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181 lines (168 loc) · 4.74 KB
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Copy pathfunctions.cpp
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181 lines (168 loc) · 4.74 KB
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#include "globals.h"
#include "functions.h"
const double PI = 3.14159265358979323846;
double offsetX = 0.0f;
double offsetY= 0.0f;
double zoomlvl = 1.1f;
double zwiek = 1.0f;
double zoom_it = 0;
const int max_zoom_it = 100;
double paramC1 = 0.0;
double paramC2 = 0.0;
double param_7 = 0.0;
double param_8 = 0.0;
double param_9 = 0.0;
bool zmien;
void przyb(GLFWwindow* window, double/* xoffset */, double yoffset)
{
if (yoffset > 0)
{
zoomlvl *= 1.1f;
}
else if (yoffset < 0)
{
zoomlvl /= 1.1f;
}
if (zoom_it >= max_zoom_it) {
offsetX *= zoom_it;
offsetY *= zoom_it;
zoomlvl = 1.1f;
zoom_it = 0;
}
}
void klaw(GLFWwindow* window, int key, int scancode, int action, int mods)
{
double offset_in = 0.05f*zoomlvl;
double krok = 0.1;
if (action == GLFW_PRESS || action == GLFW_REPEAT)
{
switch (key) {
case GLFW_KEY_7:
param_7 *= krok;
break;
case GLFW_KEY_U:
param_7 /= krok;
break;
case GLFW_KEY_8:
param_8 *= krok;
break;
case GLFW_KEY_I:
param_8 /= krok;
break;
case GLFW_KEY_9:
param_9 *= krok;
break;
case GLFW_KEY_O:
param_9 /= krok;
break;
case GLFW_KEY_1:
zwiek /= 1.1f;
break;
case GLFW_KEY_2:
zwiek *= 1.1f;
break;
case GLFW_KEY_LEFT:
offsetX += offset_in;
break;
case GLFW_KEY_RIGHT:
offsetX -= offset_in;
break;
case GLFW_KEY_DOWN:
offsetY += offset_in;
break;
case GLFW_KEY_UP:
offsetY -= offset_in;
break;
case GLFW_KEY_A:
offsetX += offset_in;
break;
case GLFW_KEY_D:
offsetX -= offset_in;
break;
case GLFW_KEY_S:
offsetY += offset_in;
break;
case GLFW_KEY_W:
offsetY -= offset_in;
break;
case GLFW_KEY_E: // Dodajemy przycisk 'e' do oddalania
zoomlvl /= 1.1f;
break;
case GLFW_KEY_Q: // Dodajemy przycisk 'q' do przybli
zoomlvl *= 1.1f;
break;
case GLFW_KEY_3:
paramC1 -= krok;
break;
case GLFW_KEY_4:
paramC1 += krok;
break;
case GLFW_KEY_5:
paramC2 -= krok;
break;
case GLFW_KEY_6:
paramC2 += 2*krok;
break;
case GLFW_KEY_M:
zmien = !zmien;
std::cout << zmien << std::endl;
break;
default:
break;
}
}
}
unsigned int CompileShader(unsigned int type, const std::string& source)
{
unsigned int id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int result;
glGetShaderiv(id, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
int lenght;
glGetShaderiv(id,GL_INFO_LOG_LENGTH, &lenght);
char* message = (char*)malloc(lenght * sizeof(char));
glGetShaderInfoLog(id,lenght, &lenght, message);
std::cout << "FAILED TO COMPILE " <<
(type == GL_VERTEX_SHADER ? "vertex" : "fragment")
<< "shader " << std::endl;
std::cout << message << std::endl;
glDeleteShader(id);
free(message);
message = nullptr;
return 0;
}
return id;
}
std::string LoadShader(const std::string& filepath)
{
std::string shader_code;
std::ifstream shaderStream(filepath, std::ios::in);
if (shaderStream.is_open()) {
std::stringstream sstr;
sstr << shaderStream.rdbuf();
shader_code = sstr.str();
shaderStream.close();
}
else {
std::cout << "Faild to open" << filepath << std::endl;
return "";
}
return shader_code;
}
unsigned int CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
{
unsigned int program = glCreateProgram();
unsigned int vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
unsigned int fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glValidateProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
return program;
}