Prześlij pliki do ''
This commit is contained in:
parent
f2e9847d8a
commit
7b816df6b4
531
ex_9_1.hpp
Normal file
531
ex_9_1.hpp
Normal file
@ -0,0 +1,531 @@
|
||||
#include "glew.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "glm.hpp"
|
||||
#include "ext.hpp"
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "Shader_Loader.h"
|
||||
#include "Render_Utils.h"
|
||||
#include "Texture.h"
|
||||
|
||||
#include "Box.cpp"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <string>
|
||||
|
||||
|
||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
|
||||
int WIDTH = 900, HEIGHT = 900;
|
||||
|
||||
namespace models {
|
||||
Core::RenderContext spaceshipContext;
|
||||
Core::RenderContext sphereContext;
|
||||
|
||||
Core::RenderContext windowFrame;
|
||||
Core::RenderContext bookShelf;
|
||||
Core::RenderContext window;
|
||||
Core::RenderContext potPlant;
|
||||
Core::RenderContext officeChair;
|
||||
Core::RenderContext lamp;
|
||||
Core::RenderContext door;
|
||||
Core::RenderContext ceilingLamp;
|
||||
Core::RenderContext desk;
|
||||
Core::RenderContext bed;
|
||||
}
|
||||
namespace textures {
|
||||
GLuint sunTexture;
|
||||
GLuint windowFrameTexture;
|
||||
GLuint bookShelfTexture;
|
||||
GLuint potPlantTexture;
|
||||
GLuint officeChariTexture;
|
||||
GLuint lampTexture;
|
||||
GLuint doorTexture;
|
||||
GLuint deskTexture;
|
||||
GLuint ceilingLampTexture;
|
||||
GLuint bedTexture;
|
||||
GLuint flashlightTexture;
|
||||
}
|
||||
|
||||
GLuint depthMapFBO;
|
||||
GLuint depthMap;
|
||||
|
||||
GLuint program;
|
||||
GLuint programSun;
|
||||
GLuint programTex;
|
||||
GLuint programDepth;
|
||||
GLuint programSkybox;
|
||||
|
||||
bool flashOff = false;
|
||||
|
||||
double prevTime = 0.0;
|
||||
double currTime = 0.0;
|
||||
double timeDiff;
|
||||
unsigned int counter = 0;
|
||||
|
||||
glm::vec3 position = glm::vec3(0, 0, 5);
|
||||
float horizontalAngle = 3.14f;
|
||||
float verticalAngle = 0.0f;
|
||||
float speed = 0.1f;
|
||||
float sensitivity = 100.0f;
|
||||
double xpos, ypos;
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Orientation = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||
glm::vec3 Up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
Core::Shader_Loader shaderLoader;
|
||||
|
||||
Core::RenderContext shipContext;
|
||||
Core::RenderContext sphereContext;
|
||||
|
||||
glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
|
||||
glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
|
||||
glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f)*5;
|
||||
|
||||
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
|
||||
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
|
||||
|
||||
|
||||
glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
|
||||
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
|
||||
GLuint VAO,VBO;
|
||||
|
||||
float aspectRatio = 1.f;
|
||||
|
||||
float exposition = 1.f;
|
||||
|
||||
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
|
||||
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
|
||||
|
||||
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
|
||||
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
|
||||
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
|
||||
float spotlightPhi = 3.14 / 4;
|
||||
|
||||
|
||||
|
||||
float lastTime = -1.f;
|
||||
float deltaTime = 0.f;
|
||||
|
||||
void updateDeltaTime(float time) {
|
||||
if (lastTime < 0) {
|
||||
lastTime = time;
|
||||
return;
|
||||
}
|
||||
|
||||
deltaTime = time - lastTime;
|
||||
if (deltaTime > 0.1) deltaTime = 0.1;
|
||||
lastTime = time;
|
||||
}
|
||||
glm::mat4 createCameraMatrix()
|
||||
{
|
||||
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
|
||||
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir));
|
||||
glm::mat4 cameraRotrationMatrix = glm::mat4({
|
||||
cameraSide.x,cameraSide.y,cameraSide.z,0,
|
||||
cameraUp.x,cameraUp.y,cameraUp.z ,0,
|
||||
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
|
||||
