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elso.cpp
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//=============================================================================================
// Szamitogepes grafika hazi feladat keret. Ervenyes 2012-tol.
// A //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// sorokon beluli reszben celszeru garazdalkodni, mert a tobbit ugyis toroljuk.
// A beadott program csak ebben a fajlban lehet, a fajl 1 byte-os ASCII karaktereket tartalmazhat.
// Tilos:
// - mast "beincludolni", illetve mas konyvtarat hasznalni
// - faljmuveleteket vegezni (printf is fajlmuvelet!)
// - new operatort hivni az onInitialization függvényt kivéve, a lefoglalt adat korrekt felszabadítása nélkül
// - felesleges programsorokat a beadott programban hagyni
// - tovabbi kommenteket a beadott programba irni a forrasmegjelolest kommentjeit kiveve
// ---------------------------------------------------------------------------------------------
// A feladatot ANSI C++ nyelvu forditoprogrammal ellenorizzuk, a Visual Studio-hoz kepesti elteresekrol
// es a leggyakoribb hibakrol (pl. ideiglenes objektumot nem lehet referencia tipusnak ertekul adni)
// a hazibeado portal ad egy osszefoglalot.
// ---------------------------------------------------------------------------------------------
// A feladatmegoldasokban csak olyan gl/glu/glut fuggvenyek hasznalhatok, amelyek
// 1. Az oran a feladatkiadasig elhangzottak ES (logikai AND muvelet)
// 2. Az alabbi listaban szerepelnek:
// Rendering pass: glBegin, glVertex[2|3]f, glColor3f, glNormal3f, glTexCoord2f, glEnd, glDrawPixels
// Transzformaciok: glViewport, glMatrixMode, glLoadIdentity, glMultMatrixf, gluOrtho2D,
// glTranslatef, glRotatef, glScalef, gluLookAt, gluPerspective, glPushMatrix, glPopMatrix,
// Illuminacio: glMaterialfv, glMaterialfv, glMaterialf, glLightfv
// Texturazas: glGenTextures, glBindTexture, glTexParameteri, glTexImage2D, glTexEnvi,
// Pipeline vezerles: glShadeModel, glEnable/Disable a kovetkezokre:
// GL_LIGHTING, GL_NORMALIZE, GL_DEPTH_TEST, GL_CULL_FACE, GL_TEXTURE_2D, GL_BLEND, GL_LIGHT[0..7]
//
// NYILATKOZAT
// ---------------------------------------------------------------------------------------------
// Nev : VÁRADI SZABOLCS
// Neptun : IFGP0W
// ---------------------------------------------------------------------------------------------
// ezennel kijelentem, hogy a feladatot magam keszitettem, es ha barmilyen segitseget igenybe vettem vagy
// mas szellemi termeket felhasznaltam, akkor a forrast es az atvett reszt kommentekben egyertelmuen jeloltem.
// A forrasmegjeloles kotelme vonatkozik az eloadas foliakat es a targy oktatoi, illetve a
// grafhazi doktor tanacsait kiveve barmilyen csatornan (szoban, irasban, Interneten, stb.) erkezo minden egyeb
// informaciora (keplet, program, algoritmus, stb.). Kijelentem, hogy a forrasmegjelolessel atvett reszeket is ertem,
// azok helyessegere matematikai bizonyitast tudok adni. Tisztaban vagyok azzal, hogy az atvett reszek nem szamitanak
// a sajat kontribucioba, igy a feladat elfogadasarol a tobbi resz mennyisege es minosege alapjan szuletik dontes.
// Tudomasul veszem, hogy a forrasmegjeloles kotelmenek megsertese eseten a hazifeladatra adhato pontokat
// negativ elojellel szamoljak el es ezzel parhuzamosan eljaras is indul velem szemben.
//=============================================================================================
#include <math.h>
#include <stdlib.h>
#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__)
// MsWindows-on ez is kell
#include <windows.h>
#endif // Win32 platform
#include <GL/gl.h>
#include <GL/glu.h>
// A GLUT-ot le kell tolteni: http://www.opengl.org/resources/libraries/glut/
#include <GL/glut.h>
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Innentol modosithatod...
