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scene.cpp
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728 lines (601 loc) · 24 KB
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//--------------------------------------------------------------------------------------------
//
// File: scene.cpp
// Author: P. Katarzynski (CCE)
//
// Description: Implementacja klasy sceny OpenGL
//
//--------------------------------------------------------------------------------------------
// ZALEZNOSI
//--------------------------------------------------------------------------------------------
#include "scene.h"
#include <sstream>
//--------------------------------------------------------------------------------------------
// zglasza wyjatek z komunikatem do debuggowania
//--------------------------------------------------------------------------------------------
Scene::Scene(int new_width,int new_height)
{
width = new_width;
height = new_height;
rot_x = 0.0;
rot_y = 0.0;
yTop = 0;
camPosY = 10;
camPosZ = 4.0;
//Obj1 = NULL;
crankRot = 1.57;
camshRot = 1.57;
crankRot2Deg = 0;
crankRot2 = 0;
conRodRot = 0;
rotation = true;
conRotDeg = 0;
rodLength = 4.1371;
crankRadius = 1.71337;
valveMove = 0;
colorAlpha = 1.0f;
//LightAmbient = 3.0f;
turnOn = 0;
Cam_angle = 55.0f;
Cam_r = 39.5f;
err = 1;
}
//--------------------------------------------------------------------------------------------
// Domyslny destruktor
Scene::~Scene()
{
// usun program przetwarzania
if (glIsProgram(program)) glDeleteProgram(program);
//if (Obj1) delete Obj1;
}
void Scene::createLights() {
Light spotLight1;
spotLight1.position = glm::vec4(0.00213f, 7.80893f, 14.4082f, 1.0f);
spotLight1.intensities = glm::vec3(0.887f, 0.345f, 0.133f);
spotLight1.ambientCoefficient = 7.0f;
spotLight1.fConstant = 0.9f;
spotLight1.fLinear = 2.0f;
spotLight1.fExp = 1.0f;
gLights.push_back(spotLight1);
Light spotLight2;
spotLight2.position = glm::vec4(0.00213, 7.80893, 9.52295, 1.0);
spotLight2.intensities = glm::vec3(0.887, 0.345, 0.133);
spotLight2.ambientCoefficient = 7.0;
spotLight2.fConstant = 0.9;
spotLight2.fLinear = 1.0;
spotLight2.fExp = 1.0;
gLights.push_back(spotLight2);
Light spotLight3;
spotLight3.position = glm::vec4(0.00213, 7.80893, 4.73236, 1.0);
spotLight3.intensities = glm::vec3(0.887, 0.345, 0.133);
spotLight3.ambientCoefficient = 3.0;
spotLight3.fConstant = 0.9;
spotLight3.fLinear = 1.0;
spotLight3.fExp = 1.0;
gLights.push_back(spotLight3);
Light spotLight4;
spotLight4.position = glm::vec4(0.00213, 7.80893, 0, 1.0);
spotLight4.intensities = glm::vec3(0.887, 0.345, 0.133);
spotLight4.ambientCoefficient = 3.0;
spotLight4.fConstant = 0.9;
spotLight4.fLinear = 1.0;
spotLight4.fExp = 1.0;
gLights.push_back(spotLight4);
Light dirLight;
dirLight.position = glm::vec4(0.00213, 7.80893, 4.73236, 0.0);
dirLight.intensities = glm::vec3(1, 1, 1);
dirLight.ambientCoefficient = 0.8f;
dirLight.fConstant = 0.9;
dirLight.fLinear = 1.0;
dirLight.fExp = 1.0;
gLights.push_back(dirLight);
numLights = gLights.size();
}
//--------------------------------------------------------------------------------------------
// przygotowuje programy cienionwania
void Scene::PreparePrograms()
{
err = 0; // ustaw flage bledu
program = glCreateProgram();
if (!glIsProgram(program)) {err = 1; ThrowException("Nie udalo sie utworzyc programu");}
vertex_shader = LoadShader(GL_VERTEX_SHADER,"vs.glsl");
glAttachShader(program,vertex_shader);
fragment_shader = LoadShader(GL_FRAGMENT_SHADER,"fs.glsl");
glAttachShader(program,fragment_shader);
// linkowanie programu
glLinkProgram(program);
GLint link_status;
glGetProgramiv( program, GL_LINK_STATUS, &link_status);
if( link_status == GL_FALSE )
{
// pobranie i wyœwietlenie komunikatu b³êdu
GLint logLength;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logLength );
