343 lines
9.5 KiB
C++
343 lines
9.5 KiB
C++
#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(20, 20, 30);
|
|
const glm::vec3 initialCameraTarget = glm::vec3(0, 10, 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 int windowWidth = 1200;
|
|
const int windowHeight = 800;
|
|
|
|
bool isLaunched = false;
|
|
|
|
|
|
const int ballsAmount = 10;
|
|
|
|
struct Ball {
|
|
float x, y, z;
|
|
float vx, vy, vz;
|
|
float r, g, b;
|
|
};
|
|
|
|
|
|
float gravity = initialGravity;
|
|
float airResistance = initialAirResistance;
|
|
float speed = initialSpeed;
|
|
float angle = initialAngle * M_PI / 180.0f;
|
|
float ballsAngle[ballsAmount] = {};
|
|
|
|
glm::vec3 cameraPos = initialCameraPos;
|
|
glm::vec3 cameraTarget = initialCameraTarget;
|
|
glm::vec3 cameraUp = initialCameraUp;
|
|
|
|
GLFWwindow* window;
|
|
std::vector<Ball> balls(ballsAmount); // Wektor przechowujący ballsAmount kul
|
|
GLuint shaderProgram;
|
|
GLuint VAO, VBO;
|
|
|
|
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 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::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("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();
|
|
|
|
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 + 0.5f * dt * k1vx);
|
|
float k2vy = -gravity - airResistance * (ball.vy + 0.5f * dt * k1vy);
|
|
float k3vx = -airResistance * (ball.vx + 0.5f * dt * k2vx);
|
|
float k3vy = -gravity - airResistance * (ball.vy + 0.5f * 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() {
|
|
float radius = 0.5f;
|
|
int slices = 20;
|
|
int stacks = 20;
|
|
std::vector<float> vertices;
|
|
|
|
for (int i = 0; i <= stacks; ++i) {
|
|
float V = i / (float) stacks;
|
|
float phi = V * M_PI;
|
|
|
|
for (int j = 0; j <= slices; ++j) {
|
|
float U = j / (float) slices;
|
|
float theta = U * (M_PI * 2);
|
|
|
|
float x = cosf(theta) * sinf(phi);
|
|
float y = cosf(phi);
|
|
float z = sinf(theta) * sinf(phi);
|
|
|
|
vertices.push_back(x * radius);
|
|
vertices.push_back(y * radius);
|
|
vertices.push_back(z * radius);
|
|
}
|
|
}
|
|
|
|
glGenVertexArrays(1, &VAO);
|
|
glGenBuffers(1, &VBO);
|
|
|
|
glBindVertexArray(VAO);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), 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 drawSphere() {
|
|
glBindVertexArray(VAO);
|
|
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);
|
|
|
|
// 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, widoku i projekcji w shaderze
|
|
GLint modelLoc = glGetUniformLocation(shaderProgram, "model");
|
|
GLint viewLoc = glGetUniformLocation(shaderProgram, "view");
|
|
GLint projLoc = glGetUniformLocation(shaderProgram, "projection");
|
|
|
|
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
|
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
|
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
|
|
|
// Ustawienie koloru kuli w shaderze
|
|
GLint colorLoc = glGetUniformLocation(shaderProgram, "color");
|
|
glUniform3f(colorLoc, ball.r, ball.g, ball.b);
|
|
|
|
drawSphere(); // Rysowanie kuli
|
|
}
|
|
|
|
renderImGui();
|
|
glfwSwapBuffers(glfwGetCurrentContext()); // Przełączanie buforów
|
|
}
|
|
|
|
|
|
void update() {
|
|
float dt = 0.01f;
|
|
|
|
if (isLaunched) {
|
|
for (auto &ball : balls) {
|
|
rungeKuttaStep(ball, dt);
|
|
}
|
|
}
|
|
}
|
|
|
|
void setupOpenGL() {
|
|
compileShaders();
|
|
setupSphereBuffer();
|
|
|
|
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);
|
|
glDeleteBuffers(1, &VBO);
|
|
glDeleteProgram(shaderProgram);
|
|
|
|
glfwDestroyWindow(window);
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|