void BookmarksToolbarSnippet::handleBackButton() {
        GWebContentView* webView = static_cast<GWebContentView*> (chrome()->getView("WebView"));
        if(webView) {
            webView->showNormalPage();
            webView->setGesturesEnabled(true);
        }

        ViewStack::getSingleton()->switchView( TOOLBAR_WEB_VIEW, TOOLBAR_BOOKMARKS_VIEW );
    }
    void SettingsToolbarSnippet::handleBackButton() {
        GWebContentView* webView = static_cast<GWebContentView*> (chrome()->getView("WebView"));
        if(webView) {
            // Reloading here because otherwise the settings won't collapse when leaving and
            // re-entering the view. This fixes BR-3525. If there's a better way to do this in
            // the future this can be removed.
            webView->reload();
            webView->showNormalPage();
            webView->setGesturesEnabled(true);
        }

        ViewStack::getSingleton()->switchView( TOOLBAR_WEB_VIEW, TOOLBAR_SETTINGS_VIEW );
    }
Example #3
0
int main(int argc, char* argv[])
{
    // Build your scene and setup your camera here, by calling
    // functions from Raytracer.  The code here sets up an example
    // scene and renders it from two different view points, DO NOT
    // change this if you're just implementing part one of the
    // assignment.
    Raytracer raytracer;
    int width = 320;
    int height = 240;
    int aa = 2;
    int sceneNum = 0;

    double toRadian = 2*M_PI/360.0;

    fprintf(stderr, "Using options:\n");

#ifdef USE_EXTENDEDLIGHTS
    fprintf(stderr, "\tExtended light sources\n");
#else
    fprintf(stderr, "\tPoint light sources\n");
#endif

#ifdef USE_REFRACTIONS
    fprintf(stderr, "\tRefractions\n");
#else
    fprintf(stderr, "\tNo refractions\n");
#endif

#ifdef USE_REFLECTIONS
    fprintf(stderr, "\tReflections\n");
#else
    fprintf(stderr, "\tNo reflections\n");
#endif

#ifdef IGNORE_SHADOWS
    fprintf(stderr, "\tNo shadows\n");
#else
    {
#ifdef USE_TRANSMISSIONSHADOWS
        fprintf(stderr, "\tTransmission-based shadows\n");
#else
        fprintf(stderr, "\tSimple shadows\n");
#endif
    }
#endif

#ifdef USE_FINERFLUX
    fprintf(stderr, "\tFiner numerical flux intergrations\n");
#else
    fprintf(stderr, "\tCoarser numerical flux intergrations\n");
#endif


    if (argc == 3) {
        width = atoi(argv[1]);
        height = atoi(argv[2]);
    } else if (argc == 4) {
        width = atoi(argv[1]);
        height = atoi(argv[2]);
        aa = atoi(argv[3]);
    } else if (argc == 5) {
        width = atoi(argv[1]);
        height = atoi(argv[2]);
        aa = atoi(argv[3]);
        sceneNum = atoi(argv[4]);
    }
    // SceneNum should not exceed total scenes
    if ((sceneNum > 3)|| (sceneNum <0)) {
        sceneNum = 0;
    }
    // Camera parameters.
    Point3D eye(0, 0, 1);
    Vector3D view(0, 0, -1);
    Vector3D up(0, 1, 0);
    double fov = 60;


    // Defines materials for shading.
    Material gold( Colour(0.3, 0.3, 0.3), Colour(0.75164, 0.60648, 0.22648),
                   Colour(0.628281, 0.555802, 0.366065),
                   51.2, 0.001, 0.0, 1/2.4 );
    Material jade( Colour(0.22, 0.38, 0.33), Colour(0.52, 0.73, 0.57),
                   Colour(0.316228, 0.316228, 0.316228),
                   12.8, 0.2 , 0.0, 0.0 );
    Material polishedGold( Colour(0.24725, 0.2245, 0.0645), Colour(0.34615, 0.3143, 0.0903),
                           Colour(0.797357, 0.723991, 0.208006), 83.2, 0.01,0.0,0.0);

