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Source.cpp
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772 lines (633 loc) · 28.8 KB
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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <iostream>
#include <vector>
#include <locale.h>
#include <windows.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <cmath>
#include <random>
// Shader sources
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec2 TexCoords;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
gl_Position = projection * view * vec4(FragPos, 1.0);
TexCoords = aTexCoords;
}
)";
const char* fragmentShaderSource = R"(
#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform vec3 lightPos[6];
uniform vec3 viewPos;
uniform vec3 lightColor;
uniform sampler2D terrainTexture;
uniform vec4 objectColor;
void main()
{
// Ambient lighting
float ambientStrength = 0.001;
vec3 ambient = ambientStrength * lightColor;
vec3 norm = normalize(Normal);
vec3 result = ambient;
// Add lighting for each light source
for (int i = 0; i < 6; ++i) {
vec3 lightDir = normalize(lightPos[i] - FragPos);
// Diffuse lighting
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// Specular lighting
float specularStrength = 0.2;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
result += diffuse + specular;
}
vec4 textureColor = texture(terrainTexture, TexCoords);
FragColor = vec4(result, 1.0) * textureColor * objectColor;
}
)";
// Çàãðóçêà òåêñòóðû
unsigned int loadTexture(const char *path) {
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrChannels;
unsigned char *data = stbi_load(path, &width, &height, &nrChannels, 0);
if (data) {
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLenum format;
if (nrChannels == 1)
format = GL_RED;
else if (nrChannels == 3)
format = GL_RGB;
else if (nrChannels == 4)
format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
std::cerr << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
return textureID;
}
// Function to compile shaders
GLuint compileShader(GLenum type, const char* source) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
std::cout << "Shader compilation error: " << infoLog << std::endl;
}
return shader;
}
// Initialize shader program
GLuint initShaderProgram() {
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return shaderProgram;
}
// Generate terrain (plane)
void generateTerrain(std::vector<float>& vertices, std::vector<unsigned int>& indices, int size) {
float scale = 0.201f; // Ìàñøòàá äëÿ òåððåéíà
float hillHeight = 7.0f; // Âûñîòà õîëìà
int hillSize = 300; // Îáùèé ðàçìåð õîëìà
int plateauSize = 50; // Ðàçìåð ïëîñêîé âåðøèíû
for (int z = 0; z < size; ++z) {
for (int x = 0; x < size; ++x) {
float height = 0.0f;
int centerX = size / 2;
int centerZ = size / 2;
int dx = x - centerX;
int dz = z - centerZ;
float distance = sqrt(dx * dx + dz * dz);
if (distance < plateauSize) {
height = hillHeight;
} else if (distance < hillSize) {
height = hillHeight - (hillHeight * ((distance - plateauSize) / (hillSize - plateauSize)));
}
vertices.push_back(x * scale);
vertices.push_back(height); // Âûñîòà òåððåéíà
vertices.push_back(z * scale);
vertices.push_back(0.0f); // Íîðìàëü X
