Completed A6
This commit is contained in:
parent
c92bb00601
commit
9768278cf1
29 changed files with 3821 additions and 55 deletions
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@ -1 +1,9 @@
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Alexander Huddleston
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This mesh was initially created using Cosmic Blobs software developed by Dassault Systemes SolidWorks Corp.
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Stage 2
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None.
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Persona 5 is a really good game tbh.
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@ -1,8 +0,0 @@
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#version 120
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varying vec3 vColor;
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void main()
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{
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gl_FragColor = vec4(vColor, 1.0);
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}
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@ -1,11 +0,0 @@
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#version 120
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uniform mat4 P;
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uniform mat4 MV;
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varying vec3 vColor;
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void main()
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{
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gl_Position = P * (MV * gl_Vertex);
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vColor = gl_Color.rgb;
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}
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@ -1,8 +0,0 @@
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#version 120
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varying vec3 vColor;
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void main()
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{
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gl_FragColor = vec4(vColor, 1.0);
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}
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@ -1,15 +0,0 @@
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#version 120
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attribute vec4 aPos;
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attribute vec3 aNor;
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uniform mat4 P;
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uniform mat4 MV;
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varying vec3 vColor;
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void main()
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{
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gl_Position = P * (MV * aPos);
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vColor = 0.5*aNor + 0.5;
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}
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BIN
A6/shadow8t4.zip
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BIN
A6/shadow8t4.zip
Normal file
Binary file not shown.
127
A6/shadow8t4/shadow8t4/CMakeLists.txt
Normal file
127
A6/shadow8t4/shadow8t4/CMakeLists.txt
Normal file
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CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
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# Name of the project
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PROJECT(A6)
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# FOR LAB MACHINES ONLY!
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# DO NOT EDIT
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SET(DEF_DIR_GLM "C:\\c++\\glm")
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SET(DEF_DIR_GLFW "C:\\c++\\glfw-3.2.1")
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SET(DEF_DIR_GLEW "C:\\c++\\glew-2.0.0")
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# Is this the solution?
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# Override with `cmake -DSOL=ON ..`
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OPTION(SOL "Solution" OFF)
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# Use glob to get the list of all source files.
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# We don't really need to include header and resource files to build, but it's
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# nice to have them also show up in IDEs.
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IF(${SOL})
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FILE(GLOB_RECURSE SOURCES "src0/*.cpp")
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FILE(GLOB_RECURSE HEADERS "src0/*.h")
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FILE(GLOB_RECURSE GLSL "resources0/*.glsl")
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ELSE()
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FILE(GLOB_RECURSE SOURCES "src/*.cpp")
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FILE(GLOB_RECURSE HEADERS "src/*.h")
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FILE(GLOB_RECURSE GLSL "resources/*.glsl")
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ENDIF()
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# Set the executable.
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ADD_EXECUTABLE(${CMAKE_PROJECT_NAME} ${SOURCES} ${HEADERS} ${GLSL})
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# Get the GLM environment variable. Since GLM is a header-only library, we
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# just need to add it to the include directory.
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SET(GLM_INCLUDE_DIR "$ENV{GLM_INCLUDE_DIR}")
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IF(NOT GLM_INCLUDE_DIR)
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# The environment variable was not set
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SET(ERR_MSG "Please point the environment variable GLM_INCLUDE_DIR to the root directory of your GLM installation.")
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IF(WIN32)
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# On Windows, try the default location
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MESSAGE(STATUS "Looking for GLM in ${DEF_DIR_GLM}")
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IF(IS_DIRECTORY ${DEF_DIR_GLM})
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MESSAGE(STATUS "Found!")
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SET(GLM_INCLUDE_DIR ${DEF_DIR_GLM})
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ENDIF()
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INCLUDE_DIRECTORIES(${GLM_INCLUDE_DIR})
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# Get the GLFW environment variable. There should be a CMakeLists.txt in the
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# specified directory.
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SET(GLFW_DIR "$ENV{GLFW_DIR}")
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IF(NOT GLFW_DIR)
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# The environment variable was not set
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SET(ERR_MSG "Please point the environment variable GLFW_DIR to the root directory of your GLFW installation.")
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IF(WIN32)
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# On Windows, try the default location
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MESSAGE(STATUS "Looking for GLFW in ${DEF_DIR_GLFW}")
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IF(IS_DIRECTORY ${DEF_DIR_GLFW})
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MESSAGE(STATUS "Found!")
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SET(GLFW_DIR ${DEF_DIR_GLFW})
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ENDIF()
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OPTION(GLFW_BUILD_EXAMPLES "GLFW_BUILD_EXAMPLES" OFF)
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OPTION(GLFW_BUILD_TESTS "GLFW_BUILD_TESTS" OFF)
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OPTION(GLFW_BUILD_DOCS "GLFW_BUILD_DOCS" OFF)
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IF(CMAKE_BUILD_TYPE MATCHES Release)
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ADD_SUBDIRECTORY(${GLFW_DIR} ${GLFW_DIR}/release)
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ELSE()
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ADD_SUBDIRECTORY(${GLFW_DIR} ${GLFW_DIR}/debug)
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ENDIF()
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INCLUDE_DIRECTORIES(${GLFW_DIR}/include)
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} glfw ${GLFW_LIBRARIES})
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# Get the GLEW environment variable.
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SET(GLEW_DIR "$ENV{GLEW_DIR}")
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IF(NOT GLEW_DIR)
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# The environment variable was not set
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SET(ERR_MSG "Please point the environment variable GLEW_DIR to the root directory of your GLEW installation.")
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IF(WIN32)
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# On Windows, try the default location
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MESSAGE(STATUS "Looking for GLEW in ${DEF_DIR_GLEW}")
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IF(IS_DIRECTORY ${DEF_DIR_GLEW})
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MESSAGE(STATUS "Found!")
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SET(GLEW_DIR ${DEF_DIR_GLEW})
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ELSE()
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MESSAGE(FATAL_ERROR ${ERR_MSG})
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ENDIF()
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ENDIF()
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INCLUDE_DIRECTORIES(${GLEW_DIR}/include)
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IF(WIN32)
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# With prebuilt binaries
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} ${GLEW_DIR}/lib/Release/Win32/glew32s.lib)
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ELSE()
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} ${GLEW_DIR}/lib/libGLEW.a)
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ENDIF()
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# OS specific options and libraries
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IF(WIN32)
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# c++11 is enabled by default.
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# -Wall produces way too many warnings.
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# -pedantic is not supported.
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# Disable warning 4996.
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4996")
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} opengl32.lib)
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ELSE()
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# Enable all pedantic warnings.
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wall -pedantic")
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IF(APPLE)
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# Add required frameworks for GLFW.
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} "-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo")
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ELSE()
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#Link the Linux OpenGL library
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TARGET_LINK_LIBRARIES(${CMAKE_PROJECT_NAME} "GL")
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ENDIF()
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ENDIF()
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9
A6/shadow8t4/shadow8t4/README.txt
Normal file
9
A6/shadow8t4/shadow8t4/README.txt
Normal file
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Alexander Huddleston
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This mesh was initially created using Cosmic Blobs software developed by Dassault Systemes SolidWorks Corp.
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Stage 2
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None.
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Persona 5 is a really good game tbh.
