akwk/zadanie-5/main.cpp

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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <vector>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader.h"
#include <cstdlib>
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
const glm::vec3 initialCameraPos = glm::vec3(0, 0, 30);
const glm::vec3 initialCameraTarget = glm::vec3(0, 0, 0);
const glm::vec3 initialCameraUp = glm::vec3(0, 1, 0);
const float initialGravity = 9.81f;
const float initialAirResistance = 0.1f;
const float initialSpeed = 5.0f;
const float initialAngle = 45.0f;
const float ballRadius = 0.5;
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const int numberOfPointsOnCircle = 120;
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const int windowWidth = 1920;
const int windowHeight = 800;
bool isLaunched = false;
const int initBallsAmount = 3;
const int maxBallsAmount = 30;
const float initBoxEdgeLength = 20.0f;
const glm::vec3 initBoxCenter = glm::vec3(0.0f, 0.0f, 0.0f);
struct Ball {
float x, y, z;
float vx, vy, vz;
float r, g, b;
};
struct Box {
float edgeLength;
glm::vec3 center;
};
Box box = {
.edgeLength = initBoxEdgeLength,
.center = initBoxCenter
};
int ballsAmount = initBallsAmount;
float gravity = initialGravity;
float airResistance = initialAirResistance;
float speed = initialSpeed;
float angle = initialAngle * M_PI / 180.0f;
float ballsAngle[maxBallsAmount] = {};
glm::vec3 cameraPos = initialCameraPos;
glm::vec3 cameraTarget = initialCameraTarget;
glm::vec3 cameraUp = initialCameraUp;
GLFWwindow* window;
std::vector<Ball> balls(maxBallsAmount); // Wektor przechowujący ballsAmount kul
GLuint shaderProgram;
GLuint VAO_SPHERES, VBO_SPHERES;
GLuint VAO_AXES, VBO_AXES;
GLuint VAO_SQUARE, VBO_SQUARE, EBO_SQUARE;
void setupAxesBuffer() {
// Wierzchołki osi (każda oś ma dwa wierzchołki: początek i koniec)
float vertices[] = {
// Oś X (czerwona)
0.0f, 0.0f, 0.0f,
10.0f, 0.0f, 0.0f,
// Oś Y (zielona)
0.0f, 0.0f, 0.0f,
0.0f, 10.0f, 0.0f,
// Oś Z (niebieska)
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 10.0f
};
glGenVertexArrays(1, &VAO_AXES);
glGenBuffers(1, &VBO_AXES);
glBindVertexArray(VAO_AXES);
glBindBuffer(GL_ARRAY_BUFFER, VBO_AXES);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void setupSquareBuffer() {
float halfEdgeLength = box.edgeLength / 2.0f;
float vertices[] = {
box.center.x - halfEdgeLength, box.center.y - halfEdgeLength, 0.0f,
box.center.x + halfEdgeLength, box.center.y - halfEdgeLength, 0.0f,
box.center.x + halfEdgeLength, box.center.y + halfEdgeLength, 0.0f,
box.center.x - halfEdgeLength, box.center.y + halfEdgeLength, 0.0f
};
unsigned int indices[] = {
0, 1,
1, 2,
2, 3,
3, 0
};
glGenVertexArrays(1, &VAO_SQUARE);
glGenBuffers(1, &VBO_SQUARE);
glGenBuffers(1, &EBO_SQUARE);
glBindVertexArray(VAO_SQUARE);
glBindBuffer(GL_ARRAY_BUFFER, VBO_SQUARE);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO_SQUARE);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void drawAxes() {
glm::mat4 model = glm::mat4(1.0f);
GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
// Rysowanie osi
glBindVertexArray(VAO_AXES);
// Oś X
GLint colorLoc = glGetUniformLocation(shaderProgram, "color");
glUniform3f(colorLoc, 1.0f, 0.0f, 0.0f);
glDrawArrays(GL_LINES, 0, 2);
// Oś Y
glUniform3f(colorLoc, 0.0f, 1.0f, 0.0f);
glDrawArrays(GL_LINES, 2, 2);
// Oś Z
glUniform3f(colorLoc, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_LINES, 4, 2);
glBindVertexArray(0);
}
void drawSquare() {
glm::mat4 model = glm::mat4(1.0f);
GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
GLint colorLoc = glGetUniformLocation(shaderProgram, "color");
glUniform3f(colorLoc, 0.5f, 1.0f, 0.1f);
glBindVertexArray(VAO_SQUARE);
glDrawElements(GL_LINES, 8, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void computeBallsCollision() {
float boxHalfLength = box.edgeLength / 2.0f;
for (int i = 0; i < ballsAmount; ++i) {
Ball &ball1 = balls[i];
for (int j = i + 1; j < ballsAmount; ++j) {
Ball &ball2 = balls[j];
float distance = sqrt(pow(ball1.x - ball2.x, 2) + pow(ball1.y - ball2.y, 2));
float radiusSum = ballRadius * 2;
if (distance < radiusSum) {
// Obliczanie normalnej wektora kolizji
float nx = (ball2.x - ball1.x) / distance;
