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glMain.cpp
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548 lines (496 loc) · 18.5 KB
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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <algorithm>
#include <cmath>
#include <stack>
#include <glm/gtc/type_ptr.hpp>
#include "Util.h"
#include "Generator.h"
#include "World.h"
#include "Camera.h"
enum AnaglyphMode
{
OFF=0,
RED_CYAN=1,
GREEN_PURPLE=2
};
//globals consts
const float rotateMagnitude = 30;
const float moveMagnitude = 10;
const double fadeRatePerSec = 0.2;
const float spotOff = 5;
const float IOD = 0.02f;
const char* const modeToStr[]={"Off","Red-Cyan","Green-Purple"};
//forward declarations
void init(GLFWwindow* window);
void display(GLFWwindow* window, double currentTime);
void setupScene(void);
glm::mat4 compPerspective(float fov, float aspect, float near, float far, float IOD, float lr);
void handleKeys(GLFWwindow* window, double time);
void handleUserLight(double tdiff);
glm::vec2 calcNFVector(float nearClipPlane, float farClipPlane);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void scroll_callback(GLFWwindow* window, double xScrOff, double yScrOff);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void DebugCB(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,
const GLchar* message, const GLvoid* userParam);
void printHelp(void);
//global variables
bool axesEnabled=false;
bool paused=false;
GLint viewMap = -1;
GLint viewFace = 0;
double lastTime=0;
AnaglyphMode anaMode=AnaglyphMode::OFF;
glm::vec3 initialCameraLOC(45,7.44,45);
float initialPitch=0.0f;
float initialPan=-135.0f;
glm::vec3 initialLightLOC(66.45,4.27,66.45);
glm::vec3 initialLightDIR(-0.04,-0.38,-0.92);
glm::vec2 shadowNFVec{0};
ShaderPair renderingPrograms;
ShaderPair renderingProgramsTess;
Camera c;
World wld;
Skybox sbox;
//movable light
Object* iLight;
bool grabbedLight=false;
float fadeLevel=1.0;
Light userlight;
GLuint noiseTex;
int main()
{
if(!glfwInit()) exit(1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(800, 800, "CSC155: HW4", NULL, NULL);
glfwMakeContextCurrent(window);
if(glewInit() != GLEW_OK) exit(1);
glfwSwapInterval(1);
// glEnable(GL_DEBUG_OUTPUT);
//gl debug
if(GLEW_ARB_debug_output)
glDebugMessageCallbackARB(&DebugCB, NULL);
else
printf("GLEW could not load ARB_debug_output\n");
init(window);
while(!glfwWindowShouldClose(window))
{
glfwPollEvents();
display(window, glfwGetTime());
glfwSwapBuffers(window);
}
glfwDestroyWindow(window);
glfwTerminate();
exit(0);
}
void init(GLFWwindow* window)
{
renderingProgramsTess =
ShaderPair{Util::createShaderProgram("modVertShader.glsl", "modFragShader.glsl",
"modTcsShader.glsl", "modTesShader.glsl"),
Util::createShaderProgram("shadVertShaderNT.glsl", "shadFragShader.glsl"),
true};
// Util::createShaderProgram("shadVertShader.glsl", "shadFragShader.glsl",
// "shadTcsShader.glsl", "shadTesShader.glsl"),
// true,true};
renderingPrograms =
ShaderPair{Util::createShaderProgram("modVertShaderNT.glsl", "modFragShader.glsl",
NULL, NULL,
"modGeomShader.glsl"),
Util::createShaderProgram("shadVertShaderNT.glsl", "shadFragShader.glsl")};
if(!renderingPrograms) printf("Could not Load shader\n");
glfwSetKeyCallback(window, key_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
wld.init();
//setup camera
c.setPos(initialCameraLOC);
c.pan(glm::radians(initialPan));
c.pitch(glm::radians(initialPitch));