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37
A6/shadow8t4/shadow8t4/resources/frag.glsl
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37
A6/shadow8t4/shadow8t4/resources/frag.glsl
Normal file
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#version 120
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uniform mat4 MVL;
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uniform vec3 lightPos1;
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uniform vec3 lightPos2;
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uniform vec3 ka;
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uniform vec3 kd;
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uniform vec3 ks;
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uniform float s;
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uniform float i1;
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uniform float i2;
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varying vec3 color; // passed from the vertex shader
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varying vec4 p;
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varying vec4 n;
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void main()
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{
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vec4 normal = normalize(n);
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vec3 norm = vec3(normal.x, normal.y, normal.z);
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vec4 npos = normalize(p);
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vec3 pos = vec3(npos.x, npos.y, npos.z);
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vec3 lightnorm = vec3(MVL[3].x, MVL[3].y, MVL[3].z);
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vec3 light = lightnorm - vec3(p.x, p.y, p.z);
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vec3 lnorm = normalize(vec3(light.x,light.y,light.z));
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float temp = dot(lnorm, norm);
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vec3 cd = kd*max(0, temp);
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vec3 h = normalize(lnorm - pos);
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vec3 cs = ks*pow(max(0, dot(h, norm)), s);
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vec4 c = vec4(ka.r + cd.r + cs.r, ka.g + cd.g + cs.g, ka.b + cd.b + cs.b, 1.0);
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gl_FragColor = c;
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}
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24
A6/shadow8t4/shadow8t4/resources/vert.glsl
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24
A6/shadow8t4/shadow8t4/resources/vert.glsl
Normal file
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#version 120
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uniform mat4 P;
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uniform mat4 MV;
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uniform mat4 MVL;
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uniform vec3 lightPos1;
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uniform vec3 lightPos2;
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uniform float i1;
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uniform float i2;
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attribute vec4 aPos; // in object space
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attribute vec3 aNor; // in object space
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varying vec3 color; // Pass to fragment shader
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varying vec4 p;
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varying vec4 n;
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void main()
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{
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gl_Position = P * MV * aPos;
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p = MV * aPos;
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n = MV * vec4(aNor, 0.0);
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color = vec3(0.5, 0.5, 0.5);
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}
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68
A6/shadow8t4/shadow8t4/src/Camera.cpp
Normal file
68
A6/shadow8t4/shadow8t4/src/Camera.cpp
Normal file
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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#include "Camera.h"
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#include "MatrixStack.h"
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Camera::Camera() :
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aspect(1.0f),
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fovy((float)(45.0*M_PI/180.0)),
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znear(0.1f),
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zfar(1000.0f),
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rotations(0.0, 0.0),
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translations(0.0f, 0.0f, -5.0f),
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rfactor(0.01f),
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tfactor(0.001f),
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sfactor(0.005f)
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{
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}
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Camera::~Camera()
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{
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}
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void Camera::mouseClicked(float x, float y, bool shift, bool ctrl, bool alt)
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{
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mousePrev.x = x;
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mousePrev.y = y;
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if(shift) {
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state = Camera::TRANSLATE;
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} else if(ctrl) {
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state = Camera::SCALE;
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} else {
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state = Camera::ROTATE;
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}
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}
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void Camera::mouseMoved(float x, float y)
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{
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glm::vec2 mouseCurr(x, y);
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glm::vec2 dv = mouseCurr - mousePrev;
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switch(state) {
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case Camera::ROTATE:
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rotations += rfactor * dv;
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break;
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case Camera::TRANSLATE:
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translations.x -= translations.z * tfactor * dv.x;
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translations.y += translations.z * tfactor * dv.y;
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break;
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case Camera::SCALE:
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translations.z *= (1.0f - sfactor * dv.y);
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break;
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}
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mousePrev = mouseCurr;
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}
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void Camera::applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const
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{
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// Modify provided MatrixStack
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P->multMatrix(glm::perspective(fovy, aspect, znear, zfar));
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}
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void Camera::applyViewMatrix(std::shared_ptr<MatrixStack> MV) const
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{
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MV->translate(translations);
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MV->rotate(rotations.y, glm::vec3(1.0f, 0.0f, 0.0f));
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MV->rotate(rotations.x, glm::vec3(0.0f, 1.0f, 0.0f));
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}
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47
A6/shadow8t4/shadow8t4/src/Camera.h
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47
A6/shadow8t4/shadow8t4/src/Camera.h
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#pragma once
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#ifndef __Camera__
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#define __Camera__
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#include <memory>
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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class MatrixStack;
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class Camera
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{
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public:
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enum {
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ROTATE = 0,
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TRANSLATE,
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SCALE
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};
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Camera();
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virtual ~Camera();
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void setInitDistance(float z) { translations.z = -std::abs(z); }
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void setAspect(float a) { aspect = a; };
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void setRotationFactor(float f) { rfactor = f; };
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void setTranslationFactor(float f) { tfactor = f; };
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void setScaleFactor(float f) { sfactor = f; };
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void mouseClicked(float x, float y, bool shift, bool ctrl, bool alt);
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void mouseMoved(float x, float y);
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void applyProjectionMatrix(std::shared_ptr<MatrixStack> P) const;
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void applyViewMatrix(std::shared_ptr<MatrixStack> MV) const;
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private:
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float aspect;
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float fovy;
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float znear;
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float zfar;
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glm::vec2 rotations;
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glm::vec3 translations;
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glm::vec2 mousePrev;
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int state;
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float rfactor;
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float tfactor;
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float sfactor;
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};
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#endif
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152
A6/shadow8t4/shadow8t4/src/GLSL.cpp
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152
A6/shadow8t4/shadow8t4/src/GLSL.cpp
Normal file
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//
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// Many useful helper functions for GLSL shaders - gleaned from various sources including orange book
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||||
// Created by zwood on 2/21/10.
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// Modified by sueda 10/15/15.
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//
|
||||
|
||||
#include "GLSL.h"
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||||
#include <stdio.h>
|
||||
#include <stdlib.h>
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||||
#include <cassert>
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||||
#include <cstring>
|
||||
|
||||
using namespace std;
|
||||
|
||||
namespace GLSL {
|
||||
|
||||
const char * errorString(GLenum err)
|
||||
{
|
||||
switch(err) {
|
||||
case GL_NO_ERROR:
|
||||
return "No error";
|
||||
case GL_INVALID_ENUM:
|
||||
return "Invalid enum";
|
||||
case GL_INVALID_VALUE:
|
||||
return "Invalid value";
|
||||
case GL_INVALID_OPERATION:
|
||||
return "Invalid operation";
|
||||
case GL_STACK_OVERFLOW:
|
||||
return "Stack overflow";
|
||||
case GL_STACK_UNDERFLOW:
|
||||
return "Stack underflow";
|
||||
case GL_OUT_OF_MEMORY:
|
||||
return "Out of memory";
|
||||
default:
|
||||
return "No error";
|
||||
}
|
||||
}
|
||||
|
||||
void checkVersion()
|
||||
{
|
||||
int major, minor;
|
||||
major = minor = 0;
|
||||
const char *verstr = (const char *)glGetString(GL_VERSION);
|
||||
|
||||
if((verstr == NULL) || (sscanf(verstr, "%d.%d", &major, &minor) != 2)) {
|
||||
printf("Invalid GL_VERSION format %d.%d\n", major, minor);
|
||||
}
|
||||
if(major < 2) {
|
||||
printf("This shader example will not work due to the installed Opengl version, which is %d.%d.\n", major, minor);
|
||||
exit(0);
|
||||
}
|
||||
}
|
||||
|
||||
void checkError(const char *str)
|
||||
{
|
||||
GLenum glErr = glGetError();
|
||||
if(glErr != GL_NO_ERROR) {
|
||||
if(str) {
|
||||
printf("%s: ", str);
|
||||
}
|
||||
printf("GL_ERROR = %s.\n", errorString(glErr));
|
||||
assert(false);
|
||||
}
|
||||
}
|
||||
|
||||
void printShaderInfoLog(GLuint shader)
|
||||
{
|
||||
GLint infologLength = 0;
|
||||
GLint charsWritten = 0;
|
||||
GLchar *infoLog = 0;
|
||||
|
||||
checkError(GET_FILE_LINE);
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
|
||||
checkError(GET_FILE_LINE);
|
||||
|
||||
if(infologLength > 0) {
|
||||
infoLog = (GLchar *)malloc(infologLength);
|
||||
if(infoLog == NULL) {
|
||||
puts("ERROR: Could not allocate InfoLog buffer");
|
||||
exit(1);
|
||||
}
|
||||
glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog);
|
||||
checkError(GET_FILE_LINE);
|
||||
printf("Shader InfoLog:\n%s\n\n", infoLog);
|
||||
free(infoLog);
|
||||
}
|
||||
}
|
||||
|
||||
void printProgramInfoLog(GLuint program)
|
||||
{
|
||||
GLint infologLength = 0;
|
||||
GLint charsWritten = 0;
|
||||
GLchar *infoLog = 0;
|
||||
|
||||
checkError(GET_FILE_LINE);
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infologLength);
|
||||
checkError(GET_FILE_LINE);
|
||||
|
||||
if(infologLength > 0) {
|
||||
infoLog = (GLchar *)malloc(infologLength);
|
||||
if(infoLog == NULL) {
|
||||
puts("ERROR: Could not allocate InfoLog buffer");
|
||||
exit(1);
|
||||
}
|
||||
glGetProgramInfoLog(program, infologLength, &charsWritten, infoLog);
|
||||
checkError(GET_FILE_LINE);
|
||||
printf("Program InfoLog:\n%s\n\n", infoLog);
|
||||
free(infoLog);
|
||||
}
|
||||
}
|
||||
|
||||
char *textFileRead(const char *fn)
|
||||
{
|
||||
FILE *fp;
|
||||
char *content = NULL;
|
||||
int count = 0;
|
||||
if(fn != NULL) {
|
||||
fp = fopen(fn,"rt");
|
||||
if(fp != NULL) {
|
||||
fseek(fp, 0, SEEK_END);
|
||||
count = (int)ftell(fp);
|
||||
rewind(fp);
|
||||
if(count > 0) {
|
||||
content = (char *)malloc(sizeof(char) * (count+1));
|
||||
count = (int)fread(content,sizeof(char),count,fp);
|
||||
content[count] = '\0';
|
||||
}
|
||||
fclose(fp);
|
||||
} else {
|
||||
printf("error loading %s\n", fn);
|
||||
}
|
||||
}
|
||||
return content;
|
||||
}
|
||||
|
||||
int textFileWrite(const char *fn, const char *s)
|
||||
{
|
||||
FILE *fp;
|
||||
int status = 0;
|
||||
if(fn != NULL) {
|
||||
fp = fopen(fn,"w");
|
||||
if(fp != NULL) {
|
||||
if(fwrite(s,sizeof(char),strlen(s),fp) == strlen(s)) {
|
||||
status = 1;
|
||||
}
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
return(status);
|
||||
}
|
||||
|
||||
}
|
40
A6/shadow8t4/shadow8t4/src/GLSL.h
Normal file
40
A6/shadow8t4/shadow8t4/src/GLSL.h
Normal file
|
@ -0,0 +1,40 @@
|
|||
//
|
||||
// Many useful helper functions for GLSL shaders - gleaned from various sources including orange book
|
||||
// Created by zwood on 2/21/10.
|
||||
// Modified by sueda 10/15/15.