vertices.push_back(1.0f); // Íîðìàëü Y
vertices.push_back(0.0f); // Íîðìàëü Z
vertices.push_back(static_cast<float>(x) / size); // Òåêñòóðíàÿ êîîðäèíàòà S
vertices.push_back(static_cast<float>(z) / size); // Òåêñòóðíàÿ êîîðäèíàòà T
// Ñîçäàåì èíäåêñû
if (x < size - 1 && z < size - 1) {
int topLeft = z * size + x;
int topRight = topLeft + 1;
int bottomLeft = (z + 1) * size + x;
int bottomRight = bottomLeft + 1;
indices.push_back(topLeft);
indices.push_back(bottomLeft);
indices.push_back(topRight);
indices.push_back(topRight);
indices.push_back(bottomLeft);
indices.push_back(bottomRight);
}
}
}
}
// Camera control variables
//float cameraSpeed = 10.0f;
float yaw = -90.0f;
float pitch = 0.0f;
float lastX = 400, lastY = 300;
const float sensitivity = 0.1f;
bool firstMouse = true;
glm::vec3 cameraPos(0.0f, 4.0f, 10.0f);
glm::vec3 cameraFront(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp(0.0f, 1.0f, 0.0f);
// Callback for window resizing
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
// Mouse callback function
void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
// Adjust yaw and pitch based on mouse movement
yaw += xoffset * sensitivity;
pitch += yoffset * sensitivity;
// Limit pitch to avoid gimbal lock
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
// Update camera front vector
glm::vec3 front;
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(pitch));
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(front);
}
// Ôóíêöèÿ äëÿ ïîèñêà âûñîòû òåððåéíà íà äàííîé ïîçèöèè (x, z)
float getTerrainHeight(const std::vector<float>& vertices, int size, float x, float z) {
// Ïðåîáðàçóåì êîîðäèíàòû â èíäåêñû ìàññèâà âåðøèí
int iX = static_cast<int>(x / 0.201f); // Ïðåîáðàçóåì â êîîðäèíàòû òåððåéíà
int iZ = static_cast<int>(z / 0.201f);
if (iX < 0 || iX >= size || iZ < 0 || iZ >= size) {
return 0.0f; // Âîçâðàùàåì 0, åñëè òî÷êà âûõîäèò çà ïðåäåëû òåððåéíà
}
// Èíäåêñ âåðøèíû äëÿ ïîèñêà
int index = (iZ * size + iX) * 8 + 1; // Âåðøèíû ñ êîîðäèíàòàìè Y èäóò ÷åðåç 8 ýëåìåíòîâ (x, y, z, nx, ny, nz, s, t)
return vertices[index]; // Âîçâðàùàåì âûñîòó (y-êîîðäèíàòó) äëÿ òî÷êè
}
// Îáíîâëåíèå ïîçèöèè êàìåðû ñ ó÷åòîì îãðàíè÷åíèÿ ïî òåððåéíó
void processInput(GLFWwindow *window, const std::vector<float>& terrainVertices, int terrainSize) {
float cameraSpeed = 0.1f; // ñêîðîñòü äâèæåíèÿ êàìåðû
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// Äâèæåíèå êàìåðû
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPos += cameraSpeed * cameraFront; // Âïåðåä
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPos -= cameraSpeed * cameraFront; // Íàçàä
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed; // Âëåâî
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed; // Âïðàâî
/*if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
cameraPos += cameraSpeed * cameraUp; // Ââåðõ
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
cameraPos -= cameraSpeed * cameraUp; // Âíèç*/
// Îãðàíè÷åíèå äâèæåíèÿ êàìåðû â ïðåäåëàõ òåððåéíà ïî îñÿì X è Z
float terrainMinX = 0.0f, terrainMaxX = terrainSize * 0.2f;
float terrainMinZ = 0.0f, terrainMaxZ = terrainSize * 0.2f;
// Îãðàíè÷èâàåì ïîëîæåíèå êàìåðû ïî X è Z ñ ó÷åòîì âûñîòû òåððåéíà
