poczyszczenie zbędnych części
This commit is contained in:
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c4666bb860
commit
1c4579f1d6
@ -47,7 +47,7 @@
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<ProjectGuid>{3952C396-B1C6-44CD-96DD-C1AC15D32978}</ProjectGuid>
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<ProjectGuid>{3952C396-B1C6-44CD-96DD-C1AC15D32978}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>grk-cw6</RootNamespace>
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<RootNamespace>grk-cw6</RootNamespace>
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<WindowsTargetPlatformVersion>10.0.22000.0</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<ProjectName>Planeta</ProjectName>
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<ProjectName>Planeta</ProjectName>
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</PropertyGroup>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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@ -55,7 +55,7 @@
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<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v143</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>Application</ConfigurationType>
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@ -92,7 +92,7 @@
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<WarningLevel>Level3</WarningLevel>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<LanguageStandard>stdcpp14</LanguageStandard>
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<LanguageStandard>Default</LanguageStandard>
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<AdditionalIncludeDirectories>D:\STUDIA\Planeta\grk\cw 6\src\imgui-master;D:\STUDIA\Planeta\grk\cw 6\src\imgui-master\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>D:\STUDIA\Planeta\grk\cw 6\src\imgui-master;D:\STUDIA\Planeta\grk\cw 6\src\imgui-master\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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@ -16,7 +16,6 @@ void main()
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{
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{
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 normal = normalize(vecNormal);
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vec3 normal = normalize(vecNormal);
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//float diffuse = max(0, dot(normal, lightDir));
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vec4 textureColor = texture2D(colorTexture, vtc);
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vec4 textureColor = texture2D(colorTexture, vtc);
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outColor = vec4(vec3(textureColor) * 1.5, 1.0);
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outColor = vec4(vec3(textureColor) * 1.5, 1.0);
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@ -18,5 +18,4 @@ void main()
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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//vtc = vertexTexCoord;
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}
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}
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@ -21,7 +21,6 @@ vec3 toneMapping(vec3 color){
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return mapped;
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return mapped;
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}
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}
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void main()
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void main()
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{
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{
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vec3 lightDir = normalize(lightPos - worldPos);
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vec3 lightDir = normalize(lightPos - worldPos);
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@ -30,6 +29,7 @@ void main()
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textureColor = texture2D(colorTexture, vtc);
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textureColor = texture2D(colorTexture, vtc);
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
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vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
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outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
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outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
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//gamma correction
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//gamma correction
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//outputColor = pow(outputColor, vec3(1.0/2.2));
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//outputColor = pow(outputColor, vec3(1.0/2.2));
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@ -18,5 +18,4 @@ void main()
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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vtc = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
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//vtc = vertexTexCoord;
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}
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}
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@ -1,24 +1,10 @@
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#include "glew.h"
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#include "glew.h"
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//#include "imgui.h"
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//#include "imgui_impl_glfw.h"
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//#include "imgui_impl_opengl3.h"
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//#include <stdio.h>
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//#define GL_SILENCE_DEPRECATION
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//#if defined(IMGUI_IMPL_OPENGL_ES2)
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//#include <GLES2/gl2.h>
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//#endif
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include "glm.hpp"
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#include "glm.hpp"
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#include "ext.hpp"
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#include "ext.hpp"
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#include <iostream>
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#include <iostream>
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#include <cmath>
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#include <cmath>
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//#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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//#pragma comment(lib, "legacy_stdio_definitions")
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//#endif
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#include "Shader_Loader.h"
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "Render_Utils.h"
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#include "Texture.h"
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#include "Texture.h"
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@ -33,17 +19,10 @@ namespace texture {
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GLuint earth;
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GLuint earth;
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GLuint clouds;
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GLuint clouds;
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GLuint moon;
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GLuint moon;
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GLuint ship;
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GLuint mercury;
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GLuint mercury;
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GLuint venus;
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GLuint venus;
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GLuint mars;