//--------------------------------------------------------
// 3D Vektor
//--------------------------------------------------------
struct Vector {
float x, y, z;
Vector( ) {
x = y = z = 0;
}
Vector(float x0, float y0, float z0 = 0) {
x = x0; y = y0; z = z0;
}
Vector operator*(float a) {
return Vector(x * a, y * a, z * a);
}
Vector operator+(const Vector& v) {
return Vector(x + v.x, y + v.y, z + v.z);
}
Vector operator-(const Vector& v) {
return Vector(x - v.x, y - v.y, z - v.z);
}
float operator*(const Vector& v) { // dot product
return (x * v.x + y * v.y + z * v.z);
}
Vector operator%(const Vector& v) { // cross product
return Vector(y*v.z-z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);
}
float Length() { return sqrt(x * x + y * y + z * z); }
};
//--------------------------------------------------------
// Spektrum illetve szin
//--------------------------------------------------------
struct Color {
float r, g, b;
Color( ) {
r = g = b = 0;
}
Color(float r0, float g0, float b0) {
r = r0; g = g0; b = b0;
}
Color operator*(float a) {
return Color(r * a, g * a, b * a);
}
Color operator*(const Color& c) {
return Color(r * c.r, g * c.g, b * c.b);
}
Color operator+(const Color& c) {
return Color(r + c.r, g + c.g, b + c.b);
}
};
const int screenWidth = 600;
const int screenHeight = 600;
const double PI = 3.14;
const int V = 100;
float hx = -2500, hy = 2500, gx = 1500, gy = 2000, vechX = -1000, vechY = 2000, vecgX = 2500, vecgY = 1100;
float tx = 0, ty = 0;
double visiblePercent = 0;
float rightX, rightY, leftX, leftY = 0;
long startTime, oldTime, visibleTime, deltaTime = 0;
float gradH, gradG;
float speedH = 0, speedG = 0;
bool visibleH = false, visibleG = false;
Color image[screenWidth*screenHeight];
// Inicializacio, a program futasanak kezdeten, az OpenGL kontextus letrehozasa utan hivodik meg (ld. main() fv.)
void onInitialization( ) {
glViewport(0, 0, screenWidth, screenHeight);
float terrain;
for(int Y = 0; Y < screenHeight; Y++)
for(int X = 0; X < screenWidth; X++) {
terrain = (sin(0.02*(X-300)+0.02*(Y-300)) * cos(0.02*(X-300)) + sin(0.02*(Y-300)) +2)/4;
image[Y*screenWidth + X] = Color(terrain, terrain, terrain);
}
float normalizeVec = sqrt(pow(vechX,2) + pow(vechY,2));
vechX /= normalizeVec;
vechY /= normalizeVec;
normalizeVec = sqrt(pow(vecgX,2) + pow(vecgY,2));
vecgX /= normalizeVec;
vecgY /= normalizeVec;
}
void drawGretel(float centerX, float centerY) {
glColor3f(0.737255, 0.560784, 0.560784);
centerX /= 5000;
centerY /= 5000;
glBegin(GL_LINE_STRIP);
float x;
float y;
float Angle;
for( int i=0; i<=100; i++ ) {
Angle = i * (2.0*PI/100);
x = cos (Angle) * 0.05;
y = sin (Angle) * 0.05;
glVertex2f(x + centerX, y + centerY);
}
glEnd( );
glBegin(GL_LINE_STRIP);
x = cos (75 * (2.0*PI/100)) * 0.05;
y = sin (75 * (2.0*PI/100)) * 0.05;
glVertex2f(x + centerX, y + centerY);
glVertex2f(x + centerX, y- 0.10 + centerY);
glEnd( );
glBegin(GL_LINE_STRIP);
x = cos (75 * (2.0*PI/100)) * 0.05;
y = sin (75 * (2.0*PI/100)) * 0.05;