|
||||
//
|
||||
|
||||
#pragma once
|
||||
#ifndef __GLSL__
|
||||
#define __GLSL__
|
||||
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// For printing out the current file and line number //
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
#include <sstream>
|
||||
|
||||
template <typename T>
|
||||
std::string NumberToString(T x)
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss << x;
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
#define GET_FILE_LINE (std::string(__FILE__) + ":" + NumberToString(__LINE__)).c_str()
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
namespace GLSL {
|
||||
|
||||
void checkVersion();
|
||||
void checkError(const char *str = 0);
|
||||
void printProgramInfoLog(GLuint program);
|
||||
void printShaderInfoLog(GLuint shader);
|
||||
int textFileWrite(const char *filename, const char *s);
|
||||
char *textFileRead(const char *filename);
|
||||
}
|
||||
|
||||
#endif
|
39
A6/shadow8t4/shadow8t4/src/Material.cpp
Normal file
39
A6/shadow8t4/shadow8t4/src/Material.cpp
Normal file
|
@ -0,0 +1,39 @@
|
|||
#include "Material.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
Material::Material()
|
||||
{
|
||||
this->ca = glm::vec3(0.3f,0.3f,0.3f);
|
||||
this->cd = glm::vec3(0.3f,0.3f,0.3f);
|
||||
this->cs = glm::vec3(1.0f,1.0f,1.0f);
|
||||
this->shine = 0.0f;
|
||||
}
|
||||
|
||||
void Material::setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
|
||||
{
|
||||
this->ca = a;
|
||||
this->cd = d;
|
||||
this->cs = s;
|
||||
this->shine = sh;
|
||||
}
|
||||
|
||||
glm::vec3 Material::getAmbient() const
|
||||
{
|
||||
return this->ca;
|
||||
}
|
||||
|
||||
glm::vec3 Material::getDiffuse() const
|
||||
{
|
||||
return this->cd;
|
||||
}
|
||||
|
||||
glm::vec3 Material::getSpecular() const
|
||||
{
|
||||
return this->cs;
|
||||
}
|
||||
|
||||
float Material::getShiny() const
|
||||
{
|
||||
return this->shine;
|
||||
}
|
46
A6/shadow8t4/shadow8t4/src/Material.h
Normal file
46
A6/shadow8t4/shadow8t4/src/Material.h
Normal file
|
@ -0,0 +1,46 @@
|
|||
#pragma once
|
||||
#ifndef _MATERIAL_H_
|
||||
#define _MATERIAL_H_
|
||||
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "GLSL.h"
|
||||
#include "Camera.h"
|
||||
#include "MatrixStack.h"
|
||||
|
||||
class Material
|
||||
{
|
||||
private:
|
||||
glm::vec3 ca;
|
||||
glm::vec3 cd;
|
||||
glm::vec3 cs;
|
||||
float shine;
|
||||
|
||||
public:
|
||||
Material();
|
||||
Material(const Material &m)
|
||||
{
|
||||
ca = m.ca;
|
||||
cd = m.cd;
|
||||
cs = m.cs;
|
||||
}
|
||||
Material(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
|
||||
{
|
||||
ca = a;
|
||||
cd = d;
|
||||
cs = s;
|
||||
shine = sh;
|
||||
}
|
||||
void setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh);
|
||||
glm::vec3 getAmbient() const;
|
||||
glm::vec3 getDiffuse() const;
|
||||
glm::vec3 getSpecular() const;
|
||||
float getShiny() const;
|
||||
};
|
||||
|
||||
#endif
|
114
A6/shadow8t4/shadow8t4/src/MatrixStack.cpp
Normal file
114
A6/shadow8t4/shadow8t4/src/MatrixStack.cpp
Normal file
|
@ -0,0 +1,114 @@
|
|||
#include "MatrixStack.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
|
||||
#define GLM_FORCE_RADIANS
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
using namespace std;
|
||||
|
||||
MatrixStack::MatrixStack()
|
||||
{
|
||||
mstack = make_shared< stack<glm::mat4> >();
|
||||
mstack->push(glm::mat4(1.0));
|
||||
}
|
||||
|
||||
MatrixStack::~MatrixStack()
|
||||
{
|
||||
}
|
||||
|
||||
void MatrixStack::pushMatrix()
|
||||
{
|
||||
const glm::mat4 &top = mstack->top();
|
||||
mstack->push(top);
|
||||
assert(mstack->size() < 100);
|
||||
}
|
||||
|
||||
void MatrixStack::popMatrix()
|
||||
{
|
||||
assert(!mstack->empty());
|
||||
mstack->pop();
|
||||
// There should always be one matrix left.
|
||||
assert(!mstack->empty());
|
||||
}
|
||||
|
||||
void MatrixStack::loadIdentity()
|
||||
{
|
||||
glm::mat4 &top = mstack->top();
|
||||
top = glm::mat4(1.0);
|
||||
}
|
||||
|
||||
void MatrixStack::translate(const glm::vec3 &t)
|
||||
{
|
||||
glm::mat4 &top = mstack->top();
|
||||
top *= glm::translate(t);
|
||||
}
|
||||
|
||||
void MatrixStack::translate(float x, float y, float z)
|
||||
{
|
||||
translate(glm::vec3(x, y, z));
|
||||
}
|
||||
|
||||
void MatrixStack::scale(const glm::vec3 &s)
|
||||
{
|
||||
glm::mat4 &top = mstack->top();
|
||||
top *= glm::scale(s);
|
||||
}
|
||||
|
||||
void MatrixStack::scale(float x, float y, float z)
|
||||
{
|
||||
scale(glm::vec3(x, y, z));
|
||||
}
|
||||
|
||||
void MatrixStack::scale(float s)
|
||||
{
|
||||
scale(glm::vec3(s, s, s));
|
||||
}
|
||||
|
||||
void MatrixStack::rotate(float angle, const glm::vec3 &axis)
|
||||
{
|
||||
glm::mat4 &top = mstack->top();
|
||||
top *= glm::rotate(angle, axis);
|
||||
}
|
||||
|
||||
void MatrixStack::rotate(float angle, float x, float y, float z)
|
||||
{
|
||||
rotate(angle, glm::vec3(x, y, z));
|
||||
}
|
||||
|
||||
void MatrixStack::multMatrix(const glm::mat4 &matrix)
|
||||
{
|
||||
glm::mat4 &top = mstack->top();
|
||||
top *= matrix;
|
||||
}
|
||||
|
||||
const glm::mat4 &MatrixStack::topMatrix() const
|
||||
{
|
||||
return mstack->top();
|
||||
}
|
||||
|
||||
void MatrixStack::print(const glm::mat4 &mat, const char *name)
|
||||
{
|
||||
if(name) {
|
||||
printf("%s = [\n", name);
|
||||
}
|
||||
for(int i = 0; i < 4; ++i) {
|
||||
for(int j = 0; j < 4; ++j) {
|
||||
// mat[j] returns the jth column
|
||||
printf("%- 5.2f ", mat[j][i]);
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
if(name) {
|
||||
printf("];");
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
void MatrixStack::print(const char *name) const
|
||||
{
|
||||
print(mstack->top(), name);
|
||||
}
|
50
A6/shadow8t4/shadow8t4/src/MatrixStack.h
Normal file
50
A6/shadow8t4/shadow8t4/src/MatrixStack.h
Normal file
|
@ -0,0 +1,50 @@
|
|||
#pragma once
|
||||
#ifndef _MatrixStack_H_
|
||||
#define _MatrixStack_H_
|
||||
|
||||
#include <stack>
|
||||
#include <memory>
|
||||
#include <glm/fwd.hpp>
|
||||
|
||||
class MatrixStack
|
||||
{
|
||||
public:
|
||||
MatrixStack();
|
||||
virtual ~MatrixStack();
|
||||
|
||||
// glPushMatrix(): Copies the current matrix and adds it to the top of the stack
|
||||
void pushMatrix();
|
||||
// glPopMatrix(): Removes the top of the stack and sets the current matrix to be the matrix that is now on top
|
||||
void popMatrix();
|
||||
|
||||
// glLoadIdentity(): Sets the top matrix to be the identity
|
||||
void loadIdentity();
|
||||
// glMultMatrix(): Right multiplies the top matrix
|
||||
void multMatrix(const glm::mat4 &matrix);
|
||||
|
||||
// glTranslate(): Right multiplies the top matrix by a translation matrix
|
||||
void translate(const glm::vec3 &trans);
|
||||
void translate(float x, float y, float z);
|
||||
// glScale(): Right multiplies the top matrix by a scaling matrix
|
||||
void scale(const glm::vec3 &scale);
|
||||
void scale(float x, float y, float z);
|
||||
// glScale(): Right multiplies the top matrix by a scaling matrix
