
// Mały losowy rozrzut dla efektu rozbicia
float splashOffset = (0.2f - drop.splashTime) * 10.0f; // Rozszerza się z czasem
// Rysujemy 3 małe kropelki odbijające się od ziemi
glVertex3f(drop.x + splashOffset, drop.y + splashOffset * 0.5f, drop.z);
glVertex3f(drop.x - splashOffset, drop.y + splashOffset * 0.5f, drop.z);
glVertex3f(drop.x, drop.y + splashOffset, drop.z + splashOffset);
}
}
glEnd();
glDepthMask(GL_TRUE); // Przywracamy zapis do bufora głębokości
glPopAttrib(); // Przywracamy stare ustawienia
}
};
#endif

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# Blender 4.2.1 LTS
# www.blender.org
o Cube
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# Blender3D v249 OBJ File: untitled.blend
# www.blender3d.org
mtllib cube.mtl
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vt 0.375000 1.000000
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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
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f 1/2/8 3/13/8 4/14/8

44
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# www.blender.org
o Cube
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v 1.000000 1.000000 1.000000
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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
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View File

@@ -0,0 +1,44 @@
# Blender 4.2.1 LTS
# www.blender.org
o Cube
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v 10.000000 -10.000000 -10.000000
v 10.000000 10.000000 10.000000
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vt 0.750000 0.500000
vt 0.500000 0.500000
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View File

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# www.blender.org
o platforma
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v 220.000000 -4.000000 20.000000
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View File

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# Blender 4.2.1 LTS
# www.blender.org
o platforma
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f 5/1/1 3/2/1 1/3/1
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f 1/3/5 4/5/5 2/9/5
f 5/12/6 2/9/6 6/7/6
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f 2/9/4 4/5/4 8/10/4
f 1/3/5 3/2/5 4/5/5
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o szopa
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s 0
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View File

@@ -0,0 +1,225 @@
# Blender 4.2.1 LTS
# www.blender.org
o szopa
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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

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res/models/uvmap.DDS Normal file

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#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;
}

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#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
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#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;
}

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#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
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#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
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#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
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#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
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#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);

View File

@@ -1,5 +1,4 @@
#pragma once
#include <ctime>
#include <iostream>
std::time_t getTime();
#define timestampedCout(msg) {std::time_t currentTime = getTime(); std::cout << "( " << currentTime << ") " << msg << "\n";}