1213 lines
37 KiB
C++
1213 lines
37 KiB
C++
#define _CRT_SECURE_NO_WARNINGS
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#ifdef _MSC_VER // Check if MS Visual C compiler
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# pragma comment(lib, "opengl32.lib") // Compiler-specific directive to avoid manually configuration
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# pragma comment(lib, "glu32.lib") // Link libraries
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#endif
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#ifdef _MSC_VER
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# ifndef _MBCS
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# define _MBCS
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# endif
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# ifdef _UNICODE
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# undef _UNICODE
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# endif
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# ifdef UNICODE
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# undef UNICODE
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# endif
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#endif
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// #define GLEW_STATIC
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#include <windows.h> // Window defines
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#include "GL/glew.h" // Dołączony jako pliki glew.c i glew.h
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//#include <gl/gl.h> // OpenGL
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#include <gl/glu.h> // biblioteka GLU; program kompiluje się bez niej, ale w celu uniknięcia w przyszłości niespodzianek to została dołączona
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#include <math.h> // Define for sqrt
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//#include <stdio.h>
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#include <iostream>
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#include "RESOURCE.H" // About box resource identifiers.
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#include "loadOBJ.h"
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#include "lazik.hpp"
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#include "plane.hpp"
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//#include <vector>
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#include "GL/glm/glm.hpp"
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#include "GL/glfw3.h"
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#include <ctime>
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#include "timeh.hpp"
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#include "texture.hpp"
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#include "shader.hpp"
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#include "FPSCounter.cpp"
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#include <thread>
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#include "teksturowane.hpp"
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#include "fabula.hpp"
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using namespace glm;
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#define glRGB(x, y, z) glColor3ub((GLubyte)x, (GLubyte)y, (GLubyte)z)
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#define BITMAP_ID 0x4D42 // identyfikator formatu BMP
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#define GL_PI 3.1415
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//#define getTime lastTime = std::time(nullptr);
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//#define timestampedCout(msg) {getTime; std::cout << "( " << lastTime << ") " << msg << "\n";}
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//using namespace std;
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HPALETTE hPalette = NULL;
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// Application name and instance storage
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static LPCTSTR lpszAppName = "grafikaKBT";
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static HINSTANCE hInstance;
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GLFWwindow* window;
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// Rotation amounts
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static GLfloat xRot = 0.0f;
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static GLfloat yRot = 0.0f;
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static GLfloat zRot = 0.0f;
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static GLsizei lastHeight;
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static GLsizei lastWidth;
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// Opis tekstury
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BITMAPINFOHEADER bitmapInfoHeader; // nagłówek obrazu
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unsigned char* bitmapData; // dane tekstury
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unsigned int texture[4]; // obiekt tekstury
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LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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BOOL APIENTRY AboutDlgProc(HWND hDlg, UINT message, UINT wParam, LONG lParam);
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void SetDCPixelFormat(HDC hDC);
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int polygonmode = 0;
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std::time_t lastTime = std::time(nullptr);
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int monitormode = 1;
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int monitormodecounter = 0;
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std::time_t monitormodehelper;
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short biezacy_wzor = 0;
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bool panoramic_view = 0;
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//Zmienne do ruchu ##############################################^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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FPSCounter fpsCounter;
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static const int targetFPS = 250; // Celowany FPS
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//Fps counter
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static void LimitFPS(int targetFPS) {
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static auto lastTime = std::chrono::high_resolution_clock::now();
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auto currentTime = std::chrono::high_resolution_clock::now();
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std::chrono::duration<double> elapsed = currentTime - lastTime;
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// Obliczamy czas na jedną klatkę
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double frameTime = 1.0 / targetFPS; // Czas na jedną klatkę w sekundach
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double timeToWait = frameTime - elapsed.count(); // Obliczamy czas do czekania
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if (timeToWait > 0.0) {
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// Jeśli czas do czekania jest większy niż 0, to śpimy przez tę wartość
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std::this_thread::sleep_for(std::chrono::duration<double>(timeToWait));
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}
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lastTime = currentTime; // Zaktualizuj czas dla następnej iteracji
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}
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bool Kolizja = false;
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bool keyWPressed = false;
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bool keySPressed = false;
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bool keyAPressed = false;
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bool keyDPressed = false;
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float Foward = 45.0f; // Pozycja łazika w przód/tył