cameraPos.x = glm::clamp(cameraPos.x, terrainMinX, terrainMaxX);
cameraPos.z = glm::clamp(cameraPos.z, terrainMinZ, terrainMaxZ);
// Ïîëó÷àåì âûñîòó òåððåéíà íà òåêóùèõ êîîðäèíàòàõ êàìåðû
float terrainHeight = getTerrainHeight(terrainVertices, terrainSize, cameraPos.x, cameraPos.z);
// Åñëè âûñîòà òåððåéíà íèæå îïðåäåëåííîãî ïîðîãà, óñòàíàâëèâàåì ìèíèìàëüíóþ âûñîòó êàìåðû
if (terrainHeight < 0.0f) {
terrainHeight = 0.0f;
}
cameraPos.y = terrainHeight + 4.0f;
}
void generateCube(std::vector<float>& vertices, std::vector<float>& textureCoords, float size, float height, float yOffset) {
float halfSize = size * 0.5f;
vertices = {
// Íèæíÿÿ ãðàíü
-halfSize, yOffset, -halfSize, // Íèæíèé ëåâûé óãîë
halfSize, yOffset, -halfSize, // Íèæíèé ïðàâûé óãîë
halfSize, yOffset, halfSize, // Âåðõíèé ïðàâûé óãîë
-halfSize, yOffset, halfSize, // Âåðõíèé ëåâûé óãîë
// Âåðõíÿÿ ãðàíü
-halfSize, yOffset + height, -halfSize, // Íèæíèé ëåâûé óãîë
halfSize, yOffset + height, -halfSize, // Íèæíèé ïðàâûé óãîë
halfSize, yOffset + height, halfSize, // Âåðõíèé ïðàâûé óãîë
-halfSize, yOffset + height, halfSize // Âåðõíèé ëåâûé óãîë
};
// Êîîðäèíàòû òåêñòóðû äëÿ êàæäîé âåðøèíû
textureCoords = {
// Íèæíÿÿ ãðàíü
0.0f, 0.0f, // Íèæíèé ëåâûé óãîë
1.0f, 0.0f, // Íèæíèé ïðàâûé óãîë
1.0f, 1.0f, // Âåðõíèé ïðàâûé óãîë
0.0f, 1.0f, // Âåðõíèé ëåâûé óãîë
// Âåðõíÿÿ ãðàíü
0.0f, 0.0f, // Íèæíèé ëåâûé óãîë
1.0f, 0.0f, // Íèæíèé ïðàâûé óãîë
1.0f, 1.0f, // Âåðõíèé ïðàâûé óãîë
0.0f, 1.0f // Âåðõíèé ëåâûé óãîë
};
}
// Cube indices for drawing the faces
std::vector<unsigned int> generateCubeIndices() {
return {
// Bottom face
0, 1, 2, 2, 3, 0,
// Top face
4, 5, 6, 6, 7, 4,
// Sides
0, 1, 5, 5, 4, 0,
1, 2, 6, 6, 5, 1,
2, 3, 7, 7, 6, 2,
3, 0, 4, 4, 7, 3
};
}
struct Model {
std::vector<float> vertices;
std::vector<unsigned int> indices;
GLuint VAO, VBO, EBO;
Model(const std::string& path) {
loadModel(path);
setupModel();
}
void loadModel(const std::string& path) {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warn, err;
if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, path.c_str())) {
std::cerr << warn << err << std::endl;
return;
}
for (const auto& shape : shapes) {
for (const auto& index : shape.mesh.indices) {
vertices.push_back(attrib.vertices[3 * index.vertex_index + 0]);
vertices.push_back(attrib.vertices[3 * index.vertex_index + 1]);
vertices.push_back(attrib.vertices[3 * index.vertex_index + 2]);
if (!attrib.normals.empty()) {
vertices.push_back(attrib.normals[3 * index.normal_index + 0]);
vertices.push_back(attrib.normals[3 * index.normal_index + 1]);
vertices.push_back(attrib.normals[3 * index.normal_index + 2]);
}
if (!attrib.texcoords.empty()) {
vertices.push_back(attrib.texcoords[2 * index.texcoord_index + 0]);
vertices.push_back(attrib.texcoords[2 * index.texcoord_index + 1]);
}
indices.push_back(indices.size());
}
}
}
void setupModel() {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
}
void draw(GLuint shaderProgram) {
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
};
glm::vec3 rabbitPosition(1.0f, 0.0f, 1.0f); // Íà÷àëüíàÿ ïîçèöèÿ
glm::vec3 rabbitFront(0.0f, 0.0f, -1.0f); // Íàïðàâëåíèå äâèæåíèÿ
