117 lines
3.8 KiB
C++
117 lines
3.8 KiB
C++
#include <algorithm>
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#include "MyGlWindow.h"
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//Getting the projection matrix
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glm::mat4x4 perspective(float fovy, float aspect, float near, float far)
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{
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float fovy2 = glm::tan(fovy / 2);
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glm::mat4x4 pmat{ { 1 / (aspect * fovy2), 0, 0, 0},
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{ 0, 1 / fovy2, 0, 0},
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{ 0, 0, -((far + near) / (far - near)), -1},
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{ 0, 0, -((2 * far * near) / (far - near)), 0} };
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return pmat;
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}
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// Getting the view matrix
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glm::mat4x4 lookAt(glm::vec3 campos, glm::vec3 look, glm::vec3 up)
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{
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glm::vec3 ZCam(glm::normalize(campos - look));
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glm::vec3 XCam(glm::normalize(glm::cross(up, ZCam)));
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glm::vec3 YCam(glm::normalize(glm::cross(ZCam, XCam)));
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glm::mat4x4 cam_mat{ {XCam.x, YCam.x, ZCam.x, 0},
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{XCam.y, YCam.y, ZCam.y, 0},
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{XCam.z, YCam.z, ZCam.z, 0},
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{0, 0, 0 ,1} };
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glm::mat4x4 norm_mat{ {1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{-campos.x, -campos.y, -campos.z, 1} };
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return cam_mat * norm_mat;
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}
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MyGlWindow::MyGlWindow(int w, int h) :
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viewer(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), 45.0f, (w / (float)h))
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{
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m_width = w;
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m_height = h;
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setup();
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}
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MyGlWindow::~MyGlWindow()
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{
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}
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void MyGlWindow::setBgColor(float bgColor[3])
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{
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_bgColor[0] = bgColor[0];
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_bgColor[1] = bgColor[1];
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_bgColor[2] = bgColor[2];
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}
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void MyGlWindow::setup()
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{
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_scnctx.lights.emplace("Light1", Light(glm::vec3(0.0f, 0.5f, 0.5f), glm::vec4(10, 10, 0, 1)));
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_scnctx.lights.emplace("Light2", Light(glm::vec3(0.0f, 0.0f, 0.5f), glm::vec4(3.09, 10, 9.51, 1)));
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_scnctx.lights.emplace("Light3", Light(glm::vec3(0.5f, 0.0f, 0.0f), glm::vec4(-8.09, 10, 5.87, 1)));
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_scnctx.lights.emplace("Light4", Light(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec4(-8.09, 10, -5.87, 1)));
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_scnctx.lights.emplace("Light5", Light(glm::vec3(0.5f, 0.5f, 0.5f), glm::vec4(3.09, 10, -9.51, 1)));
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shaders["StandardLight"] = new Shader("light.vert", "light.frag");
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shaders["FogShader"] = new Shader("fog.vert", "fog.frag");
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shaders["SilhouetteShader"] = new Shader("silhouette.vert", "silhouette.frag");
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shaders["SilhouetteShader"]->uniformFlags = ShaderFlags::MVP_FLAG;
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shaders["SilhouetteShader"]->addUniform("fColor", glm::vec3(237/255, 229/255, 194/255));
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shaders["SilhouetteShader"]->addUniform("sil_offset", 0.1f);
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shaders["ToonShader"] = new Shader("light.vert", "toon.frag");
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//Removing useless specular component
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shaders["ToonShader"]->uniformFlags &= ~ShaderFlags::KS_FLAG;
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shaders["ToonShader"]->uniformFlags &= ~ShaderFlags::SHINE_FLAG;
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Dataset cube;
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cube.simpleCube();
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meshes.push_back(new Mesh("teapot.obj", shaders["SilhouetteShader"]));
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meshes.back()->cullMode = FRONT;
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meshes.back()->addTranslation(glm::vec4(-2, 0, -5, 0));
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meshes.push_back(new Mesh("teapot.obj", shaders["ToonShader"]));
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meshes.back()->cullMode = BACK;
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meshes.back()->addTranslation(glm::vec4(-2, 0, -5, 0));
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meshes.push_back(new Mesh(cube, shaders["StandardLight"]));
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}
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void MyGlWindow::draw()
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{
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glClearColor(_bgColor[0], _bgColor[1], _bgColor[2], 1);
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_BUFFER);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z);
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glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z);
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glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z);
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glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer
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glm::mat4 projection = perspective(45.0f, (float)m_width / (float)m_height, 0.1f, 500.0f);
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_scnctx.viewMatrix = view;
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_scnctx.projectionMatrix = projection;
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for (auto it = meshes.begin(); it != meshes.end(); it++)
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(*it)->draw(_scnctx);
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}
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void MyGlWindow::resize(int w, int h)
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{
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m_width = w;
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m_height = h;
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viewer.setAspectRatio(w / float(h));
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}
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