|
||||
void scale(float size);
|
||||
// glRotate(): Right multiplies the top matrix by a rotation matrix (angle in radians)
|
||||
void rotate(float angle, const glm::vec3 &axis);
|
||||
void rotate(float angle, float x, float y, float z);
|
||||
|
||||
// glGet(GL_MODELVIEW_MATRIX): Gets the top matrix
|
||||
const glm::mat4 &topMatrix() const;
|
||||
|
||||
// Prints out the specified matrix
|
||||
static void print(const glm::mat4 &mat, const char *name = 0);
|
||||
// Prints out the top matrix
|
||||
void print(const char *name = 0) const;
|
||||
|
||||
private:
|
||||
std::shared_ptr< std::stack<glm::mat4> > mstack;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
127
A6/shadow8t4/shadow8t4/src/Program.cpp
Normal file
127
A6/shadow8t4/shadow8t4/src/Program.cpp
Normal file
|
@ -0,0 +1,127 @@
|
|||
#include "Program.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <cassert>
|
||||
|
||||
#include "GLSL.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
Program::Program() :
|
||||
name(""),
|
||||
vShaderName(""),
|
||||
fShaderName(""),
|
||||
pid(0),
|
||||
verbose(true)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Program::~Program()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Program::setShaderNames(const string &v, const string &f)
|
||||
{
|
||||
vShaderName = v;
|
||||
fShaderName = f;
|
||||
}
|
||||
|
||||
bool Program::init()
|
||||
{
|
||||
GLint rc;
|
||||
|
||||
// Create shader handles
|
||||
GLuint VS = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint FS = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read shader sources
|
||||
const char *vshader = GLSL::textFileRead(vShaderName.c_str());
|
||||
const char *fshader = GLSL::textFileRead(fShaderName.c_str());
|
||||
glShaderSource(VS, 1, &vshader, NULL);
|
||||
glShaderSource(FS, 1, &fshader, NULL);
|
||||
|
||||
// Compile vertex shader
|
||||
glCompileShader(VS);
|
||||
glGetShaderiv(VS, GL_COMPILE_STATUS, &rc);
|
||||
if(!rc) {
|
||||
if(isVerbose()) {
|
||||
GLSL::printShaderInfoLog(VS);
|
||||
cout << "Error compiling vertex shader " << vShaderName << endl;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile fragment shader
|
||||
glCompileShader(FS);
|
||||
glGetShaderiv(FS, GL_COMPILE_STATUS, &rc);
|
||||
if(!rc) {
|
||||
if(isVerbose()) {
|
||||
GLSL::printShaderInfoLog(FS);
|
||||
cout << "Error compiling fragment shader " << fShaderName << endl;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the program and link
|
||||
pid = glCreateProgram();
|
||||
glAttachShader(pid, VS);
|
||||
glAttachShader(pid, FS);
|
||||
glLinkProgram(pid);
|
||||
glGetProgramiv(pid, GL_LINK_STATUS, &rc);
|
||||
if(!rc) {
|
||||
if(isVerbose()) {
|
||||
GLSL::printProgramInfoLog(pid);
|
||||
cout << "Error linking shaders " << vShaderName << " and " << fShaderName << endl;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
GLSL::checkError(GET_FILE_LINE);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Program::bind()
|
||||
{
|
||||
glUseProgram(pid);
|
||||
}
|
||||
|
||||
void Program::unbind()
|
||||
{
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void Program::addAttribute(const string &name)
|
||||
{
|
||||
attributes[name] = glGetAttribLocation(pid, name.c_str());
|
||||
}
|
||||
|
||||
void Program::addUniform(const string &name)
|
||||
{
|
||||
uniforms[name] = glGetUniformLocation(pid, name.c_str());
|
||||
}
|
||||
|
||||
GLint Program::getAttribute(const string &name) const
|
||||
{
|
||||
map<string,GLint>::const_iterator attribute = attributes.find(name.c_str());
|
||||
if(attribute == attributes.end()) {
|
||||
if(isVerbose()) {
|
||||
cout << name << " is not an attribute variable" << endl;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
return attribute->second;
|
||||
}
|
||||
|
||||
GLint Program::getUniform(const string &name) const
|
||||
{
|
||||
map<string,GLint>::const_iterator uniform = uniforms.find(name.c_str());
|
||||
if(uniform == uniforms.end()) {
|
||||
if(isVerbose()) {
|
||||
cout << name << " is not a uniform variable" << endl;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
return uniform->second;
|
||||
}
|
45
A6/shadow8t4/shadow8t4/src/Program.h
Normal file
45
A6/shadow8t4/shadow8t4/src/Program.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
#pragma once
|
||||
#ifndef __Program__
|
||||
#define __Program__
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
|
||||
/**
|
||||
* An OpenGL Program (vertex and fragment shaders)
|
||||
*/
|
||||
class Program
|
||||
{
|
||||
public:
|
||||
Program();
|
||||
virtual ~Program();
|
||||
|
||||
void setVerbose(bool v) { verbose = v; }
|
||||
bool isVerbose() const { return verbose; }
|
||||
|
||||
void setShaderNames(const std::string &v, const std::string &f);
|
||||
virtual bool init();
|
||||
virtual void bind();
|
||||
virtual void unbind();
|
||||
|
||||
void addAttribute(const std::string &name);
|
||||
void addUniform(const std::string &name);
|
||||
GLint getAttribute(const std::string &name) const;
|
||||
GLint getUniform(const std::string &name) const;
|
||||
|
||||
protected:
|
||||
std::string name;
|
||||
std::string vShaderName;
|
||||
std::string fShaderName;
|
||||
|
||||
private:
|
||||
GLuint pid;
|
||||
std::map<std::string,GLint> attributes;
|
||||
std::map<std::string,GLint> uniforms;
|
||||
bool verbose;
|
||||
};
|
||||
|
||||
#endif
|
316
A6/shadow8t4/shadow8t4/src/ShapeSkin.cpp
Normal file
316
A6/shadow8t4/shadow8t4/src/ShapeSkin.cpp
Normal file
|
@ -0,0 +1,316 @@
|
|||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
#define GLM_FORCE_RADIANS
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#define TINYOBJLOADER_IMPLEMENTATION
|
||||
#include "tiny_obj_loader.h"
|
||||
|
||||
#include "ShapeSkin.h"
|
||||
#include "GLSL.h"
|
||||
#include "Program.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
ShapeSkin::ShapeSkin() :
|
||||
prog(NULL),
|
||||
elemBufID(0),
|
||||
posBufID(0),
|
||||
norBufID(0),
|
||||
texBufID(0)
|
||||
{
|
||||
}
|
||||
|
||||
ShapeSkin::~ShapeSkin()
|
||||
{
|
||||
}
|
||||
|
||||
void ShapeSkin::loadMesh(const string &meshName)
|
||||
{
|
||||
// Load geometry
|
||||
tinyobj::attrib_t attrib;
|
||||
std::vector<tinyobj::shape_t> shapes;
|
||||
std::vector<tinyobj::material_t> materials;
|
||||
string errStr;
|
||||
bool rc = tinyobj::LoadObj(&attrib, &shapes, &materials, &errStr, meshName.c_str());
|
||||
if(!rc) {
|
||||
cerr << errStr << endl;
|
||||
} else {
|
||||
posBuf = attrib.vertices;
|
||||
norBuf = attrib.normals;
|
||||
texBuf = attrib.texcoords;
|
||||
assert(posBuf.size() == norBuf.size());
|
||||
// Loop over shapes
|
||||
for(size_t s = 0; s < shapes.size(); s++) {
|
||||
// Loop over faces (polygons)
|
||||
const tinyobj::mesh_t &mesh = shapes[s].mesh;
|
||||
size_t index_offset = 0;
|
||||
for(size_t f = 0; f < mesh.num_face_vertices.size(); f++) {
|
||||
size_t fv = mesh.num_face_vertices[f];
|
||||
// Loop over vertices in the face.
