clean up
This commit is contained in:
parent
b85eeca530
commit
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|
@ -1,7 +0,0 @@
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import os
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rootdir = './'
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for filename in os.listdir(rootdir):
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if filename.endswith(".md"):
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name = filename[:-3]
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os.system(f'pandoc -s -o {name}.html {name}.md --css style.css')
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@ -1,8 +0,0 @@
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#version 430 core
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in vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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#version 430 core
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layout(location = 0) in vec4 vertexPosition;
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layout(location = 1) in vec4 vertexColor;
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uniform mat4 transformation;
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out vec4 color;
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void main()
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{
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color = vertexColor;
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gl_Position = transformation * vertexPosition;
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}
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#version 430 core
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out vec4 fragColor;
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in float hue;
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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fragColor = vec4(hsv2rgb(vec3(hue,1,1)), 1.0);
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}
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#version 430 core
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layout(location = 0) in vec4 vertexPosition;
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layout(location = 1) in float vertexHue;
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out float hue;
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void main()
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{
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hue = vertexHue;
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gl_Position = vertexPosition;
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}
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#version 430 core
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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uniform mat4 transformation;
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void main()
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{
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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}
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#version 430 core
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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uniform mat4 transformation;
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uniform mat4 model;
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void main()
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{
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gl_Position = transformation * model * vec4(vertexPosition, 1.0);
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}
|
104
cw 2/src/Box.cpp
104
cw 2/src/Box.cpp
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// dane 36 wierzcholkow i kolorow opisujace model pudelka
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const float boxPositions[] = {
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0.25f, 0.25f, 0.75f, 1.0f,
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0.25f, -0.25f, 0.75f, 1.0f,
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-0.25f, 0.25f, 0.75f, 1.0f,
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0.25f, -0.25f, 0.75f, 1.0f,
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-0.25f, -0.25f, 0.75f, 1.0f,
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-0.25f, 0.25f, 0.75f, 1.0f,
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0.25f, 0.25f, -0.75f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f,
|
||||
0.25f, -0.25f, -0.75f, 1.0f,
|
||||
|
||||
0.25f, -0.25f, -0.75f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f,
|
||||
|
||||
-0.25f, 0.25f, 0.75f, 1.0f,
|
||||
-0.25f, -0.25f, 0.75f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f,
|
||||
|
||||
-0.25f, 0.25f, 0.75f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, 0.75f, 1.0f,
|
||||
0.25f, -0.25f, -0.75f, 1.0f,
|
||||
0.25f, -0.25f, 0.75f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, 0.75f, 1.0f,
|
||||
0.25f, 0.25f, -0.75f, 1.0f,
|
||||
0.25f, -0.25f, -0.75f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, -0.75f, 1.0f,
|
||||
0.25f, 0.25f, 0.75f, 1.0f,
|
||||
-0.25f, 0.25f, 0.75f, 1.0f,
|
||||
|
||||
0.25f, 0.25f, -0.75f, 1.0f,
|
||||
-0.25f, 0.25f, 0.75f, 1.0f,
|
||||
-0.25f, 0.25f, -0.75f, 1.0f,
|
||||
|
||||
0.25f, -0.25f, -0.75f, 1.0f,
|
||||
-0.25f, -0.25f, 0.75f, 1.0f,
|
||||
0.25f, -0.25f, 0.75f, 1.0f,
|
||||
|
||||
0.25f, -0.25f, -0.75f, 1.0f,
|
||||
-0.25f, -0.25f, -0.75f, 1.0f,
|
||||
-0.25f, -0.25f, 0.75f, 1.0f,
|
||||
};
|
||||
|
||||
|
||||
const float boxColors[] = {
|
||||
0.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.0f, 0.0f, 1.0f, 1.0f,
|
||||
|
||||
0.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.0f, 0.0f, 1.0f, 1.0f,
|
||||
|
||||
0.8f, 0.8f, 0.8f, 1.0f,
|
||||
0.8f, 0.8f, 0.8f, 1.0f,
|
||||
0.8f, 0.8f, 0.8f, 1.0f,
|
||||
|
||||
0.8f, 0.8f, 0.8f, 1.0f,
|
||||
0.8f, 0.8f, 0.8f, 1.0f,
|
||||
0.8f, 0.8f, 0.8f, 1.0f,
|
||||
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
0.0f, 1.0f, 0.0f, 1.0f,
|
||||
|
||||
0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.0f, 1.0f,
|
||||
|
||||
0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.0f, 1.0f,
|
||||
|
||||
1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 0.0f, 0.0f, 1.0f,
|
||||
1.0f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
0.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.0f, 1.0f, 1.0f, 1.0f,
|
||||
|
||||
0.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.0f, 1.0f, 1.0f, 1.0f,
|
||||
|
||||
};
|
@ -1,32 +0,0 @@
|
||||
#include "Camera.h"
|
||||
|
||||
glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar)
|
||||
{
|
||||
const float frustumScale = 1.0f;
|
||||
glm::mat4 perspective;
|
||||
perspective[0][0] = frustumScale;
|
||||
perspective[1][1] = frustumScale;
|
||||
perspective[2][2] = (zFar + zNear) / (zNear - zFar);
|
||||
perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar);
|
||||
perspective[2][3] = -1;
|
||||
perspective[3][3] = 0;
|
||||
|
||||
return perspective;
|
||||
}
|
||||
|
||||
glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up )
|
||||
{
|
||||
glm::vec3 side = glm::cross(forward, up);
|
||||
|
||||
// Trzeba pamietac o minusie przy ustawianiu osi Z kamery.
