Merge branch 'master' of https://git.etud.insa-toulouse.fr/serviere/EnginPasTangible
This commit is contained in:
commit
115dc1f030
3 changed files with 70 additions and 17 deletions
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@ -51,3 +51,8 @@ Essayez d'adapter les méthodes montrées ci-dessus, aucune garantie que cela fo
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<br>
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Capture d'écran de la toute première version d'EnginPasTangible (v0.2.2)
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### V0.2.5
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<br>
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Rotation autour du centre contrôlée par la souris (v0.2.5)
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80
main.c
80
main.c
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@ -1,22 +1,68 @@
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#define APPNAMEVERSION "EnginPasTangible (alpha 0.2.5)"
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#include "./Libraries/glad/glad.h"
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#include <stdio.h>
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#include <math.h>
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#include <stdbool.h>
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#include "./Libraries/GLFW/glfw3.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "./Libraries/stb/stb_image.h"
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#include "headers/shader.h"
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#define FULLSCREEN 0
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/* ## DEBUG MODE ##
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* 0 for all
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* 1 for nothing
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* 2 for FPS
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* 3 for cursor position
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*
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* For instance if you want fps and position set the value to 2*3=6
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*/
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#define DEBUG_MODE 1
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GLuint screenWidth = 720, screenHeight = 480;
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const GLFWvidmode* mode;
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GLFWwindow* window;
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bool pause;
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void setupVAO();
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//GLuint getTextureHandle(char* path);
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unsigned int VAO;
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float currentTime, deltaTime, lastFrame,startTime;
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float mousePosX,mousePosY,camPosX,camPosY,camPosZ,camDirX,camDirY,camDirZ;
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (!action == GLFW_PRESS)
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return;
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if (key == GLFW_KEY_ESCAPE)
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{
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//glfwSetWindowShouldClose(window, GLFW_TRUE);
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pause=!pause;
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printf(pause ? "En pause\n" : "En fonctionnement\n");
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if (pause)
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{
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glfwSetWindowTitle(window, "EnginPasTangible (En pause)");
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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else
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{
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glfwSetWindowTitle(window, APPNAMEVERSION);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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if (key == GLFW_KEY_BACKSPACE)
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
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{
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mousePosX = xpos;
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mousePosY = ypos;
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if (DEBUG_MODE % 3 == 0)
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printf("x:%f | y:%f\n",xpos, ypos);
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}
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int main (){
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@ -31,8 +77,8 @@ int main (){
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glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);//#####
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//glfwWindowHint(GLFW_DECORATED,GL_FALSE);
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//glfwWindowHint(GLFW_CONTEXT_NO_ERROR,GL_FALSE);
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window = glfwCreateWindow(screenWidth, screenHeight, "EnginPasTangible (alpha 0.2.2)", NULL, NULL);
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pause = false;
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window = glfwCreateWindow(screenWidth, screenHeight, APPNAMEVERSION, NULL, NULL);
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if (window == NULL)
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{
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@ -68,11 +114,9 @@ int main (){
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// for alpha (opacity)
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//glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// GLFWimage images[2];
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// images[0] = load_icon("assets/enginpastangible.png");
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// images[1] = load_icon("assets/icon.png");
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// glfwSetWindowIcon(window, 2, images);
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, cursor_position_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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GLFWimage images[1];
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images[0].pixels = stbi_load("./assets/icon.png", &images[0].width, &images[0].height, 0, 4); //rgba channels
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@ -80,17 +124,27 @@ int main (){
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stbi_image_free(images[0].pixels);
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int window_width, window_height;
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float mousePosX,mousePosY,camPosX,camPosY,camPosZ,camDirX,camDirY,camDirZ;
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char FPS[20];
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startTime = glfwGetTime();
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while (!glfwWindowShouldClose(window))
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{
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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if (pause)
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{
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glClearColor(.1f, .2f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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continue;
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}
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currentTime = glfwGetTime();
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deltaTime = currentTime - lastFrame;
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lastFrame = currentTime;
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gcvt(1/deltaTime,4,FPS);
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printf("FPS : %s\n",FPS);
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if (DEBUG_MODE % 2 == 0)
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printf("FPS : %s\n",FPS);
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glfwGetWindowSize(window, &window_width, &window_height);
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glViewport(0, 0, window_width, window_height);
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@ -107,12 +161,6 @@ int main (){
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glUniform3f(glGetUniformLocation(quad_shader, "iCamDir"), camDirX,camDirY,camDirZ);
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// glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Optional cleaning up bc OS will likely do it for us, but is a good practice. Note that shaders are deleted in shader.h
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screenshots/EnginPasTangiblev0.2.5.gif
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screenshots/EnginPasTangiblev0.2.5.gif
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