Zadanie 2 stable version
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9ad27248c3
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@ -28,7 +28,7 @@ void initializeBalls() {
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float speed = 10 + i; // Prędkości początkowe
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float speed = 10 + i; // Prędkości początkowe
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Ball ball = {
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Ball ball = {
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.x = 0.0f,
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.x = 0.0f,
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.y = 0.0f,
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.y = i * 2.0f, // Ustawienie kul w pionie
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.z = 0.0f,
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.z = 0.0f,
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.vx = static_cast<float>(speed * cos(angle * M_PI / 180.0f)),
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.vx = static_cast<float>(speed * cos(angle * M_PI / 180.0f)),
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.vy = static_cast<float>(speed * sin(angle * M_PI / 180.0f)),
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.vy = static_cast<float>(speed * sin(angle * M_PI / 180.0f)),
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@ -41,7 +41,7 @@ void initializeBalls() {
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}
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}
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}
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}
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void compileShaders() {
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void compileShaders(){
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Shader shader("circle_vs.glsl", "circle_fs.glsl");
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Shader shader("circle_vs.glsl", "circle_fs.glsl");
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shaderProgram = shader.programID();
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shaderProgram = shader.programID();
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}
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}
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@ -87,44 +87,24 @@ void setupSphereBuffers() {
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}
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}
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}
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}
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std::vector<unsigned int> indices;
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for (int i = 0; i < stacks; ++i) {
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for (int j = 0; j < slices; ++j) {
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int first = (i * (slices + 1)) + j;
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int second = first + slices + 1;
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indices.push_back(first);
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indices.push_back(second);
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indices.push_back(first + 1);
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indices.push_back(second);
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indices.push_back(second + 1);
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indices.push_back(first + 1);
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}
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}
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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GLuint EBO;
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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void drawSphere() {
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void drawSphere() {
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 20 * 20 * 6, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, (20 + 1) * (20 + 1));
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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@ -132,23 +112,25 @@ void display() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glUseProgram(shaderProgram);
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glm::mat4 view = glm::lookAt(glm::vec3(30.0f, 0.0f, 40.0f), glm::vec3(15.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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// Oddal kamerę zmieniając parametr eye w glm::lookAt
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glm::mat4 view = glm::lookAt(glm::vec3(0, 20, 50), glm::vec3(0, 10, 0), glm::vec3(0, 1, 0));
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f);
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unsigned int viewLoc = glGetUniformLocation(shaderProgram, "view");
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unsigned int projectionLoc = glGetUniformLocation(shaderProgram, "projection");
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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for (const auto &ball : balls) {
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for (const auto &ball : balls) {
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glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(ball.x, ball.y, ball.z));
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glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(ball.x, ball.y, ball.z));
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unsigned int modelLoc = glGetUniformLocation(shaderProgram, "model");
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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unsigned int colorLoc = glGetUniformLocation(shaderProgram, "color");
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GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
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GLint viewLoc = glGetUniformLocation(shaderProgram, "view");
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GLint projLoc = glGetUniformLocation(shaderProgram, "projection");
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
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GLint colorLoc = glGetUniformLocation(shaderProgram, "color");
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glUniform3f(colorLoc, ball.r, ball.g, ball.b);
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glUniform3f(colorLoc, ball.r, ball.g, ball.b);
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drawSphere();
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drawSphere(); // Zastąpienie glutSolidSphere funkcją drawSphere
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}
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}
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glfwSwapBuffers(glfwGetCurrentContext());
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glfwSwapBuffers(glfwGetCurrentContext());
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