setupScene();
Util::printGLInfo();
printHelp();
// Util::checkOpenGLError();
}
void display(GLFWwindow* window, double currentTime)
{
double timeDiff=currentTime-lastTime;
//handle keyboard input
handleKeys(window, timeDiff);
handleUserLight(timeDiff);
//update the objects if not paused
if(!paused)
wld.update(timeDiff);
lastTime = currentTime;
//build perspective and view matrices
glm::mat4 pMat, vMat, invvMat;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
float aspect = (float)width/(float)height;
vMat = c.getTransform();
//clear buffers
glClear(GL_DEPTH_BUFFER_BIT);
glClearColor(0,0,0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
//relight computes the actual positions of all the lights(not just relative positions)
wld.relight();
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(5.0f,5.0f);
wld.buildShadowBuffers(viewMap, viewFace);
glDisable(GL_POLYGON_OFFSET_FILL);
//restore program to state for rendering after running shadow programs
if(viewMap==-1)glBindFramebuffer(GL_FRAMEBUFFER,0);
glDrawBuffer(viewMap==-1?GL_FRONT:GL_NONE);
if(viewMap==-1)glViewport(0,0,width,height);
//render one or both eyes i==0 -> left eye, i==1 -> right eye
for(int i=0;i<1+(anaMode!=AnaglyphMode::OFF); ++i)
{
//re-clear the depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
//set eye specific uniforms/settings
if(anaMode==AnaglyphMode::OFF||viewMap!=-1)
{
shadowNFVec = calcNFVector(0.1f, 1000.0f);
pMat = glm::perspective(glm::radians(60.0f), aspect, 0.1f, 1000.0f);
vMat = c.getTransform();
invvMat = glm::transpose(glm::inverse(vMat));
glColorMask(true, true, true, true);
}
else
{
shadowNFVec = calcNFVector(0.5f, 150.0f);
float lr = i*2-1;
pMat = compPerspective(glm::radians(60.0f), aspect, 0.5, 150,lr,IOD);
vMat = c.getTransform(lr*IOD/2);
invvMat = glm::transpose(glm::inverse(vMat));
if(anaMode==AnaglyphMode::RED_CYAN)
{
if(i==0) //left eye
glColorMask(true, false, false, false);
else //right eye
glColorMask(false, true, true, false);
}
else if(anaMode==AnaglyphMode::GREEN_PURPLE)
{
if(i==0) //left eye
glColorMask(true, false, true, false);
else //right eye
glColorMask(false, true, false, false);
}
}
//draw the skybox
sbox.draw(pMat, vMat, c.getPos());
//send the uniforms to the GPU
glUseProgram(renderingPrograms.renderProgram);
GLuint invvHandleR = glGetUniformLocation(renderingPrograms.renderProgram, "invv_matrix");
glUniformMatrix4fv(invvHandleR, 1, GL_FALSE, glm::value_ptr(invvMat));
GLuint projHandleR = glGetUniformLocation(renderingPrograms.renderProgram, "proj_matrix");
glUniformMatrix4fv(projHandleR, 1, GL_FALSE, glm::value_ptr(pMat));
GLuint shadNFR = glGetUniformLocation(renderingPrograms.renderProgram, "shadNF");
glUniform2fv(shadNFR, 1, glm::value_ptr(shadowNFVec));
wld.glTransferLights(vMat, renderingPrograms.renderProgram, "lights");
//send the uniforms to the GPU
glUseProgram(renderingProgramsTess.renderProgram);
GLuint invvHandleRT=glGetUniformLocation(renderingProgramsTess.renderProgram, "invv_matrix");
glUniformMatrix4fv(invvHandleRT, 1, GL_FALSE, glm::value_ptr(invvMat));
GLuint projHandleRT=glGetUniformLocation(renderingProgramsTess.renderProgram, "proj_matrix");
glUniformMatrix4fv(projHandleRT, 1, GL_FALSE, glm::value_ptr(pMat));
GLuint shadNFRT = glGetUniformLocation(renderingProgramsTess.renderProgram, "shadNF");
glUniform2fv(shadNFRT, 1, glm::value_ptr(shadowNFVec));
wld.glTransferLights(vMat, renderingProgramsTess.renderProgram, "lights");