    Material glass( Colour(0.15, 0.15, 0.15), Colour(0.08, 0.08, 0.08),
                    Colour(0.2, 0.2, 0.2), 50.1,0.08,0.9,0.6667 );

    Material glass1( Colour(0.2, 0.2, 0.2), Colour(0.2, 0.2, 0.2),
                     Colour(0.7, 0.7, 0.7), 10.1,0.03,0.9,0.6667 );


    Material steel( Colour(0.1, 0.1, 0.1), Colour(0.1, 0.1, 0.1),
                    Colour(0.8, 0.8, 0.8), 80, 0.03, 0.0, 1.0 );

    Material blueSolid( Colour(0, 0, 1), Colour(0, 0, 1),
                        Colour(0, 0, 0), 0, 0.0, 0.0, 1.0 );

    Material redSolid( Colour(1, 0, 0), Colour(1, 0, 0),
                       Colour(0, 0, 0), 0, 0.0, 0.0, 1.0 );

    Material chrome( Colour(0.25, 0.25, 0.25), Colour(0.4,0.4,0.4),
                     Colour(0.7746, 0.7746, 0.7746), 77, 0.42, 0.0, 1.0);

    Material ruby( Colour(0.1745, 0.01175, 0.01175), Colour(0.61424, 0.04136, 0.04136),
                   Colour(0.727811, 0.626959, 0.626959) , 76.8, 0.01, 0.0, 0.565);

    Material pearl( Colour(0.25, 0.20725, 0.20725), Colour(1, 0.829, 0.829),
                    Colour(0.296648, 0.296648, 0.296648), 11.264, 0.1,0.0,1.0 );

    Material silver(Colour(0.23125, 0.23125, 0.23125), Colour(0.2775, 0.2775, 0.2775),
                    Colour(0.773911, 0.773911, 0.773911), 89.6, 0.4,0.0, 1.0);

    Material emerald(Colour(0.0215, 0.1745, 0.0215),Colour(0.07568, 0.61424, 0.07568),
                     Colour(0.633, 0.727811, 0.633), 76.8, 0.1, 0.25, 0.637);

    Material brass(Colour(0.329412, 0.223529,  0.027451),Colour(0.780392, 0.568627, 0.113725),
                   Colour(0.992157, 0.941176, 0.807843),27.8974, 0.3, 0.0, 1.0 );

    Material bronze(Colour(0.2125, 0.1275, 0.054), Colour(0.714, 0.4284, 0.18144),
                    Colour(0.393548, 0.271906, 0.166721), 25.6, 0.1, 0.0, 1.0 );

    Material bronzeShiny(Colour(0.25, 0.148, 0.06475), Colour(0.4, 0.2368, 0.1036),
                         Colour(0.774597, 0.458561, 0.200621), 76.86, 0.15, 0.0, 1.0 );

    Material turquoise(Colour(0.1, 0.18725, 0.1745), Colour(0.396, 0.74151, 0.69102),
                       Colour(0.297254, 0.30829, 0.306678), 12.8, 0.01, 0.2, 0.9);

    Material obsidian(Colour(0.05375, 0.05, 0.06625), Colour(0.18275, 0.17, 0.22525),
                      Colour(0.332741, 0.328634, 0.346435), 38.4, 0.05, 0.18, 0.413);

    Material copper(Colour(0.19125, 0.0735, 0.0225), Colour(0.7038, 0.27048, 0.0828),
                    Colour(0.256777, 0.137622, 0.086014), 12.8, 0.1, 0.0, 1.0 );

    Material copperPolished(Colour(0.2295, 0.08825, 0.0275), Colour(0.5508, 0.2118, 0.066),
                            Colour(0.580594, 0.223257, 0.0695701), 51.2, 0.15, 0.0, 1.0 );

    Material pewter(Colour(0.105882, 0.058824, 0.113725), Colour(0.427451, 0.470588, 0.541176),
                    Colour(0.333333, 0.333333, 0.521569), 9.84615, 0.0, 0.0, 1.0 );


    // Light Sources
    //=====================
    //raytracer.addLightSource( new PointLight(Point3D(1, 1, 2),Colour(0.5, 0.5, 0.5)) );