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float Sides = -45.0f; // Pozycja łazika w lewo/prawo
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float Rotation = 270.0f; // Rotacja łazika (w stopniach)
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bool fpv_view = false; // Flaga widoku z pierwszej osoby
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const float MinDistance = 20.0f;
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const float MaxDistance = 1000.0f;
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float CameraHeight = 150.0f; // Wysokość kamery
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float MoveSpeed = 0.5f; // Prędkość poruszania się
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float velocity = 0.0f; // Aktualna prędkość łazika
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float rotationVelocity = 0.0f; // Prędkość obrotu łazika
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const float friction = 0.05f; // Współczynnik tarcia (μ)
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const float maxSpeed = 2.0f; // Maksymalna prędkość łazika
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const float acceleration = 0.2f;
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float rotationAcceleration = 0.075f; // Przyspieszenie obrotu
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float rotationFriction = 0.1f; // Współczynnik tarcia obrotu
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float maxRotationSpeed = 0.5f; // Maksymalna prędkość obrotu
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// Struktura do reprezentacji płotu
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struct Plot {
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GLfloat xc; // Środek płotu w osi X
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GLfloat yc; // Środek (nieużywany w 2D)
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GLfloat zc; // Środek płotu w osi Z
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GLfloat length; // Długość (dłuższy wymiar)
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GLfloat grubosc; // Szerokość/Grubość (krótszy wymiar)
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bool mod_x; // 0 - płot wzdłuż osi Z (pionowy), 1 - płot wzdłuż osi X (poziomy)
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};
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static bool CheckFenceCollision(float rXMin, float rXMax, float rZMin, float rZMax, const Plot& plot) {
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float fXMin, fXMax, fZMin, fZMax;
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if (plot.mod_x == 0) { // Płot pionowy (rozciąga się w osi Z)
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fXMin = plot.xc - plot.grubosc / 2.0f;
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fXMax = plot.xc + plot.grubosc / 2.0f;
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fZMin = plot.zc - plot.length / 2.0f;
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fZMax = plot.zc + plot.length / 2.0f;
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} else { // Płot poziomy (rozciąga się w osi X)
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fXMin = plot.xc - plot.length / 2.0f;
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fXMax = plot.xc + plot.length / 2.0f;
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fZMin = plot.zc - plot.grubosc / 2.0f;
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fZMax = plot.zc + plot.grubosc / 2.0f;
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}
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// Standardowy test nakładania się prostokątów (AABB vs AABB)
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return (rXMax >= fXMin && rXMin <= fXMax &&
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rZMax >= fZMin && rZMin <= fZMax);
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}
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static bool CheckAllFencesCollision(float rXMin, float rXMax, float rZMin, float rZMax, const std::vector<Plot>& fences) {
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for (const auto& fence : fences) {
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if (CheckFenceCollision(rXMin, rXMax, rZMin, rZMax, fence)) {
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return true;
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}
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}
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return false;
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}
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static void UpdateRover(const std::vector<Plot>& fences) {
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// --- 1. OBSŁUGA PRZYSPIESZENIA (W / S) ---
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if (keyWPressed) {
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velocity += acceleration;
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if (velocity > maxSpeed) velocity = maxSpeed;
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}
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else if (keySPressed) {
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velocity -= acceleration;
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if (velocity < -maxSpeed) velocity = -maxSpeed;
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}
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else {
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// Hamowanie (tarcie)
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if (velocity > 0) {
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velocity -= friction;
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if (velocity < 0) velocity = 0;
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}
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else if (velocity < 0) {
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velocity += friction;
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if (velocity > 0) velocity = 0;
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}
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}
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// --- 2. OBSŁUGA OBROTU (A / D) ---
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if (keyAPressed) {
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rotationVelocity += rotationAcceleration;
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if (rotationVelocity > maxRotationSpeed) rotationVelocity = maxRotationSpeed;
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}
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else if (keyDPressed) {
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rotationVelocity -= rotationAcceleration;
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if (rotationVelocity < -maxRotationSpeed) rotationVelocity = -maxRotationSpeed;
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}
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else {
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// Driftowanie (wytracanie rotacji)
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float driftFactor = 0.1f;
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if (rotationVelocity > 0) {
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rotationVelocity -= rotationFriction * driftFactor;
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if (rotationVelocity < 0) rotationVelocity = 0;
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}
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else if (rotationVelocity < 0) {
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rotationVelocity += rotationFriction * driftFactor;
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if (rotationVelocity > 0) rotationVelocity = 0;
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}
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}
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// --- 3. LOGIKA ODWRÓCENIA SKRĘTU PRZY COFANIU ---
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// Jeśli prędkość jest ujemna, odwracamy wpływ rotationVelocity na kąt,
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// aby klawisz D zawsze kierował pojazd w prawo względem kamery.