|
||||
// Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z.
|
||||
glm::mat4 cameraRotation;
|
||||
cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z;
|
||||
cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z;
|
||||
cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z;
|
||||
|
||||
glm::mat4 cameraTranslation;
|
||||
cameraTranslation[3] = glm::vec4(-position, 1.0f);
|
||||
|
||||
return cameraRotation * cameraTranslation;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "glm.hpp"
|
||||
|
||||
namespace Core
|
||||
{
|
||||
glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f);
|
||||
|
||||
// position - pozycja kamery
|
||||
// forward - wektor "do przodu" kamery (jednostkowy)
|
||||
// up - wektor "w gore" kamery (jednostkowy)
|
||||
// up i forward musza byc ortogonalne!
|
||||
glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up);
|
||||
}
|
@ -1,21 +0,0 @@
|
||||
#include "Render_Utils.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
|
||||
|
||||
void Core::DrawContext(Core::RenderContext& context)
|
||||
{
|
||||
|
||||
glBindVertexArray(context.vertexArray);
|
||||
glDrawElements(
|
||||
GL_TRIANGLES, // mode
|
||||
context.size, // count
|
||||
GL_UNSIGNED_SHORT, // type
|
||||
(void*)0 // element array buffer offset
|
||||
);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
@ -1,68 +0,0 @@
|
||||
#pragma once
|
||||
#include "glm.hpp"
|
||||
#include "glew.h"
|
||||
//#include "objload.h"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
|
||||
#define BUFFER_OFFSET(i) ((void*)(i))
|
||||
|
||||
namespace Core
|
||||
{
|
||||
struct RenderContext {
|
||||
GLuint vertexArray;
|
||||
GLuint vertexBuffer;
|
||||
GLuint vertexIndexBuffer;
|
||||
unsigned int size = 0;
|
||||
|
||||
void initFromAiMesh(aiMesh* mesh) {
|
||||
vertexArray = 0;
|
||||
vertexBuffer = 0;
|
||||
vertexIndexBuffer = 0;
|
||||
|
||||
|
||||
std::vector<float> textureCoord;
|
||||
std::vector<unsigned int> indices;
|
||||
//tex coord must be converted to 2d vecs
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
if (mesh->mTextureCoords[0] != nullptr) {
|
||||
textureCoord.push_back(mesh->mTextureCoords[0][i].x);
|
||||
textureCoord.push_back(mesh->mTextureCoords[0][i].y);
|
||||
}
|
||||
else {
|
||||
textureCoord.push_back(0.0f);
|
||||
textureCoord.push_back(0.0f);
|
||||
}
|
||||
}
|
||||
if (mesh->mTextureCoords[0] == nullptr) {
|
||||
std::cout << "no uv coords\n";
|
||||
}
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
aiFace face = mesh->mFaces[i];
|
||||
// retrieve all indices of the face and store them in the indices vector
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++)
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
|
||||
unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2;
|
||||
|
||||
}
|
||||
|
||||
~RenderContext() {
|
||||
glDeleteBuffers(1, &vertexBuffer);
|
||||
glDeleteBuffers(1, &vertexIndexBuffer);
|
||||
glDeleteVertexArrays(1, &vertexArray);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
void DrawContext(RenderContext& context);
|
||||
}
|
||||
|
@ -1,102 +0,0 @@
|
||||
#include "Shader_Loader.h"
|
||||
#include<iostream>
|
||||
#include<fstream>
|
||||
#include<vector>
|
||||
|
||||
using namespace Core;
|
||||
|
||||
Shader_Loader::Shader_Loader(void){}
|
||||
Shader_Loader::~Shader_Loader(void){}
|
||||
|
||||
std::string Shader_Loader::ReadShader(char *filename)
|
||||
{
|
||||
|
||||
std::string shaderCode;
|
||||
std::ifstream file(filename, std::ios::in);
|
||||
|
||||
if (!file.good())
|
||||
{
|
||||
std::cout << "Can't read file " << filename << std::endl;
|
||||
std::terminate();
|
||||
}
|
||||
|
||||
file.seekg(0, std::ios::end);
|
||||
shaderCode.resize((unsigned int)file.tellg());
|
||||
file.seekg(0, std::ios::beg);
|
||||
file.read(&shaderCode[0], shaderCode.size());
|
||||
file.close();
|
||||
return shaderCode;
|
||||
}
|
||||
|
||||
GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string
|
||||
source, char* shaderName)
|
||||
{
|
||||
|
||||
int compile_result = 0;
|
||||
|
||||
GLuint shader = glCreateShader(shaderType);
|
||||
const char *shader_code_ptr = source.c_str();
|
||||
const int shader_code_size = source.size();
|
||||
|
||||
glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size);
|
||||
glCompileShader(shader);
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result);
|
||||
|
||||
//sprawdz bledy
|
||||
if (compile_result == GL_FALSE)
|
||||
{
|
||||
|
||||
int info_log_length = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
std::vector<char> shader_log(info_log_length);
|
||||
glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]);
|
||||
std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename,
|
||||
char* fragmentShaderFilename)
|
||||
{
|
||||
|
||||
//wczytaj shadery
|
||||
std::string vertex_shader_code = ReadShader(vertexShaderFilename);
|
||||
std::string fragment_shader_code = ReadShader(fragmentShaderFilename);
|
||||
|
||||
GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader");
|
||||
GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader");
|
||||
|
||||
int link_result = 0;
|
||||
//stworz shader
|
||||
GLuint program = glCreateProgram();
|
||||
glAttachShader(program, vertex_shader);
|
||||
glAttachShader(program, fragment_shader);
|
||||
|
||||
glLinkProgram(program);
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &link_result);
|
||||
//sprawdz bledy w linkerze
|
||||
if (link_result == GL_FALSE)
|
||||
{
|
||||
|
||||
int info_log_length = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length);
|
||||
std::vector<char> program_log(info_log_length);
|
||||
glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]);
|
||||
std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
glDetachShader(program, vertex_shader);
|
||||
glDetachShader(program, fragment_shader);
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
void Shader_Loader::DeleteProgram( GLuint program )
|
||||
{
|
||||
glDeleteProgram(program);
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace Core
|
||||
{
|
||||
|
||||
class Shader_Loader
|
||||
{
|
||||
private:
|
||||
|
||||
std::string ReadShader(char *filename);
|
||||
GLuint CreateShader(GLenum shaderType,
|
||||
std::string source,
|
||||
char* shaderName);
|
||||
|
||||
public:
|
||||
|
||||
Shader_Loader(void);
|
||||
~Shader_Loader(void);
|
||||
GLuint CreateProgram(char* VertexShaderFilename,
|
||||
char* FragmentShaderFilename);
|
||||
|
||||
void DeleteProgram(GLuint program);
|
||||
|
||||
};
|
||||
}
|
@ -1,102 +0,0 @@
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include "glm.hpp"
|
||||
#include "ext.hpp"
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
|
||||
#include "Box.cpp"
|
||||
|
||||
GLuint program;
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
unsigned int VAO;
|
||||
|
||||
void renderScene()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
|
||||
|
||||
// ZADANIE: W zalaczonym wyzej pliku Box.cpp znajduja sie tablice pozycji i kolorow wierzcholkow prostopadloscianu. Przesun go o wektor (0.5, 0.5, -0.2) i wyswietl go.
|
||||
//
|
||||
// Do shadera uzytego w tym zadaniu nalezy przeslac nie tylko pozycje, ale rowniez kolory wierzcholkow.
|
||||
// W funkcji init należy przesłać pozycje i kolory do GPU
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
// Powiąż stworzone VAO za pomocą funkcji glBindVertexArray
|
||||
// wykorzystaj glDrawArrays do narysowania prostopadłościanu
|
||||
|
||||
glm::mat4 transformation;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
|
||||
|
||||
glUseProgram(0);
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void init()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
