#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::setup() { _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))); shaders["StandardLight"] = new Shader("light.vert", "light.frag"); shaders["FogShader"] = new Shader("fog.vert", "fog.frag"); shaders["SilhouetteShader"] = new Shader("silhouette.vert", "silhouette.frag"); shaders["SilhouetteShader"]->uniformFlags = ShaderFlags::MVP_FLAG; shaders["SilhouetteShader"]->addUniform("fColor", glm::vec3(237/255, 229/255, 194/255)); shaders["SilhouetteShader"]->addUniform("sil_offset", 0.1f); shaders["ToonShader"] = new Shader("light.vert", "toon.frag"); //Removing useless specular component shaders["ToonShader"]->uniformFlags &= ~ShaderFlags::KS_FLAG; shaders["ToonShader"]->uniformFlags &= ~ShaderFlags::SHINE_FLAG; Dataset cube; cube.simpleCube(); meshes.push_back(new Mesh("teapot.obj", shaders["SilhouetteShader"])); meshes.back()->cullMode = FRONT; meshes.back()->addTranslation(glm::vec4(-2, 0, -5, 0)); meshes.push_back(new Mesh("teapot.obj", shaders["ToonShader"])); meshes.back()->cullMode = BACK; meshes.back()->addTranslation(glm::vec4(-2, 0, -5, 0)); meshes.push_back(new Mesh(cube, shaders["StandardLight"])); } void MyGlWindow::draw() { glClearColor(_bgColor[0], _bgColor[1], _bgColor[2], 1); glViewport(0, 0, m_width, m_height); glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_BUFFER); 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, 500.0f); _scnctx.viewMatrix = view; _scnctx.projectionMatrix = projection; for (auto it = meshes.begin(); it != meshes.end(); it++) (*it)->draw(_scnctx); } void MyGlWindow::resize(int w, int h) { m_width = w; m_height = h; viewer.setAspectRatio(w / float(h)); }