float ny = (ball2.y - ball1.y) / distance;
float nz = (ball2.z - ball1.z) / distance;
// Obliczanie względnej prędkości
float kx = ball1.vx - ball2.vx;
float ky = ball1.vy - ball2.vy;
float kz = ball1.vz - ball2.vz;
// Obliczanie impulsu wymiany
float p = nx * kx + ny * ky + nz * kz;
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// Aktualizacja prędkości kulek
ball1.vx -= p * nx;
ball1.vy -= p * ny;
ball1.vz -= p * nz;
ball2.vx += p * nx;
ball2.vy += p * ny;
ball2.vz += p * nz;
// Przesunięcie kulek, aby nie były już w punkcie kolizji
float overlap = radiusSum - distance;
ball1.x -= overlap * nx / 2.0f;
ball1.y -= overlap * ny / 2.0f;
ball1.z -= overlap * nz / 2.0f;
ball2.x += overlap * nx / 2.0f;
ball2.y += overlap * ny / 2.0f;
ball2.z += overlap * nz / 2.0f;
}
}
if (ball1.x - ballRadius < box.center.x - boxHalfLength) {
ball1.x = -boxHalfLength + ballRadius;
ball1.vx = -ball1.vx;
}
if (ball1.x + ballRadius > box.center.x + boxHalfLength) {
ball1.x = boxHalfLength - ballRadius;
ball1.vx = -ball1.vx;
}
if(ball1.y - ballRadius < box.center.y - boxHalfLength){
ball1.vy = -ball1.vy;
ball1.y = box.center.y - boxHalfLength + ballRadius;
}
if(ball1.y + ballRadius > box.center.y + boxHalfLength){
ball1.vy = -ball1.vy;
ball1.y = box.center.y + boxHalfLength - ballRadius;
}
}
}
void initializeBalls() {
srand(static_cast<unsigned>(time(0)));
for (int i = 0; i < ballsAmount; ++i) {
float localAngle = angle + static_cast<float>(rand() % 60); // <angle, angle + 60>
float localSpeed = speed + static_cast<float>(rand() % 5);
ballsAngle[i] = localAngle;
balls[i] = {
.x = 0.0f,
.y = 2.0f * i,
.z = 0.0f,
.vx = static_cast<float>(localSpeed * cos(localAngle * M_PI / 180.0f)),
.vy = static_cast<float>(localSpeed * sin(localAngle * M_PI / 180.0f)),
.vz = 0.0f,
.r = static_cast<float>(rand()) / RAND_MAX,
.g = static_cast<float>(rand()) / RAND_MAX,
.b = static_cast<float>(rand()) / RAND_MAX
};
}
isLaunched = false;
}
void initImGui(){
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330 core");
}
void imGuiRenderBoundingBoxFrame(){
ImGui::Begin("Bounding Box");
if(ImGui::SliderFloat("Box Edge Length", &box.edgeLength, 1.0f, 20.0f) || ImGui::SliderFloat3("Box Center", glm::value_ptr(box.center), -20.0f, 20.0f)) {
setupSquareBuffer();
};
ImGui::End();
}
void imGuiRenderCameraControlsFrame(){
ImGui::Begin("Camera Control");
ImGui::SliderFloat3("Camera Position", glm::value_ptr(cameraPos), -100.0f, 100.0f);
ImGui::SliderFloat3("Camera Target", glm::value_ptr(cameraTarget), -100.0f, 100.0f);
ImGui::SliderFloat3("Camera Up", glm::value_ptr(cameraUp), -1.0f, 1.0f);
if(ImGui::Button("Reset Camera")){
cameraPos = initialCameraPos;
cameraTarget = initialCameraTarget;
cameraUp = initialCameraUp;
}
ImGui::End();
}
void imGuiRenderBallsControlsFrame(){
ImGui::Begin("Balls Control");
ImGui::SliderInt("Balls Amount", &ballsAmount, 1, maxBallsAmount);
ImGui::SliderFloat("Gravity", &gravity, 0.0f, 20.0f);
ImGui::SliderFloat("Air Resistance", &airResistance, 0.0f, 1.0f);
ImGui::SliderFloat("Speed", &speed, 0.0f, 20.0f);
ImGui::SliderFloat("Angle", &angle, 0.0f, 90.0f);
if(ImGui::Button("Apply ball modifiers")){
initializeBalls();
}
if(ImGui::Button("Reset ball modifiers")){
gravity = initialGravity;
airResistance = initialAirResistance;
speed = initialSpeed;
angle = initialAngle * M_PI / 180.0f;
}
ImGui::End();
}
void imGuiBallsThrowingStateControlsFrame(){
ImGui::Begin("Balls Throwing State");
if (ImGui::Button("Reset Balls")) {
initializeBalls();
}
if (ImGui::Button("Launch Balls")) {
isLaunched = true;
}
ImGui::End();
}
void imGuiBallsMetricFrame(){
ImGui::Begin("Balls Metric");
for(int i = 0; i < ballsAmount; i++){
ImGui::Text("Ball %d Position: (%.2f, %.2f, %.2f)", i + 1, balls[i].x, balls[i].y, balls[i].z);
ImGui::Text("Ball %d Angle: %.2f", i + 1, ballsAngle[i]);
}
ImGui::End();
}
void renderImGui(){
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
imGuiRenderBallsControlsFrame();
imGuiRenderCameraControlsFrame();
imGuiBallsThrowingStateControlsFrame();
imGuiBallsMetricFrame();
imGuiRenderBoundingBoxFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void cleanUpImGui(){
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void compileShaders(){