void processRabbitInput(GLFWwindow* window, const std::vector<float>& terrainVertices, int terrainSize) {
float rabbitSpeed = 0.1f; // Ñêîðîñòü ïåðåìåùåíèÿ êðîëèêà
glm::vec3 right = glm::normalize(glm::cross(rabbitFront, glm::vec3(0.0f, 1.0f, 0.0f)));
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
rabbitPosition -= rabbitSpeed * rabbitFront; // Âïåð¸ä
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
rabbitPosition += rabbitSpeed * rabbitFront; // Íàçàä
}
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
rabbitPosition += right * rabbitSpeed; // Âëåâî
}
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
rabbitPosition -= right * rabbitSpeed; // Âïðàâî
}
// Îãðàíè÷èòü äâèæåíèå ìîäåëè ïî X è Z
float terrainMinX = 0.0f, terrainMaxX = terrainSize * 0.2f;
float terrainMinZ = 0.0f, terrainMaxZ = terrainSize * 0.2f;
rabbitPosition.x = glm::clamp(rabbitPosition.x, terrainMinX, terrainMaxX);
rabbitPosition.z = glm::clamp(rabbitPosition.z, terrainMinZ, terrainMaxZ);
// Îáíîâèòü âûñîòó ìîäåëè íà îñíîâàíèè òåððåéíà
rabbitPosition.y = getTerrainHeight(terrainVertices, terrainSize, rabbitPosition.x, rabbitPosition.z);
}
int main() {
glfwInit();
GLFWwindow* window = glfwCreateWindow(800, 600, "Witches tea party", nullptr, nullptr);
glfwMakeContextCurrent(window);
glewInit();
glEnable(GL_DEPTH_TEST); // Enable depth testing
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback); // Set mouse callback
// Hide the mouse cursor and capture it
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
GLuint shaderProgram = initShaderProgram();
GLuint texture1 = loadTexture("terrain_texture.png"); // Çàãðóçêà òåêñòóðû
GLuint texture2 = loadTexture("white.jpg"); // Çàãðóçêà òåêñòóðû äëÿ êóáà
GLuint texture3 = loadTexture("Round_table_texture_.jpg");
GLuint texture4 = loadTexture("Round table texture _NRM.jpg");
GLuint texture5 = loadTexture("Round table texture .jpg");
//glActiveTexture(GL_TEXTURE0);
//glUniform1i(glGetUniformLocation(shaderProgram, "terrainTexture"), 0);
Model objModel("table.obj");
Model objModel1("13518_Beach_Umbrella_v1_L3.obj");
Model objModel2("Garden chair.obj");
Model objModel3("uploads_files_5014646_Rabbit_Quad.obj");
Model objModel4("teamugblend.obj");
Model objModel5("20900_Brown_Betty_Teapot_v1.obj");
Model objModel6("uploads_files_5014646_Rabbit_Quad1.obj");
Model objModel7("untitled.obj");
int terrainSize = 300;
float cubeSize = terrainSize * 0.2f;
float terrainYOffset = 0.0f;
float cubeYOffset = -0.001f;
float cubeHeight = 20.0f;
float squareLightSize = 10.0f;
float cutOff = glm::cos(glm::radians(90.0f));
std::vector<float> terrainVertices;
std::vector<unsigned int> terrainIndices;
generateTerrain(terrainVertices, terrainIndices, terrainSize);
GLuint VBO_Terrain, VAO_Terrain, EBO_Terrain;
glGenVertexArrays(1, &VAO_Terrain);
glGenBuffers(1, &VBO_Terrain);
glGenBuffers(1, &EBO_Terrain);
glBindVertexArray(VAO_Terrain);
glBindBuffer(GL_ARRAY_BUFFER, VBO_Terrain);
glBufferData(GL_ARRAY_BUFFER, terrainVertices.size() * sizeof(float), terrainVertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO_Terrain);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, terrainIndices.size() * sizeof(unsigned int), terrainIndices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