#ifdef USE_EXTENDEDLIGHTS
    // Defines a ball light source
    raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1),
                                            2.0, Colour(0.9, 0.9, 0.9), 4) );
#else
    // Defines a point light source.
    raytracer.addLightSource( new PointLight(Point3D(0, 0, 5),
                              Colour(0.9, 0.9,0.9) ) );
#endif


    if (sceneNum==0) {

        // Defines a point light source.
        //raytracer.addLightSource( new PointLight(Point3D(0, 0, 5),
        //			Colour(0.9, 0.9, 0.9) ) );

        // Add a unit square into the scene with material mat.
        SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &gold);
        SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &jade );

        // Apply some transformations to the unit square.
        double factor1[3] = { 1.0, 2.0, 1.0 };
        double factor2[3] = { 6.0, 6.0, 1.0 };
        double factor3[3] = { 4.0, 4.0, 4.0 };
        double factor4[3] = { 3.7, 3.7, 3.7 };
        raytracer.translate(sphere, Vector3D(0, 0, -5));
        raytracer.rotate(sphere, 'x', -45);
        raytracer.rotate(sphere, 'z', 45);
        raytracer.scale(sphere, Point3D(0, 0, 0), factor1);

        raytracer.translate(plane, Vector3D(0, 0, -7));
        raytracer.rotate(plane, 'z', 45);
        raytracer.scale(plane, Point3D(0, 0, 0), factor2);
        /*
        SceneDagNode* bigSphere = raytracer.addObject( new UnitSphere(), &glass1);
        raytracer.scale(bigSphere, Point3D(0, 0, 0), factor3);
        raytracer.translate(bigSphere, Vector3D(0, 0, -7));

        SceneDagNode* bigSphere2 = raytracer.addObject( new UnitSphere(), &glass1);
        raytracer.scale(bigSphere2, Point3D(0, 0, 0), factor4);
        raytracer.translate(bigSphere2, Vector3D(0, 0, -7));
        */

    }// end of scene 0

    if (sceneNum==1) {
        /*
        raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1),
        	5.0, Colour(0.9, 0.9, 0.9), 0.888) );
        raytracer.addLightSource( new PointLight(Point3D(0, 0, 2),Colour(0.5, 0.5, 0.5)) );
        */

        // Add a unit square into the scene with material mat.
        SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &glass);
        SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &brass);
        SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &jade);
        SceneDagNode* cylinder = raytracer.addObject( new UnitCylinder(), &brass);


        // Apply some transformations to the unit square.
        double factor1[3] = { 1.0, 2.0, 1.0 };
        double factor2[3] = { 6.0, 6.0, 1.0 };
        double factor3[3] = { 0.5, 0.5, 2.0 };
        raytracer.translate(sphere, Vector3D(0, 0, -5));
        raytracer.rotate(sphere, 'x', -45);
        raytracer.rotate(sphere, 'z', 45);
        raytracer.scale(sphere, Point3D(0, 0, 0), factor1);

        raytracer.translate(sphere1, Vector3D(-2.5, 0, -5));

        raytracer.translate(plane, Vector3D(0, 0, -7));
        raytracer.rotate(plane, 'z', 45);
        raytracer.scale(plane, Point3D(0, 0, 0), factor2);


        raytracer.translate(cylinder, Vector3D(3, 0, -5));
        //raytracer.rotate(cylinder, 'y', -20);
        raytracer.rotate(cylinder, 'z', 45);
        raytracer.rotate(cylinder, 'x', -75);
        raytracer.scale(cylinder, Point3D(0, 0, 0), factor3);

    }// end of scene1


    //=============== Scene 2 ==============================
    //=====================================================

    if(sceneNum == 2) {
        /*
        raytracer.addLightSource( new BallLight(Point3D(-1, 1, 1),
        	5.0, Colour(0.9, 0.9, 0.9), 0.888) );*/
        //raytracer.addLightSource( new PointLight(Point3D(0, 0, 2),Colour(0.5, 0.5, 0.5)) );