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float actualRotationStep = rotationVelocity;
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if (velocity < 0.0f) {
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actualRotationStep = -rotationVelocity;
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}
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// --- 4. WYLICZENIE NOWEJ POZYCJI ---
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float radRotation = Rotation * GL_PI / 180.0f;
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float newSides = Sides - velocity * cos(radRotation);
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float newFoward = Foward - velocity * sin(radRotation);
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// Wymiary łazika
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const float roverHalfWidthX = 19.0f;
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const float roverHalfLengthZ = 12.0f;
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// Obszar zajmowany przez łazik (AABB dla ruchu prostoliniowego)
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float roverXMin = newSides - roverHalfWidthX;
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float roverXMax = newSides + roverHalfWidthX;
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float roverZMin = newFoward - roverHalfLengthZ;
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float roverZMax = newFoward + roverHalfLengthZ;
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// --- 5. KOLIZJE I AKTUALIZACJA ---
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if (!Kolizja) {
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// Kolizja przy ruchu przód/tył
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if (CheckAllFencesCollision(roverZMin, roverZMax, roverXMin, roverXMax, fences)) {
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velocity = 0.0f;
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}
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else {
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Sides = newSides;
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Foward = newFoward;
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}
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// Kolizja przy obrocie
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if (actualRotationStep != 0.0f) {
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float newRotation = Rotation + actualRotationStep;
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float radNewRotation = newRotation * GL_PI / 180.0f;
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// Punkty narożne do sprawdzenia po obrocie (OBB)
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std::vector<std::pair<float, float>> corners = {
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{Sides - roverHalfWidthX, Foward - roverHalfLengthZ},
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{Sides + roverHalfWidthX, Foward - roverHalfLengthZ},
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{Sides - roverHalfWidthX, Foward + roverHalfLengthZ},
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{Sides + roverHalfWidthX, Foward + roverHalfLengthZ}
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};
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bool collisionDetected = false;
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for (auto& corner : corners) {
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float x = corner.first;
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float z = corner.second;
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// Rotacja punktów wokół środka łazika
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float rotatedX = Sides + (x - Sides) * cos(radNewRotation) - (z - Foward) * sin(radNewRotation);
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float rotatedZ = Foward + (x - Sides) * sin(radNewRotation) + (z - Foward) * cos(radNewRotation);
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if (CheckAllFencesCollision(rotatedX, rotatedX, rotatedZ, rotatedZ, fences)) {
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collisionDetected = true;
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break;
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}
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}
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if (collisionDetected) {
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rotationVelocity = 0.0f; // Blokujemy obrót
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}
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else {
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Rotation = newRotation;
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}
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}
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}
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else {
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// Kolizje wyłączone - aktualizuj bez pytań
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Sides = newSides;
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Foward = newFoward;
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Rotation += actualRotationStep;
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}
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// Normalizacja kąta do zakresu 0-360
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if (Rotation >= 360.0f) Rotation -= 360.0f;
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if (Rotation < 0.0f) Rotation += 360.0f;
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}
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std::vector<Plot> fences = {
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{ 450.0f, 3.0f, -90.0f, 900.0f, 4.0f, 1}, // 1 - poziomo
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{ 0.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0}, // 0 - pionowo
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{ 450.0f, 3.0f, 10*90.0f, 900.0f, 4.0f, 1}, // 1 - poziomo
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{10*90.0f, 3.0f, 405.0f, 990.0f, 4.0f, 0} // 0 - pionowo
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};
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// Change viewing volume and viewport. Called when window is resized
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void static ChangeSize(GLsizei w, GLsizei h) {
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// Zabezpieczenie przed dzieleniem przez zero
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if (h == 0) h = 1;
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lastWidth = w;
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lastHeight = h;
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// Obliczenie proporcji okna (Aspect Ratio)
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GLfloat fAspect = (GLfloat)w / (GLfloat)h;
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// Ustawienie obszaru renderowania
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glViewport(0, 0, w, h);
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// Reset macierzy projekcji
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// USTAWIENIE PERSPEKTYWY
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// Parametry: (Kąt widzenia w stopniach, Proporcje okna, Bliska płaszczyzna, Daleka płaszczyzna)
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// UWAGA: Bliska płaszczyzna (near) w perspektywie MUSI być większa od 0 (np. 1.0f)
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gluPerspective(45.0f, fAspect, 1.0f, 2000.0f);
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// Powrót do macierzy widoku modelu
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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// LoadBitmapFile
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// opis: ładuje mapę bitową z pliku i zwraca jej adres.