|
||||
for(size_t v = 0; v < fv; v++) {
|
||||
// access to vertex
|
||||
tinyobj::index_t idx = mesh.indices[index_offset + v];
|
||||
elemBuf.push_back(idx.vertex_index);
|
||||
}
|
||||
index_offset += fv;
|
||||
// per-face material (IGNORE)
|
||||
shapes[s].mesh.material_ids[f];
|
||||
}
|
||||
}
|
||||
posBufInit = posBuf;
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeSkin::loadAttachment(const std::string &filename)
|
||||
{
|
||||
unsigned int nverts, nbones;
|
||||
ifstream in;
|
||||
in.open(filename);
|
||||
if(!in.good()) {
|
||||
cout << "Cannot read " << filename << endl;
|
||||
return;
|
||||
}
|
||||
string line;
|
||||
getline(in, line); // comment
|
||||
getline(in, line); // comment
|
||||
getline(in, line);
|
||||
stringstream ss0(line);
|
||||
ss0 >> nverts;
|
||||
ss0 >> nbones;
|
||||
assert((unsigned int)nverts == posBuf.size()/3);
|
||||
while(1) {
|
||||
getline(in, line);
|
||||
if(in.eof()) {
|
||||
break;
|
||||
}
|
||||
// Parse line
|
||||
stringstream ss(line);
|
||||
float temp;
|
||||
std::vector<float> tempVec;
|
||||
std::vector<unsigned int> tempIndexes;
|
||||
for(unsigned int i = 0; i < nbones; i++)
|
||||
{
|
||||
ss >> temp;
|
||||
tempVec.push_back(temp);
|
||||
if(temp > 0.0f)
|
||||
{
|
||||
tempIndexes.push_back((unsigned int) i);
|
||||
}
|
||||
}
|
||||
indexes.push_back(tempIndexes);
|
||||
boneInfluence.push_back(tempVec);
|
||||
}
|
||||
in.close();
|
||||
}
|
||||
|
||||
void ShapeSkin::loadSkeleton(const std::string &filename)
|
||||
{
|
||||
unsigned int nframes, nbones;
|
||||
ifstream in;
|
||||
in.open(filename);
|
||||
if(!in.good()) {
|
||||
cout << "Cannot read " << filename << endl;
|
||||
return;
|
||||
}
|
||||
string line;
|
||||
getline(in, line); // comment
|
||||
getline(in, line); // comment
|
||||
getline(in, line); // comment
|
||||
getline(in, line);
|
||||
stringstream ss0(line);
|
||||
ss0 >> nframes;
|
||||
ss0 >> nbones;
|
||||
while(1) {
|
||||
getline(in, line);
|
||||
if(in.eof()) {
|
||||
break;
|
||||
}
|
||||
// Parse line
|
||||
stringstream ss(line);
|
||||
vert temp;
|
||||
|
||||
float tempx;
|
||||
float tempy;
|
||||
float tempz;
|
||||
float tempw;
|
||||
|
||||
std::vector<vert> tempVec;
|
||||
tempVec.clear();
|
||||
for(unsigned int i = 0; i < nbones; i++)
|
||||
{
|
||||
tempVec.push_back(temp);
|
||||
ss >> tempx;
|
||||
ss >> tempy;
|
||||
ss >> tempz;
|
||||
ss >> tempw;
|
||||
tempVec.at(tempVec.size() - 1).q = glm::quat(tempw, tempx, tempy, tempz);
|
||||
|
||||
ss >> tempx;
|
||||
ss >> tempy;
|
||||
ss >> tempz;
|
||||
tempVec.at(tempVec.size() - 1).p = glm::vec3(tempx, tempy, tempz);
|
||||
}
|
||||
vertInfo.push_back(tempVec);
|
||||
}
|
||||
in.close();
|
||||
|
||||
glm::mat4 E;
|
||||
|
||||
std::vector<glm::mat4> tempMatVec;
|
||||
|
||||
for(unsigned int j = 0; j < vertInfo.size(); j++)
|
||||
{
|
||||
for(unsigned int k = 0; k < nbones; k++)
|
||||
{
|
||||
E = glm::mat4_cast(vertInfo[j][k].q);
|
||||
E[3] = glm::vec4(vertInfo[j][k].p, 1.0f);
|
||||
if(j == 0)
|
||||
{
|
||||
tempMatVec.push_back(glm::inverse(E));
|
||||
}
|
||||
else
|
||||
tempMatVec.push_back(E);
|
||||
}
|
||||
transMats.push_back(tempMatVec);
|
||||
tempMatVec.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeSkin::init()
|
||||
{
|
||||
// Send the position array to the GPU
|
||||
glGenBuffers(1, &posBufID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
|
||||
glBufferData(GL_ARRAY_BUFFER, posBuf.size()*sizeof(float), &posBuf[0], GL_STATIC_DRAW);
|
||||
|
||||
// Send the normal array to the GPU
|
||||
glGenBuffers(1, &norBufID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
|
||||
glBufferData(GL_ARRAY_BUFFER, norBuf.size()*sizeof(float), &norBuf[0], GL_STATIC_DRAW);
|
||||
|
||||
// No texture info
|
||||
texBufID = 0;
|
||||
|
||||
// Send the element array to the GPU
|
||||
glGenBuffers(1, &elemBufID);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elemBufID);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elemBuf.size()*sizeof(unsigned int), &elemBuf[0], GL_STATIC_DRAW);
|
||||
|
||||
// Unbind the arrays
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
assert(glGetError() == GL_NO_ERROR);
|
||||
}
|
||||
|
||||
void ShapeSkin::draw(float t, std::shared_ptr<MatrixStack> MV) const
|
||||
{
|
||||
assert(prog);
|
||||
|
||||
int h_pos = prog->getAttribute("aPos");
|
||||
glEnableVertexAttribArray(h_pos);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
|
||||
glVertexAttribPointer(h_pos, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
|
||||
|
||||
int h_nor = prog->getAttribute("aNor");
|
||||
glEnableVertexAttribArray(h_nor);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
|
||||
glVertexAttribPointer(h_nor, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
|
||||
|
||||
// Draw
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elemBufID);
|
||||
glDrawElements(GL_TRIANGLES, (int)elemBuf.size(), GL_UNSIGNED_INT, (const void *)0);
|
||||
|
||||
glDisableVertexAttribArray(h_nor);
|
||||
glDisableVertexAttribArray(h_pos);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
float alpha = std::fmod(60.0f*t, (float)transMats.size() - 2);
|
||||
float u = std::fmod(alpha, 1.0f);
|
||||
int frame = std::ceil(alpha);
|
||||
|
||||
for(unsigned int j = 0; j < transMats[frame].size(); j++)
|
||||
{
|
||||
glm::mat4 p0 = transMats[frame][j];
|
||||
glm::mat4 p1 = transMats[frame + 1][j];
|
||||
|
||||
|
||||
MV->pushMatrix();
|
||||
glm::mat4 temp((1 - u)*p0 + u*p1);
|
||||
MV->multMatrix(glm::inverse(transMats[0][j]) + temp);
|
||||
glm::vec3 pp = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
glUniformMatrix4fv(prog->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
|
||||
// Draw frenet frame
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glColor3f(1.0, 0.0, 0.0);
|
||||
glVertex3f(pp.x, pp.y, pp.z);
|
||||
glVertex3f(pp.x + 0.1f, pp.y + 0.0f, pp.z + 0.0f);
|
||||
glColor3f(0.0, 1.0, 0.0);
|
||||
glVertex3f(pp.x, pp.y, pp.z);
|
||||
glVertex3f(pp.x + 0.0f, pp.y + 0.1f, pp.z + 0.0f);
|
||||
glColor3f(0.0, 0.0, 1.0);
|
||||
glVertex3f(pp.x, pp.y, pp.z);
|
||||
glVertex3f(pp.x + 0.0f, pp.y + 0.0f, pp.z + 0.1f);
|
||||
glEnd();
|
||||
MV->popMatrix();
|
||||
}
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
void ShapeSkin::skin(float t)
|
||||
{
|
||||
float alpha = std::fmod(60.0f*t, (float)transMats.size() - 2);
|
||||
float u = std::fmod(alpha, 1.0f);
|
||||
int frame = std::ceil(alpha);
|
||||
|
||||
std::vector<glm::mat4> tempInterpMats;
|
||||
|
||||
for(unsigned int j = 0 ; j < boneInfluence[0].size(); j++)
|
||||
{
|
||||
glm::mat4 p0 = transMats[frame][j];
|
||||
glm::mat4 p1 = transMats[frame + 1][j];
|
||||
glm::mat4 temp((1 - u)*p0 + u*p1);
|
||||
tempInterpMats.push_back(temp);
|
||||
}
|
||||
|
||||
|
||||
for(unsigned int i = 0; i < indexes.size(); i++)
|
||||
{
|
||||
glm::vec4 temp(posBufInit[i*3], posBufInit[i*3 + 1], posBufInit[i*3 + 2], 1.0f);
|
||||
glm::vec4 tempOutput(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
for(unsigned int j = 0; j < indexes[i].size(); j++)
|
||||
{
|
||||
glm::mat4 tempMat = transMats[0][indexes[i][j]];
|
||||
glm::mat4 tempTransMat = tempInterpMats[indexes[i][j]];
|
||||
float w = boneInfluence[i][indexes[i][j]];
|
||||
|
||||
glm::vec4 temp1 = tempMat*temp;
|
||||
glm::vec4 temp2 = tempTransMat*temp1;
|
||||
glm::vec4 temp3 = w*temp2;
|
||||
|
||||
tempOutput = tempOutput + temp3;
|
||||
}
|
||||
posBuf[i*3] = tempOutput.x;
|
||||
posBuf[i*3 + 1] = tempOutput.y;
|
||||
posBuf[i*3 + 2] = tempOutput.z;
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
|
||||
glBufferData(GL_ARRAY_BUFFER, posBuf.size()*sizeof(float), &posBuf[0], GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
void ShapeSkin::setMaterial(Material mat)
|
||||
{
|
||||
m = mat;
|
||||
}
|
||||
|
||||
Material ShapeSkin::getMaterial()
|
||||
{
|
||||
return m;
|
||||
}
|
||||
|
52
A6/shadow8t4/shadow8t4/src/ShapeSkin.h
Normal file
52
A6/shadow8t4/shadow8t4/src/ShapeSkin.h
Normal file
|
@ -0,0 +1,52 @@
|
|||
#pragma once
|
||||
#ifndef _SHAPESKIN_H_
|
||||
#define _SHAPESKIN_H_
|
||||
|
||||
#include "MatrixStack.h"
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include "Material.h"
|
||||
|
||||
class Program;
|
||||
|
||||
struct vert
|
||||
{
|
||||
glm::quat q;
|
||||
glm::vec3 p;
|
||||
};
|
||||
|
||||
class ShapeSkin
|
||||
{
|
||||
public:
|
||||
ShapeSkin();
|
||||
virtual ~ShapeSkin();
|
||||
void loadMesh(const std::string &meshName);
|
||||
void loadAttachment(const std::string &filename);
|
||||
void loadSkeleton(const std::string &filename);
|
||||
void setProgram(std::shared_ptr<Program> p) { prog = p; }
|
||||
void init();
|
||||
void draw(float t, std::shared_ptr<MatrixStack> MV) const;
|
||||
void skin(float t);
|
||||
void setMaterial(Material m);
|
||||
Material getMaterial();
|
||||
|
||||
private:
|
||||
std::shared_ptr<Program> prog;
|
||||
std::vector<unsigned int> elemBuf;
|
||||
std::vector<float> posBuf;
|
||||
std::vector<float> norBuf;
|
||||
std::vector<float> texBuf;
|
||||
unsigned elemBufID;
|
||||
unsigned posBufID;
|
||||
unsigned norBufID;
|
||||
unsigned texBufID;
|
||||
Material m;
|
||||
std::vector<float> posBufInit;
|
||||
std::vector<std::vector<float> > boneInfluence;
|
||||
std::vector<std::vector<vert> > vertInfo;
|
||||
std::vector<std::vector<glm::mat4> > transMats;
|
||||
std::vector<std::vector<unsigned int> > indexes;
|
||||
};
|
||||
|
||||
#endif
|
291
A6/shadow8t4/shadow8t4/src/main.cpp
Normal file
291
A6/shadow8t4/shadow8t4/src/main.cpp
Normal file
|
@ -0,0 +1,291 @@
|
|||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#define GLM_FORCE_RADIANS
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "GLSL.h"
|
||||
#include "Program.h"
|
||||
#include "Camera.h"
|
||||
#include "MatrixStack.h"
|
||||
#include "ShapeSkin.h"
|
||||
#include "Material.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
GLFWwindow *window; // Main application window
|
||||
string RESOURCE_DIR = ""; // Where the resources are loaded from
|
||||
string MESH_FILE = "";
|
||||
string ATTACHMENT_FILE = "";
|
||||
string SKELETON_FILE = "";
|
||||
bool keyToggles[256] = {false};
|
||||
|
||||
shared_ptr<Camera> camera = NULL;
|
||||
shared_ptr<ShapeSkin> shape = NULL;
|
||||
shared_ptr<Program> progSimple = NULL;
|
||||
shared_ptr<Program> progSkin = NULL;
|
||||
|
||||
static void error_callback(int error, const char *description)
|
||||
{
|
||||
cerr << description << endl;
|
||||
}
|
||||
|
||||
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
static void char_callback(GLFWwindow *window, unsigned int key)
|
||||
{
|
||||
keyToggles[key] = !keyToggles[key];
|
||||
switch(key) {
|
||||
case 'g':
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static void cursor_position_callback(GLFWwindow* window, double xmouse, double ymouse)
|
||||
{
|
||||
int state = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT);
|
||||
if(state == GLFW_PRESS) {
|
||||
camera->mouseMoved(xmouse, ymouse);
|
||||
}
|
||||
}
|
||||
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
// Get the current mouse position.