        //Set up walls
        //========================================================

        SceneDagNode* planeBack = raytracer.addObject( new UnitSquare(), &brass);
        SceneDagNode* planeBottom = raytracer.addObject( new UnitSquare(), &chrome);
        SceneDagNode* planeTop = raytracer.addObject( new UnitSquare(), &copperPolished);
        SceneDagNode* planeLeft = raytracer.addObject( new UnitSquare(), &bronzeShiny);
        SceneDagNode* planeRight = raytracer.addObject( new UnitSquare(), &brass);
        SceneDagNode* planeRear = raytracer.addObject( new UnitSquare(), &brass);

        double scaleFactor[3] = {8.0,8.0,1.0};
        double scaleFactor1[3] = {20.01,20.01,1.0};

        raytracer.translate(planeBottom, Vector3D(0, -10, 0));
        raytracer.translate(planeTop, Vector3D(0, 10, 0));
        raytracer.translate(planeLeft, Vector3D(-10, 0, 0));

        raytracer.translate(planeRight, Vector3D(10, 0, 0));

        raytracer.translate(planeBack, Vector3D(0, 0, -19.9));
        raytracer.translate(planeBottom, Vector3D(0, 0, -10));
        raytracer.translate(planeTop, Vector3D(0, 0, -10));
        raytracer.translate(planeLeft, Vector3D(0, 0, -10));
        raytracer.translate(planeRight, Vector3D(0, 0, -10));
        raytracer.translate(planeRear, Vector3D(0, 0, 20));

        raytracer.rotate(planeTop, 'x', 90);
        raytracer.rotate(planeBottom, 'x',-90);
        raytracer.rotate(planeLeft, 'y', -90);
        raytracer.rotate(planeRight, 'y', 90);
        raytracer.rotate(planeRear, 'x', 180);

        raytracer.scale(planeBack, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeBottom, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeTop, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeLeft, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeRight, Point3D(0, 0, 0), scaleFactor1);
        raytracer.scale(planeRear, Point3D(0, 0, 0), scaleFactor1);
        //===========================================================

        double scaleEgg[3] = { 1.0, 1.5, 1.0 };
        double scaleBall[3] = {2,2,2};
        SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &glass1);
        SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &ruby);
        SceneDagNode* sphere2 = raytracer.addObject( new UnitSphere(), &chrome);

        //SceneDagNode* cone = raytracer.addObject(sphere, new UnitCone(), &emerald);

        //raytracer.translate(cone, Vector3D(0,0,-2));
        raytracer.translate(sphere, Vector3D(-1,-1,-11));
        raytracer.scale(sphere, Point3D(0,0,0), scaleBall);

        raytracer.translate(sphere1, Vector3D(2.5,-1,-11));
        raytracer.translate(sphere2, Vector3D(2,3,-11));
        //raytracer.translate(cone, Vector3D(-1,-1,-12));
        raytracer.rotate(sphere1, 'z', -45);
        raytracer.scale(sphere1, Point3D(0,0,0), scaleEgg);
        //raytracer.rotate(cone, 'x', 90);

    }//end of scene 2


    //==================== Scene 3 =================
    //===============================================


    if(sceneNum == 3) {

#ifdef USE_EXTENDEDLIGHTS
        raytracer.addLightSource( new BallLight(Point3D(-5, 5, -3),
                                                2.0, Colour(0.4, 0.4, 0.4), 2) );
        raytracer.addLightSource( new BallLight(Point3D(5, 5, -3),
                                                2.0, Colour(0.4, 0.4, 0.4), 2) );
#else
        raytracer.addLightSource( new PointLight(Point3D(-5, 5, 0),
                                  Colour(0.5, 0.0, 0.0) ) );
        raytracer.addLightSource( new PointLight(Point3D(5, 5, 0),
                                  Colour(0.0, 0.5, 0.0) ) );
        raytracer.addLightSource( new PointLight(Point3D(0, -5, 0),
                                  Colour(0.0, 0.0, 0.5) ) );
#endif

        double planeScale[3] = {10.0, 10.0, 1.0};
        double sphereScale[3]= {1.5,1.5,1.5};
        double coneScale[3] = {1.5,1.5,5};

        SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &pearl);
        SceneDagNode* sphere1 = raytracer.addObject( new UnitSphere(), &chrome);
        SceneDagNode* sphere2 = raytracer.addObject( new UnitSphere(), &brass);
        //SceneDagNode* cone = raytracer.addObject( new UnitCone(), &turquoise);

        raytracer.translate(sphere1, Vector3D(1, 1.5, -6.5));
        raytracer.translate(sphere2, Vector3D(-1, -1.5, -6.5));
        raytracer.scale(sphere2, Point3D(0,0,0), sphereScale);
        raytracer.scale(sphere1, Point3D(0,0,0), sphereScale);

        raytracer.rotate(plane, 'z', 45);
        raytracer.scale(plane, Point3D(0,0,0), planeScale);
        raytracer.translate(plane, Vector3D(0, 0, -8));
        /*
        		raytracer.translate(cone, Vector3D(2.0,-1.0,-3));
        		raytracer.rotate(cone, 'x', 180);
        		raytracer.scale(cone, Point3D(0,0,0), coneScale); */
    }

    // Render the scene, feel free to make the image smaller for
    // testing purposes.

    raytracer.render(width, height, eye, view, up, fov, aa,  "sig1.bmp", 's');
    //raytracer.render(width, height, eye, view, up, fov, aa, "diffuse1.bmp",'d');
    //raytracer.render(width, height, eye, view, up, fov, aa, "view1.bmp",'p');





    // Render it from a different point of view.
    Point3D eye2(4, 2, 1);
    Vector3D view2(-4, -2, -6);

    raytracer.render(width, height, eye2, view2, up, fov, aa, "sig2.bmp", 's');
    //raytracer.render(width, height, eye2, view2, up, fov, aa, "diffuse2.bmp",'d');
    //raytracer.render(width, height, eye2, view2, up, fov, aa, "view2.bmp",'p');



    Point3D eye3(-4, -2, 1);
    Vector3D view3(4, 2, -6);

    raytracer.render(width, height, eye3, view3, up, fov, aa, "sig3.bmp", 's');
    //raytracer.render(width, height, eye3, view3, up, fov, aa, "diffuse3.bmp",'d');
    raytracer.render(width, height, eye3, view3, up, fov, aa, "view3.bmp",'p');




    return 0;
}
Example #4
0
int main()
{
    glfwInit();

    Window testWindow(50, 50, WINDOW_WIDTH, WINDOW_HEIGHT, "Deferred Shading");
    glfwMakeContextCurrent(testWindow.getWindow());
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);


    // You have to set a camera name
    cam.setName("PilotviewCam");
    cam.setPosition(glm::vec4(0.0, 0.5, 3.0, 1.0));
    cam.setNearFar(0.01f, 100.0f);

    iH.setAllInputMaps(cam);
    iH.changeActiveInputMap("Pilotview");

    //Callback
    glfwSetKeyCallback(testWindow.getWindow(), key_callback);

    glewInit();

    //our shader
    VertexShader vsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.vert")));
    FragmentShader fsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.frag")));
    ShaderProgram shaderGBuffer(vsGBuffer, fsGBuffer);

    //load shader here
    VertexShader vsDsLighting(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsLighting.vert")));
    FragmentShader fsDsLighting(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsLighting.frag")));
    ShaderProgram shaderDsLightingShader(vsDsLighting, fsDsLighting);

    VertexShader vsDsCompositing(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsFinalCompositing.vert")));
    FragmentShader fsDsCompositing(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsFinalCompositing.frag")));
    ShaderProgram shaderDsCompositingShader(vsDsCompositing, fsDsCompositing);

    VertexShader vsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.vert")));
    FragmentShader fsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.frag")));
    ShaderProgram shaderSFQ(vsSfq, fsSfq);

    //our renderer
    OpenGL3Context context;
    Renderer renderer(context);

