148 lines
4.2 KiB
C++
148 lines
4.2 KiB
C++
#include <algorithm>
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#include "MyGlWindow.h"
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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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_shaderProgram = new ShaderProgram();
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_shaderProgram->initFromFiles("simple.vert", "simple.frag");
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_static_drawables.emplace_back(new CheckeredFloor(50, 16));
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_static_drawables.push_back(new ColorCube(true));
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_static_drawables.back()->addTranslation(glm::vec4(-2, 1.1f, 0, 0));
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_static_drawables.push_back(new ColorCube(false));
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_static_drawables.back()->addTranslation(glm::vec4(2, 1.1f, 0, 0));
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}
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void MyGlWindow::setViewFromBox(glm::vec3 &eye, glm::vec3 &look, glm::vec3 &up)
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{
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glm::vec4 cube_base_position = { 8, 7.01, 0 , 1.0f};
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Model model;
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cube_base_position.x = 7 - (floatValues["box_horizontal"] * 6);
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cube_base_position.y = 7 - (floatValues["box_vertical"] * 6);
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model.glPushMatrix();
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model.glTranslate(-8, 2, 0);
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model.glRotate(floatValues["boom_rotation"], 0, -1, 0);
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model.glTranslate(8, -2, 0);
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eye = cube_base_position * model.getMatrix();
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_DEPTH_TEST);
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_shaderProgram->use();
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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 paramters of m_viewer
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glm::mat4 projection = perspective(45.0f, m_width / m_height, 0.1f, 500.0f);
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_shaderProgram->addUniform("mvp");
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for (ADrawable *drawable : _static_drawables)
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drawable->draw(_shaderProgram, projection * view);
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for (ADrawable *drawable : _crane_boom)
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{
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glm::vec4 t = drawable->translateToPivot(glm::vec3(0, 9.01, 0));
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drawable->addRotation(glm::vec4(0, 1, 0, floatValues["boom_rotation"]));
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drawable->addTranslation(t);
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if (drawable->getType() == COLOR_CUBE)
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drawable->addTranslation(glm::vec4(floatValues["box_horizontal"] * -6.01,
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floatValues["box_vertical"] * -6.01, 0 ,0));
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if (drawable->getType() == LINE_SEGMENT)
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{
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drawable->addTranslation(glm::vec4(floatValues["box_horizontal"] * -6.01 , floatValues["box_vertical"] * -4.01, 0, 0));
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drawable->addScaling(glm::vec4(0, floatValues["box_vertical"] * 4.01, 0, 0));
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}
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if (!view_from_box || (drawable->getType() != COLOR_CUBE && drawable->getType() != LINE_SEGMENT))
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drawable->draw(_shaderProgram, projection * view);
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if (drawable->getType() == COLOR_CUBE)
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drawable->removeLastTransformations(1);
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else if (drawable->getType() == LINE_SEGMENT)
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drawable->removeLastTransformations(2);
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drawable->removeLastTransformations(3);
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}
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_shaderProgram->disable();
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}
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void MyGlWindow::AddDrawable(ADrawable *d)
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{
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_static_drawables.push_back(d);
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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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