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// Wypełnia strukturę nagłówka.
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// Nie obsługuje map 8-bitowych.
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static unsigned char* LoadBitmapFile(char* filename, BITMAPINFOHEADER* bitmapInfoHeader) {
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FILE* filePtr; // wskaźnik pozycji pliku
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BITMAPFILEHEADER bitmapFileHeader; // nagłówek pliku
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unsigned char* bitmapImage; // dane obrazu
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int imageIdx = 0; // licznik pikseli
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unsigned char tempRGB; // zmienna zamiany składowych
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// otwiera plik w trybie "read binary"
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filePtr = fopen(filename, "rb");
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if (filePtr == NULL) return NULL;
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// wczytuje nagłówek pliku
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fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr);
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// sprawdza, czy jest to plik formatu BMP
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if (bitmapFileHeader.bfType != BITMAP_ID) {
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fclose(filePtr);
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return NULL;
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}
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// wczytuje nagłówek obrazu
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fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr);
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// ustawia wskaźnik pozycji pliku na początku danych obrazu
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fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET);
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// przydziela pamięć buforowi obrazu
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bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage);
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// sprawdza, czy udało się przydzielić pamięć
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if (!bitmapImage) {
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free(bitmapImage);
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fclose(filePtr);
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return NULL;
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}
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// wczytuje dane obrazu
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fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr);
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// sprawdza, czy dane zostały wczytane
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if (bitmapImage == NULL) {
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fclose(filePtr);
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return NULL;
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}
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// zamienia miejscami składowe R i B
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for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx += 3) {
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tempRGB = bitmapImage[imageIdx];
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bitmapImage[imageIdx] = bitmapImage[imageIdx + 2];
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bitmapImage[imageIdx + 2] = tempRGB;
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}
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// zamyka plik i zwraca wskaźnik bufora zawierającego wczytany obraz
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fclose(filePtr);
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return bitmapImage;
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}
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void SetDCPixelFormat(HDC hDC) {
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int nPixelFormat;
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
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1, // Version of this structure
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PFD_DRAW_TO_WINDOW | // Draw to Window (not to bitmap)
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PFD_SUPPORT_OPENGL | // Support OpenGL calls in window
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PFD_DOUBLEBUFFER, // Double buffered
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PFD_TYPE_RGBA, // RGBA Color mode
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24, // Want 24bit color
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0, 0, 0, 0, 0, 0, // Not used to select mode
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0, 0, // Not used to select mode
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0, 0, 0, 0, 0, // Not used to select mode
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32, // Size of depth buffer
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0, // Not used to select mode
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0, // Not used to select mode
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PFD_MAIN_PLANE, // Draw in main plane
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0, // Not used to select mode
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0, 0, 0 }; // Not used to select mode
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// Choose a pixel format that best matches that described in pfd
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nPixelFormat = ChoosePixelFormat(hDC, &pfd);
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// Set the pixel format for the device context
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SetPixelFormat(hDC, nPixelFormat, &pfd);
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}
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//GLuint programID, VertexArrayID, MatrixID;
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lazik user(10.0f, 0.0f, 0.0f, "res/models/lazik4.obj"); // obiekty eksportujemy z Forward Axis Z, Up Axis Y.