glVertex2f(x- 0.05 + centerX, y - 0.05 + centerY);
glVertex2f(x + 0.05 + centerX, y - 0.05 + centerY);
glEnd( );
}
void drawHansel(float centerX, float centerY){
glColor3f(0.196078,0.6,0.8);
centerX /= 5000;
centerY /= 5000;
float x;
float y;
float Angle;
glBegin(GL_LINE_STRIP);
for( int i=0; i<=100; i++ ) {
Angle = i * (2.0*PI/100);
x = cos (Angle) * 0.05;
y = sin (Angle) * 0.05;
glVertex2f(x + centerX, y + centerY);
}
glEnd( );
glBegin(GL_LINE_STRIP);
Angle = 45 * (2.0*PI/360);
x = cos (Angle) * 0.05;
y = sin (Angle) * 0.05;
glVertex2f(x + centerX, y + centerY);
x = cos (Angle) * 0.05 + 0.05;
y = sin (Angle) * 0.05 + 0.05;
glVertex2f(x + centerX, y + centerY);
glEnd( );
glBegin(GL_LINE_STRIP);
Angle = 45 * (2.0*PI/360);
x = cos (Angle) * 0.05;
y = sin (Angle) * 0.05 + 0.05;
glVertex2f(x + centerX, y + centerY);
x = cos (Angle) * 0.05 + 0.05;
y = sin (Angle) * 0.05 + 0.05;
glVertex2f(x + centerX, y + centerY);
x = cos (Angle) * 0.05 + 0.05;
y = sin (Angle) * 0.05;
glVertex2f(x + centerX, y + centerY);
glEnd( );
}
void drawTower(float centerX, float centerY) {
centerX /= 5000;
centerY /= 5000;
glColor3f(1, 1, 0);
glBegin(GL_TRIANGLES);
glVertex2f(0.0 + centerX, 0.05 + centerY);
glVertex2f(0.05 + centerX, -0.05 + centerY);
glVertex2f(-0.05 + centerX, -0.05 + centerY);
glEnd();
}
void drawProgressBar(double percent) {
glColor3f(0.2, 0.2, 0.2);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-0.98, 0.98);
glVertex2f(-0.98, 0.92);
glVertex2f(0.98, 0.98);
glVertex2f(0.98, 0.92);
glEnd();
float length = (-0.98) + (0.0196*percent);
glColor3f(1, 0, 1);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(-0.98, 0.97);
glVertex2f(-0.98, 0.93);
glVertex2f(length, 0.97);
glVertex2f(length, 0.93);
glEnd();
}
void drawTriangle(float x1, float y1, float x2, float y2, float x3, float y3) {
x1 /= 5000;
y1 /= 5000;
x2 /= 5000;
y2 /= 5000;
x3 /= 5000;
y3 /= 5000;
glColor3f(1, 0, 0);
glBegin(GL_TRIANGLES);
glVertex2f(x1,y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glEnd();
}
void calculateGradient(float hX, float hY, float gX, float gY) {
float dhX,dhY,dgX,dgY;
dhX = 3.82*cos(0.02*hX)*cos(0.02*hX+0.02*hY)-3.82*sin(0.02*hX)*sin(0.02*hX+0.02*hY);
dhY = 3.82*cos(0.02*hX)*cos(0.02*hX+0.02*hY)+3.82*cos(0.02*hY);
dgX = 3.82*cos(0.02*gX)*cos(0.02*gX+0.02*gY)-3.82*sin(0.02*gX)*sin(0.02*gX+0.02*gY);
dgY = 3.82*cos(0.02*gX)*cos(0.02*gX+0.02*gY)+3.82*cos(0.02*gY);
gradH = dhX * vechX + dhY * vechY;
gradG = dgX * vecgX + dgY * vecgY;
}
float calculateHeight(float x, float y) {
return ((sin(0.02*(x)+0.02*(y)) * cos(0.02*(x)) + sin(0.02*(y)))*191) + 632;
}
void calculateVisibility(float tX, float tY, float hX, float hY, float gX, float gY) {
const float scale = 300.0/5000.0;
tX *= scale;
tY *= scale;
hX *= scale;
hY *= scale;
gX *= scale;
gY *= scale;
float vectorhX, vectorhY, vectorhZ, vectorgX, vectorgY, vectorgZ;
float tZ = ((sin(0.02*(tX)+0.02*(tY)) * cos(0.02*(tX)) + sin(0.02*(tY)))*191) + 632 + 20;
