// Vasilije Dugalic 23/2020 #define GLM_ENABLE_EXPERIMENTAL #define _USE_MATH_DEFINES #include #include #include #include #include #include #include #include using namespace glm; using namespace std; #define MOVING_CONST 0.1 #define ROTATION_CONST 3.14f / 180.f #define LOOK_MOVEMENT_CONST 0.1f /*--------------------------------------------------*/ char title[] = "Prozor"; int FPS = 60; vec3 CameraPosition(1.0, 0.5, 1.0); vec3 LookAt_vector(0.0, 0.0, 0.0); vec3 LookUp_vector(0.0, 1.0, 0.0); vector coordinateSystem; const int circle_dots = 50; const float height = 480; const float ratio = 16.f / 9.f; double upDownAngle = 0; int currentSpeed = 1; float arrowRotate = 0.f; vec3 operator* (mat4x4 mat, vec3 vec) { vec4 v(vec.x, vec.y, vec.z, 1.f); v = mat * v; return vec3(v.x, v.y, v.z); } vector operator* (mat4x4 mat, vector vectors) { for (int i = 0; i < vectors.size(); i++) vectors[i] = mat * vectors[i]; return vectors; } //o GLUT_BITMAP_TIMES_ROMAN_24 //o GLUT_BITMAP_TIMES_ROMAN_10 //o GLUT_BITMAP_HELVETICA_18 void RenderString(float x, float y, void* font, double r, double g, double b) { glColor3f(r, g, b); glRasterPos2f(x, y); char s[100]; sprintf(s, "x = %.2lf\ny = %.2lf\nz = %.2lf", CameraPosition.x, CameraPosition.y, CameraPosition.z); glutBitmapString(font, (const unsigned char*)s); } /*--------------------------------------------------*/ void createCoordinates() { coordinateSystem.resize(4); coordinateSystem[0] = vec3(0.0, 0.0, 0.0); coordinateSystem[1] = vec3(1.0, 0.0, 0.0); coordinateSystem[2] = vec3(0.0, 1.0, 0.0); coordinateSystem[3] = vec3(0.0, 0.0, 1.0); mat4 MT; MT = translate(vec3(0.0, -0.75, 0.0)); coordinateSystem = MT * coordinateSystem; } void drawCoordinates() { glLineWidth(2.0); glBegin(GL_LINES); // X axis glColor3f(1.0f, 0.0f, 0.0f); // Red glVertex3d(coordinateSystem[0].x, coordinateSystem[0].y, coordinateSystem[0].z); glVertex3d(coordinateSystem[1].x, coordinateSystem[1].y, coordinateSystem[1].z); // Y axis glColor3f(0.0f, 1.0f, 0.0f); // Green glVertex3d(coordinateSystem[0].x, coordinateSystem[0].y, coordinateSystem[0].z); glVertex3d(coordinateSystem[2].x, coordinateSystem[2].y, coordinateSystem[2].z); // Z axis glColor3f(0.0f, 0.0f, 1.0f); // Blue glVertex3d(coordinateSystem[0].x, coordinateSystem[0].y, coordinateSystem[0].z); glVertex3d(coordinateSystem[3].x, coordinateSystem[3].y, coordinateSystem[3].z); glEnd(); } vector kreirajKruznicu(vec3 centar, float r, int brojTacaka) { vector kruznica; kruznica.resize(brojTacaka); float fi = 2 * M_PI / brojTacaka; mat4x4 matricaRotacijeY = rotate(fi, vec3(0, 1, 0)); mat4x4 matricaTranslacije = translate(centar); kruznica[0] = vec3(r, 0, 0); for (int i = 1; i < brojTacaka; i++) { kruznica[i] = matricaRotacijeY * kruznica[i - 1]; } for (int i = 0; i < brojTacaka; i++) { kruznica[i] = matricaTranslacije * kruznica[i]; } return kruznica; } vector> kreirajLoptu(float r, int brojTacakaKruznice, int brojKruznica) { vector> lopta; lopta.resize(brojKruznica); for (int i = 0; i < brojKruznica; i++) { lopta[i].resize(brojTacakaKruznice); } float fi = 2 * M_PI / brojKruznica; mat4x4 matricaRotacijeZ = rotate(fi, vec3(0, 0, 1)); lopta[0] = kreirajKruznicu(vec3(0, 0, 0), r, brojTacakaKruznice); for (int i = 1; i < brojKruznica; i++) { lopta[i] = matricaRotacijeZ * lopta[i - 1]; } return lopta; } void nacrtaj(GLenum mode, vector& tacke) { glBegin(mode); for (int i = 0; i < tacke.size(); i++) { glVertex3f(tacke[i].x, tacke[i].y, tacke[i].z); } glEnd(); } void spojiKruznice(vector& prva, vector& druga) { vector poligon; poligon.resize(4); int n = prva.size(); for (int i = 0; i < n - 1; i++) { poligon[0] = prva[i]; poligon[1] = druga[i]; poligon[2] = druga[i + 1]; poligon[3] = prva[i + 1]; nacrtaj(GL_POLYGON, poligon); } poligon[0] = prva[n - 1]; poligon[1] = druga[n - 1]; poligon[2] = druga[0]; poligon[3] = prva[0]; nacrtaj(GL_POLYGON, poligon); } void nacrtajLoptu(vector>& lopta) { float r = 0.1f; float g = 0.1f; float b = 0.1f; nacrtaj(GL_POLYGON, lopta[0]); int n = lopta.size(); for (int i = 1; i < n; i++) { glColor3f(r, g, b); spojiKruznice(lopta[i - 1], lopta[i]); r += 0.001; g += 0.001; b += 0.001; } } void transformisi(vector& tacke, mat4x4 matricaTransformacije) { for (int i = 0; i < tacke.size(); i++) { tacke[i] = matricaTransformacije * tacke[i]; } } float radian(float ugaoStepeni) { return M_PI / 180 * ugaoStepeni; } vector> kreirajValjak(vec3 pozicija, float r, float h, float ugaoStepeni, float brojTacakaKruznice) { vector> valjak; valjak.resize(2); valjak[0] = kreirajKruznicu(vec3(0, 0, 0), r, brojTacakaKruznice); valjak[1] = kreirajKruznicu(vec3(0, h, 0), r, brojTacakaKruznice); float ugao = radian(ugaoStepeni); mat4x4 matricaRotacijeZ = rotate(ugao, vec3(0, 0, 1)); transformisi(valjak[0], matricaRotacijeZ); transformisi(valjak[1], matricaRotacijeZ); mat4x4 matricaTranslacije = translate(pozicija); transformisi(valjak[0], matricaTranslacije); transformisi(valjak[1], matricaTranslacije); return valjak; } void nacrtajValjak(vector>& valjak) { vector poligon; poligon.resize(4); nacrtaj(GL_POLYGON, valjak[0]); nacrtaj(GL_POLYGON, valjak[1]); int n = valjak[0].size(); for (int i = 0; i < n - 1; i++) { poligon[0] = valjak[0][i]; poligon[1] = valjak[0][i + 1]; poligon[2] = valjak[1][i + 1]; poligon[3] = valjak[1][i]; nacrtaj(GL_POLYGON, poligon); } poligon[0] = valjak[0][n - 1]; poligon[1] = valjak[0][0]; poligon[2] = valjak[1][0]; poligon[3] = valjak[1][n - 1]; nacrtaj(GL_POLYGON, poligon); } vector kreirajKupu(vec3 pozicija, float r, int brojTacakaKruznice, float h, float ugaoStepeniY, float ugaoStepeniZ) { vector kupa; kupa = kreirajKruznicu(vec3(0, 0, 0), r, brojTacakaKruznice); kupa.push_back(vec3(0, h, 0)); float ugaoZ = radian(ugaoStepeniZ); float ugaoY = radian(ugaoStepeniY); mat4x4 matricaRotacijeZ = rotate(ugaoZ, vec3(1, 0, 0)); mat4x4 matricaRotacijeY = rotate(ugaoY, vec3(0, 1, 0)); mat4x4 matricaTranslacije = translate(pozicija); mat4x4 matricaTransformacije = matricaTranslacije * matricaRotacijeY * matricaRotacijeZ; transformisi(kupa, matricaTransformacije); return kupa; } void nacrtajKupu(vector& kupa) { vector trougao; trougao.resize(3); int n = kupa.size(); for (int i = 0; i < n - 2; i++) { trougao[0] = kupa[i]; trougao[1] = kupa[i + 1]; trougao[2] = kupa[n - 1]; nacrtaj(GL_TRIANGLES, trougao); } trougao[0] = kupa[n - 1]; trougao[1] = kupa[0]; trougao[2] = kupa[n - 1]; nacrtaj(GL_TRIANGLES, trougao); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(80.f, 16.f / 