-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathProjetInfographie2020.pde
223 lines (172 loc) · 6.92 KB
/
ProjetInfographie2020.pde
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
ObjetTable table;
ObjetLampe lampe;
ObjetChambre chambre;
ObjetLaptop laptop;
ObjetChaise chaise;
ObjetEcran ecran;
ObjetLit lit;
ObjetChauffage chauffage;
ObjetPorte porte;
ObjetEtagere etagere;
ObjetArmoire armoire1;
ObjetArmoire armoire2;
float camX, camY, camZ ;
float cibleX, cibleY, cibleZ;
boolean isLightOn;
boolean isRoomDisplayed = true;
float speedMouv = 10;
float speedAngle = 0.001;
float rayon = 10;
float rotationAngle = 0;
float elevationAngle = 0;
PShader shaderColor;
PShader shaderTexture;
void setup() {
fullScreen(P3D);
pixelDensity(displayDensity());
frameRate(60);
textureWrap(REPEAT);
textureMode(NORMAL);
shaderColor = loadShader("shaderColorFragment.glsl", "shaderColorVertex.glsl");
shaderTexture = loadShader("shaderTextureFragment.glsl", "shaderTextureVertex.glsl");
camX = 100;
camY = - 100;
camZ = 100;
cibleX = camX;
cibleY = camY;
cibleZ = camZ + rayon;
isLightOn = true;
PImage[] textureChambre = new PImage[] { loadImage("black-wood-textures.jpg"), loadImage("wall-white-texture.jpg"), loadImage("brick-texture.jpg"), loadImage("wall-white-texture.jpg"), loadImage("wall-white-texture.jpg"), loadImage("wall-white-texture.jpg")};
chambre = new ObjetChambre(new PVector(0, 0, 0), new PVector(300, 250, 350), 10, textureChambre);
color[] colorLampe = new color[] {color(#FDF5E6), color(#FFFFFF)};
lampe = new ObjetLampe(new PVector(150, 250, 175), new PVector(20, 20, 20), 0, colorLampe);
color[] colorTable = new color[] {color(#CEAF87), color(164, 116, 73), color(164, 116, 73), color(164, 116, 73), color(164, 116, 73)};
table = new ObjetTable(new PVector(0, 0, 200), new PVector(75, 75, 150), 5, 5, colorTable);
PImage[] textureLaptop = new PImage[] {loadImage("fond-ecran.jpg"), loadImage("clavier-laptop.jpg")};
laptop = new ObjetLaptop(new PVector(3, 75, 225), new PVector(35, 35, 50), 1, 2, textureLaptop);
color[] colorChaise = new color[] {color(164, 116, 73),color(164, 116, 73),color(#575e5f),color(#575e5f),color(#575e5f),color(#575e5f),};
chaise = new ObjetChaise(new PVector(40, 0, 260), new PVector(40, 100, 40), 2, 2, 2, colorChaise);
color[] colorEcran = new color[] {color(#303030), color(#303030),color(#101010),color(#303030)};
ecran = new ObjetEcran(new PVector(0, 75, 300), new PVector(8, 40, 50), 10, 2, 4, PI/6.0, colorEcran);
color[] colorLit = new color[] {color(#FCFCFC), color(#8F0B0B), color(#8F0B0B), color(#8F0B0B),color(#8F0B0B),color(#8F0B0B),};
lit = new ObjetLit(new PVector(210, 0, 150), new PVector(90, 45, 200), 5, 5, 20, colorLit);
color[] colorChauffage = new color[] {color(#FFFFFF), color(#CED2D7), color(#CED2D7)};
chauffage = new ObjetChauffage(new PVector(120, 20, 350), new PVector(10, 30, 60), 3, HALF_PI, colorChauffage);
color[] colorPorte = new color[] {color(#FAFAFA), color(#f9e8d2), color(#f9e8d2), color(#f9e8d2), color(#CED2D7), color(#CED2D7)};
porte = new ObjetPorte(new PVector(300, 0, 0), new PVector(90, 200, 4), HALF_PI*3, colorPorte);
color[] colorEtagere = new color[] {color(#BA8C63),color(#BA8C63),color(#BA8C63),color(#BA8C63),color(#CEAF87)};
etagere = new ObjetEtagere(new PVector(300, 0, 150), new PVector(90, 200, 35), 4, PI, 5, colorEtagere);
color[] colorArmoire = new color[] {color(#CEAF87),color(#CE8D5D),color(#CE8D5D),color(#CE8D5D),color(#CE8D5D), color(#FAFAFA), color(#CED2D7), color(#CED2D7)};
