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main.cpp
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225 lines (203 loc) · 6.93 KB
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <bits/stdc++.h>
using namespace std;
int WIDTH = 500;
int HEIGHT = 500;
vector<pair<int,int>> nbours = {{-1,0},{1,0},{0,1},{0,-1}};
// vector<pair<int,int>> nbours = {{-1,0},{1,0},{0,1},{0,-1},{1,1},{-1,-1},{-1,1},{1,-1}};
// --- Funções base ---
GLFWwindow* initOpenGL(int w, int h, const char* title) {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(w, h, title, NULL, NULL);
if (!window) return nullptr;
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) return nullptr;
glViewport(0, 0, w, h);
return window;
}
// Atualiza a textura com novos pixels
void updateTexture(GLuint texture, vector<unsigned char>& pixels) {
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
}
// Cria textura inicial
GLuint createTexture(vector<unsigned char>& pixels) {
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels.data());
return tex;
}
// Lineariza coorenada
int lin(int i,int j){
return 3 * (j*WIDTH + i);
}
pair<int,int> deslin(int idx){
int pixelIndex = idx / 3;
int j = pixelIndex / WIDTH;
int i = pixelIndex % WIDTH;
return {i, j};
}
bool check(int i,int j){
return !(i < 0 || i >= WIDTH || j < 0 || j >= HEIGHT);
}
int main() {
// --- Matriz de pixels (RGB linearizada) ---
int n,m;
cin>>n>>m;
HEIGHT = n;
WIDTH = m;
int from,to;
vector<unsigned char> pixels(WIDTH*HEIGHT*3);
for(int i =0;i<n;i++)
{
for(int j =0;j<m;j++)
{
char aux;
cin>>aux;
int coord = lin(i,j);
if(aux == '#') pixels[coord] = 0;
if(aux == '.') pixels[coord] = 255;
if(aux == 'A') pixels[coord] = 200,from = coord;
if(aux == 'B') pixels[coord] = 124,to = coord;
}
}
GLFWwindow* window = initOpenGL(1000, 1000, "Pixel Matrix");
if (!window) return -1;
GLuint texture = createTexture(pixels);
// --- Quad cobrindo a tela ---
float quadVertices[] = {
// pos // tex
-1,-1, 0,0,
1,-1, 1,0,
1, 1, 1,1,
-1,-1, 0,0,
1, 1, 1,1,
-1, 1, 0,1
};
GLuint VAO, VBO;
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(quadVertices),quadVertices,GL_STATIC_DRAW);
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,4*sizeof(float),(void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,4*sizeof(float),(void*)(2*sizeof(float)));
glEnableVertexAttribArray(1);
// --- Shaders ---
const char* vertexShaderSrc = R"(
#version 330 core
layout(location=0) in vec2 aPos;
layout(location=1) in vec2 aTex;
out vec2 TexCoord;
void main() { TexCoord = aTex; gl_Position = vec4(aPos,0,1); }
)";
const char* fragmentShaderSrc = R"(
#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D tex;
void main() { FragColor = texture(tex, TexCoord); }
)";
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs,1,&vertexShaderSrc,nullptr); glCompileShader(vs);
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs,1,&fragmentShaderSrc,nullptr); glCompileShader(fs);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram,vs);
glAttachShader(shaderProgram,fs);
glLinkProgram(shaderProgram);
glDeleteShader(vs); glDeleteShader(fs);
int c = 0;
// fill(pixels.begin(),pixels.end(),0);
queue<int> open;
int current;
open.push(from);
pixels[from] = 124;
vector<int> parent(3*n*m+1);
bool found = false;
while(!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT);
// std::this_thread::sleep_for(std::chrono::milliseconds(500));
c++;
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) {
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
int pixel_x = (int)(xpos / 500.0 * WIDTH);
int pixel_y = (int)((500.0 - ypos) / 500.0 * HEIGHT);
if (pixel_x >= 0 && pixel_x < WIDTH && pixel_y >= 0 && pixel_y < HEIGHT) {
int idx = lin(pixel_x,pixel_y);
pixels[idx + 0] = 255;
// pixels[idx + 1] = 255;
// pixels[idx + 2] = 255;
}
}
if(!open.empty() && !found){
for(int aa =0;aa<2000;aa++){
if(!open.empty()){
current = open.front();
open.pop();
if(current == to) {found = true;break;}
for (int k = 0; k < 4; k++)
{
auto [x, y] = nbours[k];
auto [i, j] = deslin(current);
i += x;
j += y;
if (check(i, j) && (pixels[lin(i, j)] == 255 || pixels[lin(i, j)] == 124) )
{
pixels[lin(i, j)] = 120;
// pixels[lin(i, j)+1] = 120;
pixels[lin(i, j)+2] = 120;
open.push(lin(i, j));
parent[lin(i,j)] = current;
}
}
}
}
}
else if(found){
if(current!= from)
{
c++;
int nxt = parent[current];
pixels[current] = 255;pixels[current+1] = 255;pixels[current+2] = 255;
current = nxt;
}
}
// for(int i =0;i<WIDTH;i++)
// for(int j =0;j<HEIGHT;j++)
// {
// int ncount = 0;
// unsigned char* pixelPtr = &pixels[lin(i,j)];
// auto r = &pixelPtr[0];
// auto g = &pixelPtr[1];
// auto b = &pixelPtr[2];
// if(*r >= 20){
// for(auto [a,b] : nbours)
// {
// if(i + a < 0 || i + a >= WIDTH || j + b < 0 || j + b >= HEIGHT) continue;
// int linCoord = lin(i+a,j+b);
// pixels[linCoord]++;
// *r--;
// }
// }
// }
// Atualiza a textura
updateTexture(texture,pixels);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
}