99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
#include "glm.hpp"
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#include "ext.hpp"
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#pragma once
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class Spaceship
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{
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private:
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// Prywatny konstruktor, aby zapobiec zewnêtrznemu tworzeniu instancji
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Spaceship() {}
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// Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji
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~Spaceship() {}
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public:
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static Spaceship& getInstance()
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{
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static Spaceship instance; // Jedna i jedyna instancja
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return instance;
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}
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glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
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float roughness = 0.2;
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float metallic = 1.0;
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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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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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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::mat4 calculateModelMatrix() {
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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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return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f));
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}
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void processInput(GLFWwindow* window, float deltaTime) {
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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;
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float moveSpeed = 0.05f * deltaTime * 60;
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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spaceshipPos += spaceshipDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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spaceshipPos -= spaceshipDir * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
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spaceshipPos += spaceshipSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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spaceshipPos -= spaceshipSide * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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spaceshipPos += spaceshipUp * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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spaceshipPos -= spaceshipUp * moveSpeed;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
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cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
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cameraDir = spaceshipDir;
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spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
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spotlightConeDir = spaceshipDir;
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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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}; |