char *log = new char[logLength];
glGetProgramInfoLog( program, logLength, NULL, log );
PrintLog(log);
delete[] log;
err = 1;
ThrowException("Blad linkowania programu");
}
else
PrintLog("Program zlinkowany");
// walidowanie programu
glValidateProgram(program);
GLint validate_status;
// sprawdzenie poprawnoœci walidacji obiektu programu
glGetProgramiv( program, GL_VALIDATE_STATUS, &validate_status );
if( validate_status == GL_FALSE )
{
// pobranie i wyœwietlenie komunikatu b³êdu
GLint logLength;
glGetProgramiv( program, GL_INFO_LOG_LENGTH, &logLength );
char *log = new char[logLength];
glGetProgramInfoLog( program, logLength, NULL, log );
PrintLog(log);
delete[] log;
err = 1;
ThrowException("Blad walidacji programu");
}
else
PrintLog("Program prawidlowy");
glUseProgram(program);
}
//--------------------------------------------------------------------------------------------
void Scene::PrepareObjects()
{
createLights();
piston1 = new Mesh();
piston1->LoadMesh("piston1.obj");
piston2 = new Mesh();
piston2->LoadMesh("piston2.obj");
piston3 = new Mesh();
piston3->LoadMesh("piston3.obj");
piston4 = new Mesh();
piston4->LoadMesh("piston4.obj");
crankshaft = new Mesh();
crankshaft->LoadMesh("crankshaft.obj");
camshaft = new Mesh();
camshaft->LoadMesh("camshaft.obj");
belt = new Mesh();
belt->LoadMesh("belt2.obj");
valve1 = new Mesh();
valve1->LoadMesh("valve1.obj");
valve2 = new Mesh();
valve2->LoadMesh("valve2.obj");
valve3 = new Mesh();
valve3->LoadMesh("valve3.obj");
valve4 = new Mesh();
valve4->LoadMesh("valve4.obj");
conRod1 = new Mesh();
conRod1 -> LoadMesh("conRod1.obj");
conRod2 = new Mesh();
conRod2->LoadMesh("conRod2.obj");
conRod3 = new Mesh();
conRod3->LoadMesh("conRod3.obj");
conRod4 = new Mesh();
conRod4->LoadMesh("conRod4.obj");
engineCase = new Mesh();
engineCase->LoadMesh("engineCase.obj");
cylinderCase = new Mesh();
cylinderCase->LoadMesh("cylinderCase.obj");
Prn = new glPrinter("tahoma.ttf", 24);
}
//--------------------------------------------------------------------------------------------
// Odpowiada za skalowanie sceny przy zmianach rozmiaru okna
void Scene::Resize(int new_width, int new_height)
{
// przypisz nowe gabaryty do pol klasy
width = new_width;
// uwzgledniaj obecnosc kontrolki wizualnej
height = new_height-100;
// rozszerz obszar renderowania do obszaru o wymiarach 'width' x 'height'
glViewport(0, 100, width, height);
mProjection = glm::perspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
}
//--------------------------------------------------------------------------------------------
// laduje program shadera z zewnetrznego pliku
GLuint Scene::LoadShader(GLenum type,const char *file_name)
{
// zmienna plikowa
FILE *fil = NULL;
// sproboj otworzyc plik
fil = fopen(file_name,"rb");
// sprawdz, czy plik sie otworzyl
sprintf(_msg,"Nie mozna otworzyc %s",file_name);
if (fil == NULL) ThrowException(_msg);
// okresl rozmiar pliku
fseek( fil, 0, SEEK_END );
long int file_size = ftell(fil);
// przewin na poczatek
rewind(fil);
// utworzenie bufora na kod zrodlowy programu shadera
GLchar *srcBuf = new GLchar[(file_size+1)*sizeof(GLchar)];
// przeczytanie kodu shadera z pliku
fread(srcBuf,1,file_size,fil);
// zamknij plik
fclose(fil);
// tekst programu MUSI miec NULL na koncu
srcBuf[file_size] = 0x00;
// utworzenie obiektu shadera
GLuint shader = glCreateShader(type);
// przypisanie zrodla do shadera
glShaderSource(shader,1,const_cast<const GLchar**>(&srcBuf),NULL);
// sprzatanie
delete[] srcBuf;
// proba skompilowania programu shadera
glCompileShader(shader);
// sprawdzenie czy sie udalo
GLint compile_status;
glGetShaderiv(shader,GL_COMPILE_STATUS,&compile_status);
if (compile_status != GL_TRUE) // nie udalo sie
{
GLint logLength;
glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &logLength );
char *log = new char[logLength];