program = shaderLoader.CreateProgram("shaders/shader_2_1.vert", "shaders/shader_2_1.frag");
|
||||
// Dokładny opis działania funkcji z poniższych punktów można znaleźć na slajdach z wykładu, w dokumentacji https://www.khronos.org/registry/OpenGL-Refpages/gl4/ funkcje są opisane także na stronach https://learnopengl.com/Getting-started/Hello-Triangle oraz https://open.gl/drawing
|
||||
// Zainicjalizuj VertexArrayObject (VAO) i zapisz w nim atrybuty prostopadłościanu
|
||||
// I Stwórz VAO
|
||||
// 1. Stwórz nowy VAO za pomocą glGenVertexArrays i przypisz jego adres do zmiennej globalnej
|
||||
|
||||
// 2. Powiąż stworzone VAO za pomocą funkcji glBindVertexArray
|
||||
|
||||
// II Zainicjalizuj VBO
|
||||
// 3. Stwórz VertexBufferObject do przechowywania pozycji wierzchołków za pomocą funkcji glGenBuffers
|
||||
|
||||
// 4. Powiąż stworzone VBO za pomocą funkcji glBindBuffer(GLenum target, GLuint )
|
||||
|
||||
// 5. Zaalokuj w GPU miejsce na tablice wierzchołków i kolorów za pomocą glBufferData pamiętaj, żeby zaalokować dość miejsca dla punktów i kolorów
|
||||
|
||||
// III Prześlij dane do karty graficznej
|
||||
// A) Prześlij pozycję wierzchołków do karty graficznej
|
||||
// 6. Aktywuj atrybut powiązany z pozycją wierchołków za pomocą glEnableVertexAttribArray(GLuint index). Indeks jest zapisany w shaderze wierzchołków w 3. lini. Można odpytać shader o indeks za pomocą funkcji glGetAttribLocation(GL uint program, const GLchar *name)
|
||||
|
||||
// 7. Przekaż dane za pomocą glBufferSubData
|
||||
|
||||
// 8. Zdefiniuj jak OpenGL powinien interpretować dane za pomocą glVertexAttribPointer
|
||||
|
||||
// B) powtórz punkty 6-8 by przesłać wartości odpowiadające za kolor
|
||||
|
||||
|
||||
// 9. Uwolnij VAO za pomocą funkcji glBindVertexArray(0)
|
||||
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
shaderLoader.DeleteProgram(program);
|
||||
}
|
||||
|
||||
void idle()
|
||||
{
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv)
|
||||
{
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
|
||||
glutInitWindowPosition(200, 200);
|
||||
glutInitWindowSize(600, 600);
|
||||
glutCreateWindow("OpenGL Pierwszy Program");
|
||||
glewInit();
|
||||
|
||||
init();
|
||||
glutDisplayFunc(renderScene);
|
||||
glutIdleFunc(idle);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
@ -1,85 +0,0 @@
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include "glm.hpp"
|
||||
#include "ext.hpp"
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
|
||||
#include "Box.cpp"
|
||||
float points[] = {
|
||||
0.0f,1.0f,0.f,1.f,
|
||||
0.7818314824680298f,0.6234898018587336f,0.f,1.f,
|
||||
0.9749279121818236f,-0.22252093395631434f,0.f,1.f,
|
||||
0.43388373911755823f,-0.900968867902419f,0.f,1.f,
|
||||
-0.433883739117558f,-0.9009688679024191f,0.f,1.f,
|
||||
-0.9749279121818236f,-0.2225209339563146f,0.f,1.f,
|
||||
-0.7818314824680299f,0.6234898018587334f,0.f,1.f,
|
||||
};
|
||||
float hues[] = {
|
||||
0.0, 0.7142857142857143, 0.42857142857142855, 0.14285714285714285, 0.8571428571428571, 0.5714285714285714, 0.2857142857142857
|
||||
};
|
||||
|
||||
GLuint program;
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
unsigned int VAO;
|
||||
|
||||
void renderScene()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
|
||||
|
||||
// ZADANIE: Powyżej w tablicy points znajdują się wierzchołki 7-kąta foremnego, zadanie polega na narysowaniu gwiazdy siedmioramiennej jak na obrazku zad1b.jpg. Do shadera należy przesłać pozycje wierzchołków i ich odcienie z tablicy hues podobnie jak w zadaniu 1a.
|
||||
// Idealnie rozwiązane zadanie wymaga użycia indeksowania z użyciem Element Buffer Objects oraz trybu rysowania GL_LINE_STRIP
|
||||
// (dodatkowe) Jedna krawędź przechodzi przez wszystkie odcienie zamiast z czerwonego do magenty. Co to powoduje? W jaki sposób byś to naprawił?