|
||||
double xmouse, ymouse;
|
||||
glfwGetCursorPos(window, &xmouse, &ymouse);
|
||||
// Get current window size.
|
||||
int width, height;
|
||||
glfwGetWindowSize(window, &width, &height);
|
||||
if(action == GLFW_PRESS) {
|
||||
bool shift = mods & GLFW_MOD_SHIFT;
|
||||
bool ctrl = mods & GLFW_MOD_CONTROL;
|
||||
bool alt = mods & GLFW_MOD_ALT;
|
||||
camera->mouseClicked(xmouse, ymouse, shift, ctrl, alt);
|
||||
}
|
||||
}
|
||||
|
||||
void loadScene(const string &meshFile, const string &attachmentFile)
|
||||
{
|
||||
keyToggles[(unsigned)'c'] = true;
|
||||
|
||||
camera = make_shared<Camera>();
|
||||
|
||||
// Single shape for all the animations.
|
||||
shape = make_shared<ShapeSkin>();
|
||||
shape->loadMesh(meshFile);
|
||||
shape->loadAttachment(attachmentFile);
|
||||
shape->loadSkeleton(SKELETON_FILE);
|
||||
|
||||
// For drawing the grid, etc.
|
||||
progSimple = make_shared<Program>();
|
||||
progSimple->setShaderNames(RESOURCE_DIR + "vert.glsl", RESOURCE_DIR + "frag.glsl");
|
||||
progSimple->setVerbose(true);
|
||||
|
||||
// For skinned shape, CPU/GPU
|
||||
progSkin = make_shared<Program>();
|
||||
progSkin->setShaderNames(RESOURCE_DIR + "vert.glsl", RESOURCE_DIR + "frag.glsl");
|
||||
progSkin->setVerbose(true);
|
||||
}
|
||||
|
||||
void init()
|
||||
{
|
||||
// Non-OpenGL things
|
||||
loadScene(MESH_FILE, ATTACHMENT_FILE);
|
||||
|
||||
// Set background color
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
// Enable z-buffer test
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// Enable alpha blending
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
shape->init();
|
||||
Material m;
|
||||
m.setMaterial(glm::vec3(0.1f, 0.1f, 0.3f), glm::vec3(0.2f, 0.2f, 0.5f), glm::vec3(0.2f, 0.2f, 0.6f), 50.0f);
|
||||
shape->setMaterial(m);
|
||||
|
||||
progSimple->init();
|
||||
progSimple->addUniform("P");
|
||||
progSimple->addUniform("MV");
|
||||
|
||||
progSkin->init();
|
||||
progSkin->addUniform("ka");
|
||||
progSkin->addUniform("kd");
|
||||
progSkin->addUniform("ks");
|
||||
progSkin->addUniform("s");
|
||||
progSkin->addAttribute("aPos");
|
||||
progSkin->addAttribute("aNor");
|
||||
progSkin->addUniform("P");
|
||||
progSkin->addUniform("MV");
|
||||
|
||||
// Initialize time.
|
||||
glfwSetTime(0.0);
|
||||
|
||||
GLSL::checkError(GET_FILE_LINE);
|
||||
}
|
||||
|
||||
void render()
|
||||
{
|
||||
// Update time.
|
||||
double t = glfwGetTime();
|
||||
|
||||
// Get current frame buffer size.
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
// Use the window size for camera.
|
||||
glfwGetWindowSize(window, &width, &height);
|
||||
camera->setAspect((float)width/(float)height);
|
||||
|
||||
// Clear buffers
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
if(keyToggles[(unsigned)'c']) {
|
||||
glEnable(GL_CULL_FACE);
|
||||
} else {
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
if(keyToggles[(unsigned)'z']) {
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
} else {
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
}
|
||||
|
||||
auto P = make_shared<MatrixStack>();
|
||||
auto MV = make_shared<MatrixStack>();
|
||||
|
||||
// Apply camera transforms
|
||||
P->pushMatrix();
|
||||
camera->applyProjectionMatrix(P);
|
||||
MV->pushMatrix();
|
||||
camera->applyViewMatrix(MV);
|
||||
|
||||
// Draw grid
|
||||
progSimple->bind();
|
||||
glUniformMatrix4fv(progSimple->getUniform("P"), 1, GL_FALSE, glm::value_ptr(P->topMatrix()));
|
||||
glUniformMatrix4fv(progSimple->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
|
||||
float gridSizeHalf = 5.0f;
|
||||
int gridNx = 11;
|
||||
int gridNz = 11;
|
||||
glLineWidth(1);
|
||||
glColor3f(0.8f, 0.8f, 0.8f);
|
||||
glBegin(GL_LINES);
|
||||
for(int i = 0; i < gridNx; ++i) {
|
||||
float alpha = i / (gridNx - 1.0f);
|
||||
float x = (1.0f - alpha) * (-gridSizeHalf) + alpha * gridSizeHalf;
|
||||
glVertex3f(x, 0, -gridSizeHalf);
|
||||
glVertex3f(x, 0, gridSizeHalf);
|
||||
}
|
||||
for(int i = 0; i < gridNz; ++i) {
|
||||
float alpha = i / (gridNz - 1.0f);
|
||||
float z = (1.0f - alpha) * (-gridSizeHalf) + alpha * gridSizeHalf;
|
||||
glVertex3f(-gridSizeHalf, 0, z);
|
||||
glVertex3f( gridSizeHalf, 0, z);
|
||||
}
|
||||
glEnd();
|
||||
progSimple->unbind();
|
||||
|
||||
// Draw character
|
||||
MV->pushMatrix();
|
||||
progSkin->bind();
|
||||
glUniformMatrix4fv(progSkin->getUniform("P"), 1, GL_FALSE, glm::value_ptr(P->topMatrix()));
|
||||
glUniformMatrix4fv(progSkin->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
|
||||
shape->setProgram(progSkin);
|
||||
|
||||
glm::vec3 ambient = shape->getMaterial().getAmbient();
|
||||
glm::vec3 diffuse = shape->getMaterial().getDiffuse();
|
||||
glm::vec3 specular = shape->getMaterial().getSpecular();
|
||||
float shine = shape->getMaterial().getShiny();
|
||||
|
||||
glUniform3f(progSkin->getUniform("ka"), ambient.r, ambient.g, ambient.b);
|
||||
glUniform3f(progSkin->getUniform("kd"), diffuse.r, diffuse.g, diffuse.b);
|
||||
glUniform3f(progSkin->getUniform("ks"), specular.r, specular.g, specular.b);
|
||||
glUniform1f(progSkin->getUniform("s"), shine);
|
||||
|
||||
shape->skin((float) t);
|
||||
shape->draw((float) t, MV);
|
||||
progSkin->unbind();
|
||||
MV->popMatrix();
|
||||
|
||||
// Pop matrix stacks.
|
||||
MV->popMatrix();
|
||||
P->popMatrix();
|
||||
|
||||
GLSL::checkError(GET_FILE_LINE);
|
||||
}
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
if(argc < 5) {
|
||||
cout << "Usage: Assignment2 <SHADER DIR> <MESH FILE> <ATTACHMENT FILE> <SKELETON FILE>" << endl;
|
||||
return 0;
|
||||
}
|
||||
RESOURCE_DIR = argv[1] + string("/");
|
||||
MESH_FILE = argv[2];
|
||||
ATTACHMENT_FILE = argv[3];
|
||||
SKELETON_FILE = argv[4];
|
||||
|
||||
// Set error callback.
|
||||
glfwSetErrorCallback(error_callback);
|
||||
// Initialize the library.
|
||||
if(!glfwInit()) {
|
||||
return -1;
|
||||
}
|
||||
// Create a windowed mode window and its OpenGL context.
|
||||
window = glfwCreateWindow(640, 480, "Alexander Huddleston A6", NULL, NULL);
|
||||
if(!window) {
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
// Make the window's context current.
|
||||
glfwMakeContextCurrent(window);
|
||||
// Initialize GLEW.
|
||||
glewExperimental = true;
|
||||
if(glewInit() != GLEW_OK) {
|
||||
cerr << "Failed to initialize GLEW" << endl;
|
||||
return -1;
|
||||
}
|
||||
glGetError(); // A bug in glewInit() causes an error that we can safely ignore.
|
||||
cout << "OpenGL version: " << glGetString(GL_VERSION) << endl;
|
||||
cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl;
|
||||
// Set vsync.
|
||||
glfwSwapInterval(1);
|
||||
// Set keyboard callback.