glGetShaderInfoLog( shader, logLength, NULL, log );
sprintf(_msg,"Blad kompilacji pliku shadera %s",file_name);
PrintLog(_msg);
PrintLog(log);
ThrowException("Blad kompilacji shadera");
delete []log;
}
else
{
sprintf(_msg,"Plik shadera %s skompilowany",file_name);
PrintLog(_msg);
}
return shader; // zwroc id shadera
}
//--------------------------------------------------------------------------------------------
// inicjuje proces renderowania OpenGL
void Scene::Init()
{
// inicjalizacja modu³u glew
GLenum err = glewInit();
if (GLEW_OK != err)
{
sprintf(_msg, "GLew error: %s\n", glewGetErrorString(err));
err = 1;
ThrowException(_msg);
}
// pobierz informacje o wersji openGL
sprintf(_msg,"OpenGL vendor: ");
strcat(_msg,(const char*)glGetString( GL_VENDOR ));
PrintLog(_msg);
sprintf(_msg,"OpenGL renderer: ");
strcat(_msg,(const char*)glGetString( GL_RENDERER));
PrintLog(_msg);
sprintf(_msg,"OpenGL version: ");
strcat(_msg,(const char*)glGetString( GL_VERSION));
PrintLog(_msg);
// ustaw kolor tla sceny (RGB Z=1.0)
glClearColor(0.41f, 0.41f, 0.41f, 0.0f);
// przygotuj programy shaderow
PreparePrograms();
if (err) return;
// przygotuj obiekty do wyswietlenia
PrepareObjects();
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glEnable(GL_TEXTURE_2D);
}
void Scene::animation() {
turnOn++;
if (turnOn % 2 == 0)
anim = true;
else
anim = false;
}
//--------------------------------------------------------------------------------------------
// przeprowadza animacje sceny
void Scene::Animate()
{
if (!anim) {
crankRot += 0.07;
camshRot += 0.035;
}
}
//--------------------------------------------------------------------------------------------
// obsluga klikania mysza
void Scene::MouseDown(int x, int y)
{
ObjectSelected = 0;
Draw(1);
BYTE bArray[4];
int _x = x;
int _y = height - y +100;
glReadPixels(_x, _y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, bArray);
ObjectSelected = bArray[0];
sprintf(_msg,"Selected: %d",ObjectSelected);
PrintLog(_msg);
}
//--------------------------------------------------------------------------------------------
// kontrola naciskania klawiszy klawiatury
void Scene::KeyPressed(unsigned char key, int x, int y)
{
if (key == ESCAPE) ThrowException("Zatrzymaj program");
sprintf(_msg, "%d", key);
switch(key)
{
case 49: {Cam_r = 23.0f; Cam_angle = 90.0f; camPosY = 8.5f; camPosZ = 0; break; }
case 50: {Cam_r = 11.5f; Cam_angle = 825.0f; camPosY = 13.5f; camPosZ = 15.0f; break; }
case 51: {Cam_r = 39.5f; Cam_angle = 55.0f; camPosY = 10.0f; camPosZ = 0.0f; break; }
//case 37: {rot_y -= 5.0f; break;}
//case 38: {rot_x -= 5.0f; break;}
//case 39: {rot_y += 5.0f; break;}
//case 40: {rot_x += 5.0f; break;}
case 112: {LightAmbient += 0.1f; break;} // F1
case 113: {LightAmbient -= 0.1f; break;} //F2
//case 116: { Obj->Reload(); break;} //F5
case 117: {
crankRot += 0.1;
camshRot += 0.05;
break; } //F6
case 32: {animation(); break; }
case 38: {camPosY += 0.5f; break; } //F7
case 40: {camPosY -= 0.5f; break; } //F7
case 114: {camPosZ += 0.5f; break; }
case 115: {camPosZ -= 0.5f; break; }
case 52: {colorAlpha -= 0.1f; break; }
case 53: {colorAlpha += 0.1f; break; }
case 87: {Cam_r -= 0.5f; break;} //W
case 83: {Cam_r += 0.5f; break;} //S
case 65: {Cam_angle -= 5.0f; break;} //A
case 68: {Cam_angle += 5.0f; break;} //D
}
}
void Scene::setLightUniformVec4(const char* property, int lightIndex, glm::vec4 value) {
std::ostringstream ss;
ss << "allLights[" << lightIndex << "]." << property;
std::string uniformName = ss.str();
glUniform4fv(glGetUniformLocation(program, uniformName.c_str()), 1, glm::value_ptr(value));
}
void Scene::setLightUniformVec3(const char* property, int lightIndex, glm::vec3 value) {
std::ostringstream ss;
ss << "allLights[" << lightIndex << "]." << property;
std::string uniformName = ss.str();
