void Population::savePopulation(QString dir) { QDir tmpDir(dir); tmpDir.mkpath(dir); QFile *fileScore = new QFile(dir + "score.save"); QFile *fileSettings = new QFile(dir + "sets.save"); if (! fileSettings -> open(QIODevice::WriteOnly | QIODevice::Text) || ! fileScore -> open(QIODevice::WriteOnly | QIODevice::Text)) { // Error while trying to write file } else { // Everything is OK QTextStream outSettings(fileSettings); QTextStream outScore(fileScore); outSettings << populationSize << "\n"; outSettings << currentTest << "\n"; outSettings << curGeneration << "\n"; outSettings << maxMutationsCount << "\n"; outSettings << bestResult << "\n"; outSettings << vehiclePointsNum << "\n"; outSettings << vehicleMaxWheelsNum << "\n"; outSettings << vehicleVectorLength << "\n"; outSettings << vehicleWheelsSize << "\n"; outSettings << populationType << "\n"; outSettings << populationSide << "\n"; for(int i = 0; i < populationSize; ++i) vehData[i] -> save(dir + "veh" + QString::number(i) + ".save"); for(int i = 0; i < populationSize; ++i) { QString tmp = ""; tmp.setNum(resData[i], 'f', 5); outScore << tmp << "\n"; } } fileSettings -> close(); fileScore -> close(); }
void ProcessKeyboard(void) { //==================================================================================== //======================================================================================= if (keys['L']) { facing_VIEW_LIGHT_POSITION_01[0] += .1; } if (keys['J']) { facing_VIEW_LIGHT_POSITION_01[0] -= .1; } if (keys['I']) { facing_VIEW_LIGHT_POSITION_01[1] += .1; } if (keys['K']) { facing_VIEW_LIGHT_POSITION_01[1] -= .1; } if (keys['O']) { facing_VIEW_LIGHT_POSITION_01[2] += .1; } if (keys['U']) { facing_VIEW_LIGHT_POSITION_01[2] -= .1; } //======================================================================================= if (keys['M'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { facing_UP_constantAttenuation += 0.001; } if (keys['N'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { facing_UP_constantAttenuation -= 0.001; } //---------------------------------------------------------------- if (keys['M'] && keys[VK_SHIFT] && !keys[VK_CONTROL]) { facing_UP_linearAttenuation += 0.01; } if (keys['N'] && keys[VK_SHIFT] && !keys[VK_CONTROL]) { facing_UP_linearAttenuation -= 0.01; } //---------------------------------------------------------------- if (keys['M'] && !keys[VK_SHIFT] && keys[VK_CONTROL]) { facing_UP_quadraticAttenuation += 0.1; } if (keys['N'] && !keys[VK_SHIFT] && keys[VK_CONTROL]) { facing_UP_quadraticAttenuation -= 0.1; } //---------------------------------------------------------------- if (keys['X']) { fieldOfView += 0.1; } if (keys['Z']) { fieldOfView -= 0.1; } if (keys['V']) { zDirectionBias += 1.01; } if (keys['C']) { zDirectionBias -= 1.1; } //============================================================================== /* if (keys['C'] && KEY_C_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount -= 10; KEY_C_IS_RESET = false; } if (!keys['C']) { KEY_C_IS_RESET = true; } //----------------------------------------------------------------------------- if (keys['V'] && KEY_V_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount += 10; KEY_V_IS_RESET = false; } if (!keys['V']) { KEY_V_IS_RESET = true; } */ //----------------------------------------------------------------------------- //============================================================================== //---------------------------------------------- if(keys[VK_F8]) { ofstream outSettings("settings.cpp"); //-------------------------------------------------------------------------------------------------------------------------------- outSettings << "var facing_VIEW_LIGHT_POSITION_01[] = {" << facing_VIEW_LIGHT_POSITION_01[0] << ", " << facing_VIEW_LIGHT_POSITION_01[1] << ", " << facing_VIEW_LIGHT_POSITION_01[2] << ", 1.0};\n\n"; outSettings << " //-------------------------------------------------------------------------------------------" << ";\n"; outSettings << " var facing_UP_quadraticAttenuation = " << facing_UP_quadraticAttenuation << ";\n"; outSettings << " var facing_UP_linearAttenuation = " << facing_UP_linearAttenuation << ";\n"; outSettings << " var facing_UP_constantAttenuation = " << facing_UP_constantAttenuation << ";\n"; outSettings << " //-------------------------------------------------------------------------------------------" << ";\n"; outSettings << "var facing_UP_SHININESS = " << facing_UP_SHININESS << ";\n\n\n"; outSettings << "var zDirectionBias = " << zDirectionBias << ";\n"; outSettings << " //-------------------------------------------------------------------------------------------" << "\n"; //--------------------------------------------------------------------------------------------------------------------------------- outSettings << " var fieldOfView = " << fieldOfView << ";\n\n\n"; outSettings << " var moveSet[] = {" << moveSet[0] << ", " << moveSet[1] << ", " << moveSet[2] << ", " << "0.0};\n"; outSettings << " var rotateModelWithLeftMouse[] = {" << rotateModelWithLeftMouse[0] << ", " << rotateModelWithLeftMouse[1] << ", " << "0.0, 0.0};\n\n"; //-------------------------------------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------------------------------------ //outSettings << " var eyePosition[] = {" << eyePosition[0] << ", " // << eyePosition[1] << ", " //<< eyePosition[2] << ", 1.0};\n\n"; //-------------------------------------------------------------------------------------------------------------------------- } //---------------------------------------------- //======================================================================================= if (keys[VK_TAB] && TAB_KEY_RESET && !keys[VK_SHIFT]) { groupSelection += 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } if (keys[VK_TAB] && TAB_KEY_RESET && keys[VK_SHIFT]) { groupSelection -= 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } //======================================================================================= if (keys['A']) { moveSet[0] -= 0.03; } if (keys['D']) { moveSet[0] += 0.03; } if (keys['W']) { moveSet[1] += 0.03; } if (keys['S']) { moveSet[1] -= 0.03; } if (keys['E']) { moveSet[2] += 0.03; } if (keys['Q']) { moveSet[2] -= 0.03; } //======================================================================================= }//_END_ProcessKeyboard()
void ProcessKeyboard(void) { configureShader = 1; #include "_SHADERS/baseRoom/baseRoom_SHADER_KEYBOARD.cpp" //================================================================================================================= #include "KEYBOARD/mainRoomControls.cpp" //======================================================================================= //-------------------------------------------------------------------------- //======================================__LIGHTING__====================== //----------------------------------------------------------- if (keys['X'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { adjustShadow_Pos_RadialBlur[0] += 0.00001; } if (keys['Z'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { adjustShadow_Pos_RadialBlur[0] -= 0.00001; } //----------------------------------------------------------- if (keys['V'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { shadow_BIAS += 0.0001; } if (keys['C'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { shadow_BIAS -= 0.0001; } //----------------------------------------------------------- if (keys['G'] && gKeyIsReset && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { selectBaseRoomLight += 1; gKeyIsReset = false; } if (keys['F'] && fKeyIsReset && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { selectBaseRoomLight -= 1; fKeyIsReset = false; } //======================================__LIGHTING__====================== //-------------------------------------------------------------------------- //================================================================================================================= if(keys[VK_F8] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { ofstream outSettings("settings.cpp"); //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var adjustShadowPos[] = {" << adjustShadowPos[0] << ", " << adjustShadowPos[1] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var eyePosition[] = {" << eyePosition[0] << ", " << eyePosition[1] << ", " << eyePosition[2] << ", " << eyePosition[3] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var secondsElapsed = " << (GLfloat)milliSecondsElapsed * 0.001 << ";\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var shadow_BIAS = " << shadow_BIAS << ";\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var adjustShadow_Pos_RadialBlur[] = {" << adjustShadow_Pos_RadialBlur[0] << ", " << adjustShadow_Pos_RadialBlur[1] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var marc_POSITION[] = {" << marc_POSITION[0] << ", " << marc_POSITION[1] << ", " << marc_POSITION[2] << ", " << marc_POSITION[3] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var eyePosition_SHADOW[] = {" << eyePosition_SHADOW[0] << ", " << eyePosition_SHADOW[1] << ", " << eyePosition_SHADOW[2] << ", " << eyePosition_SHADOW[3] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var eyePosition[] = {" << eyePosition[0] << ", " << eyePosition[1] << ", " << eyePosition[2] << ", 