std::vector<float> textureCoords;
std::vector<float> cubeVertices;
generateCube(cubeVertices, textureCoords, cubeSize, cubeHeight, cubeYOffset);
std::vector<unsigned int> cubeIndices = generateCubeIndices();
GLuint VBO_Cube, VAO_Cube, EBO_Cube;
glGenVertexArrays(1, &VAO_Cube);
glGenBuffers(1, &VBO_Cube);
glGenBuffers(1, &EBO_Cube);
glBindVertexArray(VAO_Cube);
glBindBuffer(GL_ARRAY_BUFFER, VBO_Cube);
glBufferData(GL_ARRAY_BUFFER, cubeVertices.size() * sizeof(float), cubeVertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO_Cube);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, cubeIndices.size() * sizeof(unsigned int), cubeIndices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glm::vec4 objectColor(1.0f, 0.0f, 0.0f, 1.0f);
GLuint objectColorLocation = glGetUniformLocation(shaderProgram, "objectColor");
glUniform4fv(objectColorLocation, 1, glm::value_ptr(objectColor));
float orbitRadius = 17.0f;
float orbitSpeed = 0.5f;
float angle = 0.0f;
glm::vec3 rotationCenter(150.0f * 0.2f, 6.0f, 150.0f * 0.2f);
float spacing = 0.2f;
float maxJumpHeight = 2.0f;
float jumpDuration = 0.5f;
int numRabbits = 31;
std::vector<float> jumpTimers(numRabbits, 0.0f);
std::vector<bool> isJumping(numRabbits, false);
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<> dis(0.0, 1.0);
while (!glfwWindowShouldClose(window)) {
processInput(window,terrainVertices, terrainSize);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram);
processRabbitInput(window, terrainVertices, terrainSize);
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 0.8f, 0.8f, 0.8f);
//glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"), 0.0f, 1.0f, 0.0f);
glUniform1f(glGetUniformLocation(shaderProgram, "cutOff"), cutOff);
// Draw terrain
glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(1.0f, 1.0f, 1.0f, 1.0f))); // Áåëûé öâåò äëÿ òåððåéíà
// Ðèñóéòå òåððåéí
glBindTexture(GL_TEXTURE_2D, texture1);
glBindVertexArray(VAO_Terrain);
glDrawElements(GL_TRIANGLES, terrainIndices.size(), GL_UNSIGNED_INT, 0);
// Ðèñóéòå êóá
// Óñòàíîâèòå ïîçèöèè äëÿ 5 ãðàíåé êóáà
glm::vec3 lightPos[6] = {
glm::vec3(-terrainSize * 0.5f, 50.0f, -terrainSize * 0.5f), // Top-left corner
glm::vec3( terrainSize * 0.5f, 50.0f, -terrainSize * 0.5f), // Top-right corner
glm::vec3(-terrainSize * 0.5f, 50.0f, terrainSize * 0.5f), // Bottom-left corner
glm::vec3( terrainSize * 0.5f, 50.0f, terrainSize * 0.5f), // Bottom-right corner
glm::vec3(0.0f, 50.0f, 0.0f), // Center of the terrain
};
angle += orbitSpeed * glfwGetTime();
glfwSetTime(0.0);
for (int i = 0; i < numRabbits; ++i) {
float currentAngle = angle + i * spacing;
// Âû÷èñëÿåì ïîçèöèþ äëÿ âðàùåíèÿ
float x = rotationCenter.x + orbitRadius * cos(currentAngle);
float z = rotationCenter.z + orbitRadius * sin(currentAngle);
float y = rotationCenter.y;
// Ðàíäîìíî èíèöèèðóåì ïðûæîê ñ íåáîëüøîé âåðîÿòíîñòüþ
if (!isJumping[i] && dis(gen) < 0.01) {
isJumping[i] = true;
jumpTimers[i] = jumpDuration; // Çàïóñê òàéìåðà ïðûæêà
}
// Îáðàáàòûâàåì äâèæåíèå ïðûæêà
if (isJumping[i]) {
float jumpProgress = 1.0f - (jumpTimers[i] / jumpDuration);
y += maxJumpHeight * sin(jumpProgress * glm::pi<float>()); // Ïàðàáîëè÷åñêàÿ êðèâàÿ ïðûæêà