glUniform3fv(glGetUniformLocation(program, uniformName.c_str()), 1, glm::value_ptr(value));
}
void Scene::setLightUniformFloat(const char* property, int lightIndex, float value) {
std::ostringstream ss;
ss << "allLights[" << lightIndex << "]." << property;
std::string uniformName = ss.str();
glUniform1f(glGetUniformLocation(program, uniformName.c_str()), value);
}
void Scene::boom(int index, boolean ok) {
if (ok) {
gLights[index].ambientCoefficient = 2000.0f;
gLights[index].fConstant = 0.9f;
gLights[index].fLinear = 200.0f;
gLights[index].fExp = 200.0f;
setLightUniformVec4("position", index, gLights[index].position);
setLightUniformVec3("intensities", index, gLights[index].intensities);
//setLightUniformFloat("attenuation", i, gLights[i].attenuation);
setLightUniformFloat("ambientCoefficient", index, gLights[index].ambientCoefficient);
setLightUniformFloat("fConstant", index, gLights[index].fConstant);
setLightUniformFloat("fLinear", index, gLights[index].fLinear);
setLightUniformFloat("fExp", index, gLights[index].fExp);
}
else {
gLights[index].ambientCoefficient = 1.0f;
gLights[index].fConstant = 0.9f;
gLights[index].fLinear = 10.0f;
gLights[index].fExp = 10.0f;
setLightUniformVec4("position", index, gLights[index].position);
setLightUniformVec3("intensities", index, gLights[index].intensities);
//setLightUniformFloat("attenuation", i, gLights[i].attenuation);
setLightUniformFloat("ambientCoefficient", index, gLights[index].ambientCoefficient);
setLightUniformFloat("fConstant", index, gLights[index].fConstant);
setLightUniformFloat("fLinear", index, gLights[index].fLinear);
setLightUniformFloat("fExp", index, gLights[index].fExp);
}
}
void Scene::dirLight(int index) {
gLights[index].ambientCoefficient = 1.2f;
gLights[index].fConstant = 0.9f;
gLights[index].fLinear = 1.0f;
gLights[index].fExp = 1.0f;
setLightUniformVec4("position", index, gLights[index].position);
setLightUniformVec3("intensities", index, gLights[index].intensities);
//setLightUniformFloat("attenuation", i, gLights[i].attenuation);
setLightUniformFloat("ambientCoefficient", index, gLights[index].ambientCoefficient);
setLightUniformFloat("fConstant", index, gLights[index].fConstant);
setLightUniformFloat("fLinear", index, gLights[index].fLinear);
setLightUniformFloat("fExp", index, gLights[index].fExp);
}
//--------------------------------------------------------------------------------------------
// rysuje scene OpenGL
void Scene::Draw(int Selection)
{
if (err) return; // sprawdz flage bledu (np. kompilacja shadera)
// czyscimy bufor kolorow
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int _View = glGetUniformLocation(program, "viewMatrix");
int _Model = glGetUniformLocation(program, "modelMatrix");
int _Projection = glGetUniformLocation(program, "projectionMatrix");
int _LightDirection = glGetUniformLocation(program, "LightDirection");
int _LightColor = glGetUniformLocation(program, "LightColor");
//int _LightAmbient = glGetUniformLocation(program, "LightAmbient");
//int _fConstant = glGetUniformLocation(program, "fConstantAtt");
//int _fLinear = glGetUniformLocation(program, "fLinearAtt");
//int _fExp = glGetUniformLocation(program, "fExpAtt");
int _Sampler = glGetUniformLocation(program, "gSampler");
int _numLights = glGetUniformLocation(program, "numLights");
int _NormalMatrix = glGetUniformLocation(program, "normalMatrix");
int _LightPosition= glGetUniformLocation(program, "LightPosition");
int _colorAlpha = glGetUniformLocation(program, "colorAlpha");
int _ObjectId = glGetUniformLocation(program,"ObjectId");
int _SelectionMode = glGetUniformLocation(program,"SelectionMode");
glUniform1i(_Sampler, 0);
// ustaw macierz projekcji na perspektywiczna
glUniformMatrix4fv(_Projection, 1, GL_FALSE, glm::value_ptr(mProjection));
// inicjuj macierz MV z polozeniem obserwatora