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plane mapa( 0.0f, 0.0f, 0.0f, "res/models/mapka3_nofence_noplatform.obj");
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static void SetupRC() {
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glEnable(GL_MULTISAMPLE); //
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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// Light values and coordinates
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GLfloat ambientLight[] = {0.3f, 0.3f, 0.3f, 1.0f};
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GLfloat diffuseLight[] = {0.7f, 0.7f, 0.7f, 1.0f};
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GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
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GLfloat specref[] = {1.0f, 1.0f, 1.0f, 1.0f};
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|
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// 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 clockwise polygons face out
|
|
glDepthFunc(GL_LESS);
|
|
|
|
// Enable 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, 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);
|
|
|
|
// Set Material properties to follow glColor values
|
|
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
|
|
|
|
// All materials hereafter have full specular reflectivity
|
|
// with a high shine
|
|
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);
|
|
|
|
// Initialize GLEW
|
|
timestampedCout("Inicjalizowanie GLEW...");
|
|
glewExperimental = true; // Needed for core profile
|
|
if (glewInit() != GLEW_OK) {
|
|
timestampedCout("Failed to initialize GLEW");
|
|
return;
|
|
}
|
|
|
|
timestampedCout("Zainicjalizowano GLEW.");
|
|
|
|
// Initialize GLFW3
|
|
timestampedCout("Inicjalizowanie GLFW3...");
|
|
if (!glfwInit()) {
|
|
timestampedCout("Failed to initialize GLFW");
|
|
}
|
|
timestampedCout("Zainicjalizowano GLFW3.");
|
|
|
|
// Load models
|
|
timestampedCout("Ladowanie modelu lazika...");
|
|
user.loadModel();
|
|
timestampedCout("Ladowanie modelu mapki...");
|
|
mapa.loadModel();
|
|
|
|
glfwSwapInterval(1);
|
|
}
|
|
|
|
|
|
void static RenderScene(void) {
|
|
|
|
// PS: to nie zadziała, bo okno nie jest tworzone przez glfw
|
|
// Ustawienie liczby próbek dla antyaliasingu
|
|
glfwWindowHint(GLFW_SAMPLES, 16); // 4x MSAA (Wielokrotne próbkowanie)
|
|
|
|
// 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);
|
|
|
|
// Ustawienie trybu rysowania wielokątów
|
|
switch (polygonmode) {
|
|
case 1:
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Rysowanie linii
|
|
break;
|
|
default:
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Wypełnianie poligonów
|
|
}
|
|
|
|
// Czyszczenie ekranu przed rysowaniem
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// Widok panoramiczny (SHIFT/F5)
|
|
// Pomocnicza konwersja na radiany
|
|
float rad = Rotation * GL_PI / 180.0f;
|
|
|
|
if (panoramic_view) {
|
|
// --- WIDOK Z GÓRY ---
|
|
maxRotationSpeed = 1.0f;
|
|
rotationFriction = 0.5f;
|
|
float mapZoom = 400.0f;
|
|
gluLookAt(Foward, mapZoom, Sides, Foward, 0.0f, Sides, 1.0f, 0.0f, 0.0f);
|
|
}
|
|
else if (fpv_view) {
|
|
// --- WIDOK FIRST PERSON (FPV) ---
|
|
maxRotationSpeed = 0.5f;
|
|
rotationFriction = 0.1f;
|
|
|
|
float rad = Rotation * GL_PI / 180.0f;
|
|
|
|
// Pozycja oczu: środek łazika + lekko w górę
|
|
float eyeX = Foward;
|
|
float eyeY = 15.0f; // Wysokość "oczu" nad ziemią
|
|
float eyeZ = Sides;
|
|
|
|
// Kierunek patrzenia: zgodnie z rotacją łazika
|
|
// Używamy ujemnego sin/cos, bo w Twoim kodzie Rotation steruje modelem w ten sposób
|
|
float lookAtX = Foward - 10.0f * sin(rad);
|
|
float lookAtZ = Sides - 10.0f * cos(rad);
|
|
|
|
gluLookAt(
|
|
eyeX, eyeY, eyeZ, // Oko jest wewnątrz/nad łazikiem
|
|
lookAtX, eyeY, lookAtZ, // Patrzymy przed siebie (na tej samej wysokości)
|
|
0.0f, 1.0f, 0.0f // Góra to oś Y
|
|
);
|
|
}
|
|
else {
|
|