float hZ = ((sin(0.02*(hX)+0.02*(hY)) * cos(0.02*(hX)) + sin(0.02*(hY)))*191) + 632;
float gZ = ((sin(0.02*(gX)+0.02*(gY)) * cos(0.02*(gX)) + sin(0.02*(gY)))*191) + 632;
vectorhX = tX - hX;
vectorhY = tY - hY;
vectorhZ = tZ - hZ;
vectorgX = tX - gX;
vectorgY = tY - gY;
vectorgZ = tZ - gZ;
float normalize = sqrt(pow(vectorhX,2)+pow(vectorhY,2)+pow(vectorhZ,2));
vectorhX /= normalize;
vectorhY /= normalize;
vectorhZ /= normalize;
normalize = sqrt(pow(vectorgX,2)+pow(vectorgY,2)+pow(vectorgZ,2));
vectorgX /= normalize;
vectorgY /= normalize;
vectorgZ /= normalize;
float distanceH = sqrt(pow(tX - hX, 2) + pow(tY - hY, 2) + pow(tZ - hZ, 2));
float distanceG = sqrt(pow(tX - gX, 2) + pow(tY - gY, 2) + pow(tZ - gZ, 2));
float mhX = hX, mhY = hY, mhZ = hZ, mgX = gX, mgY = gY, mgZ = gZ;
float step = 100 * scale;
for(int i = 0; i < distanceH; i+=step) {
if ( calculateHeight(mhX, mhY) > mhZ) { visibleH = false; return; }
mhX += vectorhX*step;
mhY += vectorhY*step;
mhZ += vectorhZ*step;
}
for(int i = 0; i < distanceG; i+=step) {
if ( calculateHeight(mgX, mgY) > mgZ) { visibleG = false; return; }
mgX += vectorgX*step;
mgY += vectorgY*step;
mgZ += vectorgZ*step;
}
visibleH = true;
visibleG = true;
}
// Rajzolas, ha az alkalmazas ablak ervenytelenne valik, akkor ez a fuggveny hivodik meg
void onDisplay( ) {
glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawPixels(screenWidth, screenHeight, GL_RGB, GL_FLOAT, image);
drawHansel(hx, hy);
drawGretel(gx, gy);
drawTower(tx, ty);
if ( visibleG && visibleH ) drawTriangle(hx, hy, gx, gy, tx, ty);
drawProgressBar(visiblePercent);
glutSwapBuffers();
}
// Billentyuzet esemenyeket lekezelo fuggveny
void onKeyboard(unsigned char key, int x, int y) {
if (key =='t') {
tx = (2.0f * ((float)rand() / (float)RAND_MAX) - 1.0f)*5000.0;
ty = (2.0f * ((float)rand() / (float)RAND_MAX) - 1.0f)*5000.0;
glutPostRedisplay();
}
}
// Eger esemenyeket lekezelo fuggveny
void onMouse(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { // A GLUT_LEFT_BUTTON / GLUT_RIGHT_BUTTON illetve GLUT_DOWN / GLUT_UP
leftX = (float)(x - 300) / 300; leftY=(float)(300 - y) / 300;
leftX *= 5000; leftY *= 5000;
vechX = (leftX - hx);
vechY = (leftY - hy);
float normalizeVec = sqrt(pow(vechX,2) + pow(vechY,2));
vechX /= normalizeVec;
vechY /= normalizeVec;
}
if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
rightX = (float)(x - 300) / 300; rightY =(float)(300 - y) / 300;
rightX *= 5000; rightY *= 5000;
vecgX = (rightX - gx);
vecgY = (rightY - gy);
float normalizeVec = sqrt(pow(vecgX,2) + pow(vecgY,2));
vecgX /= normalizeVec;
vecgY /= normalizeVec;
}
}
// `Idle' esemenykezelo, jelzi, hogy az ido telik, az Idle esemenyek frekvenciajara csak a 0 a garantalt minimalis ertek
void onIdle( ) {
startTime = glutGet(GLUT_ELAPSED_TIME);
deltaTime = startTime - oldTime;
oldTime = startTime;
if ( deltaTime >= 100 ) {
for ( int i = 100; i <= deltaTime; i+=100) {
calculateGradient((hx*(300.0/5000.0)),(hy*(300.0/5000.0)),(gx*(300.0/5000.0)),(gy*(300.0/5000.0)));
float MH = 180.0/PI * atan(gradH);
