531 lines
17 KiB
C++
531 lines
17 KiB
C++
#include "glew.h"
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#include <GLFW/glfw3.h>
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#include "glm.hpp"
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#include "ext.hpp"
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#include <iostream>
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#include <cmath>
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#include <stdlib.h>
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Texture.h"
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#include "Box.cpp"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
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int WIDTH = 900, HEIGHT = 900;
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namespace models {
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Core::RenderContext spaceshipContext;
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Core::RenderContext sphereContext;
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Core::RenderContext windowFrame;
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Core::RenderContext bookShelf;
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Core::RenderContext window;
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Core::RenderContext potPlant;
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Core::RenderContext officeChair;
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Core::RenderContext lamp;
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Core::RenderContext door;
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Core::RenderContext ceilingLamp;
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Core::RenderContext desk;
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Core::RenderContext bed;
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}
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namespace textures {
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GLuint sunTexture;
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GLuint windowFrameTexture;
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GLuint bookShelfTexture;
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GLuint potPlantTexture;
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GLuint officeChariTexture;
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GLuint lampTexture;
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GLuint doorTexture;
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GLuint deskTexture;
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GLuint ceilingLampTexture;
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GLuint bedTexture;
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GLuint flashlightTexture;
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}
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GLuint depthMapFBO;
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GLuint depthMap;
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GLuint program;
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GLuint programSun;
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GLuint programTex;
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GLuint programDepth;
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GLuint programSkybox;
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bool flashOff = false;
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double prevTime = 0.0;
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double currTime = 0.0;
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double timeDiff;
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unsigned int counter = 0;
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glm::vec3 position = glm::vec3(0, 0, 5);
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float horizontalAngle = 3.14f;
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float verticalAngle = 0.0f;
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float speed = 0.1f;
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float sensitivity = 100.0f;
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double xpos, ypos;
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glm::vec3 Position;
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glm::vec3 Orientation = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 Up = glm::vec3(0.0f, 1.0f, 0.0f);
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Core::Shader_Loader shaderLoader;
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Core::RenderContext shipContext;
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Core::RenderContext sphereContext;
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glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
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glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
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glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f)*5;
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glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
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glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
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glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
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glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
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GLuint VAO,VBO;
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float aspectRatio = 1.f;
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float exposition = 1.f;
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glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
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glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
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glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
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glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
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glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
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float spotlightPhi = 3.14 / 4;
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float lastTime = -1.f;
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float deltaTime = 0.f;
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void updateDeltaTime(float time) {
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if (lastTime < 0) {
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lastTime = time;
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return;
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}
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deltaTime = time - lastTime;
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if (deltaTime > 0.1) deltaTime = 0.1;
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lastTime = time;
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}
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glm::mat4 createCameraMatrix()
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{
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glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
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glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir));
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glm::mat4 cameraRotrationMatrix = glm::mat4({
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cameraSide.x,cameraSide.y,cameraSide.z,0,
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cameraUp.x,cameraUp.y,cameraUp.z ,0,
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-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
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0.,0.,0.,1.,
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});
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cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
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glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
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return cameraMatrix;
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}
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glm::mat4 createPerspectiveMatrix()
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{
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glm::mat4 perspectiveMatrix;
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float n = 0.05;
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float f = 20.;
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float a1 = glm::min(aspectRatio, 1.f);
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float a2 = glm::min(1 / aspectRatio, 1.f);
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perspectiveMatrix = glm::mat4({
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1,0.,0.,0.,
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0.,aspectRatio,0.,0.,
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0.,0.,(f+n) / (n - f),2*f * n / (n - f),
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0.,0.,-1.,0.,
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});
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perspectiveMatrix=glm::transpose(perspectiveMatrix);
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return perspectiveMatrix;
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture, float roughness, float metallic) {
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
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glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
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glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
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glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
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glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
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glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
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glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
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glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
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glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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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));
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glUniformMatrix4fv(glGetUniformLocation(program, "LightVP"), 1, GL_FALSE, (float*)&lightVP);
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Core::SetActiveTexture(texture, "colorTexture", program, texture);
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Core::DrawContext(context);
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}
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void drawObjectDepth(Core::RenderContext& RenderContext, glm::mat4 viewProjection, glm::mat4 modelMatrix)
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{
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glUniformMatrix4fv(glGetUniformLocation(programDepth, "viewProjectionMatrix"), 1, GL_FALSE, (float*)&viewProjection);
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glUniformMatrix4fv(glGetUniformLocation(programDepth, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
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Core::DrawContext(RenderContext);
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}
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void renderShadowapSun() {
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float time = glfwGetTime();
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//ustawianie przestrzeni rysowania
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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//bindowanie FBO
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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//czyszczenie mapy głębokości
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glClear(GL_DEPTH_BUFFER_BIT);
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//ustawianie programu
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glUseProgram(programDepth);
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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));
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drawObjectDepth(sphereContext,
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lightVP,
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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)));