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
|
||||
|
||||
|
||||
glUseProgram(0);
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void init()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
program = shaderLoader.CreateProgram("shaders/shader_2_1b.vert", "shaders/shader_2_1b.frag");
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
shaderLoader.DeleteProgram(program);
|
||||
}
|
||||
|
||||
void idle()
|
||||
{
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv)
|
||||
{
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
|
||||
glutInitWindowPosition(200, 200);
|
||||
glutInitWindowSize(600, 600);
|
||||
glutCreateWindow("OpenGL Pierwszy Program");
|
||||
glewInit();
|
||||
|
||||
init();
|
||||
glutDisplayFunc(renderScene);
|
||||
glutIdleFunc(idle);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
@ -1,119 +0,0 @@
|
||||
#include "glew.h"
|
||||
#include "freeglut.h"
|
||||
#include "glm.hpp"
|
||||
#include "ext.hpp"
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
#include "Camera.h"
|
||||
|
||||
#include "Box.cpp"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <string>
|
||||
|
||||
|
||||
GLuint program;
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
Core::RenderContext shipContext;
|
||||
Core::RenderContext sphereContext;
|
||||
|
||||
|
||||
float cameraAngle = 0;
|
||||
glm::vec3 cameraPos = glm::vec3(-5, 0, 0);
|
||||
glm::vec3 cameraDir;
|
||||
|
||||
|
||||
void keyboard(unsigned char key, int x, int y)
|
||||
{
|
||||
float angleSpeed = 0.1f;
|
||||
float moveSpeed = 0.1f;
|
||||
switch(key)
|
||||
{
|
||||
case 'a': cameraAngle -= angleSpeed; break;
|
||||
case 'd': cameraAngle += angleSpeed; break;
|
||||
case 'w': cameraPos += cameraDir * moveSpeed; break;
|
||||
case 's': cameraPos -= cameraDir * moveSpeed; break;
|
||||
}
|
||||
}
|
||||
|
||||
glm::mat4 createCameraMatrix()
|
||||
{
|
||||
cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
|
||||
glm::vec3 up = glm::vec3(0,1,0);
|
||||
|
||||
return Core::createViewMatrix(cameraPos, cameraDir, up);
|
||||
}
|
||||
|
||||
void renderScene()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClearColor(0.0f, 0.3f, 0.3f, 1.0f);
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
glm::mat4 camera = createCameraMatrix();
|
||||
glm::mat4 perspective = Core::createPerspectiveMatrix();
|
||||
glm::mat4 transformation = perspective * camera;
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
|
||||
glUseProgram(0);
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void init()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
program = shaderLoader.CreateProgram("shaders/shader_2_2.vert", "shaders/shader_2_2.frag");
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
shaderLoader.DeleteProgram(program);
|
||||
}
|
||||
|
||||
void loadModelToContext(std::string path,Core::RenderContext& context)
|
||||
{
|
||||
Assimp::Importer import;
|
||||
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
|
||||
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void idle()
|
||||
{
|
||||
glutPostRedisplay();
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv)
|
||||
{
|
||||
loadModelToContext(".\\models\\spaceship.obj", sphereContext);
|
||||
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
|
||||
glutInitWindowPosition(200, 200);
|
||||
glutInitWindowSize(600, 600);
|
||||
glutCreateWindow("OpenGL Pierwszy Program");
|
||||
glewInit();
|
||||
|
||||
init();
|
||||
glutKeyboardFunc(keyboard);
|
||||
glutDisplayFunc(renderScene);
|
||||
glutIdleFunc(idle);
|
||||
|
||||
glutMainLoop();
|
||||
|
||||
shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
107
cw 2/style.css
107
cw 2/style.css
@ -1,107 +0,0 @@
|
||||
html { font-size: 100%; overflow-y: scroll; -webkit-text-size-adjust: 100%; -ms-text-size-adjust: 100%; }
|
||||
|
||||
body{
|
||||
color:#444;
|
||||
font-family:Georgia, Palatino, 'Palatino Linotype', Times, 'Times New Roman', serif;
|
||||
font-size:12px;
|
||||
line-height:1.5em;
|
||||
padding:1em;
|
||||
margin:auto;
|
||||
max-width:42em;
|
||||
background:#fefefe;
|
||||
}
|
||||
|
||||
a{ color: #0645ad; text-decoration:none;}
|
||||
a:visited{ color: #0b0080; }
|
||||
a:hover{ color: #06e; }
|
||||
a:active{ color:#faa700; }
|
||||
a:focus{ outline: thin dotted; }
|
||||
a:hover, a:active{ outline: 0; }
|
||||
|
||||
::-moz-selection{background:rgba(255,255,0,0.3);color:#000}
|
||||
::selection{background:rgba(255,255,0,0.3);color:#000}