glm::mat4 mModel = glm::mat4(1.0f);
glm::mat4 mView = glm::lookAt(glm::vec3(Cam_r*cos(PI*Cam_angle/180.0), camPosY, Cam_r*sin(PI*Cam_angle/180.0)),
glm::vec3(0.0f, camPosY-5, camPosZ),
glm::vec3(0.0f, 1.0f, 0.0f));
// wyslij MV do shadera
glUniformMatrix4fv(_View, 1, GL_FALSE, glm::value_ptr(mView));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModel));
glUniform1i(_numLights, numLights);
// wyslij macierz normlanych
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE,
glm::value_ptr(glm::transpose(glm::inverse(mModel * mView))));
belt->Render();
dirLight(4);
// ustaw i wyslij kierunek swiatla
glm::vec3 LightDirection = glm::vec3(0.0, -1.0, 0.0);
glUniform3fv(_LightDirection, 1, glm::value_ptr(LightDirection));
if (camshRot > 1.57 && camshRot < 2.07) {
boom(0, true);
boom(3, true);
}
else {
boom(0, false);
boom(3, false);
}
if (camshRot > 6.22 && camshRot < 6.52) {
boom(1, true);
boom(2, true);
}
else {
boom(1, false);
boom(2, false);
}
glUniform1f(_colorAlpha, colorAlpha);
// nadaj ID obiektu
if (crankRot > 7.854)
crankRot = 1.57;
if (camshRot > 7.854)
camshRot = 1.57;
crankRotDeg = crankRot * 57.2957795f;
camshRotDeg = camshRot * 57.2957795f;
glm::mat4 mTransform = glm::mat4(1.0);
glm::mat4 mModelLoc = mModel;
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
//belt->Render();
////////////////////////////////////PISTON 1/////////////////////////////////////////////////
yTop = crankRadius * sin(crankRot) + sqrt(rodLength * rodLength - crankRadius * crankRadius * (cos(crankRot)*(cos(crankRot))));
mModelLoc = glm::translate(mModel, glm::vec3(0.0, yTop, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mModelLoc*mTransform * mView))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc*mTransform));
piston1->Render();
piston4 -> Render();
////////////////////////////////////PISTON 2/////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
yTop2 = crankRadius * -sin(crankRot) - sqrt(rodLength * rodLength - crankRadius * crankRadius * (-cos(crankRot)*(-cos(crankRot))));
mModelLoc = glm::translate(mModel, glm::vec3(0.0, 7.53126, 0.0));
mModelLoc = glm::translate(mModelLoc, glm::vec3(0.0, yTop2, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mModelLoc * mView))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc));
glUniformMatrix4fv(_View, 1, GL_FALSE, glm::value_ptr(mView));
piston2->Render();
piston3->Render();
//Obj11->Draw();
///////////////////////////////////CRANKSHAFT//////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
mTransform = glm::rotate(glm::mat4(1.0), crankRotDeg, glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModel * mTransform));
glUniformMatrix4fv(_View, 1, GL_FALSE, glm::value_ptr(mView));
crankshaft->Render();
////////////////////////////////////CONNECTION ROD 1////////////////////////////////////////////////////////
conRotDeg = -24.47 + (asin((1.71337*cos(crankRot)) / 4.1371) * 57.2957795f);
mTransform = glm::mat4(1.0);
mModelLoc = glm::translate(mModel, glm::vec3(0.0, 1.71337 * sin(crankRot), 0.0));
mTransform = glm::translate(mTransform, glm::vec3(0.0, 3.76565, 0.0));
mTransform = glm::rotate(glm::mat4(1.0), conRotDeg, glm::vec3(0.0f, 0.0f, 1.0f));
mTransform = glm::translate(mTransform, glm::vec3(0.0, -3.76565, 0.0));
mModelLoc = glm::translate(mModelLoc, glm::vec3(0.0, 3.76565, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform * mModelLoc))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc * mTransform));
conRod1->Render();
conRod4->Render();
////////////////////////////////////CONNECTION ROD 2////////////////////////////////////////////////////////
con2RotDeg = -(-24.47 + (asin((1.71337*cos(crankRot)) / 4.1371) * 57.2957795f));
mTransform = glm::mat4(1.0);
mModelLoc = glm::translate(mModel, glm::vec3(0.0, 1.71337 * -sin(crankRot), 0.0));
mTransform = glm::translate(mTransform, glm::vec3(0.0, 3.76565, 0.0));