float MG = 180.0/PI * atan(gradG);
speedH = V * ( 1 - MH/90) * cos(atan(gradH));
speedG = V * ( 1 - MG/90) * cos(atan(gradG));
if (hx + vechX * speedH >= 5000) { vechX *= -1; }
if (hx + vechX * speedH <= -5000) { vechX *= -1; }
if (hy + vechY * speedH >= 5000) { vechY *= -1; }
if (hy + vechY * speedH <= -5000) { vechY *= -1; }
if (gx + vecgX * speedG >= 5000) { vecgX *= -1; }
if (gx + vecgX * speedG <= -5000) { vecgX *= -1; }
if (gy + vecgY * speedG >= 5000) { vecgY *= -1; }
if (gy + vecgY * speedG <= -5000) { vecgY *= -1; }
hx += vechX * speedH;
hy += vechY * speedH;
gx += vecgX * speedG;
gy += vecgY * speedG;
calculateVisibility(tx, ty, hx, hy, gx, gy);
if (visibleG && visibleH) visibleTime += deltaTime;
visiblePercent = (double)visibleTime/(double)startTime * 100;
deltaTime -= 100;
glutPostRedisplay();
}
}
if (deltaTime < 100 ) {
for ( int i = 1; i <= deltaTime; i+=deltaTime) {
calculateGradient((hx*(300.0/5000.0)),(hy*(300.0/5000.0)),(gx*(300.0/5000.0)),(gy*(300.0/5000.0)));
float MH = 180.0/PI * atan(gradH);
float MG = 180.0/PI * atan(gradG);
speedH = V * ( 1 - MH/90) * deltaTime/100 * cos(atan(gradH));
speedG = V * ( 1 - MG/90) * deltaTime/100 * cos(atan(gradG));
if (hx + vechX * speedH >= 5000) { vechX *= -1; }
if (hx + vechX * speedH <= -5000) { vechX *= -1; }
if (hy + vechY * speedH >= 5000) { vechY *= -1; }
if (hy + vechY * speedH <= -5000) { vechY *= -1; }
hx += vechX * speedH;
hy += vechY * speedH;
if (gx + vecgX * speedG >= 5000) { vecgX *= -1; }
if (gx + vecgX * speedG <= -5000) { vecgX *= -1; }
if (gy + vecgY * speedG >= 5000) { vecgY *= -1; }
if (gy + vecgY * speedG <= -5000) { vecgY *= -1; }
gx += vecgX * speedG;
gy += vecgY * speedG;
calculateVisibility(tx, ty, hx, hy, gx, gy);
if (visibleG && visibleH) visibleTime += deltaTime;
visiblePercent = (double)visibleTime/(double)startTime * 100;
deltaTime -= deltaTime;
glutPostRedisplay();
}
}
}
// ...Idaig modosithatod
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// A C++ program belepesi pontja, a main fuggvenyt mar nem szabad bantani
int main(int argc, char **argv) {
glutInit(&argc, argv); // GLUT inicializalasa
glutInitWindowSize(600, 600); // Alkalmazas ablak kezdeti merete 600x600 pixel
glutInitWindowPosition(100, 100); // Az elozo alkalmazas ablakhoz kepest hol tunik fel
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); // 8 bites R,G,B,A + dupla buffer + melyseg buffer
glutCreateWindow("Grafika hazi feladat"); // Alkalmazas ablak megszuletik es megjelenik a kepernyon
glMatrixMode(GL_MODELVIEW); // A MODELVIEW transzformaciot egysegmatrixra inicializaljuk
glLoadIdentity();
glMatrixMode(GL_PROJECTION); // A PROJECTION transzformaciot egysegmatrixra inicializaljuk
glLoadIdentity();
onInitialization(); // Az altalad irt inicializalast lefuttatjuk
glutDisplayFunc(onDisplay); // Esemenykezelok regisztralasa
glutMouseFunc(onMouse);
glutIdleFunc(onIdle);
glutKeyboardFunc(onKeyboard);
glutMainLoop(); // Esemenykezelo hurok
return 0;
}