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
// Set char callback.
|
||||
glfwSetCharCallback(window, char_callback);
|
||||
// Set cursor position callback.
|
||||
glfwSetCursorPosCallback(window, cursor_position_callback);
|
||||
// Set mouse button callback.
|
||||
glfwSetMouseButtonCallback(window, mouse_button_callback);
|
||||
// Initialize scene.
|
||||
init();
|
||||
// Loop until the user closes the window.
|
||||
while(!glfwWindowShouldClose(window)) {
|
||||
// Render scene.
|
||||
render();
|
||||
// Swap front and back buffers.
|
||||
glfwSwapBuffers(window);
|
||||
// Poll for and process events.
|
||||
glfwPollEvents();
|
||||
}
|
||||
// Quit program.
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
1922
A6/shadow8t4/shadow8t4/src/tiny_obj_loader.h
Normal file
1922
A6/shadow8t4/shadow8t4/src/tiny_obj_loader.h
Normal file
File diff suppressed because it is too large
Load diff
39
A6/src/Material.cpp
Normal file
39
A6/src/Material.cpp
Normal file
|
@ -0,0 +1,39 @@
|
|||
#include "Material.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
Material::Material()
|
||||
{
|
||||
this->ca = glm::vec3(0.3f,0.3f,0.3f);
|
||||
this->cd = glm::vec3(0.3f,0.3f,0.3f);
|
||||
this->cs = glm::vec3(1.0f,1.0f,1.0f);
|
||||
this->shine = 0.0f;
|
||||
}
|
||||
|
||||
void Material::setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
|
||||
{
|
||||
this->ca = a;
|
||||
this->cd = d;
|
||||
this->cs = s;
|
||||
this->shine = sh;
|
||||
}
|
||||
|
||||
glm::vec3 Material::getAmbient() const
|
||||
{
|
||||
return this->ca;
|
||||
}
|
||||
|
||||
glm::vec3 Material::getDiffuse() const
|
||||
{
|
||||
return this->cd;
|
||||
}
|
||||
|
||||
glm::vec3 Material::getSpecular() const
|
||||
{
|
||||
return this->cs;
|
||||
}
|
||||
|
||||
float Material::getShiny() const
|
||||
{
|
||||
return this->shine;
|
||||
}
|
46
A6/src/Material.h
Normal file
46
A6/src/Material.h
Normal file
|
@ -0,0 +1,46 @@
|
|||
#pragma once
|
||||
#ifndef _MATERIAL_H_
|
||||
#define _MATERIAL_H_
|
||||
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include "GLSL.h"
|
||||
#include "Camera.h"
|
||||
#include "MatrixStack.h"
|
||||
|
||||
class Material
|
||||
{
|
||||
private:
|
||||
glm::vec3 ca;
|
||||
glm::vec3 cd;
|
||||
glm::vec3 cs;
|
||||
float shine;
|
||||
|
||||
public:
|
||||
Material();
|
||||
Material(const Material &m)
|
||||
{
|
||||
ca = m.ca;
|
||||
cd = m.cd;
|
||||
cs = m.cs;
|
||||
}
|
||||
Material(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh)
|
||||
{
|
||||
ca = a;
|
||||
cd = d;
|
||||
cs = s;
|
||||
shine = sh;
|
||||
}
|
||||
void setMaterial(glm::vec3 a, glm::vec3 d, glm::vec3 s, float sh);
|
||||
glm::vec3 getAmbient() const;
|
||||
glm::vec3 getDiffuse() const;
|
||||
glm::vec3 getSpecular() const;
|
||||
float getShiny() const;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -60,12 +60,13 @@ void ShapeSkin::loadMesh(const string &meshName)
|
|||
shapes[s].mesh.material_ids[f];
|
||||
}
|
||||
}
|
||||
posBufInit = posBuf;
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeSkin::loadAttachment(const std::string &filename)
|
||||
{
|
||||
int nverts, nbones;
|
||||
unsigned int nverts, nbones;
|
||||
ifstream in;
|
||||
in.open(filename);
|
||||
if(!in.good()) {
|
||||
|
@ -79,7 +80,7 @@ void ShapeSkin::loadAttachment(const std::string &filename)
|
|||
stringstream ss0(line);
|
||||
ss0 >> nverts;
|
||||
ss0 >> nbones;
|
||||
assert(nverts == posBuf.size()/3);
|
||||
assert((unsigned int)nverts == posBuf.size()/3);
|
||||
while(1) {
|
||||
getline(in, line);
|
||||
if(in.eof()) {
|
||||
|
@ -87,14 +88,97 @@ void ShapeSkin::loadAttachment(const std::string &filename)
|
|||
}
|
||||
// Parse line
|
||||
stringstream ss(line);
|
||||
|
||||
//
|
||||
// IMPLEMENT ME
|
||||
//
|
||||
float temp;
|
||||
std::vector<float> tempVec;
|
||||
std::vector<unsigned int> tempIndexes;
|
||||
for(unsigned int i = 0; i < nbones; i++)
|
||||
{
|
||||
ss >> temp;
|
||||
tempVec.push_back(temp);
|
||||
if(temp > 0.0f)
|
||||
{
|
||||
tempIndexes.push_back((unsigned int) i);
|
||||
}
|
||||
}
|
||||
indexes.push_back(tempIndexes);
|
||||
boneInfluence.push_back(tempVec);
|
||||
}
|
||||
in.close();
|
||||
}
|
||||
|
||||
void ShapeSkin::loadSkeleton(const std::string &filename)
|
||||
{
|
||||
unsigned int nframes, nbones;
|
||||
ifstream in;
|
||||
in.open(filename);
|
||||
if(!in.good()) {
|
||||
cout << "Cannot read " << filename << endl;
|
||||
return;
|
||||
}
|
||||
string line;
|
||||
getline(in, line); // comment
|
||||
getline(in, line); // comment
|
||||
getline(in, line); // comment
|
||||
getline(in, line);
|
||||
stringstream ss0(line);
|
||||
ss0 >> nframes;
|
||||
ss0 >> nbones;
|
||||
while(1) {
|
||||
getline(in, line);
|
||||
if(in.eof()) {
|
||||
break;
|
||||
}
|
||||
// Parse line
|
||||
stringstream ss(line);
|
||||
vert temp;
|
||||
|
||||
float tempx;
|
||||
float tempy;
|
||||
float tempz;
|
||||
float tempw;
|
||||
|
||||
std::vector<vert> tempVec;
|
||||
tempVec.clear();
|
||||
for(unsigned int i = 0; i < nbones; i++)
|
||||
{
|
||||
tempVec.push_back(temp);
|
||||
ss >> tempx;
|
||||
ss >> tempy;
|
||||
ss >> tempz;
|
||||
ss >> tempw;
|
||||
tempVec.at(tempVec.size() - 1).q = glm::quat(tempw, tempx, tempy, tempz);
|
||||
|
||||
ss >> tempx;
|
||||
ss >> tempy;
|
||||
ss >> tempz;
|
||||
tempVec.at(tempVec.size() - 1).p = glm::vec3(tempx, tempy, tempz);
|
||||
}
|
||||
vertInfo.push_back(tempVec);
|
||||
}
|
||||
in.close();
|
||||
|
||||
glm::mat4 E;
|
||||
|
||||
std::vector<glm::mat4> tempMatVec;
|
||||
|
||||
for(unsigned int j = 0; j < vertInfo.size(); j++)
|
||||
{
|
||||
for(unsigned int k = 0; k < nbones; k++)
|
||||
{
|
||||
E = glm::mat4_cast(vertInfo[j][k].q);
|
||||
E[3] = glm::vec4(vertInfo[j][k].p, 1.0f);
|
||||
if(j == 0)
|
||||
{
|
||||
tempMatVec.push_back(glm::inverse(E));
|
||||
}
|
||||
else
|
||||
tempMatVec.push_back(E);
|
||||
}
|
||||
transMats.push_back(tempMatVec);
|
||||
tempMatVec.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeSkin::init()
|
||||
{
|
||||
// Send the position array to the GPU
|
||||
|
@ -122,7 +206,7 @@ void ShapeSkin::init()
|
|||
assert(glGetError() == GL_NO_ERROR);
|
||||
}
|
||||
|
||||
void ShapeSkin::draw() const
|
||||
void ShapeSkin::draw(float t, std::shared_ptr<MatrixStack> MV) const
|
||||
{
|
||||
assert(prog);
|
||||
|
||||
|
@ -144,5 +228,89 @@ void ShapeSkin::draw() const
|
|||
glDisableVertexAttribArray(h_pos);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
float alpha = std::fmod(60.0f*t, (float)transMats.size() - 2);
|
||||
float u = std::fmod(alpha, 1.0f);
|
||||
int frame = std::ceil(alpha);
|
||||
|
||||
for(unsigned int j = 0; j < transMats[frame].size(); j++)
|
||||
{
|
||||
glm::mat4 p0 = transMats[frame][j];
|
||||
glm::mat4 p1 = transMats[frame + 1][j];
|
||||
|
||||
|
||||
MV->pushMatrix();
|
||||