// Îáíîâëÿåì òàéìåð ïðûæêà è ïðîâåðÿåì, çàâåðøèëñÿ ëè ïðûæîê
jumpTimers[i] -= 0.016f; // Ïðåäïîëàãàåì 16 ìñ íà êàäð
if (jumpTimers[i] <= 0.0f) {
isJumping[i] = false; // Ñáðàñûâàåì ñîñòîÿíèå ïðûæêà
jumpTimers[i] = 0.0f;
}
}
// Ñîçäàåì ìîäåëüíóþ ìàòðèöó òðàíñôîðìàöèè
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(x, y, z));
model = glm::scale(model, glm::vec3(2.5f, 2.5f, 2.5f)); // Ìàñøòàáèðóåì çàéöà
// Ðàññ÷èòûâàåì âåêòîð íàïðàâëåíèÿ ê öåíòðó âðàùåíèÿ
glm::vec3 direction = glm::normalize(rotationCenter - glm::vec3(x, y, z));
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 right = glm::normalize(glm::cross(up, direction));
glm::vec3 adjustedUp = glm::cross(direction, right);
// Ïîâîðîòíàÿ ìàòðèöà, ÷òîáû çaåö ñìîòðåë â öåíòð
glm::mat4 rotationMatrix = glm::mat4(1.0f);
rotationMatrix[0] = glm::vec4(right, 0.0f);
rotationMatrix[1] = glm::vec4(adjustedUp, 0.0f);
rotationMatrix[2] = glm::vec4(direction, 0.0f);
model *= rotationMatrix;
// Ïåðåäàåì ìàòðèöó òðàíñôîðìàöèè â øåéäåð è ðåíäåðèì çàéöà
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glBindTexture(GL_TEXTURE_2D, texture2);
objModel3.draw(shaderProgram);
}
glm::mat4 rabbitModel = glm::translate(glm::mat4(1.0f), rabbitPosition);
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(rabbitModel));
objModel6.draw(shaderProgram);
//ñòîë
glm::mat4 model1 = glm::mat4(1.0f);
model1 = glm::translate(model1, glm::vec3(150.0f*0.2f, 7.0f, 150.0f*0.2f));
// Ïåðåäàåì ìàòðèöó ìîäåëè â øåéäåð äëÿ ïåðâîãî îáúåêòà
GLuint modelLoc1 = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc1, 1, GL_FALSE, glm::value_ptr(model1));
// Óñòàíàâëèâàåì öâåò äëÿ ïåðâîãî îáúåêòà
glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.5f, 0.5f, 0.5f, 1.0f)));
glBindTexture(GL_TEXTURE_2D, texture3);
objModel.draw(shaderProgram);
//÷àéíèê
glm::mat4 model13 = glm::mat4(1.0f);
model13 = glm::translate(model13, glm::vec3(150.0f*0.2f-0.75f, 8.5f, 150.0f*0.2f-0.3f));
model13 = glm::scale(model13, glm::vec3(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f));
model13 = glm::rotate(model13, glm::radians(270.0f), glm::vec3(1.0f, 0.0f, 0.0f));
model13 = glm::rotate(model13, glm::radians(-120.0f), glm::vec3(0.0f, 0.0f, 1.0f));
// Ïåðåäàåì ìàòðèöó ìîäåëè â øåéäåð äëÿ ïåðâîãî îáúåêòà
GLuint modelLoc13 = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc13, 1, GL_FALSE, glm::value_ptr(model13));
// Óñòàíàâëèâàåì öâåò äëÿ ïåðâîãî îáúåêòà
glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.5f, 0.5f, 0.5f, 1.0f)));
glBindTexture(GL_TEXTURE_2D, texture3);
objModel5.draw(shaderProgram);
//êðóæêà 1
glm::mat4 model11 = glm::mat4(1.0f); // Èíèöèàëèçàöèÿ åäèíè÷íîé ìàòðèöû
model11 = glm::translate(model11, glm::vec3(150.0f*0.2f, 8.4f, 150.0f*0.2f+1.0f));
model11 = glm::scale(model11, glm::vec3(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f));
// Ïåðåäàåì ìàòðèöó ìîäåëè â øåéäåð äëÿ ïåðâîãî îáúåêòà
GLuint modelLoc11 = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc11, 1, GL_FALSE, glm::value_ptr(model11));
// Óñòàíàâëèâàåì öâåò äëÿ ïåðâîãî îáúåêòà
glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.5f, 0.5f, 0.5f, 1.0f)));
glBindTexture(GL_TEXTURE_2D, texture3);