// --- WIDOK TRZECIOOSOBOWY (TPP) ---
|
|
maxRotationSpeed = 0.5f;
|
|
rotationFriction = 0.1f;
|
|
float rad = Rotation * GL_PI / 180.0f;
|
|
float camX = Foward + CameraHeight * sin(rad);
|
|
float camZ = Sides + CameraHeight * cos(rad);
|
|
float dynamicHeight = CameraHeight * 0.4f;
|
|
|
|
gluLookAt(camX, dynamicHeight, camZ, Foward, 10.0f, Sides, 0.0f, 1.0f, 0.0f);
|
|
|
|
}
|
|
|
|
|
|
// 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 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
|
|
int nPixelFormat; // Pixel format index
|
|
int nColors; // Number of entries in palette
|
|
int i; // Counting variable
|
|
BYTE RedRange, GreenRange, BlueRange;
|
|
// Range for each color entry (7,7,and 3)
|
|
|
|
|
|
// Get the pixel format index and retrieve the pixel format description
|
|
nPixelFormat = GetPixelFormat(hDC);
|
|
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
|
|
|
|
// Does this pixel format require a palette? If not, do not create a
|
|
// palette and just return NULL
|
|
if (!(pfd.dwFlags & PFD_NEED_PALETTE)) return NULL;
|
|
|
|
// Number of entries in palette. 8 bits yeilds 256 entries
|
|
nColors = 1 << pfd.cColorBits;
|
|
|
|
// Allocate space for a logical palette structure plus all the palette entries
|
|
pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) + nColors * sizeof(PALETTEENTRY));
|
|
|
|
// Fill in palette header
|
|
pPal->palVersion = 0x300; // Windows 3.0
|
|
pPal->palNumEntries = nColors; // table size
|
|
|
|
// Build mask of all 1's. This creates a number represented by having
|
|
// the low order x bits set, where x = pfd.cRedBits, pfd.cGreenBits, and
|
|
// pfd.cBlueBits.
|
|
RedRange = (1 << pfd.cRedBits) - 1;
|
|
GreenRange = (1 << pfd.cGreenBits) - 1;
|
|
BlueRange = (1 << pfd.cBlueBits) - 1;
|
|
|
|
// Loop through all the palette entries
|
|
for (i = 0; i < nColors; i++) {
|
|
|
|
// Fill in the 8-bit equivalents for each component
|
|
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 = (unsigned char) NULL;
|
|
pPal->palPalEntry[i].peFlags = 0;
|
|
}
|
|
|
|
|
|
// Create the palette
|
|
hRetPal = CreatePalette(pPal);
|
|
|
|
// Go ahead and select and realize the palette for this device context
|
|
SelectPalette(hDC, hRetPal, FALSE);
|
|
RealizePalette(hDC);
|
|
|
|
// Free the memory used for the logical palette structure
|
|
free(pPal);
|
|
|
|
// Return the handle to the new palette
|
|
return hRetPal;
|
|
}
|
|
|
|
void static CreateConsole() {
|
|
|
|
// Tworzenie nowej konsoli
|
|
if (AllocConsole()) {
|
|
// Przekierowanie standardowych strumieni do konsoli
|
|
FILE* conin;
|
|
FILE* conout;
|
|
FILE* conerr;
|
|
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);
|
|
}
|
|
|
|
}
|
|
|
|
int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
|
|
|
|
CreateConsole();
|
|
MSG msg; // Windows message structure
|
|
WNDCLASS wc{}; // Windows class structure
|
|
HWND hWnd; // Storeage for window handle
|
|
|
|
hInstance = hInst;
|
|
|
|
// Register Window style
|
|
wc.style = CS_HREDRAW | CS_VREDRAW;
|
|
wc.lpfnWndProc = (WNDPROC)WndProc;
|
|
wc.cbClsExtra = 0;
|
|
wc.cbWndExtra = 0;
|
|
wc.hInstance = hInstance;
|
|
wc.hIcon = NULL;
|
|
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
|
|
|
|
// No need for background brush for OpenGL window
|
|
wc.hbrBackground = NULL;
|
|
|
|
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU);
|
|
wc.lpszClassName = lpszAppName;
|
|
|
|
// Register the window class
|
|
if (RegisterClass(&wc) == 0) return FALSE;
|
|
|
|
|
|
// Create the main application window
|
|
hWnd = CreateWindow(
|
|
lpszAppName,
|
|
lpszAppName,
|
|
|
|
// OpenGL requires WS_CLIPCHILDREN and WS_CLIPSIBLINGS
|
|
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
|
|
|
|
// Window position and size
|
|
50, 50,
|
|
800, 800,
|
|
NULL,
|
|
NULL,
|
|
hInstance,
|
|
NULL);
|
|
|
|
// If window was not created, quit
|
|
if (hWnd == NULL) return FALSE;
|
|
|
|
|
|
const WORD ID_TIMER = 1;