0.0};\n"; //------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var rotateModelWithMiddleMouse[] = {" << rotateModelWithMiddleMouse[0] << ", " << rotateModelWithMiddleMouse[1] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var moveSet[] = {" << moveSet[0] << ", " << moveSet[1] << ", " << moveSet[2] << ", 1.0};\n"; //------------------------------------------------------------------------------------------------------------------------------ //---------------------------------------------------------------------------------------------------------------- }//_END_F8 //======================================================================================= //--------------------------------------------------------------------------------------- //_______________________________________________________________________________________ if(keys[VK_F9]) { GLsizei screenCaptureWidth = (GLsizei)viewWidth; GLsizei screenCaptureHeight = (GLsizei)viewHeight; GLubyte *pixmap =(GLubyte *)malloc(screenCaptureWidth*screenCaptureHeight*4); glReadPixels(0,0,screenCaptureWidth,screenCaptureHeight,GL_BGRA,GL_UNSIGNED_BYTE,pixmap); FIBITMAP *texture = FreeImage_ConvertFromRawBits( pixmap, screenCaptureWidth, screenCaptureHeight, screenCaptureWidth*4, 32, 0xFF0000, 0x00FF00, 0x0000FF, true); FreeImage_Save(FIF_BMP, texture, "AAAAA.bmp", 0); free(pixmap); } //_______________________________________________________________________________________ //--------------------------------------------------------------------------------------- //======================================================================================= if (keys[VK_NUMPAD6] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { marc_POSITION[0] += 0.01; } //------------------------------------------------------------------------------ if (keys[VK_NUMPAD4] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { marc_POSITION[0] -= 0.01; } //------------------------------------------------------------------------------ if (keys[VK_NUMPAD8] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { marc_POSITION[1] += 0.01; } //------------------------------------------------------------------------------ if (keys[VK_NUMPAD2] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { marc_POSITION[1] -= 0.01; } //------------------------------------------------------------------------------ if (keys[VK_NUMPAD9] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { marc_POSITION[2] += 0.01; } //------------------------------------------------------------------------------ if (keys[VK_NUMPAD7] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { marc_POSITION[2] -= 0.01; } //------------------------------------------------------------------------------ //======================================================================================= #include "KEYBOARD/keyboard_RESET.c" //================================================================================================================= //-------------------------------------------------------------------------- //======================================__SELECT_MODEL====================== if (keys[VK_OEM_PERIOD] && VK_OEM_PERIOD_KeyIsReset && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { selectedModel += 1; VK_OEM_PERIOD_KeyIsReset = false; } //============================================================= if (keys[VK_OEM_COMMA] && VK_OEM_COMMA_KeyIsReset && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { selectedModel -= 1; VK_OEM_COMMA_KeyIsReset = false; } //======================================__SELECT_MODEL__==================== //-------------------------------------------------------------------------- //================================================================================================================= //================================================================================================================= //-------------------------------------------------------------------------- //======================================__BOX_COUNT__==================== if (keys[VK_PRIOR] && VK_PRIOR_KeyIsReset && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { boxCount += 1; VK_PRIOR_KeyIsReset = false; } if (keys[VK_NEXT] && VK_NEXT_KeyIsReset && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { boxCount -= 1; VK_NEXT_KeyIsReset = false; } //======================================__BOX_COUNT__==================== //-------------------------------------------------------------------------- //================================================================================================================= }//_END_ProcessKeyboard()