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GLuint mars;
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GLuint sun;
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GLuint sun;
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GLuint grid;
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GLuint earthNormal;
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GLuint asteroidNormal;
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GLuint shipNormal;
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}
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}
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GLuint program;
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GLuint program;
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@ -53,7 +32,6 @@ GLuint programTex;
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Core::Shader_Loader shaderLoader;
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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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Core::RenderContext sphereContext;
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glm::vec3 sunPosition = glm::vec3(12.f, 0.f, 12.f);
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glm::vec3 sunPosition = glm::vec3(12.f, 0.f, 12.f);
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@ -70,30 +48,11 @@ unsigned int colorBuffers[2];
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unsigned int depthMap;
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unsigned int depthMap;
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unsigned int depthMapFBO;
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unsigned int depthMapFBO;
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int HDR_WIDTH = 1024;
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int HDR_WIDTH = 1024;
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int HDR_HEIGHT = 1024;
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int HDR_HEIGHT = 1024;
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glm::vec3 lightColor = glm::vec3(50, 50, 50);
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glm::vec3 lightColor = glm::vec3(50, 50, 50);
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/*
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glm::mat4 createShipMatrix()
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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 shipRotationMatrix = 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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shipDir.x,shipDir.y,shipDir.z,0,
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0.,0.,0.,1.,
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});
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shipRotationMatrix = glm::transpose(shipRotationMatrix);
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return shipRotationMatrix;
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}
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*/
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glm::mat4 createCameraMatrix()
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glm::mat4 createCameraMatrix()
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{
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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 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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@ -202,18 +161,6 @@ void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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/*
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/*
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void drawObjectColor(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color) {
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glUseProgram(program);
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glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
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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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Core::DrawContext(context);
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glUseProgram(0);
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}
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
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@ -244,7 +191,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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}
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}
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*/
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*/
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void renderScene(GLFWwindow* window)
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void renderScene(GLFWwindow* window)
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{
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{
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glClearColor(0.0f, 0.0f, 0.15f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.15f, 1.0f);
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@ -252,58 +198,6 @@ void renderScene(GLFWwindow* window)
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glm::mat4 transformation;
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glm::mat4 transformation;
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float time = glfwGetTime();
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float time = glfwGetTime();
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/*
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glm::mat4 mercuryScale = glm::scale(glm::vec3(0.24));
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glm::mat4 mercuryRotate = glm::rotate(time * 0.24f, glm::vec3(0, 1, 0));
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glm::mat4 mercuryTranslate = glm::translate(glm::vec3(0, 0, -3));
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glm::mat4 venusScale = glm::scale(glm::vec3(0.55));
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glm::mat4 venusRotate = glm::rotate(time * 0.61f, glm::vec3(0, 1, 0));
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glm::mat4 venusTranslate = glm::translate(glm::vec3(0, 0, -5));
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glm::mat4 earthScale = glm::scale(glm::vec3(0.6));
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glm::mat4 earthRotate = glm::rotate(time, glm::vec3(0, 1, 0));
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glm::mat4 earthTranslate = glm::translate(glm::vec3(0, 0, -7));
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glm::mat4 moonScale = glm::scale(glm::vec3(0.2));
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glm::mat4 moonRotate = glm::rotate(time, glm::vec3(0, 1, 0));
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glm::mat4 moonTranslate = glm::translate(glm::vec3(0, 0, -2));
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glm::mat4 marsScale = glm::scale(glm::vec3(0.3));
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glm::mat4 marsRotate = glm::rotate(time * 1.8f, glm::vec3(0, 1, 0));
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glm::mat4 marsTranslate = glm::translate(glm::vec3(0, 0, -9));
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//glm::mat4 shipScale = glm::scale(glm::vec3(0.3));
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//glm::mat4 shipRotate = createShipMatrix();
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//glm::mat4 shipTranslate = glm::translate(shipPos);
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//glUseProgram(program);
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//glUniform3f(glGetUniformLocation(program, "lightDir"), 1.0, -1.0, 0.0);
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//glUniform3f(glGetUniformLocation(program, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
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//glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
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//glUniform3f(glGetUniformLocation(program, "lightPos"), 0.0, 0.0, 0.0);
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//glUseProgram(0);