|
|
SetTimer(hWnd, ID_TIMER, 100, NULL);
|
|
|
|
// Display the window
|
|
ShowWindow(hWnd, SW_SHOW);
|
|
UpdateWindow(hWnd);
|
|
|
|
// Process application messages until the application closes
|
|
while (GetMessage(&msg, NULL, 0, 0)) {
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
}
|
|
|
|
return msg.wParam;
|
|
}
|
|
|
|
|
|
// Window procedure, handles all messages for this program
|
|
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
|
|
static HGLRC hRC; // Permenant Rendering context
|
|
static HDC hDC; // Private GDI Device context
|
|
|
|
float radRotation = Rotation * GL_PI / 180.0f;
|
|
switch (message) {
|
|
// Window creation, setup for OpenGL
|
|
case WM_CREATE:
|
|
GLfloat fLargest;
|
|
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
|
|
|
|
// Przykład dla tekstury podłoża (texture[1]):
|
|
glBindTexture(GL_TEXTURE_2D, texture[1]);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest); // To daje ostrość w dali
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
// Store the device context
|
|
hDC = GetDC(hWnd);
|
|
|
|
// Select the pixel format
|
|
SetDCPixelFormat(hDC);
|
|
|
|
// Create palette if needed
|
|
hPalette = GetOpenGLPalette(hDC);
|
|
|
|
// Create the rendering context and make it current
|
|
hRC = wglCreateContext(hDC);
|
|
wglMakeCurrent(hDC, hRC);
|
|
SetupRC();
|
|
|
|
|
|
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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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
|
|
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, bitmapInfoHeader.biWidth,
|
|
bitmapInfoHeader.biHeight, 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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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
|
|
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, bitmapInfoHeader.biWidth,
|
|
bitmapInfoHeader.biHeight, 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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
|
// tworzy obraz tekstury
|
|
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, bitmapInfoHeader.biWidth,
|
|
bitmapInfoHeader.biHeight, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
|
|
|
|
|
|
if (bitmapData) free(bitmapData);
|
|
|
|
// 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_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
|
// tworzy obraz tekstury
|
|
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, bitmapInfoHeader.biWidth,
|
|
bitmapInfoHeader.biHeight, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
|
|
|
|
if (bitmapData) free(bitmapData);
|
|
|
|
// 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);
|
|
|
|
// Delete the palette if it was created
|
|
if (hPalette != NULL) DeleteObject(hPalette);
|
|
|
|
// Tell the application to terminate after the window
|
|
// is gone.
|
|
PostQuitMessage(0);
|
|
break;
|
|
|
|
// Window is resized.
|
|
case WM_SIZE:
|
|
|
|
// Call our function which modifies the clipping
|
|
// volume and viewport
|
|
ChangeSize(LOWORD(lParam), HIWORD(lParam));
|
|
break;
|
|
|
|
// 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);
|
|
break;
|
|
|
|
case WM_QUERYNEWPALETTE:
|
|
// If the palette was created.
|
|
if (hPalette) {
|
|
int nRet;
|
|
|
|
// Selects the palette into the current device context
|
|
SelectPalette(hDC, hPalette, FALSE);
|
|
|
|
// Map entries from the currently selected palette to
|
|
// the system palette. The return value is the number
|
|
// of palette entries modified.
|
|
nRet = RealizePalette(hDC);
|
|
|
|
// Repaint, forces remap of palette in current window
|
|
InvalidateRect(hWnd, NULL, FALSE);
|
|
|
|
return nRet;
|
|
}
|
|
break;
|
|
|
|
// This window may set the palette, even though it is not the
|
|
// currently active window.
|
|
case WM_PALETTECHANGED:
|
|
// Don't do anything if the palette does not exist, or if
|
|
// this is the window that changed the palette.