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drawObjectDepth(sphereContext,
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lightVP,
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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)));
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//drawObjectDepth(models::bedContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::chairContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::deskContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::doorContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::drawerContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::marbleBustContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::materaceContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::pencilsContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::planeContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::roomContext,
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// lightVP,
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// glm::mat4());
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//drawObjectDepth(models::windowContext,
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// lightVP,
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// glm::mat4());
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, WIDTH, HEIGHT);
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}
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void renderScene(GLFWwindow* window)
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{
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glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float time = glfwGetTime();
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updateDeltaTime(time);
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renderShadowapSun();
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//space lamp
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glUseProgram(programSun);
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
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glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
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glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
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glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
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Core::DrawContext(sphereContext);
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glUseProgram(program);
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drawObjectPBR(models::window, glm::mat4(),
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textures::windowFrameTexture,
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0.2,
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0.1
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);
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drawObjectPBR(models::potPlant, glm::mat4() * glm::scale(glm::vec3(0.2f)) * glm::translate(glm::vec3(-5.0f, 55.0f, -6.0f)),
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textures::potPlantTexture,
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1.0f,
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0.2f
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);
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drawObjectPBR(models::officeChair, glm::mat4(),
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textures::officeChariTexture,
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0.2f,
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0.0f
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);
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drawObjectPBR(models::lamp, glm::mat4() * glm::scale(glm::vec3(0.001f)),
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textures::lampTexture,
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0.3f,
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0.0f
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);
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drawObjectPBR(models::door, glm::mat4(),
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textures::doorTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::desk, glm::mat4(),
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textures::deskTexture,
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0.4f,
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0.0f
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);
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drawObjectPBR(models::ceilingLamp, glm::mat4(),
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textures::ceilingLampTexture,
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0.2f,
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0.0f
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);
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drawObjectPBR(models::bed, glm::mat4(),
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textures::bedTexture,
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0.3f,
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0.0f
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);
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drawObjectPBR(models::windowFrame, glm::mat4(),
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textures::windowFrameTexture,
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0.2f,
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0.0f);
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drawObjectPBR(models::bookShelf, glm::mat4() * glm::scale(glm::vec3(0.01)),
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textures::bookShelfTexture,
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0.4f,
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0.1f);
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
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glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
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spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
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spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
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-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
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0.,0.,0.,1.,
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});
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//drawObjectColor(shipContext,
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// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
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// glm::vec3(0.3, 0.3, 0.5)
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// );
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drawObjectPBR(shipContext,
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glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
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textures::flashlightTexture,
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0.0,
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0.0
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);
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spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
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if (!flashOff)
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spotlightConeDir = spaceshipDir;
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else
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spotlightConeDir = -spaceshipDir;
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glUseProgram(0);
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glfwSwapBuffers(window);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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aspectRatio = width / float(height);
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glViewport(0, 0, width, height);
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WIDTH = width;
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HEIGHT = height;
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}
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void loadModelToContext(std::string path, Core::RenderContext& context)
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{
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Assimp::Importer import;
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const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
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{
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std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
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return;
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}
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context.initFromAssimpMesh(scene->mMeshes[0]);
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}
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void initDepthMap() {
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glGenFramebuffers(1, &depthMapFBO);
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
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SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void init(GLFWwindow* window)
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{
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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initDepthMap();
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glEnable(GL_DEPTH_TEST);
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program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
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programDepth = shaderLoader.CreateProgram("shaders/shader_depth.vert", "shaders/shader_depth.frag");
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loadModelToContext("./models/sphere.obj", sphereContext);
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loadModelToContext("./models/spaceship.obj", shipContext);
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loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
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loadModelToContext("./models/sphere.obj", models::sphereContext);
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loadModelToContext("./models2/Frame/Frame.obj", models::windowFrame);
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loadModelToContext("./models2/bookshelf/shelf.obj", models::bookShelf);
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loadModelToContext("./models2/potplant/Pot.obj", models::potPlant);
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loadModelToContext("./models2/lamp/Lamp_LOVMANAD_OBJ.obj", models::lamp);
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loadModelToContext("./models2/door/source/door.obj", models::door);
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textures::flashlightTexture = Core::LoadTexture("./models/FlashlightTexture.png");
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textures::sunTexture = Core::LoadTexture("./models/sun.jpeg");
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textures::windowFrameTexture = Core::LoadTexture("./models2/Frame/frame.png");
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textures::bookShelfTexture = Core::LoadTexture("./models2/bookshelf/SHELF_TEXTURE.bmp");
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textures::potPlantTexture = Core::LoadTexture("./models2/potplant/b3.bmp");
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textures::lampTexture = Core::LoadTexture("./models2/lamp/_Base_color.png");
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textures::doorTexture = Core::LoadTexture("./models2/door/textures/Door_albedo.bmp");
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}
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void shutdown(GLFWwindow* window)
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{
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shaderLoader.DeleteProgram(program);
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}
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//obsluga wejscia
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void processInput(GLFWwindow* window)
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{
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glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f,1.f,0.f)));
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glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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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();
|
|
}
|
|
}
|
|
//}
|