|
||||
|
||||
a::-moz-selection{background:rgba(255,255,0,0.3);color:#0645ad}
|
||||
a::selection{background:rgba(255,255,0,0.3);color:#0645ad}
|
||||
|
||||
p{
|
||||
margin:1em 0;
|
||||
}
|
||||
|
||||
img{
|
||||
max-width:100%;
|
||||
}
|
||||
|
||||
h1,h2,h3,h4,h5,h6{
|
||||
font-weight:normal;
|
||||
color:#111;
|
||||
line-height:1em;
|
||||
}
|
||||
h4,h5,h6{ font-weight: bold; }
|
||||
h1{ font-size:2.5em; }
|
||||
h2{ font-size:2em; }
|
||||
h3{ font-size:1.5em; }
|
||||
h4{ font-size:1.2em; }
|
||||
h5{ font-size:1em; }
|
||||
h6{ font-size:0.9em; }
|
||||
|
||||
blockquote{
|
||||
color:#666666;
|
||||
margin:0;
|
||||
padding-left: 3em;
|
||||
border-left: 0.5em #EEE solid;
|
||||
}
|
||||
hr { display: block; height: 2px; border: 0; border-top: 1px solid #aaa;border-bottom: 1px solid #eee; margin: 1em 0; padding: 0; }
|
||||
pre, code, kbd, samp { color: #000; font-family: monospace, monospace; _font-family: 'courier new', monospace; font-size: 0.98em; }
|
||||
pre { white-space: pre; white-space: pre-wrap; word-wrap: break-word; }
|
||||
|
||||
b, strong { font-weight: bold; }
|
||||
|
||||
dfn { font-style: italic; }
|
||||
|
||||
ins { background: #ff9; color: #000; text-decoration: none; }
|
||||
|
||||
mark { background: #ff0; color: #000; font-style: italic; font-weight: bold; }
|
||||
|
||||
sub, sup { font-size: 75%; line-height: 0; position: relative; vertical-align: baseline; }
|
||||
sup { top: -0.5em; }
|
||||
sub { bottom: -0.25em; }
|
||||
|
||||
ul, ol { margin: 1em 0; padding: 0 0 0 2em; }
|
||||
li p:last-child { margin:0 }
|
||||
dd { margin: 0 0 0 2em; }
|
||||
|
||||
img { border: 0; -ms-interpolation-mode: bicubic; vertical-align: middle; }
|
||||
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
border-spacing: 0;
|
||||
width: 100%;
|
||||
}
|
||||
th { border-bottom: 1px solid black; }
|
||||
td { vertical-align: top; }
|
||||
|
||||
@media only screen and (min-width: 480px) {
|
||||
body{font-size:14px;}
|
||||
}
|
||||
|
||||
@media only screen and (min-width: 768px) {
|
||||
body{font-size:16px;}
|
||||
}
|
||||
|
||||
@media print {
|
||||
* { background: transparent !important; color: black !important; filter:none !important; -ms-filter: none !important; }
|
||||
body{font-size:12pt; max-width:100%;}
|
||||
a, a:visited { text-decoration: underline; }
|
||||
hr { height: 1px; border:0; border-bottom:1px solid black; }
|
||||
a[href]:after { content: " (" attr(href) ")"; }
|
||||
abbr[title]:after { content: " (" attr(title) ")"; }
|
||||
.ir a:after, a[href^="javascript:"]:after, a[href^="#"]:after { content: ""; }
|
||||
pre, blockquote { border: 1px solid #999; padding-right: 1em; page-break-inside: avoid; }
|
||||
tr, img { page-break-inside: avoid; }
|
||||
img { max-width: 100% !important; }
|
||||
@page :left { margin: 15mm 20mm 15mm 10mm; }
|
||||
@page :right { margin: 15mm 10mm 15mm 20mm; }
|
||||
p, h2, h3 { orphans: 3; widows: 3; }
|
||||
h2, h3 { page-break-after: avoid; }
|
||||
}
|
BIN
cw 2/zad1b.JPG
BIN
cw 2/zad1b.JPG
Binary file not shown.
Before Width: | Height: | Size: 54 KiB |
@ -1,103 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
<html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang="">
|
||||
<head>
|
||||
<meta charset="utf-8" />
|
||||
<meta name="generator" content="pandoc" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
|
||||
<title>zadanie_2_2</title>
|
||||
<style>
|
||||
code{white-space: pre-wrap;}
|
||||
span.smallcaps{font-variant: small-caps;}
|
||||
span.underline{text-decoration: underline;}
|
||||
div.column{display: inline-block; vertical-align: top; width: 50%;}
|
||||
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
|
||||
ul.task-list{list-style: none;}
|
||||
pre > code.sourceCode { white-space: pre; position: relative; }
|
||||
pre > code.sourceCode > span { display: inline-block; line-height: 1.25; }
|
||||
pre > code.sourceCode > span:empty { height: 1.2em; }
|
||||
code.sourceCode > span { color: inherit; text-decoration: inherit; }
|
||||
div.sourceCode { margin: 1em 0; }
|
||||
pre.sourceCode { margin: 0; }
|
||||
@media screen {
|
||||
div.sourceCode { overflow: auto; }
|
||||
}
|
||||
@media print {
|
||||
pre > code.sourceCode { white-space: pre-wrap; }
|
||||
pre > code.sourceCode > span { text-indent: -5em; padding-left: 5em; }
|
||||
}
|
||||
pre.numberSource code
|
||||
{ counter-reset: source-line 0; }
|
||||
pre.numberSource code > span
