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- #include <iostream>
- #include <GL/glew.h>
- #include <SFML/Window.hpp>
- #include <SFML/System/Time.hpp>
- #include <glm/glm.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtc/type_ptr.hpp>
- // Kody shaderów
- const GLchar* vertexSource = R"glsl(
- #version 150 core
- in vec3 position;
- in vec3 color;
- uniform mat4 model;
- uniform mat4 view;
- uniform mat4 proj;
- out vec3 Color;
- void main(){
- Color = color;
- gl_Position = proj * view * model * vec4(position, 1.0);
- }
- )glsl";
- const GLchar* fragmentSource = R"glsl(
- #version 150 core
- in vec3 Color;
- out vec4 outColor;
- void main()
- {
- outColor = vec4(Color, 1.0);
- }
- )glsl";
- //ZMIENNE OPISUJĄCE KAMERE
- glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
- glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
- glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
- float obrot = 0;
- //
- bool firstMouse = true;
- //
- glm::vec3 ustawKamereMysz(sf::Window* window, GLfloat xpos, GLfloat ypos)
- {
- GLfloat lastX;
- GLfloat lastY;
- if (firstMouse) // initially set to true
- {
- lastX = xpos;
- lastY = ypos;
- firstMouse = false;
- }
- sf::Vector2i localPosition = sf::Mouse::getPosition();
- lastX = localPosition.x;
- lastY = localPosition.y;
- GLfloat xoffset = xpos - lastX;
- GLfloat yoffset = lastY - ypos;
- //sf::Vector2i localPosition = sf::Mouse::getPosition();
- //lastX = localPosition.x;
- //lastY = localPosition.y;
- GLdouble yaw = -90; //obrót względem osi Y
- GLdouble pitch = 0; //obrót względem osi X
- GLfloat sensitivity = 0.1f;
- xoffset *= sensitivity;
- yoffset *= sensitivity;
- yaw += xoffset;
- pitch += yoffset;
- if (pitch > 89.0f)
- pitch = 89.0f;
- if (pitch < -89.0f)
- pitch = -89.0f;
- glm::vec3 direction;
- direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
- direction.y = sin(glm::radians(pitch));
- direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
- return direction;
- }
- //
- int main()
- {
- sf::ContextSettings settings;
- settings.depthBits = 24;
- settings.stencilBits = 8;
- // Okno renderingu
- sf::Window window(sf::VideoMode(800, 600, 32), "OpenGL", sf::Style::Titlebar | sf::Style::Close, settings);
- window.setMouseCursorGrabbed(true); //przechwycenie kursora myszy w oknie ------------
- window.setMouseCursorVisible(false); //ukrycie kursora myszy ---------------------
- window.setFramerateLimit(20);
- // Inicjalizacja GLEW
- glewExperimental = GL_TRUE;
- glewInit();
- // Utworzenie VAO (Vertex Array Object)
- GLuint vao;
- glGenVertexArrays(1, &vao);
- glBindVertexArray(vao);
- // Utworzenie VBO (Vertex Buffer Object)
- // i skopiowanie do niego danych wierzchołkowych
- GLuint vbo;
- glGenBuffers(1, &vbo);
- /*
- ///Zmiana 2) - odwrócony trójkąt
- GLfloat* vertices = new GLfloat[]{
- -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,// Top-left
- 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,// Top-right
- 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, // Bottom-right
- 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,// Bottom-right
- -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,// Bottom-left
- -0.5f, 0.5f, 1.0f, 0.0f, 0.0f // Top-left
- };
- */
- float vertices[] = {
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f
- };
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- // Utworzenie i skompilowanie shadera wierzchołków
- GLuint vertexShader =
- glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertexShader, 1, &vertexSource, NULL);
- glCompileShader(vertexShader);
- // Utworzenie i skompilowanie shadera fragmentów
- GLuint fragmentShader =
- glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
- glCompileShader(fragmentShader);
- // Zlinkowanie obu shaderów w jeden wspólny program
- GLuint shaderProgram = glCreateProgram();
- glAttachShader(shaderProgram, vertexShader);
- glAttachShader(shaderProgram, fragmentShader);
- glBindFragDataLocation(shaderProgram, 0, "outColor");
- glLinkProgram(shaderProgram);
- glUseProgram(shaderProgram);
- // Specifikacja formatu danych wierzchołkowych
- GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
- glEnableVertexAttribArray(posAttrib);
- glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);
- GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
- glEnableVertexAttribArray(colAttrib);
- //3)Zepsuje tutaj w tym miejscu ostatni parametr i program zamiast się wysypać zmieni kolor figury w środku
- glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
- // Rozpoczęcie pętli zdarzeń
- bool running = true;
- //ZMIANY
- int punkty_ = 6;
- long prymityw = GL_TRIANGLES;
- GLfloat mouse_y = 500;
- GLfloat mouse_x = 600;
- //ZMIANY
- glm::mat4 model = glm::mat4(1.0f);
- model = glm::rotate(model, glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
- GLint uniTrans = glGetUniformLocation(shaderProgram, "model");
- glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
- glm::mat4 view;
- view = glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f),
- glm::vec3(0.0f, 0.0f, 0.0f),
- glm::vec3(0.0f, 1.0f, 0.0f));
- GLint uniView = glGetUniformLocation(shaderProgram, "view");
- glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
- glm::mat4 proj = glm::perspective(glm::radians(45.0f), 800.0f / 800.0f, 0.06f, 100.0f);
- GLint uniProj = glGetUniformLocation(shaderProgram, "proj");
- glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
- view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
- float cameraSpeed = 0.1f;
- float obrot = 0.3f;
- sf::Clock clock;
- sf::Time time;
- while (running) {
- sf::Event windowEvent;
- time = clock.getElapsedTime();
- clock.restart();
- float cameraSpeed = 0.02f * time.asMicroseconds();
- while (window.pollEvent(windowEvent)) {
- switch (windowEvent.type) {
- case sf::Event::Closed:
- running = false;
- break;
- case sf::Event::KeyPressed:
- {
- switch (windowEvent.key.code)
- {
- case sf::Keyboard::Num1:
- prymityw = GL_POINTS;
- break;
- case sf::Keyboard::Num2:
- prymityw = GL_LINES;
- break;
- case sf::Keyboard::Num3:
- prymityw = GL_LINE_STRIP;
- break;
- case sf::Keyboard::Num4:
- prymityw = GL_LINE_LOOP;
- break;
- case sf::Keyboard::Num5:
- prymityw = GL_TRIANGLES;
- break;
- case sf::Keyboard::Num6:
- prymityw = GL_TRIANGLE_STRIP;
- break;
- case sf::Keyboard::Num7:
- prymityw = GL_TRIANGLE_FAN;
- break;
- case sf::Keyboard::Num8:
- prymityw = GL_QUADS;
- break;
- case sf::Keyboard::Num9:
- prymityw = GL_QUAD_STRIP;
- break;
- case sf::Keyboard::Num0:
- prymityw = GL_POLYGON;
- break;
- case sf::Keyboard::Left:
- cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
- view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
- glGetUniformLocation(shaderProgram, "view");
- glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
- break;
- case sf::Keyboard::Right:
- cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
- view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
- glGetUniformLocation(shaderProgram, "view");
- glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
- break;
- case sf::Keyboard::Up:
- cameraPos -= cameraSpeed * cameraUp;
- view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
- glGetUniformLocation(shaderProgram, "view");
- glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
- break;
- case sf::Keyboard::Down:
- cameraPos += cameraSpeed * cameraUp;
- view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
- glGetUniformLocation(shaderProgram, "view");
- glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
- break;
- case sf::Keyboard::R:
- model = glm::rotate(model, glm::radians(30.0f) + obrot, glm::vec3(0.0f, 0.0f, 1.0f));
- glGetUniformLocation(shaderProgram, "model");
- glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
- break;
- case sf::Keyboard::Escape:
- window.close();
- return 0;
- break;
- }
- case sf::Event::MouseMoved:
- glm::vec3 direction;
- direction = ustawKamereMysz(&window, mouse_x, mouse_y);
- cameraFront = glm::normalize(direction);
- view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
- glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
- break;
- }
- }
- // Nadanie scenie koloru czarnego
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- // Narysowanie trójkąta na podstawie 3 wierzchołków
- ///Zmiana 2.1 z 3 wierzchołków na 6 wierzchołków
- ///
- //glBindBuffer(GL_ARRAY_BUFFER, buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * punkty_ * 6, vertices,
- GL_STATIC_DRAW);
- glDrawArrays(prymityw, 0, punkty_);
- // Wymiana buforów tylni/przedni
- window.display();
- }
- }
- // Kasowanie programu i czyszczenie buforów
- glDeleteProgram(shaderProgram);
- glDeleteShader(fragmentShader);
- glDeleteShader(vertexShader);
- glDeleteBuffers(1, &vbo);
- glDeleteVertexArrays(1, &vao);
- // Zamknięcie okna renderingu
- window.close();
- return 0;
- }
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