|
|
if ((hPalette != NULL) && ((HWND)wParam != hWnd)) {
|
|
// Select the palette into the device context
|
|
SelectPalette(hDC, hPalette, FALSE);
|
|
|
|
// Map entries to system palette
|
|
RealizePalette(hDC);
|
|
|
|
// 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;
|
|
case 112: // F1 - Widok z pierwszej osoby (FPV)
|
|
fpv_view = !fpv_view;
|
|
if (fpv_view) panoramic_view = false; // Wyłącz panoramę, jeśli włączasz FPV
|
|
break;
|
|
// Obsługa innych klawiszy
|
|
|
|
}
|
|
break;
|
|
|
|
case WM_KEYDOWN:
|
|
|
|
switch (wParam) {
|
|
|
|
case VK_UP:
|
|
xRot -= 5.0f;
|
|
break;
|
|
|
|
case VK_DOWN:
|
|
xRot += 5.0f;
|
|
break;
|
|
|
|
case VK_LEFT:
|
|
yRot -= 5.0f;
|
|
break;
|
|
|
|
case VK_RIGHT:
|
|
yRot += 5.0f;
|
|
break;
|
|
|
|
case 'Q':
|
|
zRot += 5.0f;
|
|
break;
|
|
|
|
case 'E':
|
|
zRot -= 5.0f;
|
|
break;
|
|
|
|
case 'R':
|
|
xRot = 0;
|
|
yRot = 0;
|
|
zRot = 0;
|
|
break;
|
|
|
|
case ' ': // 32
|
|
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);
|
|
}
|
|
|
|
xRot = (const int)xRot % 360;
|
|
yRot = (const int)yRot % 360;
|
|
zRot = (const int)zRot % 360;
|
|
|
|
InvalidateRect(hWnd, NULL, FALSE);
|
|
break;
|
|
|
|
// A menu command
|
|
case WM_COMMAND:
|
|
|
|
switch (LOWORD(wParam)) {
|
|
|
|
// Exit the program
|
|
case ID_FILE_EXIT:
|
|
DestroyWindow(hWnd);
|
|
break;
|
|
|
|
// Display the about box
|
|
case ID_HELP_ABOUT:
|
|
DialogBox(hInstance, MAKEINTRESOURCE(IDD_DIALOG_ABOUT), hWnd, (DLGPROC)AboutDlgProc);
|
|
break;
|
|
|
|
}
|
|
break;
|
|
|
|
case WM_TIMER:
|
|
|
|
RenderScene();
|
|
SwapBuffers(hDC);
|
|
ValidateRect(hWnd, NULL);
|
|
break;
|
|
|
|
default: // Passes it on if unproccessed
|
|
return (DefWindowProc(hWnd, message, wParam, lParam));
|
|
}
|
|
|
|
return (0L);
|
|
}
|
|
|
|
// Dialog procedure.
|
|
BOOL APIENTRY AboutDlgProc(HWND hDlg, UINT message, UINT wParam, LONG lParam) {
|
|
|
|
switch (message) {
|
|
// Initialize the dialog box
|
|
case WM_INITDIALOG:
|
|
int i;
|
|
GLenum glError;
|
|
|
|
// glGetString demo
|
|
SetDlgItemText(hDlg, IDC_OPENGL_VENDOR, reinterpret_cast<LPCSTR>(glGetString(GL_VENDOR)));
|
|
SetDlgItemText(hDlg, IDC_OPENGL_RENDERER, (LPCSTR)glGetString(GL_RENDERER));
|
|
SetDlgItemText(hDlg, IDC_OPENGL_VERSION, (LPCSTR)glGetString(GL_VERSION));
|
|
SetDlgItemText(hDlg, IDC_OPENGL_EXTENSIONS, (LPCSTR)glGetString(GL_EXTENSIONS));
|
|
|
|
// gluGetString demo
|
|
SetDlgItemText(hDlg, IDC_GLU_VERSION, (LPCSTR)gluGetString(GLU_VERSION));
|
|
SetDlgItemText(hDlg, IDC_GLU_EXTENSIONS, (LPCSTR)gluGetString(GLU_EXTENSIONS));
|
|
|
|
|
|
// Display any recent error messages
|
|
i = 0;
|
|
do {
|
|
glError = glGetError();
|
|
SetDlgItemText(hDlg, IDC_ERROR1 + i, (LPCSTR)gluErrorString(glError));
|
|
i++;
|
|
} while (i < 6 && glError != GL_NO_ERROR);
|
|
|
|
|
|
return (TRUE);
|
|
|
|
break;
|
|
|
|
// Process command messages
|
|
case WM_COMMAND:
|
|
|
|
// Validate and Make the changes
|
|
if (LOWORD(wParam) == IDOK) EndDialog(hDlg, TRUE);
|
|
break;
|
|
|
|
// Closed from sysbox
|
|
case WM_CLOSE:
|
|
|
|
EndDialog(hDlg, TRUE);
|
|
break;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
} |