|
||||
{ position: relative; left: -4em; counter-increment: source-line; }
|
||||
pre.numberSource code > span > a:first-child::before
|
||||
{ content: counter(source-line);
|
||||
position: relative; left: -1em; text-align: right; vertical-align: baseline;
|
||||
border: none; display: inline-block;
|
||||
-webkit-touch-callout: none; -webkit-user-select: none;
|
||||
-khtml-user-select: none; -moz-user-select: none;
|
||||
-ms-user-select: none; user-select: none;
|
||||
padding: 0 4px; width: 4em;
|
||||
color: #aaaaaa;
|
||||
}
|
||||
pre.numberSource { margin-left: 3em; border-left: 1px solid #aaaaaa; padding-left: 4px; }
|
||||
div.sourceCode
|
||||
{ }
|
||||
@media screen {
|
||||
pre > code.sourceCode > span > a:first-child::before { text-decoration: underline; }
|
||||
}
|
||||
code span.al { color: #ff0000; font-weight: bold; } /* Alert */
|
||||
code span.an { color: #60a0b0; font-weight: bold; font-style: italic; } /* Annotation */
|
||||
code span.at { color: #7d9029; } /* Attribute */
|
||||
code span.bn { color: #40a070; } /* BaseN */
|
||||
code span.bu { } /* BuiltIn */
|
||||
code span.cf { color: #007020; font-weight: bold; } /* ControlFlow */
|
||||
code span.ch { color: #4070a0; } /* Char */
|
||||
code span.cn { color: #880000; } /* Constant */
|
||||
code span.co { color: #60a0b0; font-style: italic; } /* Comment */
|
||||
code span.cv { color: #60a0b0; font-weight: bold; font-style: italic; } /* CommentVar */
|
||||
code span.do { color: #ba2121; font-style: italic; } /* Documentation */
|
||||
code span.dt { color: #902000; } /* DataType */
|
||||
code span.dv { color: #40a070; } /* DecVal */
|
||||
code span.er { color: #ff0000; font-weight: bold; } /* Error */
|
||||
code span.ex { } /* Extension */
|
||||
code span.fl { color: #40a070; } /* Float */
|
||||
code span.fu { color: #06287e; } /* Function */
|
||||
code span.im { } /* Import */
|
||||
code span.in { color: #60a0b0; font-weight: bold; font-style: italic; } /* Information */
|
||||
code span.kw { color: #007020; font-weight: bold; } /* Keyword */
|
||||
code span.op { color: #666666; } /* Operator */
|
||||
code span.ot { color: #007020; } /* Other */
|
||||
code span.pp { color: #bc7a00; } /* Preprocessor */
|
||||
code span.sc { color: #4070a0; } /* SpecialChar */
|
||||
code span.ss { color: #bb6688; } /* SpecialString */
|
||||
code span.st { color: #4070a0; } /* String */
|
||||
code span.va { color: #19177c; } /* Variable */
|
||||
code span.vs { color: #4070a0; } /* VerbatimString */
|
||||
code span.wa { color: #60a0b0; font-weight: bold; font-style: italic; } /* Warning */
|
||||
.display.math{display: block; text-align: center; margin: 0.5rem auto;}
|
||||
</style>
|
||||
<link rel="stylesheet" href="style.css" />
|
||||
<!--[if lt IE 9]>
|
||||
<script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
|
||||
<![endif]-->
|
||||
</head>
|
||||
<body>
|
||||
<h1 id="ładowanie-modeli">Ładowanie modeli</h1>
|
||||
<p>w tym zadaniu przećwiczymy ładowanie modeli z plików, wykorzystamy do tego bibliotekę assimp (The Open Asset Import Library ), która zapewnia wspólny interfejs dla różnych typów plików.</p>
|
||||
<p>Funkcja <code>loadModelToContext</code> pobiera ścieżkę do pliku z modelem i wczytuje go przy użyciu importera assimp.</p>
|
||||
<div class="sourceCode" id="cb1"><pre class="sourceCode cpp"><code class="sourceCode cpp"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a><span class="at">const</span> aiScene* scene = <span class="kw">import</span>.ReadFile(path, aiProcess_TriangulateaiProcess_Triangulate | aiProcess_CalcTangentSpace);</span></code></pre></div>
|
||||
<p>Importer przyjmuje ścieżkę i flagi preprocesingu, które mówią jakie operacje ma wykonać importer przed przekazaniem nam pliku. W naszym przypadku dokonuje triangularyzacji (zamienia wszystkie wielokąty na trójkąty) i oblicza przestrzeń styczną (o której będzie mowa później).</p>
|
||||
<blockquote>
|
||||
<p>Wywołaj funkcję dla ścieżki do statku <strong>./models/spaceship.obj</strong> i zmiennej globalnej <code>Core::RenderContext sphereContext</code>. Dodaj breakpoint po załadowaniu sceny i obejrzyj jak wygląda struktura załadowanego obiektu</p>
|
||||
</blockquote>
|
||||
<p>Załadowany obiekt posiada szereg pól jak na przykład tekstury, oświetlenia, materiały, węzły (<em>Node</em>) czy modele. Węzły odpowiadają za hierarchię elementów w modelu, co ułatwia jego animację, wykorzystamy to w późniejszych zajęciach, w trakcie tych zajęć będziemy się skupiać na modelach. Nasze obiekty składają się z tylko jednego modelu, wywołaj <code>context.initFromAiMesh</code> z nim jako argumentem.</p>