void ProcessKeyboard(void) { //==================================================================================== #include "_MODEL_FOLDERS_/relief_TristanDean/relief_TristanDean_Keyboard.cpp" //==================================================================================== //======================================================================================= if (keys['L']) { relief_TristanDean_POSITION[0] += 0.1; } if (keys['J']) { relief_TristanDean_POSITION[0] -= 0.1; } if (keys['I']) { relief_TristanDean_POSITION[1] += 0.1; } if (keys['K']) { relief_TristanDean_POSITION[1] -= 0.1; } if (keys['O']) { relief_TristanDean_POSITION[2] += 0.1; } if (keys['U']) { relief_TristanDean_POSITION[2] -= 0.1; } //======================================================================================= if (keys['M']) { relief_TristanDean_ATTENUATION += .001; } if (keys['N']) { relief_TristanDean_ATTENUATION -= .001; } if (keys['X']) { relief_TristanDean_SHININESS += 1.001; } if (keys['Z']) { relief_TristanDean_SHININESS -= 1.001; } //============================================================================== /* if (keys['C'] && KEY_C_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount -= 10; KEY_C_IS_RESET = false; } if (!keys['C']) { KEY_C_IS_RESET = true; } //----------------------------------------------------------------------------- if (keys['V'] && KEY_V_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount += 10; KEY_V_IS_RESET = false; } if (!keys['V']) { KEY_V_IS_RESET = true; } */ //----------------------------------------------------------------------------- //============================================================================== //---------------------------------------------- if(keys[VK_F8]) { ofstream outSettings("settings.cpp"); outSettings << "var relief_TristanDean_POSITION[] = {" << relief_TristanDean_POSITION[0] << ", " << relief_TristanDean_POSITION[1] << ", " << relief_TristanDean_POSITION[2] << ", 1.0};\n\n"; outSettings << "var relief_TristanDean_ATTENUATION = " << relief_TristanDean_ATTENUATION << ";\n"; outSettings << "var relief_TristanDean_SHININESS = " << relief_TristanDean_SHININESS << ";\n"; //outSettings << "var relief_TristanDean_NOISE_SCALE = " << relief_TristanDean_NOISE_SCALE << ";\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var moveSet[] = {" << moveSet[0] << ", " << moveSet[1] << ", " << moveSet[2] << ", 1.0};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ //outSettings << "var eyePosition[] = {" << eyePosition[0] << ", " // << eyePosition[1] << ", " // << eyePosition[2] << ", 1.0};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ } //---------------------------------------------- //======================================================================================= if (keys[VK_TAB] && TAB_KEY_RESET && !keys[VK_SHIFT]) { groupSelection += 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } if (keys[VK_TAB] && TAB_KEY_RESET && keys[VK_SHIFT]) { groupSelection -= 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } //======================================================================================= if (keys['A']) { moveSet[0] -= 0.1; } if (keys['D']) { moveSet[0] += 0.1; } if (keys['W']) { moveSet[1] += 0.1; } if (keys['S']) { moveSet[1] -= 0.1; } if (keys['Q']) { moveSet[2] += 0.1; } if (keys['E']) { moveSet[2] -= 0.1; } //======================================================================================= }//_END_ProcessKeyboard()
void ProcessKeyboard(void) { //======================================================================================= if (keys['L']) { cube_LIGHT_POSITION_01[0] += 0.1; } if (keys['J']) { cube_LIGHT_POSITION_01[0] -= 0.1; } if (keys['I']) { cube_LIGHT_POSITION_01[1] += 0.1; } if (keys['K']) { cube_LIGHT_POSITION_01[1] -= 0.1; } if (keys['O']) { cube_LIGHT_POSITION_01[2] += 0.1; } if (keys['U']) { cube_LIGHT_POSITION_01[2] -= 0.1; } //======================================================================================= if (keys['V']) { cube_scaleRadian += .05; } if (keys['C']) { cube_scaleRadian -= .05; } if (keys['M']) { cube_ATTENUATION += .0001; } if (keys['N']) { cube_ATTENUATION -= .0001; } if (keys['X']) { cube_SHININESS += .0001; } if (keys['Z']) { cube_SHININESS -= .0001; } //============================================================================== //----------------------------------------------------------------------------- //============================================================================== //---------------------------------------------- if(keys[VK_F8]) { ofstream outSettings("settings.cpp"); outSettings << "var cube_LIGHT_POSITION_01[] = {" << cube_LIGHT_POSITION_01[0] << ", " << cube_LIGHT_POSITION_01[1] << ", " << cube_LIGHT_POSITION_01[2] << ", 1.0};\n\n"; outSettings << "var cube_ATTENUATION = " << cube_ATTENUATION << ";\n"; outSettings << "var cube_SHININESS = " << cube_SHININESS << ";\n"; outSettings << "var cube_scaleRadian = " << cube_scaleRadian << ";\n\n"; //------------------------------------------------------------------------------------------------------------------------------ } //---------------------------------------------- //======================================================================================= if (keys[VK_TAB] && TAB_KEY_RESET && !keys[VK_SHIFT]) { groupSelection += 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } if (keys[VK_TAB] && TAB_KEY_RESET && keys[VK_SHIFT]) { groupSelection -= 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } //======================================================================================= if (keys['A']) { cube_POSITION[0] -= 0.01; } if (keys['D']) { cube_POSITION[0] += 0.01; } if (keys['W']) { cube_POSITION[1] += 0.01; } if (keys['S']) { cube_POSITION[1] -= 0.01; } if (keys['E']) { cube_POSITION[2] += 0.01; } if (keys['Q']) { cube_POSITION[2] -= 0.01; } //======================================================================================= }//_END_ProcessKeyboard()
void ProcessKeyboard(void) { //==================================================================================== //======================================================================================= if (keys['L']) { facing_UP_LIGHT_POSITION_01[0] += 0.1; } if (keys['J']) { facing_UP_LIGHT_POSITION_01[0] -= 0.1; } if (keys['I']) { facing_UP_LIGHT_POSITION_01[1] += 0.1; } if (keys['K']) { facing_UP_LIGHT_POSITION_01[1] -= 0.1; } if (keys['O']) { facing_UP_LIGHT_POSITION_01[2] += 0.1; } if (keys['U']) { facing_UP_LIGHT_POSITION_01[2] -= 0.1; } //======================================================================================= if (keys['M']) { facing_UP_ATTENUATION += 0.0001; } if (keys['N']) { facing_UP_ATTENUATION -= 0.0001; } if (keys['X']) { facing_UP_SHININESS += 0.0001; } if (keys['Z']) { facing_UP_SHININESS -= 0.0001; } if (keys['V']) { zDirectionBias += 1.01; } if (keys['C']) { zDirectionBias -= 1.1; } //============================================================================== /* if (keys['C'] && KEY_C_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount -= 10; KEY_C_IS_RESET = false; } if (!keys['C']) { KEY_C_IS_RESET = true; } //----------------------------------------------------------------------------- if (keys['V'] && KEY_V_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount += 10; KEY_V_IS_RESET = false; } if (!keys['V']) { KEY_V_IS_RESET = true; } */ //----------------------------------------------------------------------------- //============================================================================== //---------------------------------------------- if(keys[VK_F8]) { ofstream outSettings("settings.cpp"); outSettings << "var facing_UP_LIGHT_POSITION_01[] = {" << facing_UP_LIGHT_POSITION_01[0] << ", " << facing_UP_LIGHT_POSITION_01[1] << ", " << facing_UP_LIGHT_POSITION_01[2] << ", 1.0};\n\n"; outSettings << "var facing_UP_ATTENUATION = " << facing_UP_ATTENUATION << ";\n"; outSettings << "var zDirectionBias = " << zDirectionBias << ";\n"; outSettings << "var facing_UP_SHININESS = " << facing_UP_SHININESS << ";\n\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "//------------------------------------------------------------------------------ " << "\n"; outSettings << " var moveSet[] = {" << moveSet[0] << ", " << moveSet[1] << ", " << moveSet[2] << ", 1.0};\n"; outSettings << " var rotateModelWithLeftMouse[] = {" << rotateModelWithLeftMouse[0] << ", " << rotateModelWithLeftMouse[1] << ", " << "0.0, 0.0};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ } //---------------------------------------------- //======================================================================================= if (keys[VK_TAB] && TAB_KEY_RESET && !keys[VK_SHIFT]) { groupSelection += 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } if (keys[VK_TAB] && TAB_KEY_RESET && keys[VK_SHIFT]) { groupSelection -= 1; TAB_KEY_RESET = false; } if (!keys[VK_TAB]) { TAB_KEY_RESET = true; } //======================================================================================= if (keys['A']) { moveSet[0] -= 0.1; } if (keys['D']) { moveSet[0] += 0.1; } if (keys['W']) { moveSet[1] += 0.1; } if (keys['S']) { moveSet[1] -= 0.1; } if (keys['E']) { moveSet[2] += 0.1; } if (keys['Q']) { moveSet[2] -= 0.1; } //======================================================================================= }//_END_ProcessKeyboard()
void ProcessKeyboard(void) { //======================================================================================= //======================================================================================= if (keys['L']) { jadeMonkey_LIGHT_POSITION_01[0] += .1; } if (keys['J']) { jadeMonkey_LIGHT_POSITION_01[0] -= .1; } if (keys['I']) { jadeMonkey_LIGHT_POSITION_01[1] += .1; } if (keys['K']) { jadeMonkey_LIGHT_POSITION_01[1] -= .1; } if (keys['O']) { jadeMonkey_LIGHT_POSITION_01[2] += .1; } if (keys['U']) { jadeMonkey_LIGHT_POSITION_01[2] -= .1; } //-------------------------------------------------------------------------- if (keys['X']) { jadeMonkey_SHININESS += 1.01; } if (keys['Z']) { jadeMonkey_SHININESS -= 1.01; } //================================================================================================================================== if(keys[VK_F8]) { ofstream outSettings("settings.cpp"); //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var jadeMonkey_LIGHT_POSITION_01[] = {" << jadeMonkey_LIGHT_POSITION_01[0] << ", " << jadeMonkey_LIGHT_POSITION_01[1] << ", " << jadeMonkey_LIGHT_POSITION_01[2] << ", " << jadeMonkey_LIGHT_POSITION_01[3] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------------------------------------- outSettings << "var jadeMonkey_SHININESS = " << jadeMonkey_SHININESS << ";\n"; //------------------------------------------------------------------------------------------------------------------------------ // for(int i = 0; i < 512; i++) // { // outSettings << "var frequency[" << i << "] = " << frequency[i] << ";\n"; // } // outSettings << "var selectFrequency = " // << selectFrequency << ";\n\n"; //--------------------------------------------------------------------------------------------------------------------------- outSettings << "var eyeposition[] = {" << eyeposition[0] << ", " << eyeposition[1] << ", " << eyeposition[2] << ", 0.0};\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var lookAt[] = {" << lookAt[0] << ", " << lookAt[1] << ", " << lookAt[2] << ", 0.0};\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var rotateModelWithLeftMouse[] = {" << rotateModelWithLeftMouse[0] << ", " << rotateModelWithLeftMouse[1] << "};\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var eyeposition_SHADOW[] = {" << eyeposition_SHADOW[0] << ", " << eyeposition_SHADOW[1] << ", " << eyeposition_SHADOW[2] << ", 1.0};\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var eyeposition_SHADOW[] = {" << eyeposition_SHADOW[0] << ", " << eyeposition_SHADOW[1] << ", " << eyeposition_SHADOW[2] << "}; \n"; //---------------------------------------------------------------------------------------------------------------- } //==================================================================================================================================== //==================================================================================================================================== if (keys['Y'] && KEY_Y_IS_RESET) { GLubyte *pixmap =(GLubyte *)malloc(1920*1080*4); glReadPixels(0,0,1920,1080,GL_BGRA,GL_UNSIGNED_BYTE,pixmap); FIBITMAP *texture = FreeImage_ConvertFromRawBits( pixmap, 1920, 1080, 1920*4, 32, 0xFF0000, 0x00FF00, 0x0000FF, true); FreeImage_Save(FIF_BMP, texture, "AAAAA.bmp", 0); free(pixmap); KEY_Y_IS_RESET = false; } //------------------------------------ if (!keys['Y']) { KEY_Y_IS_RESET = true; } //==================================================================================================================================== //==================================================================================================================================== //======================================================================================= if (keys['A'] && !keys[VK_SHIFT]) { eyeposition[0] += 0.15; lookAt[0] += 0.15; } //----------------------------------- if (keys['D'] && !keys[VK_SHIFT]) { eyeposition[0] -= 0.15; lookAt[0] -= 0.15; } //=================================== if (keys['S'] && !keys[VK_SHIFT]) { eyeposition[1] += 0.15; lookAt[1] += 0.15; } //----------------------------------- if (keys['W'] && !keys[VK_SHIFT]) { eyeposition[1] -= 0.15; lookAt[1] -= 0.15; //----------------------------------- } if (keys['Q'] && !keys[VK_SHIFT]) { eyeposition[2] += 0.15; lookAt[2] += 0.15; } //=================================== if (keys['E'] && !keys[VK_SHIFT]) { eyeposition[2] -= 0.15; lookAt[2] -= 0.15; } //=================================== //======================================================================================= //======================================================================================= if (keys['A'] && keys[VK_SHIFT]) { eyeposition_SHADOW[0] += 0.01; } //----------------------------------- if (keys['D'] && keys[VK_SHIFT]) { eyeposition_SHADOW[0] -= 0.01; } //=================================== if (keys['S'] && keys[VK_SHIFT]) { eyeposition_SHADOW[1] += 0.01; } //----------------------------------- if (keys['W'] && keys[VK_SHIFT]) { eyeposition_SHADOW[1] -= 0.01; } //=================================== if (keys['Q'] && keys[VK_SHIFT]) { eyeposition_SHADOW[2] += 0.01; } //----------------------------------- if (keys['E'] && keys[VK_SHIFT]) { eyeposition_SHADOW[2] -= 0.01; } //======================================================================================= }//_END_ProcessKeyboard()
void ProcessKeyboard(void) { //==================================================================================== //==================================================================================== //======================================================================================= if (keys[VK_NUMPAD6]) { knight_POSITION[0] += 0.05; } if (keys[VK_NUMPAD4]) { knight_POSITION[0] -= 0.05; } if (keys[VK_NUMPAD8]) { knight_POSITION[1] += 0.05; } if (keys[VK_NUMPAD2]) { knight_POSITION[1] -= 0.05; } if (keys[VK_NUMPAD7]) { knight_POSITION[2] += 0.05; } if (keys[VK_NUMPAD9]) { knight_POSITION[2] -= 0.05; } //======================================================================================= if (keys['L'] && !keys[VK_SHIFT]) { goldenSunset_LIGHT_POSITION_01[0] += 0.11; } if (keys['J'] && !keys[VK_SHIFT]) { goldenSunset_LIGHT_POSITION_01[0] -= 0.11; } if (keys['I'] && !keys[VK_SHIFT]) { goldenSunset_LIGHT_POSITION_01[1] += 0.11; } if (keys['K'] && !keys[VK_SHIFT]) { goldenSunset_LIGHT_POSITION_01[1] -= 0.11; } if (keys['O'] && !keys[VK_SHIFT]) { goldenSunset_LIGHT_POSITION_01[2] += 0.11; } if (keys['U'] && !keys[VK_SHIFT]) { goldenSunset_LIGHT_POSITION_01[2] -= 0.11; } //====================================================================================== if (keys['M'] && keys[VK_SHIFT] && !keys[VK_CONTROL]) { // frameBufferPlane_GaussianHorizontal_blurRadius += 0.0001; // frameBufferPlane_GaussianVertical_blurRadius += 0.0001; } if (keys['N'] && keys[VK_SHIFT] && !keys[VK_CONTROL]) { // frameBufferPlane_GaussianHorizontal_blurRadius -= 0.0001; // frameBufferPlane_GaussianVertical_blurRadius -= 0.0001; } //======================================================================================= if (keys['M'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { moveShadowPivot_Z += 0.1; } if (keys['N'] && !keys[VK_SHIFT] && !keys[VK_CONTROL]) { moveShadowPivot_Z -= 0.1; } //---------------------------------------------------------------- if (keys['M'] && keys[VK_SHIFT] && !keys[VK_CONTROL]) { facing_VIEW_linearAttenuation += 0.005; } if (keys['N'] && keys[VK_SHIFT] && !keys[VK_CONTROL]) { facing_VIEW_linearAttenuation -= 0.005; } //---------------------------------------------------------------- if (keys['M'] && !keys[VK_SHIFT] && keys[VK_CONTROL]) { facing_VIEW_quadraticAttenuation += 0.001; } if (keys['N'] && !keys[VK_SHIFT] && keys[VK_CONTROL]) { facing_VIEW_quadraticAttenuation -= 0.001; } //---------------------------------------------------------------- if (keys['X']) { facing_UP_SHININESS += 0.005; } if (keys['Z']) { facing_UP_SHININESS -= 0.005; } if (keys['V']) { adjustNearFar[1] += 0.1; } if (keys['C']) { adjustNearFar[1] -= 0.1; } //----------------------------------------------------- //============================================================================== /* if (keys['C'] && KEY_C_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount -= 10; KEY_C_IS_RESET = false; } if (!keys['C']) { KEY_C_IS_RESET = true; } //----------------------------------------------------------------------------- if (keys['V'] && KEY_V_IS_RESET && !keys[VK_SHIFT]) { stepVBOcount += 10; KEY_V_IS_RESET = false; } if (!keys['V']) { KEY_V_IS_RESET = true; } */ //----------------------------------------------------------------------------- //============================================================================== //---------------------------------------------- if(keys[VK_F8]) { ofstream outSettings("settings.cpp"); //-------------------------------------------------------------------------------------------------------------------------------- outSettings << "var frameBufferPlane_SCALE[] = {" << frameBufferPlane_SCALE[0] << ", " << frameBufferPlane_SCALE[1] << ", " << frameBufferPlane_SCALE[2] << ", 1.0};\n\n"; outSettings << " //-------------------------------------------------------------------------------------------" << ";\n"; outSettings << " var facing_UP_SHININESS = " << facing_UP_SHININESS << ";\n\n"; outSettings << " var frameBufferPlane_GaussianHorizontal_blurRadius = " << frameBufferPlane_GaussianHorizontal_blurRadius << ";\n\n"; outSettings << " var moveShadowPivot_Z = " << moveShadowPivot_Z << ";\n"; outSettings << " var facing_VIEW_linearAttenuation = " << facing_VIEW_linearAttenuation << ";\n"; outSettings << " var facing_VIEW_quadraticAttenuation = " << facing_VIEW_quadraticAttenuation << ";\n\n"; outSettings << " var knight_POSITION[] = {" << knight_POSITION[0] << ", " << knight_POSITION[1] << ", " << knight_POSITION[2] << ", " << "0.0};\n\n"; outSettings << " var goldenSunset_LIGHT_POSITION_01[] = {" << goldenSunset_LIGHT_POSITION_01[0] << ", " << goldenSunset_LIGHT_POSITION_01[1] << ", " << goldenSunset_LIGHT_POSITION_01[2] << ", " << "0.0};\n\n"; outSettings << " var matchColorModelToShadowPosition[] = {" << matchColorModelToShadowPosition[0] << ", " << matchColorModelToShadowPosition[1] << ", " << matchColorModelToShadowPosition[2] << ", " << "0.0};\n\n"; outSettings << " var adjustNearFar[] = {" << adjustNearFar[0] << ", " << adjustNearFar[1] << ", " << "};\n\n\n"; outSettings << " var adjustModelViewFor_CSM_UP = " << adjustModelViewFor_CSM_UP << ";\n\n\n"; outSettings << " //-------------------------------------------------------------------------------------------" << ";\n"; outSettings << " //-------------------------------------------------------------------------------------------" << "\n"; //--------------------------------------------------------------------------------------------------------------------------------- outSettings << "var eyeposition[] = {" << eyeposition[0] << ", " << eyeposition[1] << ", " << eyeposition[2] << ", 0.0};\n"; outSettings << "var lookAt[] = {" << lookAt[0] << ", " << lookAt[1] << ", " << lookAt[2] << ", 0.0};\n"; outSettings << "var rotateModelWithLeftMouse[] = {" << rotateModelWithLeftMouse[0] << ", " << rotateModelWithLeftMouse[1] << ", " << "};\n\n\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var eyeposition_SHADOW[] = {" << eyeposition_SHADOW[0] << ", " << eyeposition_SHADOW[1] << ", " << eyeposition_SHADOW[2] << ", 1.0};\n"; //------------------------------------------------------------------------------------------------------------------------------ outSettings << "var knightShadowPosition[] = {" << knightShadowPosition[0] << ", " << knightShadowPosition[1] << ", " << knightShadowPosition[2] << ", 1.0};\n\n"; //-------------------------------------------------------------------------------------------------------------------------- } //---------------------------------------------- //======================================================================================= //======================================================================================= if (keys['A'] && !keys[VK_SHIFT]) { turnTable += 0.1; //lookAt[0] -= 0.15; } //----------------------------------- if (keys['D'] && !keys[VK_SHIFT]) { turnTable -= 0.1; //lookAt[0] += 0.15; } //=================================== if (keys['S'] && !keys[VK_SHIFT]) { eyeposition[1] += 0.15; //lookAt[1] -= 0.15; } //----------------------------------- if (keys['W'] && !keys[VK_SHIFT]) { eyeposition[1] -= 0.15; //lookAt[1] += 0.15; //----------------------------------- } if (keys['Q'] && !keys[VK_SHIFT]) { eyeposition[2] += 0.15; //lookAt[2] -= 0.15; } //=================================== if (keys['E'] && !keys[VK_SHIFT]) { eyeposition[2] -= 0.15; //lookAt[2] += 0.15; } //=================================== //======================================================================================= //======================================================================================= if (keys['A'] && keys[VK_SHIFT]) { eyeposition_SHADOW[0] += 0.01; } //----------------------------------- if (keys['D'] && keys[VK_SHIFT]) { eyeposition_SHADOW[0] -= 0.01; } //=================================== if (keys['S'] && keys[VK_SHIFT]) { eyeposition_SHADOW[1] += 0.01; } //----------------------------------- if (keys['W'] && keys[VK_SHIFT]) { eyeposition_SHADOW[1] -= 0.01; } //=================================== if (keys['Q'] && keys[VK_SHIFT]) { eyeposition_SHADOW[2] += 0.01; } //----------------------------------- if (keys['E'] && keys[VK_SHIFT]) { eyeposition_SHADOW[2] -= 0.01; } //======================================================================================= }//_END_ProcessKeyboard()