objModel4.draw(shaderProgram);
//êðóæêà 2
glm::mat4 model12 = glm::mat4(1.0f);
model12 = glm::translate(model12, glm::vec3(150.0f*0.2f, 8.4f, 150.0f*0.2f-1.0f));
model12 = glm::scale(model12, glm::vec3(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f));
model12 = glm::rotate(model12, glm::radians(120.0f), glm::vec3(0.0f, 1.0f, 0.0f));
GLuint modelLoc12 = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc12, 1, GL_FALSE, glm::value_ptr(model12));
// Óñòàíàâëèâàåì öâåò äëÿ ïåðâîãî îáúåêòà
glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.5f, 0.5f, 0.5f, 1.0f)));
glBindTexture(GL_TEXTURE_2D, texture3);
objModel4.draw(shaderProgram);
//çîíò
glm::mat4 model2 = glm::mat4(1.0f);
model2 = glm::translate(model2, glm::vec3(150.0f*0.2f, 5.0f, 150.0f*0.2f));
model2 = glm::scale(model2, glm::vec3(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f));
model2 = glm::rotate(model2, glm::radians(270.0f), glm::vec3(1.0f, 0.0f, 0.0f));
GLuint modelLoc2 = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc2, 1, GL_FALSE, glm::value_ptr(model2));
//glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.6f, 0.3f, 0.0f, 1.0f)));
glBindTexture(GL_TEXTURE_2D, texture4);
objModel1.draw(shaderProgram);
//ñòóë 1
glm::mat4 model3 = glm::mat4(1.0f);
model3 = glm::translate(model3, glm::vec3(150.0f*0.2f+1.0f, 7.0f, 150.0f*0.2f-1.5f));
model3 = glm::scale(model3, glm::vec3(1.0f*2.0f , 1.0f*2.0f , 1.0f*2.0f));
model3 = glm::rotate(model3, glm::radians(-40.0f), glm::vec3(0.0f, 1.0f, 0.0f));
GLuint modelLoc3 = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc3, 1, GL_FALSE, glm::value_ptr(model3));
//glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.6f, 0.3f, 0.0f, 1.0f)));
glBindTexture(GL_TEXTURE_2D, texture5);
objModel2.draw(shaderProgram);
//ñòóë 2
glm::mat4 model4 = glm::mat4(1.0f);
model4 = glm::translate(model4, glm::vec3(150.0f*0.2f-1.0f, 7.0f, 150.0f*0.2f+1.5f));
model4 = glm::scale(model4, glm::vec3(1.0f*2.0f , 1.0f*2.0f , 1.0f*2.0f));
model4 = glm::rotate(model4, glm::radians(145.0f), glm::vec3(0.0f, 1.0f, 0.0f));
GLuint modelLoc4 = glGetUniformLocation(shaderProgram, "model");
glUniformMatrix4fv(modelLoc4, 1, GL_FALSE, glm::value_ptr(model4));
//glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.6f, 0.3f, 0.0f, 1.0f)));
glBindTexture(GL_TEXTURE_2D, texture5);
objModel2.draw(shaderProgram);
for (int i = 0; i < 6; ++i) {
std::string uniformName = "lightPos[" + std::to_string(i) + "]";
glUniform3fv(glGetUniformLocation(shaderProgram, uniformName.c_str()), 1, glm::value_ptr(lightPos[i]));
}
glUniform4fv(objectColorLocation, 1, glm::value_ptr(glm::vec4(0.0f, 2.0f, 6.0f, 1.0f)));
//glBindTexture(GL_TEXTURE_2D, texture5);
glBindVertexArray(VAO_Cube);
glm::mat4 cubeModel = glm::mat4(1.0f);
cubeModel = glm::translate(cubeModel, glm::vec3(terrainSize * 0.2f*0.5f, cubeYOffset, terrainSize * 0.2f*0.5f));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(cubeModel));
glDrawElements(GL_TRIANGLES, cubeIndices.size(), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up
glDeleteVertexArrays(1, &VAO_Terrain);
glDeleteBuffers(1, &VBO_Terrain);
glDeleteBuffers(1, &EBO_Terrain);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}