Shader shader("circle_vs.glsl", "circle_fs.glsl");
shaderProgram = shader.programID();
}
// Funkcja do integracji Rungego-Kutty
void rungeKuttaStep(Ball &ball, float dt) {
float k1vx = -airResistance * ball.vx;
float k1vy = -gravity - airResistance * ball.vy;
float k2vx = -airResistance * (ball.vx + ballRadius * dt * k1vx);
float k2vy = -gravity - airResistance * (ball.vy + ballRadius * dt * k1vy);
float k3vx = -airResistance * (ball.vx + ballRadius * dt * k2vx);
float k3vy = -gravity - airResistance * (ball.vy + ballRadius * dt * k2vy);
float k4vx = -airResistance * (ball.vx + dt * k3vx);
float k4vy = -gravity - airResistance * (ball.vy + dt * k3vy);
ball.vx += (dt / 6.0f) * (k1vx + 2.0f * k2vx + 2.0f * k3vx + k4vx);
ball.vy += (dt / 6.0f) * (k1vy + 2.0f * k2vy + 2.0f * k3vy + k4vy);
ball.x += ball.vx * dt;
ball.y += ball.vy * dt;
}
void setupSphereBuffer() {
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std::vector<glm::vec3> vertices;
float angle = 360.0f / numberOfPointsOnCircle;
int triangleCount = numberOfPointsOnCircle - 2;
std::vector<glm::vec3> temp;
// positions
for (int i = 0; i < numberOfPointsOnCircle; i++)
{
float currentAngle = angle * i;
float x = ballRadius * cos(glm::radians(currentAngle));
float y = ballRadius * sin(glm::radians(currentAngle));
float z = 0.0f;
temp.push_back(glm::vec3(x, y, z));
}
for (int i = 0; i < triangleCount; i++)
{
vertices.push_back(temp[0]);
vertices.push_back(temp[i + 1]);
vertices.push_back(temp[i + 2]);
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}
glGenVertexArrays(1, &VAO_SPHERES);
glGenBuffers(1, &VBO_SPHERES);
glBindVertexArray(VAO_SPHERES);
glBindBuffer(GL_ARRAY_BUFFER, VBO_SPHERES);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
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// Współrzędne wierzchołków
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Normalne wektory
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void drawSphere() {
glBindVertexArray(VAO_SPHERES);
glDrawArrays(GL_TRIANGLE_STRIP, 0, (20 + 1) * (20 + 1));
glBindVertexArray(0);
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram);
// Ustawienie widoku kamery
glm::mat4 view = glm::lookAt(cameraPos, cameraTarget, cameraUp);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f);
// Ustawienie macierzy widoku i projekcji w shaderze
GLint viewLoc = glGetUniformLocation(shaderProgram, "view");
GLint projLoc = glGetUniformLocation(shaderProgram, "projection");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Renderowanie osi
drawAxes();
// Renderowanie każdej z ballsAmount kul
for (int i = 0; i < ballsAmount; ++i) {
Ball &ball = balls[i]; // Uzyskanie dostępu do danej kuli
glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(ball.x, ball.y, ball.z));
// Ustawienie macierzy modelu w shaderze
GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
// Ustawienie koloru kuli w shaderze
GLint colorLoc = glGetUniformLocation(shaderProgram, "color");
glUniform3f(colorLoc, ball.r, ball.g, ball.b);
drawSphere(); // Rysowanie kuli
}
drawSquare();
renderImGui();
glfwSwapBuffers(glfwGetCurrentContext()); // Przełączanie buforów
}
void update() {
float dt = 0.01f;
if (isLaunched) {
for (auto &ball : balls) {
rungeKuttaStep(ball, dt);
}
computeBallsCollision();
}
}
void setupOpenGL() {
compileShaders();
setupSphereBuffer();
setupAxesBuffer();
setupSquareBuffer(); // Inicjalizowanie buforów kwadratu
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action == GLFW_PRESS) {
switch (key) {
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GLFW_TRUE);
break;
}
}
}
int main() {
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(windowWidth, windowHeight, "Animacja 10 kul - Rzut ukośny", nullptr, nullptr);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, keyCallback); // Rejestracja callbacku klawiatury
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
return -1;
}
initImGui();
initializeBalls();
setupOpenGL();
while (!glfwWindowShouldClose(window)) {
display();
update();
glfwPollEvents();
}
cleanUpImGui();
glDeleteVertexArrays(1, &VAO_SPHERES);
glDeleteBuffers(1, &VBO_SPHERES);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}