0.,0.,0.,1.,
|
||||
});
|
||||
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
|
||||
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
|
||||
|
||||
return cameraMatrix;
|
||||
}
|
||||
|
||||
glm::mat4 createPerspectiveMatrix()
|
||||
{
|
||||
|
||||
glm::mat4 perspectiveMatrix;
|
||||
float n = 0.05;
|
||||
float f = 20.;
|
||||
float a1 = glm::min(aspectRatio, 1.f);
|
||||
float a2 = glm::min(1 / aspectRatio, 1.f);
|
||||
perspectiveMatrix = glm::mat4({
|
||||
1,0.,0.,0.,
|
||||
0.,aspectRatio,0.,0.,
|
||||
0.,0.,(f+n) / (n - f),2*f * n / (n - f),
|
||||
0.,0.,-1.,0.,
|
||||
});
|
||||
|
||||
|
||||
perspectiveMatrix=glm::transpose(perspectiveMatrix);
|
||||
|
||||
return perspectiveMatrix;
|
||||
}
|
||||
|
||||
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
|
||||
|
||||
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
||||
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
|
||||
glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
|
||||
|
||||
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
|
||||
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
|
||||
glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
|
||||
glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
|
||||
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
|
||||
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
|
||||
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
|
||||
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
|
||||
|
||||
Core::SetActiveTexture(texture, "colorTexture", program, texture);
|
||||
|
||||
Core::DrawContext(context);
|
||||
|
||||
}
|
||||
void drawObjectDepth(Core::RenderContext& RenderContext, glm::mat4 viewProjection, glm::mat4 modelMatrix)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(programDepth, "viewProjectionMatrix"), 1, GL_FALSE, (float*)&viewProjection);
|
||||
glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
|
||||
Core::DrawContext(RenderContext);
|
||||
}
|
||||
|
||||
void renderShadowapSun() {
|
||||
float time = glfwGetTime();
|
||||
//ustawianie przestrzeni rysowania
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
//bindowanie FBO
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
//czyszczenie mapy głębokości
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//ustawianie programu
|
||||
glUseProgram(programDepth);
|
||||
|
||||
glm::mat4 lightVP = glm::ortho(-3.f, 2.3f, -1.3f, 3.f, -1.0f, 40.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
|
||||
|
||||
drawObjectDepth(sphereContext,
|
||||
lightVP,
|
||||
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)));
|
||||
drawObjectDepth(sphereContext,
|
||||
lightVP,
|
||||
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)));
|
||||
//drawObjectDepth(models::bedContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::chairContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::deskContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::doorContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::drawerContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::marbleBustContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::materaceContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::pencilsContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::planeContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::roomContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
//drawObjectDepth(models::windowContext,
|
||||
// lightVP,
|
||||
// glm::mat4());
|
||||
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
}
|
||||
|
||||
void renderScene(GLFWwindow* window)
|
||||
{
|
||||
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
float time = glfwGetTime();
|
||||
updateDeltaTime(time);
|
||||
renderShadowapSun();
|
||||
|
||||
//space lamp
|
||||
glUseProgram(programSun);
|
||||
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
|
||||
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
|
||||
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