9.f, 0.1f, 50.f); gluLookAt( CameraPosition.x, CameraPosition.y, CameraPosition.z, LookAt_vector.x, LookAt_vector.y, LookAt_vector.z, LookUp_vector.x, LookUp_vector.y, LookUp_vector.z ); vector> lopta = kreirajLoptu(0.2, 64, 64); nacrtajLoptu(lopta); vector> valjakIspodLopte = kreirajValjak(vec3(-0.05, 0.18, 0), 0.05, 0.05, 20, 64); nacrtajValjak(valjakIspodLopte); // glavna drska vector> drska = kreirajValjak(vec3(-0.06, 0.205, 0), 0.03, 0.85, 20, 64); nacrtajValjak(drska); glColor3f(0.75, 0.71, 0.71); vector> siljci; siljci.resize(12); float rKupe = 0.03; float hKupe = 0.15; siljci[0] = kreirajKupu(vec3(0.0, 0.0, 0.2), rKupe, 128, hKupe, 0, 90); siljci[1] = kreirajKupu(vec3(0.2, 0.0, 0.0), rKupe, 128, hKupe, 90, 90); siljci[2] = kreirajKupu(vec3(0.0, 0.0, -0.2), rKupe, 128, hKupe, 180, 90); siljci[3] = kreirajKupu(vec3(-0.2, 0.0, 0.0), rKupe, 128, hKupe, 270, 90); siljci[4] = kreirajKupu(vec3(0.12, 0.1, 0.1), rKupe, 128, hKupe, 45, 45); siljci[5] = kreirajKupu(vec3(0.12, 0.1, -0.1), rKupe, 128, hKupe, 135, 45); siljci[6] = kreirajKupu(vec3(-0.12, 0.1, -0.1), rKupe, 128, hKupe, 225, 45); siljci[7] = kreirajKupu(vec3(-0.12, 0.1, 0.1), rKupe, 128, hKupe, 315, 45); siljci[8] = kreirajKupu(vec3(0.12, -0.1, 0.1), rKupe, 128, hKupe, 45, 135); siljci[9] = kreirajKupu(vec3(0.12, -0.1, -0.1), rKupe, 128, hKupe, 135, 135); siljci[10] = kreirajKupu(vec3(-0.12, -0.1, -0.1), rKupe, 128, hKupe, 225, 135); siljci[11] = kreirajKupu(vec3(-0.12, -0.1, 0.1), rKupe, 128, hKupe, 315, 135); for (int i = 0; i < siljci.size(); i++) nacrtajKupu(siljci[i]); //drawCoordinates(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST); glutSwapBuffers(); } void timer(int v) { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt( CameraPosition.x, CameraPosition.y, CameraPosition.z, LookAt_vector.x, LookAt_vector.y, LookAt_vector.z, LookUp_vector.x, LookUp_vector.y, LookUp_vector.z ); glutTimerFunc(1000 / FPS, timer, v); glutPostRedisplay(); } void reshape(GLsizei width, GLsizei height) { if (height * ratio <= width) width = ratio * height; else height = width / ratio; glViewport(0, 0, width, height); } void PrintVector(vec3 vec) { printf("%.2f %.2f %.2f\n", vec.x, vec.y, vec.z); } void MoveForward() { mat4x4 mt; vec3 v = LookAt_vector - CameraPosition; v = normalize(v); v.y = 0.f; v = v * (currentSpeed * (float)MOVING_CONST); mt = translate(mat4x4(1.f), v); LookAt_vector = mt * LookAt_vector; CameraPosition = mt * CameraPosition; } void MoveBackward() { mat4x4 mt; vec3 v = LookAt_vector - CameraPosition; v.y = 0.f; v = normalize(v); v = -v * (currentSpeed * (float)MOVING_CONST); mt = translate(mat4x4(1.f), v); LookAt_vector = mt * LookAt_vector; CameraPosition = mt * CameraPosition; } void MoveLeft() { mat4x4 mt; vec3 f = LookAt_vector - CameraPosition; vec3 w = cross(LookUp_vector, f); w = normalize(w); w = w * (currentSpeed * (float)MOVING_CONST); mt = translate(mat4x4(1.f), w); CameraPosition = mt * CameraPosition; LookAt_vector = mt * LookAt_vector; } void MoveRight() { mat4x4 mt; vec3 f = LookAt_vector - CameraPosition; vec3 w = cross(LookUp_vector, f); w = normalize(w); w = -w * (currentSpeed * (float)MOVING_CONST); mt = translate(mat4x4(1.f), w); CameraPosition = mt * CameraPosition; LookAt_vector = mt * LookAt_vector; } void TurnLeft() { mat4x4 mt, identityMat, mt1, mt2, mtr; identityMat = mat4x4(1.f); mt1 = translate(identityMat, vec3(CameraPosition.x, CameraPosition.y, CameraPosition.z)); mtr = rotate(identityMat, ROTATION_CONST, vec3(0.f, 1.f, 0.f)); mt2 = translate(identityMat, vec3(-CameraPosition.x, -CameraPosition.y, -CameraPosition.z)); mt = mt1 * mtr * mt2; LookAt_vector = mt * LookAt_vector; arrowRotate += ROTATION_CONST; } void TurnRight() { mat4x4 mt, identityMat, mt1, mt2, mtr; identityMat = mat4x4(1.f); mt1 = translate(identityMat, vec3(CameraPosition.x, CameraPosition.y, CameraPosition.z)); mtr = rotate(identityMat, -ROTATION_CONST, vec3(0.f, 1.f, 0.f)); mt2 = translate(identityMat, vec3(-CameraPosition.x, -CameraPosition.y, -CameraPosition.z)); mt = mt1 * mtr * mt2; LookAt_vector = mt * LookAt_vector; arrowRotate -= ROTATION_CONST; } void TurnUp() { mat4x4 mt, mt1, mt2, mtr; vec3 f = LookAt_vector - CameraPosition; vec3 w = cross(f, LookUp_vector); w = normalize(w); if (upDownAngle + ROTATION_CONST < (float)M_PI_2) { mt1 = translate(mat4x4(1.f), vec3(-CameraPosition.x, -CameraPosition.y, -CameraPosition.z)); mtr = rotate(mat4x4(1.f), ROTATION_CONST, w); mt2 = translate(mat4x4(1.f), vec3(CameraPosition.x, CameraPosition.y, CameraPosition.z)); mt = mt2 * mtr * mt1; LookAt_vector = mt * LookAt_vector; upDownAngle += ROTATION_CONST; } } void TurnDown() { mat4x4 mt, mt1, mt2, mtr; vec3 f = LookAt_vector - CameraPosition; vec3 w = cross(f, LookUp_vector); w = normalize(w); if (upDownAngle - ROTATION_CONST > (float)-M_PI_2) { mt1 = translate(mat4x4(1.f), vec3(-CameraPosition.x, -CameraPosition.y, -CameraPosition.z)); mtr = rotate(mat4x4(1.f), -ROTATION_CONST, w); mt2 = translate(mat4x4(1.f), vec3(CameraPosition.x, CameraPosition.y, CameraPosition.z)); mt = mt2 * mtr * mt1; LookAt_vector = mt * LookAt_vector; // LookUp_vector = mt * LookUp_vector; upDownAngle -= ROTATION_CONST; } } void SpeedUp() { if (currentSpeed < 5) ++currentSpeed; } void SpeedDown() { if (currentSpeed > 0) --currentSpeed; } void initGL(void) { glClearColor(1.0f, 1.0f, 1.0f, 1.0f); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); } void mousePress(int button, int state, int x, int y) { switch (button) { case GLUT_LEFT_BUTTON: if (state == GLUT_DOWN) { //FUNKCIJA } break; case GLUT_RIGHT_BUTTON: if (state == GLUT_DOWN) { //FUNKCIJA } break; default: break; } } void keyPress(unsigned char key, int x, int y) { switch (key) { case 27: //ESC key exit(0); break; case 'w': MoveForward(); break; case 's': MoveBackward(); break; case 'a': //FUNCTION MoveLeft(); break; case 'd': //FUNCTION MoveRight(); break; case 'u': SpeedUp(); break; case 'j': SpeedDown(); break; case 52: TurnLeft(); break; case 54: TurnRight(); break; case 50: TurnDown(); break; case 56: TurnUp(); break; } } /*--------------------------------------------------*/ int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL); glutInitWindowSize(height * ratio, height); glutInitWindowPosition(150, 50); glutCreateWindow(title); createCoordinates(); glutDisplayFunc(display); glutTimerFunc(100, timer, 0); glutReshapeFunc(reshape); glutMouseFunc(mousePress); glutKeyboardFunc(keyPress); initGL(); glutMainLoop(); return 0; }