#include #include "MyGlWindow.h" //Getting the projection matrix glm::mat4x4 perspective(float fovy, float aspect, float near, float far) { float fovy2 = glm::tan(fovy / 2); glm::mat4x4 pmat{ { 1 / (aspect * fovy2), 0, 0, 0}, { 0, 1 / fovy2, 0, 0}, { 0, 0, -((far + near) / (far - near)), -1}, { 0, 0, -((2 * far * near) / (far - near)), 0} }; return pmat; } // Getting the view matrix glm::mat4x4 lookAt(glm::vec3 campos, glm::vec3 look, glm::vec3 up) { glm::vec3 ZCam(glm::normalize(campos - look)); glm::vec3 XCam(glm::normalize(glm::cross(up, ZCam))); glm::vec3 YCam(glm::normalize(glm::cross(ZCam, XCam))); glm::mat4x4 cam_mat{ {XCam.x, YCam.x, ZCam.x, 0}, {XCam.y, YCam.y, ZCam.y, 0}, {XCam.z, YCam.z, ZCam.z, 0}, {0, 0, 0 ,1} }; glm::mat4x4 norm_mat{ {1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {-campos.x, -campos.y, -campos.z, 1} }; return cam_mat * norm_mat; } MyGlWindow::MyGlWindow(int w, int h) : viewer(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), 45.0f, (w / (float)h)) { m_width = w; m_height = h; setup(); } MyGlWindow::~MyGlWindow() { } void MyGlWindow::setBgColor(float bgColor[3]) { _bgColor[0] = bgColor[0]; _bgColor[1] = bgColor[1]; _bgColor[2] = bgColor[2]; } void MyGlWindow::textureSetup() { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); _scnctx.textures.emplace("BrickTex", Texture("brick1.jpg")); _scnctx.textures.emplace("MossTex", Texture("moss.png")); _scnctx.textures.emplace("EarthTex", Texture("earth.jpg")); _scnctx.textures.emplace("OgreTex", Texture("Models/ogre/ogre_diffuse.png")); _scnctx.textures["OgreTex"].mat.shininess = 3.0f; _scnctx.textures["OgreTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f); _scnctx.textures["OgreTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f); _scnctx.textures["OgreTex"].mat.enabled = true; _scnctx.textures.emplace("OgreNmap", Texture("Models/ogre/ogre_normalmap.png")); _scnctx.textures["OgreNmap"].isNmap = true; _scnctx.textures.emplace("CubeTex", Texture("Models/cube/color_map.jpg")); _scnctx.textures["CubeTex"].mat.shininess = 3.0f; _scnctx.textures["CubeTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f); _scnctx.textures["CubeTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f); _scnctx.textures["CubeTex"].mat.enabled = true; _scnctx.textures.emplace("CubeNmap", Texture("Models/cube/normal_map.jpg")); _scnctx.textures["CubeNmap"].isNmap = true; } void MyGlWindow::shaderSetup() { shaders["Simple"] = new Shader("simple.vert", "simple.frag"); shaders["Simple"]->uniformFlags = ShaderFlags::MVP_FLAG; shaders["BaseLight"] = new Shader("base_light.vert", "base_light.frag"); shaders["Fog"] = new Shader("fog.vert", "fog.frag"); shaders["TexBaseLight"] = new Shader("tex_base_light.vert", "tex_base_light.frag"); shaders["TexNmapLight"] = new Shader("nmap.vert", "nmap.frag"); shaders["TexNmapLight"]->uniformFlags &= ~ShaderFlags::KD_FLAG; shaders["SpotLight"] = new Shader("spotlight.vert", "spotlight.frag"); shaders["SpotLight"]->light_type = Light::LightType::SPOT; shaders["TexSpotLight"] = new Shader("tex_spotlight.vert", "tex_spotlight.frag"); shaders["TexSpotLight"]->light_type = Light::LightType::SPOT; shaders["Silhouette"] = new Shader("silhouette.vert", "silhouette.frag"); shaders["Silhouette"]->uniformFlags = ShaderFlags::MVP_FLAG; shaders["Silhouette"]->addUniform("fColor", glm::vec3(237 / 255, 229 / 255, 194 / 255)); shaders["Silhouette"]->addUniform("sil_offset", 0.1f); shaders["Toon"] = new Shader("base_light.vert", "toon.frag"); //Removing useless specular component shaders["Toon"]->uniformFlags &= ~ShaderFlags::KS_FLAG; shaders["Toon"]->uniformFlags &= ~ShaderFlags::SHINE_FLAG; } void MyGlWindow::lightSetup() { //Showcase lights _scnctx.lights.emplace("Spotlight1", Light(glm::vec3(0.8f), glm::vec4(10, 10, 10, 1))); // 24, 12, 2, glm::vec4(0, 1, 0, 1))); //Party lights //_scnctx.lights.emplace("Light1", Light(glm::vec3(0.0f, 0.5f, 0.5f), glm::vec4(10, 10, 0, 1))); //_scnctx.lights.emplace("Light2", Light(glm::vec3(0.0f, 0.0f, 0.5f), glm::vec4(3.09, 10, 9.51, 1))); //_scnctx.lights.emplace("Light3", Light(glm::vec3(0.5f, 0.0f, 0.0f), glm::vec4(-8.09, 10, 5.87, 1))); //_scnctx.lights.emplace("Light4", Light(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec4(-8.09, 10, -5.87, 1))); //_scnctx.lights.emplace("Light5", Light(glm::vec3(0.5f, 0.5f, 0.5f), glm::vec4(3.09, 10, -9.51, 1))); } void MyGlWindow::setup() { glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_BUFFER); glEnable(GL_TEXTURE_2D); textureSetup(); shaderSetup(); lightSetup(); //meshes.emplace("Ogre", new Mesh("ogre/ogre.obj", shaders["TexNmapLight"])); //meshes["Ogre"]->addTranslation(glm::vec4(-0.5, 1, 0, 0)); //meshes["Ogre"]->assignTexture(_scnctx.textures["OgreTex"]); //meshes["Ogre"]->assignTexture(_scnctx.textures["OgreNmap"]); //meshes.emplace("Cube", new Mesh("cube/cube.obj", shaders["TexNmapLight"])); //meshes["Cube"]->addTranslation(glm::vec4(0.5, 1, 0, 0)); //meshes["Cube"]->assignTexture(_scnctx.textures["CubeTex"]); //meshes["Cube"]->assignTexture(_scnctx.textures["CubeNmap"]); //meshes["Buddha"]->addScaling(glm::vec4(4, 4, 4, 0)); //meshes["Buddha"]->addRotation(glm::vec4(0, 1, 0, 180)); //meshes.emplace("Buddha", new Mesh("buddha.obj", shaders["BaseLight"])); //meshes["Buddha"]->addTranslation(glm::vec4(-4, 3, -4, 0)); //meshes["Buddha"]->addScaling(glm::vec4(4, 4, 4, 0)); //meshes["Buddha"]->addRotation(glm::vec4(0, 1, 0, 180)); //Dataset moddata; //moddata.simpleCube(); //meshes.emplace("Cube", new Mesh(moddata, shaders["TexBaseLight"])); //meshes["Cube"]->assignTexture(_scnctx.textures["BrickTex"]); //meshes["Cube"]->assignTexture(_scnctx.textures["MossTex"]); //meshes["Cube"]->addTranslation(glm::vec4(4, 3, -4, 0)); //meshes.emplace("Mountain", new Mesh("mountain/mount.blend1.obj", shaders["TexBaseLight"])); meshes.emplace("Sponza", new Mesh("sponza/sponza.obj", shaders["TexBaseLight"])); //meshes["Sponza"]->addTranslation(glm::vec4(0, -200, 0, 1)); //moddata.checkeredFloor(20, 20, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7)); //meshes.emplace("Floor", new Mesh(moddata, shaders["BaseLight"])); //meshes["Floor"]->addTranslation(glm::vec4(0, -0.05, 0, 1)); //meshes["Floor"]->cullMode = BACK; //moddata.simpleCube(); //meshes.emplace("Cube", new Mesh(moddata, shaders["BrickBaseLight"])); //meshes["Cube"]->addTranslation(glm::vec4(0, 1, 0, 1)); //moddata.sphere(1, 100, 100); //meshes.emplace("Sphere", new Mesh(moddata, shaders["TexBaseLight"])); //meshes["Sphere"]->assignTexture(_scnctx.textures["EarthTex"]); //meshes["Sphere"]->addTranslation(glm::vec4(-5, 1, -3, 1)); //meshes.emplace("TeapotSilhouette", new Mesh("teapot.obj", shaders["Silhouette"])); //meshes["TeapotSilhouette"]->addTranslation(glm::vec4(5, 0 ,3, 1)); //meshes["TeapotSilhouette"]->cullMode = FRONT; //meshes.emplace("Teapot", new Mesh("teapot.obj", shaders["Toon"])); //meshes["Teapot"]->addTranslation(glm::vec4(5, 0, 3, 1)); //meshes["Teapot"]->cullMode = BACK; } void MyGlWindow::draw() { glClearColor(_bgColor[0], _bgColor[1], _bgColor[2], 1); glViewport(0, 0, m_width, m_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z); glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z); glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z); glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer glm::mat4 projection = perspective(45.0f, (float)m_width / (float)m_height, 0.1f, 2000.0f); _scnctx.viewMatrix = view; _scnctx.projectionMatrix = projection; //_scnctx.adjustSpots(); for (auto it = meshes.begin(); it != meshes.end(); it++) (*it).second->draw(_scnctx); } void MyGlWindow::resize(int w, int h) { m_width = w; m_height = h; viewer.setAspectRatio(w / float(h)); }