|
||||
<h3 id="zadanie">Zadanie</h3>
|
||||
<p>Jeśli tego nie zrobiłeś wywołaj metodę <code>context.initFromAiMesh</code> z argumentem<code>scene->mMeshes[0]</code> po wczytaniu sceny. Metoda nie jest kompletna, uzupełnij ją o ładowanie indeksów, wierzchołków, normalnych i współrzędnych tekstur do bufora. Współrzędne tekstur i indeksy zostały przekonwertowane do odpowiedniego formatu i znajdują się w zmiennych <code>std::vector<float> textureCoord</code> i <code>std::vector<unsigned int> indices</code> odpowiednio. Pozostałe są dostępne jako atrybuty <code>aiMesh</code>, mianowicie <code>mesh->mVertices</code> zawiera wierzchołki a <code>mesh->mNormals</code> normalne</p>
|
||||
<p>Dodatkowo</p>
|
||||
<div class="sourceCode" id="cb2"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a><span class="dt">unsigned</span> <span class="dt">int</span> vertexDataBufferSize = <span class="kw">sizeof</span>(<span class="dt">float</span>) * mesh->mNumVertices * <span class="dv">3</span>;</span>
|
||||
<span id="cb2-2"><a href="#cb2-2" aria-hidden="true" tabindex="-1"></a><span class="dt">unsigned</span> <span class="dt">int</span> vertexNormalBufferSize = <span class="kw">sizeof</span>(<span class="dt">float</span>) * mesh->mNumVertices * <span class="dv">3</span>;</span>
|
||||
<span id="cb2-3"><a href="#cb2-3" aria-hidden="true" tabindex="-1"></a><span class="dt">unsigned</span> <span class="dt">int</span> vertexTexBufferSize = <span class="kw">sizeof</span>(<span class="dt">float</span>) * mesh->mNumVertices * <span class="dv">2</span>;</span></code></pre></div>
|
||||
<p>zawierają rozmiary buforów.</p>
|
||||
<p>Wykorzystaj w <code>renderScene</code> funkcję <code>Core::DrawContext(Core::RenderContext& context)</code></p>
|
||||
</body>
|
||||
</html>
|
@ -1,32 +0,0 @@
|
||||
# Ładowanie modeli
|
||||
|
||||
w tym zadaniu przećwiczymy ładowanie modeli z plików, wykorzystamy do tego bibliotekę assimp (The Open Asset Import Library ), która zapewnia wspólny interfejs dla różnych typów plików.
|
||||
|
||||
Funkcja `loadModelToContext` pobiera ścieżkę do pliku z modelem i wczytuje go przy użyciu importera assimp.
|
||||
|
||||
```c++
|
||||
const aiScene* scene = import.ReadFile(path, aiProcess_TriangulateaiProcess_Triangulate | aiProcess_CalcTangentSpace);
|
||||
```
|
||||
|
||||
Importer przyjmuje ścieżkę i flagi preprocesingu, które mówią jakie operacje ma wykonać importer przed przekazaniem nam pliku. W naszym przypadku dokonuje triangularyzacji (zamienia wszystkie wielokąty na trójkąty) i oblicza przestrzeń styczną (o której będzie mowa później).
|
||||
|
||||
> Wywołaj funkcję dla ścieżki do statku **./models/spaceship.obj** i zmiennej globalnej `Core::RenderContext sphereContext`. Dodaj breakpoint po załadowaniu sceny i obejrzyj jak wygląda struktura załadowanego obiektu
|
||||
|
||||
Załadowany obiekt posiada szereg pól jak na przykład tekstury, oświetlenia, materiały, węzły (*Node*) czy modele. Węzły odpowiadają za hierarchię elementów w modelu, co ułatwia jego animację, wykorzystamy to w późniejszych zajęciach, w trakcie tych zajęć będziemy się skupiać na modelach. Nasze obiekty składają się z tylko jednego modelu, wywołaj `context.initFromAiMesh` z nim jako argumentem.
|
||||
|
||||
### Zadanie
|
||||
|
||||
Jeśli tego nie zrobiłeś wywołaj metodę `context.initFromAiMesh` z argumentem`scene->mMeshes[0]` po wczytaniu sceny. Metoda nie jest kompletna, uzupełnij ją o ładowanie indeksów, wierzchołków, normalnych i współrzędnych tekstur do bufora. Współrzędne tekstur i indeksy zostały przekonwertowane do odpowiedniego formatu i znajdują się w zmiennych `std::vector<float> textureCoord` i ` std::vector<unsigned int> indices` odpowiednio. Pozostałe są dostępne jako atrybuty `aiMesh`, mianowicie `mesh->mVertices` zawiera wierzchołki a `mesh->mNormals` normalne
|
||||
|
||||
Dodatkowo
|
||||
|
||||
```C++
|
||||
unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3;
|
||||
unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2;
|
||||
```
|
||||
|
||||
zawierają rozmiary buforów.
|
||||
|
||||
Wykorzystaj w `renderScene` funkcję `Core::DrawContext(Core::RenderContext& context)`
|
||||
|
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Reference in New Issue
Block a user