//send the noise texture
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_3D, noiseTex);
//invoke draw
wld.draw(vMat);
}
if(axesEnabled)
{
//draw axes
LineDrawer::draw(pMat, vMat, glm::vec3(0,0,0), glm::vec3(9,0,0), glm::vec3(1,0,0));
LineDrawer::draw(pMat, vMat, glm::vec3(0,0,0), glm::vec3(0,9,0), glm::vec3(0,1,0));
LineDrawer::draw(pMat, vMat, glm::vec3(0,0,0), glm::vec3(0,0,9), glm::vec3(0,0,1));
wld.drawLightVecs(pMat, vMat);
}
// Util::checkOpenGLError();
}
void setupScene(void)
{
//build skybox
sbox=Skybox("img/skybox");
//model textures nice ones
GLuint ringWldTexture = Util::loadTexture("img/rw_texture.png");
GLuint ringWldDepthMap = Util::loadTexture("img/rw_depth.png");
GLuint ringWldNormMap = Util::loadTexture("img/rw_norm.png");
//model textures fallback ones
// GLuint ringWldTexture = Util::loadTexture("img/rw_test.png");
// GLuint ringWldDepthMap = Util::loadTexture("img/rw_test_depth.png");
// GLuint ringWldNormMap = Util::loadTexture("img/rw_test_norm.png");
//generate noise texture
noiseTex = NoiseTexturesGen::genNoiseTex();
GLuint shuttleTexture = Util::loadTexture("img/spstob_1.jpg");
//habitat internal region is height=habwidth, width=2*pi*(1-wallThick)
//rw unit dimensions 6.251769 X 0.1
Model sunm = Generator::generateSphere();
Model rh = Generator::generateRingHab(0.1,0.005,0.015,500);
Model shu = ModelImporter::parseOBJ("models/shuttle.obj");
Model s2 = Generator::generateSphere();
Model spot = Generator::generateSphere();
Material canvas = Material::getCanvas();
Material silver = Material::getSilver();
Material gold = Material::getGold();
userlight ={.ambient=glm::vec4{0.05,0.05,0.05,1}, .diffuse=glm::vec4{1,1,1,1},
.specular=glm::vec4{0.8,0.8,0.8,1},.direction=initialLightDIR,
.cutoff=glm::radians(35.0f),.exponent=30,
.enabled=true,.type=LightType::POSITIONAL};
Light sllzp{.ambient=glm::vec4{0,0,0,1}, .diffuse=glm::vec4{1,1,1,1},
.specular=glm::vec4{0.5,0.5,0.5,1},.direction=glm::vec4{ 0,0, 1,1},
.cutoff=glm::radians(22.5f),.exponent=30,
.enabled=true,.type=LightType::SPOTLIGHT};
Light sllzm{.ambient=glm::vec4{0,0,0,1}, .diffuse=glm::vec4{1,1,1,1},
.specular=glm::vec4{0.5,0.5,0.5,1},.direction=glm::vec4{ 0,0,-1,1},
.cutoff=glm::radians(22.5f),.exponent=30,
.enabled=true,.type=LightType::SPOTLIGHT};
Light sllxp{.ambient=glm::vec4{0,0,0,1}, .diffuse=glm::vec4{1,1,1,1},
.specular=glm::vec4{0.5,0.5,0.5,1},.direction=glm::vec4{ 1,0, 0,1},
.cutoff=glm::radians(22.5f),.exponent=30,
.enabled=true,.type=LightType::SPOTLIGHT};
Light sllxm{.ambient=glm::vec4{0,0,0,1}, .diffuse=glm::vec4{1,1,1,1},
.specular=glm::vec4{0.5,0.5,0.5,1},.direction=glm::vec4{-1,0, 0,1},
.cutoff=glm::radians(22.5f),.exponent=30,
.enabled=true,.type=LightType::SPOTLIGHT};
float zOff = -0.1;
Object* slzp =
Object::makeAbsolute(&wld, spot, renderingPrograms, 0, silver, 1,
glm::vec3{ 0, zOff, spotOff},
glm::vec3{0,1,0}, 0, 0.0f);
Object* slzm =
Object::makeAbsolute(&wld, spot, renderingPrograms, 0, silver, 1,
glm::vec3{ 0, zOff,-spotOff},
glm::vec3{0,1,0}, 0, 0.25f);
Object* slxp =
Object::makeAbsolute(&wld, spot, renderingPrograms, 0, silver, 1,
glm::vec3{ spotOff, zOff, 0},
glm::vec3{0,1,0}, 0, 0.5f);
Object* slxm =
Object::makeAbsolute(&wld, spot, renderingPrograms, 0, silver, 1,
glm::vec3{-spotOff, zOff, 0},
glm::vec3{0,1,0}, 0, 0.75f);
iLight =
Object::makeAbsolute(&wld, sunm, renderingPrograms, 0, gold, 1,
initialLightLOC,