glm::mat4 temp((1 - u)*p0 + u*p1);
|
||||
MV->multMatrix(glm::inverse(transMats[0][j]) + temp);
|
||||
glm::vec3 pp = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
glUniformMatrix4fv(prog->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
|
||||
// Draw frenet frame
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glColor3f(1.0, 0.0, 0.0);
|
||||
glVertex3f(pp.x, pp.y, pp.z);
|
||||
glVertex3f(pp.x + 0.1f, pp.y + 0.0f, pp.z + 0.0f);
|
||||
glColor3f(0.0, 1.0, 0.0);
|
||||
glVertex3f(pp.x, pp.y, pp.z);
|
||||
glVertex3f(pp.x + 0.0f, pp.y + 0.1f, pp.z + 0.0f);
|
||||
glColor3f(0.0, 0.0, 1.0);
|
||||
glVertex3f(pp.x, pp.y, pp.z);
|
||||
glVertex3f(pp.x + 0.0f, pp.y + 0.0f, pp.z + 0.1f);
|
||||
glEnd();
|
||||
MV->popMatrix();
|
||||
}
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
void ShapeSkin::skin(float t)
|
||||
{
|
||||
float alpha = std::fmod(60.0f*t, (float)transMats.size() - 2);
|
||||
float u = std::fmod(alpha, 1.0f);
|
||||
int frame = std::ceil(alpha);
|
||||
|
||||
std::vector<glm::mat4> tempInterpMats;
|
||||
|
||||
for(unsigned int j = 0 ; j < boneInfluence[0].size(); j++)
|
||||
{
|
||||
glm::mat4 p0 = transMats[frame][j];
|
||||
glm::mat4 p1 = transMats[frame + 1][j];
|
||||
glm::mat4 temp((1 - u)*p0 + u*p1);
|
||||
tempInterpMats.push_back(temp);
|
||||
}
|
||||
|
||||
|
||||
for(unsigned int i = 0; i < indexes.size(); i++)
|
||||
{
|
||||
glm::vec4 temp(posBufInit[i*3], posBufInit[i*3 + 1], posBufInit[i*3 + 2], 1.0f);
|
||||
glm::vec4 tempOutput(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
for(unsigned int j = 0; j < indexes[i].size(); j++)
|
||||
{
|
||||
glm::mat4 tempMat = transMats[0][indexes[i][j]];
|
||||
glm::mat4 tempTransMat = tempInterpMats[indexes[i][j]];
|
||||
float w = boneInfluence[i][indexes[i][j]];
|
||||
|
||||
glm::vec4 temp1 = tempMat*temp;
|
||||
glm::vec4 temp2 = tempTransMat*temp1;
|
||||
glm::vec4 temp3 = w*temp2;
|
||||
|
||||
tempOutput = tempOutput + temp3;
|
||||
}
|
||||
posBuf[i*3] = tempOutput.x;
|
||||
posBuf[i*3 + 1] = tempOutput.y;
|
||||
posBuf[i*3 + 2] = tempOutput.z;
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
|
||||
glBufferData(GL_ARRAY_BUFFER, posBuf.size()*sizeof(float), &posBuf[0], GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
void ShapeSkin::setMaterial(Material mat)
|
||||
{
|
||||
m = mat;
|
||||
}
|
||||
|
||||
Material ShapeSkin::getMaterial()
|
||||
{
|
||||
return m;
|
||||
}
|
||||
|
||||
|
|
|
@ -2,11 +2,20 @@
|
|||
#ifndef _SHAPESKIN_H_
|
||||
#define _SHAPESKIN_H_
|
||||
|
||||
#include "MatrixStack.h"
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include "Material.h"
|
||||
|
||||
class MatrixStack;
|
||||
class Program;
|
||||
|
||||
struct vert
|
||||
{
|
||||
glm::quat q;
|
||||
glm::vec3 p;
|
||||
};
|
||||
|
||||
class ShapeSkin
|
||||
{
|
||||
public:
|
||||
|
@ -14,9 +23,13 @@ public:
|
|||
virtual ~ShapeSkin();
|
||||
void loadMesh(const std::string &meshName);
|
||||
void loadAttachment(const std::string &filename);
|
||||
void loadSkeleton(const std::string &filename);
|
||||
void setProgram(std::shared_ptr<Program> p) { prog = p; }
|
||||
void init();
|
||||
void draw() const;
|
||||
void draw(float t, std::shared_ptr<MatrixStack> MV) const;
|
||||
void skin(float t);
|
||||
void setMaterial(Material m);
|
||||
Material getMaterial();
|
||||
|
||||
private:
|
||||
std::shared_ptr<Program> prog;
|
||||
|
@ -28,6 +41,12 @@ private:
|
|||
unsigned posBufID;
|
||||
unsigned norBufID;
|
||||
unsigned texBufID;
|
||||
Material m;
|
||||
std::vector<float> posBufInit;
|
||||
std::vector<std::vector<float> > boneInfluence;
|
||||
std::vector<std::vector<vert> > vertInfo;
|
||||
std::vector<std::vector<glm::mat4> > transMats;
|
||||
std::vector<std::vector<unsigned int> > indexes;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include "Camera.h"
|
||||
#include "MatrixStack.h"
|
||||
#include "ShapeSkin.h"
|
||||
#include "Material.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
@ -87,6 +88,7 @@ void loadScene(const string &meshFile, const string &attachmentFile)
|
|||
shape = make_shared<ShapeSkin>();
|
||||
shape->loadMesh(meshFile);
|
||||
shape->loadAttachment(attachmentFile);
|
||||
shape->loadSkeleton(SKELETON_FILE);
|
||||
|
||||
// For drawing the grid, etc.
|
||||
progSimple = make_shared<Program>();
|
||||
|
@ -95,7 +97,7 @@ void loadScene(const string &meshFile, const string &attachmentFile)
|
|||
|
||||
// For skinned shape, CPU/GPU
|
||||
progSkin = make_shared<Program>();
|
||||
progSkin->setShaderNames(RESOURCE_DIR + "skin_vert.glsl", RESOURCE_DIR + "skin_frag.glsl");
|
||||
progSkin->setShaderNames(RESOURCE_DIR + "vert.glsl", RESOURCE_DIR + "frag.glsl");
|
||||
progSkin->setVerbose(true);
|
||||
}
|
||||
|
||||
|
@ -113,12 +115,20 @@ void init()
|
|||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
shape->init();
|
||||
Material m;
|
||||
m.setMaterial(glm::vec3(0.1f, 0.1f, 0.3f), glm::vec3(0.2f, 0.2f, 0.5f), glm::vec3(0.2f, 0.2f, 0.6f), 50.0f);
|
||||
shape->setMaterial(m);
|
||||
|
||||
progSimple->init();
|
||||
progSimple->addUniform("P");
|
||||
progSimple->addUniform("MV");
|
||||
|
||||
progSkin->init();
|
||||
progSkin->addAttribute("aPos");
|
||||
progSkin->addUniform("ka");
|
||||
progSkin->addUniform("kd");
|
||||
progSkin->addUniform("ks");
|
||||
progSkin->addUniform("s");
|
||||
progSkin->addAttribute("aPos");
|
||||
progSkin->addAttribute("aNor");
|
||||
progSkin->addUniform("P");
|
||||
progSkin->addUniform("MV");
|
||||
|
@ -196,7 +206,19 @@ void render()
|
|||
glUniformMatrix4fv(progSkin->getUniform("P"), 1, GL_FALSE, glm::value_ptr(P->topMatrix()));
|
||||
glUniformMatrix4fv(progSkin->getUniform("MV"), 1, GL_FALSE, glm::value_ptr(MV->topMatrix()));
|
||||
shape->setProgram(progSkin);
|
||||
shape->draw();
|
||||
|
||||
glm::vec3 ambient = shape->getMaterial().getAmbient();
|
||||
glm::vec3 diffuse = shape->getMaterial().getDiffuse();
|
||||
glm::vec3 specular = shape->getMaterial().getSpecular();
|
||||
float shine = shape->getMaterial().getShiny();
|
||||
|
||||
glUniform3f(progSkin->getUniform("ka"), ambient.r, ambient.g, ambient.b);
|
||||
glUniform3f(progSkin->getUniform("kd"), diffuse.r, diffuse.g, diffuse.b);
|
||||
glUniform3f(progSkin->getUniform("ks"), specular.r, specular.g, specular.b);
|
||||
glUniform1f(progSkin->getUniform("s"), shine);
|
||||
|
||||
shape->skin((float) t);
|
||||
shape->draw((float) t, MV);
|
||||
progSkin->unbind();
|
||||
MV->popMatrix();
|
||||
|
||||
|
@ -225,7 +247,7 @@ int main(int argc, char **argv)
|
|||
return -1;
|
||||
}
|
||||
// Create a windowed mode window and its OpenGL context.
|
||||
window = glfwCreateWindow(640, 480, "YOUR NAME", NULL, NULL);
|
||||
window = glfwCreateWindow(640, 480, "Alexander Huddleston A6", NULL, NULL);
|
||||
if(!window) {
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
|
|
Reference in a new issue