armoire1 = new ObjetArmoire(new PVector(0, 0, 200), new PVector(100, 200, 35), 4, HALF_PI, 5, true, colorArmoire);
armoire2 = new ObjetArmoire(new PVector(0, 0, 100), new PVector(100, 200, 35), 4, HALF_PI, 5, colorArmoire);
}
void draw() {
background(125);
noStroke();
noFill();
PVector lightColor = new PVector(0,0,0);
PVector screenColor = new PVector(5, 5,5);
if (isLightOn) {
lightColor = new PVector(250,250,250);
screenColor = new PVector(0,0,0);
}
ambientLight(10, 10, 10);
lightSpecular(lightColor.x/3, lightColor.y/3, lightColor.z/3);
// lampe
pointLight(lightColor.x, lightColor.y, lightColor.z, 160, -240, 185);
// Ecran
lightSpecular(screenColor.x, screenColor.y, screenColor.z);
spotLight(screenColor.x, screenColor.y, screenColor.z, 20, -100, 315, 0, 0, 1, PI/6.0, 100);
// Ecran ordi portable
spotLight(screenColor.x, screenColor.y, screenColor.z, 8, -95, 250, 0, 0, 1, 0, 100);
camera(camX, camY, camZ, cibleX, cibleY, cibleZ, 0, 1, 0);
updateCamera();
show();
if (!isRoomDisplayed)
drawGrid(1000, 50);
}
void mouseDragged() {
regardCamera(pmouseX - mouseX, pmouseY - mouseY);
}
void keyPressed() {
if (key == 'e') {
isRoomDisplayed = !isRoomDisplayed;
} else if (key == 'l') {
isLightOn = !isLightOn;
lampe.switchLight();
laptop.switchLight();
} else if (key == 'p') {
porte.openDoor();
}
}
/// Gestion des Objets
// Affichage des Objets
void show() {
// Animation
porte.openingDoor();
// Shader texture
shader(shaderTexture);
if (isRoomDisplayed)
chambre.show();
laptop.show();
// Shader Color
shader(shaderColor);
lampe.show();
table.show();
chaise.show();
ecran.show();
lit.show();
chauffage.show();
porte.show();
etagere.show();
armoire1.show();
armoire2.show();
}
// Affichage de la grille
void drawGrid(int gridSize, int squareSize) {
pushMatrix();
for (int i = - gridSize; i <= gridSize; i += squareSize) {
if (i == 0)
stroke(255, 0, 0);
else
stroke(255);
line(i, 0, - gridSize, i, 0, gridSize);
line(- gridSize, 0, i, gridSize, 0, i);
}
popMatrix();
}
// gestion de la camera
void updateCible() {
this.cibleX = this.camX + rayon * cos(elevationAngle) * sin(rotationAngle);
this.cibleY = this.camY + rayon * sin(elevationAngle);
this.cibleZ = this.camZ + rayon * cos(elevationAngle) * cos(rotationAngle);
}
void updateCamera() {
if (keyPressed) {
if (key == 'z' || keyCode == UP) {
this.camX += cos(elevationAngle) * sin(rotationAngle) * speedMouv;
this.camY += sin(elevationAngle) * speedMouv;
this.camZ += cos(elevationAngle) * cos(rotationAngle) * speedMouv;
} else if (key == 'q' || keyCode == LEFT) {
this.camX += sin(rotationAngle + HALF_PI) * speedMouv;
this.camZ += cos(rotationAngle + HALF_PI) * speedMouv;
} else if (key == 's' || keyCode == DOWN) {
this.camX -= cos(elevationAngle) * sin(rotationAngle) * speedMouv;
this.camY -= sin(elevationAngle) * speedMouv;
this.camZ -= cos(elevationAngle) * cos(rotationAngle) * speedMouv;
} else if (key == 'd' || keyCode == RIGHT) {
this.camX += sin(rotationAngle - HALF_PI) * speedMouv;
this.camZ += cos(rotationAngle - HALF_PI) * speedMouv;
} else if (key == ' ') {
this.camY -= speedMouv/2;
} else if (keyCode == SHIFT) {
this.camY += speedMouv/2;
}
updateCible();
}
}
void regardCamera(float x, float y) {
rotationAngle = (rotationAngle + (-x * speedAngle)) % TWO_PI;
elevationAngle = constrain((elevationAngle + (y * speedAngle)), - radians(89), radians(89));
updateCible();
}