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drawObjectColor(sphereContext, sunScale, glm::vec3(0.9, 0.9, 0.2)); //sun
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drawObjectTexture(sphereContext, mercuryRotate * mercuryTranslate * mercuryScale, texture::mercury); //mercury
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drawObjectTexture(sphereContext, venusRotate * venusTranslate * venusScale, texture::venus); //venus
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drawObjectTexture(sphereContext, earthRotate * earthTranslate * earthScale, texture::earth); //earth
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drawObjectTexture(sphereContext, earthRotate * earthTranslate * earthScale * moonRotate * moonTranslate * moonScale, texture::moon); //moon
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drawObjectTexture(sphereContext, marsRotate * marsTranslate * marsScale, texture::mars); //mars
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drawObjectTexture(shipContext, shipTranslate * shipRotate * shipScale, texture::ship); //ship
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*/
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//glUseProgram(programTex);
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//glUniform3f(glGetUniformLocation(programTex, "lightDir"), cameraDir.x, cameraDir.y, cameraDir.z);
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//glUseProgram(0);
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glm::mat4 sunScale = glm::scale(glm::vec3(0.04f));
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glm::mat4 sunScale = glm::scale(glm::vec3(0.04f));
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glm::mat4 sunTranslate = glm::translate(sunPosition);
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glm::mat4 sunTranslate = glm::translate(sunPosition);
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initHDR();
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initHDR();
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programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
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programDepth = shaderLoader.CreateProgram("shaders/shader_smap.vert", "shaders/shader_smap.frag");
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program = shaderLoader.CreateProgram("shaders/shader.vert", "shaders/shader.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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@ -360,7 +253,9 @@ void init(GLFWwindow* window)
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void shutdown(GLFWwindow* window)
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void shutdown(GLFWwindow* window)
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{
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{
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shaderLoader.DeleteProgram(program);
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shaderLoader.DeleteProgram(programDepth);
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shaderLoader.DeleteProgram(programTex);
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shaderLoader.DeleteProgram(programSun);
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}
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}
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//obsluga wejscia
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//obsluga wejscia
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@ -368,8 +263,8 @@ void processInput(GLFWwindow* window)
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{
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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 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
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float angleSpeed = 0.02f;
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float angleSpeed = 0.002f;
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float moveSpeed = 0.04f;
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float moveSpeed = 0.004f;
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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@ -378,107 +273,24 @@ void processInput(GLFWwindow* window)
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cameraPos += cameraDir * moveSpeed;
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cameraPos += cameraDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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cameraPos -= cameraDir * moveSpeed;
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cameraPos -= cameraDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
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cameraPos += cameraSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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cameraPos -= cameraSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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cameraDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(cameraDir, 0));
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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cameraDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(cameraDir, 0));
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cameraPos += cameraSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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cameraPos -= cameraSide * moveSpeed;
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//if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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// cameraDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(cameraDir, 0));
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//if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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||||||
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// cameraDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(cameraDir, 0));
|
||||||
|
|
||||||
//shipPos = cameraPos + 0.75 * cameraDir + glm::vec3(0, -0.25f, 0);
|
cameraDir = glm::normalize(-cameraPos);
|
||||||
//shipDir = cameraDir;
|
|
||||||
|
|
||||||
//cameraDir = glm::normalize(-cameraPos);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Our state
|
|
||||||
//bool show_demo_window = true;
|
|
||||||
//bool show_another_window = false;
|
|
||||||
//ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
||||||
|
|
||||||
// funkcja jest glowna petla
|
// funkcja jest glowna petla
|
||||||
void renderLoop(GLFWwindow* window) {
|
void renderLoop(GLFWwindow* window) {
|
||||||
// Setup Dear ImGui context
|
|
||||||
//IMGUI_CHECKVERSION();
|
|
||||||
//ImGui::CreateContext();
|
|
||||||
//ImGuiIO& io = ImGui::GetIO(); (void)io;
|
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
|
||||||
|
|
||||||
// Setup Dear ImGui style
|
|
||||||
//ImGui::StyleColorsDark();
|
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
/*glfwPollEvents();
|
|
||||||
|
|
||||||
// Start the Dear ImGui frame
|
|
||||||
ImGui_ImplOpenGL3_NewFrame();
|
|
||||||
ImGui_ImplGlfw_NewFrame();
|
|
||||||
ImGui::NewFrame();
|
|
||||||
|
|
||||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
|
||||||
if (show_demo_window)
|
|
||||||
ImGui::ShowDemoWindow(&show_demo_window);
|
|
||||||
|
|
||||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
|
||||||
{
|
|
||||||
static float f = 0.0f;
|
|
||||||
static int counter = 0;
|
|
||||||
|
|
||||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
|
||||||
|
|
||||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
|
||||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
|
||||||
ImGui::Checkbox("Another Window", &show_another_window);
|
|
||||||
|
|
||||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
|
||||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
|
||||||
|
|
||||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
|
||||||
counter++;
|
|
||||||
ImGui::SameLine();
|
|
||||||
ImGui::Text("counter = %d", counter);
|
|
||||||
|
|
||||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
|
||||||
ImGui::End();
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3. Show another simple window.