|
||||
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
|
||||
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
|
||||
Core::DrawContext(sphereContext);
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
|
||||
drawObjectPBR(models::window, glm::mat4(),
|
||||
textures::windowFrameTexture,
|
||||
0.2,
|
||||
0.1
|
||||
);
|
||||
drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
|
||||
textures::potPlantTexture,
|
||||
1.0f,
|
||||
0.2f
|
||||
);
|
||||
drawObjectPBR(models::officeChair, glm::mat4(),
|
||||
textures::officeChariTexture,
|
||||
0.2f,
|
||||
0.0f
|
||||
);
|
||||
drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)),
|
||||
textures::lampTexture,
|
||||
0.3f,
|
||||
0.0f
|
||||
);
|
||||
drawObjectPBR(models::door, glm::mat4(),
|
||||
textures::doorTexture,
|
||||
0.4f,
|
||||
0.0f
|
||||
);
|
||||
drawObjectPBR(models::desk, glm::mat4(),
|
||||
textures::deskTexture,
|
||||
0.4f,
|
||||
0.0f
|
||||
);
|
||||
drawObjectPBR(models::ceilingLamp, glm::mat4(),
|
||||
textures::ceilingLampTexture,
|
||||
0.2f,
|
||||
0.0f
|
||||
);
|
||||
drawObjectPBR(models::bed, glm::mat4(),
|
||||
textures::bedTexture,
|
||||
0.3f,
|
||||
0.0f
|
||||
);
|
||||
drawObjectPBR(models::windowFrame, glm::mat4(),
|
||||
textures::windowFrameTexture,
|
||||
0.2f,
|
||||
0.0f);
|
||||
drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)),
|
||||
textures::bookShelfTexture,
|
||||
0.4f,
|
||||
0.1f);
|
||||
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
||||
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
|
||||
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
|
||||
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
|
||||
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
|
||||
-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
|
||||
0.,0.,0.,1.,
|
||||
});
|
||||
|
||||
|
||||
//drawObjectColor(shipContext,
|
||||
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
|
||||
// glm::vec3(0.3, 0.3, 0.5)
|
||||
// );
|
||||
drawObjectPBR(shipContext,
|
||||
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
|
||||
textures::flashlightTexture,
|
||||
0.0,
|
||||
0.0
|
||||
);
|
||||
|
||||
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
|
||||
if (!flashOff)
|
||||
spotlightConeDir = spaceshipDir;
|
||||
else
|
||||
spotlightConeDir = -spaceshipDir;
|
||||
glUseProgram(0);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
aspectRatio = width / float(height);
|
||||
glViewport(0, 0, width, height);
|
||||
WIDTH = width;
|
||||
HEIGHT = height;
|
||||
}
|
||||
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;
|
||||
}
|
||||
context.initFromAssimpMesh(scene->mMeshes[0]);
|
||||
}
|
||||
|
||||
void initDepthMap() {
|
||||
glGenFramebuffers(1, &depthMapFBO);
|
||||
|
||||
glGenTextures(1, &depthMap);
|
||||
glBindTexture(GL_TEXTURE_2D, depthMap);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
|
||||
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
|
||||
void init(GLFWwindow* window)
|
||||
{
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
initDepthMap();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
|
||||
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
|
||||
programDepth = shaderLoader.CreateProgram("shaders/shader_depth.vert", "shaders/shader_depth.frag");
|
||||
|
||||
loadModelToContext("./models/sphere.obj", sphereContext);
|
||||
loadModelToContext("./models/spaceship.obj", shipContext);
|
||||
|
||||
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
|
||||
loadModelToContext("./models/sphere.obj", models::sphereContext);
|
||||
|
||||
loadModelToContext("./models2/Frame/Frame.obj", models::windowFrame);
|
||||
loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf);
|
||||
loadModelToContext("./models2/potplant/Pot.obj", models::potPlant);
|
||||
loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp);
|
||||
loadModelToContext("./models2/door/source/door.obj", models::door);
|
||||
|
||||
textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png");
|
||||
textures::sunTexture = Core::LoadTexture("./models/sun.jpeg");
|
||||
textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png");
|
||||
textures::bookShelfTexture = Core::LoadTexture("./models2/bookshelf/SHELF_TEXTURE.bmp");
|
||||
textures::potPlantTexture = Core::LoadTexture("./models2/potplant/b3.bmp");
|
||||
textures::lampTexture = Core::LoadTexture("./models2/lamp/_Base_color.png");
|
||||
textures::doorTexture = Core::LoadTexture("./models2/door/textures/Door_albedo.bmp");
|
||||
}
|
||||
|
||||
void shutdown(GLFWwindow* window)
|
||||
{
|
||||
shaderLoader.DeleteProgram(program);
|
||||
}
|
||||
|
||||
//obsluga wejscia
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f,1.f,0.f)));
|
||||
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
|
||||
float angleSpeed = 0.05f * deltaTime * 60;
|
||||
float moveSpeed = 0.05f * deltaTime * 60;
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
spaceshipPos += spaceshipDir * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
spaceshipPos -= spaceshipDir * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
spaceshipPos += spaceshipSide * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
spaceshipPos -= spaceshipSide * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||
spaceshipPos += spaceshipUp * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||
spaceshipPos -= spaceshipUp * moveSpeed;
|
||||
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
|
||||
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
|
||||
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
|
||||
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS)
|
||||
flashOff = false;
|
||||
if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS)
|
||||
flashOff = true;
|
||||
if (glfwGetKey(window, GLFW_KEY_6) == GLFW_RELEASE)
|
||||
{
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
glfwGetCursorPos(window, &xpos, &ypos);
|
||||
|
||||
float rotX = sensitivity * (float)(xpos - (HEIGHT / 2)) / HEIGHT;
|
||||
float rotY = sensitivity * (float)(ypos - (WIDTH / 2)) / WIDTH;
|
||||
|
||||
glm::vec3 newOrientation = glm::rotate(spaceshipDir, glm::radians(-rotY), glm::normalize(glm::cross(spaceshipDir, Up)));
|
||||
|
||||
|
||||
// Decides whether or not the next vertical Orientation is legal or not
|
||||
if (abs(glm::angle(newOrientation, Up) - glm::radians(90.0f)) <= glm::radians(85.0f))
|
||||
{
|
||||
spaceshipDir = newOrientation;
|
||||
}
|
||||
|
||||
// Rotates the Orientation left and right
|
||||
spaceshipDir = glm::rotate(spaceshipDir, glm::radians(-rotX), Up);
|
||||
|
||||
glfwSetCursorPos(window, WIDTH/2, HEIGHT/2);
|
||||
}
|
||||
|
||||
|
||||
|
||||
cameraPos = spaceshipPos - 0.6 * spaceshipDir + glm::vec3(0, 1, 0) * 0.26f;
|
||||
cameraDir = spaceshipDir;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
|
||||
exposition -= 0.05;
|
||||
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
|
||||
exposition += 0.05;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
|
||||
printf("spaceshipPos = glm::vec3(%ff, %ff, %ff);\n", spaceshipPos.x, spaceshipPos.y, spaceshipPos.z);
|
||||
printf("spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
|
||||
}
|
||||
|
||||
//cameraDir = glm::normalize(-cameraPos);
|
||||
|
||||
}
|
||||
|
||||
// funkcja jest glowna petla
|
||||
void renderLoop(GLFWwindow* window) {
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
currTime = glfwGetTime();
|
||||
timeDiff = currTime - prevTime;
|
||||
counter++;
|
||||
|
||||
if (timeDiff >= 1.0 / 30.0)
|
||||
{
|
||||
std::string FPS = std::to_string((1.0 / timeDiff) * counter);
|
||||
std::string newTitle = "Super Gra - " + FPS + " FPS";
|
||||
glfwSetWindowTitle(window, newTitle.c_str());
|
||||
|
||||
prevTime = currTime;
|
||||
counter = 0;
|
||||
}
|
||||
|
||||
processInput(window);
|
||||
|
||||
renderScene(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
}
|
||||
//}
|
Loading…
Reference in New Issue
Block a user