glm::vec3{0.1f,1,0}, 15, 0.6f);
Object* ringHab =
Object::makeAbsolute(&wld, rh, renderingProgramsTess, ringWldTexture, canvas, 100,
glm::vec3{0,0,0},
glm::vec3{0,1,0}, 60, 0.72);
Object* shuttle1 =
Object::makeAbsolute(&wld, shu, renderingPrograms, shuttleTexture, canvas, 2,
glm::vec3{69.48,3,64.79},
glm::vec3{-1,0,0 }, 10, 0.25);
Object* shuttle2 =
Object::makeAbsolute(&wld, shu, renderingPrograms, shuttleTexture, canvas, 2,
glm::vec3{64.79,3,69.48},
glm::vec3{ 1,0,0 }, 10, 0.25);
//add maps
ringHab->attachDepthMap(ringWldDepthMap);
ringHab->attachNormalMap(ringWldNormMap);
iLight->attachLight(userlight);
slxp->attachLight(sllxp);
slzm->attachLight(sllzm);
slxm->attachLight(sllxm);
slzp->attachLight(sllzp);
wld.directional={.ambient=glm::vec4{0,0,0,1}, .diffuse=glm::vec4{0.7,0.7,0.7,1},
.specular=glm::vec4{1,1,1,1},.direction=glm::vec3{-0.96,-0.23,-0.14},
.enabled=true,.type=LightType::DIRECTIONAL};
wld.ambient={.ambient=glm::vec4{0.2,0.2,0.2,1},.enabled=true,.type=LightType::AMBIENT};
}
glm::mat4
compPerspective(float fov, float aspect, float near, float far, float IOD, float lr)
{
float top, bottom, left, right, shift;
top = glm::tan(fov/2.0f) * near;
bottom = -top;
shift = (IOD/2.0f) * (near/far);
left = -aspect*top - shift*lr;
right = aspect*top - shift*lr;
return glm::frustum(left, right, bottom, top, near, far);
}
#define GK(key) (glfwGetKey(window,GLFW_KEY_ ## key ) == GLFW_PRESS)
void handleKeys(GLFWwindow* window, double time)
{
if(GK(W)) c.moveBy(glm::vec3{0,0, moveMagnitude*time});
if(GK(S)) c.moveBy(glm::vec3{0,0,-moveMagnitude*time});
if(GK(E)) c.moveBy(glm::vec3{0, moveMagnitude*time,0});
if(GK(Q)) c.moveBy(glm::vec3{0,-moveMagnitude*time,0});
if(GK(A)) c.moveBy(glm::vec3{ moveMagnitude*time,0,0});
if(GK(D)) c.moveBy(glm::vec3{-moveMagnitude*time,0,0});
if(GK(UP) ) c.pitch(glm::radians( rotateMagnitude*time));
if(GK(DOWN) ) c.pitch(glm::radians(-rotateMagnitude*time));
if(GK(LEFT) ) c.pan (glm::radians( rotateMagnitude*time));
if(GK(RIGHT) ) c.pan (glm::radians(-rotateMagnitude*time));
if(GK(LEFT_BRACKET) ) c.roll (glm::radians( rotateMagnitude*time));
if(GK(RIGHT_BRACKET) ) c.roll (glm::radians(-rotateMagnitude*time));
}
#undef GK
void handleUserLight(double tdiff)
{
double fadeAmt=tdiff*fadeRatePerSec;
if(!userlight.enabled && fadeLevel>0)
fadeLevel-=fadeAmt;
else if(userlight.enabled && fadeLevel<1)
fadeLevel+=fadeAmt;
iLight->setFadeLvl(fadeLevel);
if(grabbedLight)
{
userlight.direction=-c.getDir();
iLight->attachLight(userlight);
iLight->overrideAbsPos(c.getPos()+glm::normalize(userlight.direction)*glm::vec3{15});
}
}
glm::vec2 calcNFVector(float nearClipPlane, float farClipPlane)
{
float n=nearClipPlane,f=farClipPlane;
float ndiff = f-n;
float near = (f+n)/ndiff*0.5+0.5;
float far =-(f*n)/ndiff;
return glm::vec2{near, far};
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
//these keys are special and deserve a callback
if((key == GLFW_KEY_Q||key == GLFW_KEY_W) &&
action == GLFW_PRESS && mods == GLFW_MOD_CONTROL)
{
printf("Pressed exit key: Bye Bye.\n");
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
if((key == GLFW_KEY_SLASH || key == GLFW_KEY_F1) && action == GLFW_PRESS)
{
//I know that I am skipping the shift+/ part of the ? key, but I
//want it to be easy to press the help key
printHelp();
}
else if(key == GLFW_KEY_R && action == GLFW_PRESS)
{
c = Camera();
c.setPos(initialCameraLOC);
c.pan(glm::radians(-50.2f));