|
|
||||||
if (show_another_window)
|
|
||||||
{
|
|
||||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
|
||||||
ImGui::Text("Hello from another window!");
|
|
||||||
if (ImGui::Button("Close Me"))
|
|
||||||
show_another_window = false;
|
|
||||||
ImGui::End();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Rendering
|
|
||||||
ImGui::Render();
|
|
||||||
int display_w, display_h;
|
|
||||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
|
||||||
glViewport(0, 0, display_w, display_h);
|
|
||||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
*/
|
|
||||||
processInput(window);
|
processInput(window);
|
||||||
renderScene(window);
|
renderScene(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
/*
|
|
||||||
// Cleanup
|
|
||||||
ImGui_ImplOpenGL3_Shutdown();
|
|
||||||
ImGui_ImplGlfw_Shutdown();
|
|
||||||
ImGui::DestroyContext();
|
|
||||||
|
|
||||||
glfwDestroyWindow(window);
|
|
||||||
glfwTerminate();
|
|
||||||
|
|
||||||
return 0;*/
|
|
||||||
}
|
}
|
||||||
//}
|
|
@ -1,33 +1,17 @@
|
|||||||
#include "glew.h"
|
#include "glew.h"
|
||||||
|
|
||||||
//#include "imgui.h"
|
|
||||||
//#include "imgui_impl_glfw.h"
|
|
||||||
//#include "imgui_impl_opengl3.h"
|
|
||||||
//#include <stdio.h>
|
|
||||||
//#define GL_SILENCE_DEPRECATION
|
|
||||||
//#if defined(IMGUI_IMPL_OPENGL_ES2)
|
|
||||||
//#include <GLES2/gl2.h>
|
|
||||||
//#endif
|
|
||||||
|
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include "glm.hpp"
|
#include "glm.hpp"
|
||||||
#include "ext.hpp"
|
#include "ext.hpp"
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
|
|
||||||
//#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
|
||||||
//#pragma comment(lib, "legacy_stdio_definitions")
|
|
||||||
//#endif
|
|
||||||
|
|
||||||
#include "Planet.hpp"
|
#include "Planet.hpp"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
int main(int argc, char** argv)
|
int main(int argc, char** argv)
|
||||||
{
|
{
|
||||||
// inicjalizacja glfw
|
// inicjalizacja glfw
|
||||||
glfwInit();
|
glfwInit();
|
||||||
//const char* glsl_version = "#version 150";
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
@ -45,11 +29,6 @@ int main(int argc, char** argv)
|
|||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
//glfwSwapInterval(1); // Enable vsync
|
|
||||||
|
|
||||||
// Setup Platform/Renderer backends
|
|
||||||
//ImGui_ImplGlfw_InitForOpenGL(window, true);
|
|
||||||
//ImGui_ImplOpenGL3_Init(glsl_version);
|
|
||||||
|
|
||||||
// ladowanie OpenGL za pomoca glew
|
// ladowanie OpenGL za pomoca glew
|
||||||
glewInit();
|
glewInit();
|
||||||
|
@ -3,9 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00
|
|||||||
# Visual Studio Version 17
|
# Visual Studio Version 17
|
||||||
VisualStudioVersion = 17.4.33213.308
|
VisualStudioVersion = 17.4.33213.308
|
||||||
MinimumVisualStudioVersion = 10.0.40219.1
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "grk-cw6", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Planeta", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
|
||||||
EndProject
|
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "grk-cw6", "cw 6\grk-cw6.vcxproj", "{3952C396-B1C6-44CD-96DD-C1AC15D32978}"
|
|
||||||
EndProject
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
|
Loading…
Reference in New Issue
Block a user