diff --git a/src/ex_9_1.hpp b/src/ex_9_1.hpp index b7f288f..853da6b 100644 --- a/src/ex_9_1.hpp +++ b/src/ex_9_1.hpp @@ -19,12 +19,13 @@ const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; -int WIDTH = 500, HEIGHT = 500; +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; @@ -39,7 +40,7 @@ namespace models { namespace textures { GLuint room; GLuint sunTexture; - GLuint windowUkTexture; + GLuint windowFrameTexture; GLuint bookShelfTexture; GLuint potPlantTexture; GLuint officeChariTexture; @@ -62,6 +63,21 @@ 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; @@ -199,12 +215,12 @@ void renderShadowapSun() { 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(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()); @@ -264,11 +280,11 @@ void renderScene(GLFWwindow* window) glUseProgram(program); drawObjectPBR(models::window, glm::mat4(), - textures::windowUkTexture, + textures::windowFrameTexture, 0.2, 0.1 ); - drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 3.0f, -6.0f)), + 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 @@ -288,7 +304,7 @@ void renderScene(GLFWwindow* window) 0.4f, 0.0f ); - drawObjectPBR(models::desk, glm::mat4() * glm::translate(glm::vec3(-3.0, 0.0, -3.0f)), + drawObjectPBR(models::desk, glm::mat4(), textures::deskTexture, 0.4f, 0.0f @@ -303,6 +319,10 @@ void renderScene(GLFWwindow* window) 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, @@ -408,6 +428,7 @@ void init(GLFWwindow* window) textures::room = Core::LoadTexture("./models2/room/room.png"); 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"); @@ -454,6 +475,29 @@ void processInput(GLFWwindow* window) 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 - (WIDTH / 2)) / HEIGHT; + float rotY = sensitivity * (float)(ypos - (HEIGHT / 2)) / WIDTH; + + glm::vec3 newOrientation = glm::rotate(spaceshipDir, glm::radians(-rotY), glm::normalize(glm::cross(spaceshipDir, spaceshipUp))); + + + // Decides whether or not the next vertical Orientation is legal or not + if (abs(glm::angle(newOrientation, spaceshipUp) - glm::radians(90.0f)) <= glm::radians(85.0f)) + { + spaceshipDir = newOrientation; + } + + // Rotates the Orientation left and right + spaceshipDir = glm::rotate(spaceshipDir, glm::radians(-rotX), spaceshipUp); + + glfwSetCursorPos(window, WIDTH/2, HEIGHT/2); + } + cameraPos = spaceshipPos - 0.6 * spaceshipDir + glm::vec3(0, 1, 0) * 0.26f; @@ -477,6 +521,20 @@ void processInput(GLFWwindow* window) 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); diff --git a/src/main.cpp b/src/main.cpp index 4e939cd..ec792f4 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -17,13 +17,15 @@ int main(int argc, char** argv) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + //glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // tworzenie okna za pomoca glfw - GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL); + GLFWwindow* window = glfwCreateWindow(900, 900, "FirstWindow", NULL, NULL); + glfwSetWindowPos(window, 500, 30); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl;