//constructor .. e apelat cand e instantiata clasa Laborator(){ //setari pentru desenare, clear color seteaza culoarea de clear pentru ecran (format R,G,B,A) glClearColor(0.5,0.5,0.5,1); glClearDepth(1); //clear depth si depth test (nu le studiem momentan, dar avem nevoie de ele!) glEnable(GL_DEPTH_TEST); //sunt folosite pentru a determina obiectele cele mai apropiate de camera (la curs: algoritmul pictorului, algoritmul zbuffer) //incarca un shader din fisiere si gaseste locatiile matricilor relativ la programul creat gl_program_shader = lab::loadShader("shadere\\shader_vertex.glsl", "shadere\\shader_fragment.glsl"); //Initializam pod_racer player = new Object("resurse\\pod racer.obj"); //player->scale(2, 2, 2); player->rotate(180, 0, 1, 0); objects.push_back(player); //Initializam stadion //stadium = new Object("resurse\\Stadion.obj"); //objects.push_back(stadium); //matrici de modelare si vizualizare cam1.set(glm::vec3(0,2,-4), glm::vec3(0,5,-100), glm::vec3(0,1,0)); cam2.set(glm::vec3(0, 0, 40), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); cam3.set(glm::vec3(0, 0, 40), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); //desenare wireframe glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glLineWidth(10); glPointSize(10); }
Tema4() { // Setari pentru desenare, clear color seteaza culoarea de clear pentru ecran (format R,G,B,A). glClearColor(0.0, 0.0, 0.0, 1); glClearDepth(1); // clear depth si depth test sunt folosite pentru a determina obiectele cele mai apropiate de camera. glEnable(GL_DEPTH_TEST); // Incarca un shader din fisiere si gaseste locatiile matricilor relativ la programul creat. gl_program_shader = lab::loadShader("shadere\\shader_vertex.glsl", "shadere\\shader_fragment.glsl"); // Incarca texturi. textures.push_back(lab::loadTextureBMP("resurse\\b1.bmp")); textures.push_back(lab::loadTextureBMP("resurse\\b2.bmp")); textures.push_back(lab::loadTextureBMP("resurse\\b3.bmp")); textures.push_back(lab::loadTextureBMP("resurse\\b4.bmp")); textures.push_back(lab::loadTextureBMP("resurse\\b5.bmp")); textures.push_back(lab::loadTextureBMP("resurse\\flying_car_texture.bmp")); for (int i = 0; i < textures.size(); ++i) { glActiveTexture(GL_TEXTURE0 + i + 1); glBindTexture(GL_TEXTURE_2D, textures[i]); } srand(time(NULL)); // Camere view1 = new lab::Camera(); view1->set(glm::vec3(-10, Building::MAX_HEIGHT + 10, 500), glm::vec3(490, Building::MAX_HEIGHT + 10, 500), glm::vec3(0, 1, 0)); view2 = new lab::Camera(); view2->set(glm::vec3(500, 750, 500), glm::vec3(500.1, 0, 500.1), glm::vec3(0, 1, 0)); view2->rotateFPSoX(-45); is_fps = true; vehicle = new Vehicle(); quad = new Quad(1000); // Folosesc primele 5 texturi pentru cladiri. city = new City(textures.size() - 1); // Lumina & material material_shininess = 10; material_kd = 0.4; material_ks = 0.1; // Desenare solid glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); modified = true; }
//constructor .. e apelat cand e instantiata clasa Laborator(){ //setari pentru desenare, clear color seteaza culoarea de clear pentru ecran (format R,G,B,A) glClearColor(0.8,0.8,0.8,1); glClearDepth(1); //clear depth si depth test (nu le studiem momentan, dar avem nevoie de ele!) glEnable(GL_DEPTH_TEST); //sunt folosite pentru a determina obiectele cele mai apropiate de camera (la curs: algoritmul pictorului, algoritmul zbuffer) //initializari timp = 0.0f; amplitudine = 1.5f; frecventa = glm::pi<float>() /15; // 2pi/lungime --- lungime e 30 faza = frecventa /2 ;// viteza * frecventa ---- viteza = 0.5 directional = 0; circular = 0; // unde directie = glm::vec3(1, 0, 1); centru.x = 150; centru.z = 10; drawable = 0; //incarca un shader din fisiere si gaseste locatiile matricilor relativ la programul creat gl_program_shader_gouraud = lab::loadShader("shadere\\shader_gouraud_vertex.glsl", "shadere\\shader_gouraud_fragment.glsl"); //incarca o sfera lab::loadObj("resurse\\sphere.obj",mesh_vao_sphere, mesh_vbo_sphere, mesh_ibo_sphere, mesh_num_indices_sphere); //incarca un plan //lab::loadObj("resurse\\plane.obj",mesh_vao_ground, mesh_vbo_ground, mesh_ibo_ground, mesh_num_indices_ground); for (int i = 0; i < 100; i++) { for (int j = 0; j < 100; j++) { ver.push_back(lab::VertexFormat(i, 0, -j, 0, 1, 0)); } } for (int i = 0; i < 99; i++) { for (int j = 0; j < 99; j++) { ind.push_back(glm::uvec3(i * 100 + j, (i + 1) * 100 + j, (i + 1) * 100 + j + 1)); ind.push_back(glm::uvec3(i * 100 + j, (i + 1) * 100 + j + 1, i * 100 + j + 1)); } } // create grid createGrid(); //lumina & material eye_position = glm::vec3(50, 25, 0); FPS.set(glm::vec3(50, 25, 0), glm::vec3(50, 0, -15), glm::vec3(0, 1, 0)); light_position = glm::vec3(50,10,-50); material_shininess = 30; material_kd = 0.5; material_ks = 0.5; //matrici de modelare si vizualizare model_matrix = glm::mat4(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1); //desenare wireframe glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }
//constructor .. e apelat cand e instantiata clasa Laborator(){ //setari pentru desenare, clear color seteaza culoarea de clear pentru ecran (format R,G,B,A) glClearColor(0.5,0.5,0.5,1); glClearDepth(1); //clear depth si depth test (nu le studiem momentan, dar avem nevoie de ele!) glEnable(GL_DEPTH_TEST); //sunt folosite pentru a determina obiectele cele mai apropiate de camera (la curs: algoritmul pictorului, algoritmul zbuffer) //incarca un shader din fisiere si gaseste locatiile matricilor relativ la programul creat lab::gl_program_shader_gouraud = lab::loadShader("shadere\\shader_gouraud_vertex.glsl", "shadere\\shader_gouraud_fragment.glsl"); //incarca o sfera lab::loadObj("resurse\\sphere.obj",mesh_vao_sphere, mesh_vbo_sphere, mesh_ibo_sphere, mesh_num_indices_sphere); ground = myLoadGround_as_Mesh(); // init camera camera.set(glm::vec3(0, 10, 50), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); //lumina & material eye_position = glm::vec3(0, 10, 50); light_position = glm::vec3(10, 7, -100); material_shininess = 30; material_kd = 0.5; material_ks = 0.5; amplitudine[0] = 5.0f; amplitudine[1] = 5.0f; amplitudine[2] = 5.0f; lungime_unda[0] = 40.0f; lungime_unda[1] = 40.0f; lungime_unda[2] = 40.0f; viteza_s[0] = 2.0f; viteza_s[1] = 2.0f; viteza_s[2] = 0.5f; centru = glm::vec2(10, 10); for (int i = 0; i < 3; i++){ frecv[i] = 2 * pi / lungime_unda[i]; faza[i] = viteza_s[i] * 2 * pi / lungime_unda[i]; } timp = 1; //matrici de modelare si vizualizare model_matrix = glm::mat4(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1); //view_matrix = glm::lookAt(eye_position, glm::vec3(0,0,0), glm::vec3(0,1,0)); matrice_translatie_1 = glm::translate(model_matrix, glm::vec3(light_position.x, light_position.y, light_position.z + 100)); //desenare wireframe glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); }
//tasta apasata void notifyKeyPressed(unsigned char key_pressed, int mouse_x, int mouse_y){ if(key_pressed == 27) lab::glut::close(); //ESC inchide glut si if(key_pressed == 32) { //SPACE reincarca shaderul si recalculeaza locatiile (offseti/pointeri) glDeleteProgram(gl_program_shader); gl_program_shader = lab::loadShader("shadere\\shader_vertex.glsl", "shadere\\shader_fragment.glsl"); } if(key_pressed == 'i'){ static bool wire =true; wire=!wire; glPolygonMode(GL_FRONT_AND_BACK, (wire?GL_LINE:GL_FILL)); } if(key_pressed == 'w') { cam1.translateForward(1.0f); } if(key_pressed == 'a') { cam1.translateRight(-1.0f); } if(key_pressed == 's') { cam1.translateForward(-1.0f); } if(key_pressed == 'd') { cam1.translateRight(1.0f); } if(key_pressed == 'r') { cam1.translateUpword(1.0f); } if(key_pressed == 'f') { cam1.translateUpword(-1.0f); } if(key_pressed == 'q') { cam1.rotateFPSoY(1.0f); } if(key_pressed == 'e') { cam1.rotateFPSoY(-1.0f); } if(key_pressed == 'z') { cam1.rotateFPSoZ(-1.0f); } if(key_pressed == 'c') { cam1.rotateFPSoZ(1.0f); } if(key_pressed == 't') { cam1.rotateFPSoX(1.0f); } if(key_pressed == 'g') { cam1.rotateFPSoX(-1.0f); } if(key_pressed == 'o') { cam1.set(glm::vec3(0,0,40), glm::vec3(0,0,0), glm::vec3(0,1,0)); } if(key_pressed == '1') { cam1.rotateTPSoX(1.0f,40.0f); } if(key_pressed == '2') { cam1.rotateTPSoX(-1.0f,40.0f); } if(key_pressed == '3') { cam1.rotateTPSoY(1.0f,40.0f); } if(key_pressed == '4') { cam1.rotateTPSoY(-1.0f,40.0f); } if(key_pressed == '5') { cam1.rotateTPSoZ(1.0f,40.0f); } if(key_pressed == '6') { cam1.rotateTPSoZ(-1.0f,40.0f); } if (key_pressed == '7') { active_camera = 1; } if (key_pressed == '8') { active_camera = 2; } if (key_pressed == '9') { active_camera = 3; } if (key_pressed == '0') { active_camera = 4; } }