c.pitch(glm::radians(-25.0f));
printf("Pressed key R: Camera reset\n");
}
else if(key == GLFW_KEY_P && action == GLFW_PRESS)
{
paused = !paused;
printf("Pressed key P: Time %s\n",(paused?"Paused":"Unpaused"));
}
else if(key == GLFW_KEY_T && action == GLFW_PRESS)
{
userlight.enabled= !userlight.enabled;
iLight->attachLight(userlight);
printf("Pressed key T: Light toggled %s\n",(userlight.enabled?"On":"Off"));
if(!userlight.enabled && grabbedLight)
{
printf("Dropping disabled light\n");
grabbedLight = false;
}
}
else if(key == GLFW_KEY_G && action == GLFW_PRESS)
{
anaMode=(AnaglyphMode)(anaMode+1);
if(anaMode>2)
anaMode=(AnaglyphMode)(anaMode-3);
printf("Pressed key G: Toggles Anaglyph mode to %s\n",modeToStr[anaMode]);
}
else if(key == GLFW_KEY_SPACE && action == GLFW_PRESS)
{
axesEnabled = !axesEnabled;
printf("Pressed key SP: Toggled World axes to %s\n", (axesEnabled?"on":"off"));
}
else if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
printf("Pressed key ESC: %sendering\n", (viewMap==-1?"Already r":"R"));
viewMap=-1;
}
else if(key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_9 &&
(mods & GLFW_MOD_CONTROL) && action == GLFW_PRESS)
{
int newMap = (key-GLFW_KEY_KP_0);
printf("Pressed key ^%d: Viewing shadow map for light %d\n", newMap, newMap);
viewMap=(GLint)newMap;
viewFace=0;
}
else if(key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_5 &&
(mods & GLFW_MOD_ALT) && action == GLFW_PRESS)
{
int newFace = (key-GLFW_KEY_KP_0);
printf("Pressed key M-%d: Viewing shadow map for light %d, face %d\n",
newFace, viewMap, newFace);
viewFace=(GLint)newFace;
}
}
void scroll_callback(GLFWwindow* window, double xScrOff, double yScrOff)
{
//do nothing for now
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if(!userlight.enabled)
{
printf("You can't pick up a disabled light\n");
grabbedLight = false;
return;
}
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
{
grabbedLight=!grabbedLight;
if(grabbedLight)
printf("Grabbed Light\n");
else
{
glm::vec3 dir = glm::normalize(c.getDir());
glm::vec3 pos = c.getPos()+ dir;
printf("Dropped Light at pos:(%.2f,%.2f,%.2f), dir:(%.2f,%.2f,%.2f)\n",
pos.x,pos.y,pos.z,dir.x,dir.y,dir.z);
}
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void DebugCB(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,
const GLchar* message, const GLvoid* userParam)
{
printf("%s\n",message);
}
void printHelp(void)
{
printf(
"Usage:\n"
"Note: M- means ALT\n"
"Press any of the following keys while the window is selected\n"
" ?: View this help message in console(F1 also works)\n"
" ^Q: Quit program(^W also works)\n"
" R: Reset camera to original position ((0,0,30), looking a the origin)\n"
" P: Toggle Pause time(default: off)\n"
" T: Toggle the user light on/off(default: on)\n"
" G: Toggle anaglyph mode(off/red-cyan/purple-green)(default: off)\n"
" SP: Use space bar to toggle axes and other debug info(default: off)\n"
"W/S: Forward/Backward\n"
"A/D: Strafe left/Strafe right\n"
"Q/E: Up/Down\n"
" /\\: Use up arrow key to pitch up\n"
"</>: Use Left/Right arrow keys to pan Left/Right\n"
" \\/: Use down arrow key to pitch down\n"
"[/]: Use the open and close brackets to roll Left/Right\n"
"ESC: Return to normal rendering mode\n"
" ^#: Where # is a number 0-9 inclusive on the keypad. See the shadow map for light #\n"
"M-#: Where # is a number 0-5 inclusive on the keypad. Selects face # for positionals\n"
);
}