mTransform = glm::rotate(glm::mat4(1.0), con2RotDeg, glm::vec3(0.0f, 0.0f, 1.0f));
mTransform = glm::translate(mTransform, glm::vec3(0.0, -3.76565, 0.0));
mModelLoc = glm::translate(mModelLoc, glm::vec3(0.0, 3.76565, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform * mModelLoc))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc * mTransform));
conRod2->Render();
conRod3->Render();
///////////////////////////////CAMSHAFT//////////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
mModelLoc = glm::mat4(1.0);
mTransform = glm::translate(mTransform, glm::vec3(0.0, 11.63319, 0.0));
mTransform = glm::rotate(glm::mat4(1.0), camshRotDeg, glm::vec3(0.0f, 0.0f, 1.0f));
mTransform = glm::translate(mTransform, glm::vec3(0.0, -11.63319, 0.0));
mModelLoc = glm::translate(mModel, glm::vec3(0.0, 11.63319, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform * mModelLoc))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc * mTransform));
camshaft->Render();
///////////////////////////////VALVE1//////////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
if (camshRotDeg < 163.3 || camshRotDeg > 283)
valveMove = 0;
else if (camshRotDeg < 221.25)
valveMove = -(camshRot - 2.87) / 2;
else if (camshRotDeg < 296.3)
valveMove = -0.45 + (camshRot - 4.088) / 2;
mModelLoc = glm::translate(mModel, glm::vec3(0.0, valveMove, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform * mModelLoc))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc*mTransform));
valve1->Render();
///////////////////////////////VALVE2//////////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
valveMove = 0;
if (camshRotDeg < 253.6)
valveMove = 0;
else if (camshRotDeg < 321.55)
valveMove = -(camshRot - 4.426) / 2;
else if (camshRotDeg < 369.85)
valveMove = -1.1 + (camshRot - 4.04) / 2;
mModelLoc = glm::translate(mModel, glm::vec3(0.0, valveMove, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform * mModelLoc))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc*mTransform));
valve2->Render();
///////////////////////////////VALVE3//////////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
if (camshRotDeg < 130.14)
valveMove = -0.15 - (camshRot-1.57) / 2;
else if (camshRotDeg < 170.84)
valveMove = -0.47 + (camshRot - 2.27) / 2;
else if (camshRotDeg < 421.6)
valveMove = 0;
mModelLoc = glm::translate(mModel, glm::vec3(0.0, valveMove, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform * mModelLoc))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc*mTransform));
valve3->Render();
///////////////////////////////VALVE4//////////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
if (camshRotDeg < 158.7 || camshRotDeg > 290)
valveMove = 0;
else if (camshRotDeg < 225)
valveMove = -(camshRot - 2.77) / 2;
else if (camshRotDeg < 279)
valveMove = -0.45 + (camshRot - 3.93) / 2;
mModelLoc = glm::translate(mModel, glm::vec3(0.0, valveMove, 0.0));
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mTransform * mModelLoc))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModelLoc*mTransform));
valve4->Render();
///////////////////////////////ENGINE CASE//////////////////////////////////////////////////////
mTransform = glm::mat4(1.0);
glUniformMatrix4fv(_NormalMatrix, 1, GL_FALSE, glm::value_ptr(glm::transpose(glm::inverse(mModel * mTransform))));
glUniformMatrix4fv(_Model, 1, GL_FALSE, glm::value_ptr(mModel));
glUniformMatrix4fv(_View, 1, GL_FALSE, glm::value_ptr(mView));
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
engineCase->Render();
cylinderCase->Render();
glDisable(GL_BLEND);
//--------------------------------------------------
// Rysowanie w trybie ortogonalnym
//--------------------------------------------------
}
//------------------------------- KONIEC PLIKU -----------------------------------------------