    FBO fboGBuffer(WINDOW_WIDTH, WINDOW_HEIGHT, 3, true, false);
    FBO fboDeferredShading(WINDOW_WIDTH, WINDOW_HEIGHT, 3, true, false);
    FBO fboCompositing(WINDOW_WIDTH, WINDOW_HEIGHT, 3, false, false);

    //our object
    Cube cube;

    Teapot teapot;

    Rect plane;
    Rect screenFillingQuad;
    screenFillingQuad.loadBufferData();

    //our textures
    Texture bricks((char*)RESOURCES_PATH "/bricks_diffuse.png");
    Texture bricks_normal((char*)RESOURCES_PATH "/bricks_normal.png");
    Texture bricks_height((char*)RESOURCES_PATH "/bricks_height.png");

    Texture chrome((char*)RESOURCES_PATH "/chrome.jpg");
    Texture cvLogo((char*)RESOURCES_PATH "/cv_logo.bmp");

    //Scene creation
    Level testLevel("testLevel");
    Scene testScene("testScene");
    testLevel.addScene(&testScene);
    testLevel.changeScene("testScene");

    //Add Camera to scenegraph
    testScene.getScenegraph()->addCamera(&cam);
    testScene.getScenegraph()->getCamera("PilotviewCam");
    testScene.getScenegraph()->setActiveCamera("PilotviewCam");

    Rect rect;

    Node cube1("cube1");
    cube1.addGeometry(&cube);
    cube1.addTexture(&bricks);
    cube1.addNormalMap(&bricks_normal);
    cube1.addHeightMap(&bricks_height);
    cube1.setModelMatrix(glm::translate(cube1.getModelMatrix(), glm::vec3(-1.0, 0.5, -0.5)));
    cube1.setModelMatrix(glm::scale(cube1.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node cube2("cube2");
    cube2.addGeometry(&cube);
    cube2.addTexture(&bricks);
    cube2.addNormalMap(&bricks_normal);
    cube2.setModelMatrix(glm::translate(cube2.getModelMatrix(), glm::vec3(-1, 0.5, 0.5)));
    cube2.setModelMatrix(glm::scale(cube2.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node cube3("cube3");
    cube3.addGeometry(&cube);
    cube3.addTexture(&bricks);
    cube3.setModelMatrix(glm::translate(cube3.getModelMatrix(), glm::vec3(0, 0.5, -0.5)));
    cube3.setModelMatrix(glm::scale(cube3.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node cube4("cube4");
    cube4.addGeometry(&cube);
    cube4.addTexture(&bricks);
    cube4.addNormalMap(&bricks_normal);
    cube4.addHeightMap(&bricks_height,0.07,0.1,true);
    cube4.setModelMatrix(glm::translate(cube4.getModelMatrix(), glm::vec3(0, 0.5, 0.5)));
    cube4.setModelMatrix(glm::scale(cube4.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node wallNode1("wall1");
    wallNode1.addGeometry(&plane);
    wallNode1.addTexture(&cvLogo);
    wallNode1.setModelMatrix(glm::translate(wallNode1.getModelMatrix(), glm::vec3(0.0, 0.1, 0.2)));
    wallNode1.setModelMatrix(glm::rotate(wallNode1.getModelMatrix(), 90.0f, glm::vec3(1.0, 0.0, 0.0)));
    wallNode1.setModelMatrix(glm::scale(wallNode1.getModelMatrix(), glm::vec3(10.5, 10.5, 10.5)));


    Node teaNode("teaNode");
    teaNode.addGeometry(&teapot);
    teaNode.addTexture(&chrome);
    teaNode.setModelMatrix(glm::translate(teaNode.getModelMatrix(), glm::vec3(0.2, 0.4, 0.7)));
    teaNode.setModelMatrix(glm::scale(teaNode.getModelMatrix(), glm::vec3(0.5, 0.5, 0.5)));


    //Creating a scenegraph
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode1);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube1);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube2);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube3);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube4);
    //testScene.getScenegraph()->getRootNode()->addChildrenNode(&teaNode);

    double startTime = glfwGetTime();
    //Renderloop

    //create Light spheres for DS
    Node lights = Node("Root");
    Sphere lightSphere = Sphere();

    for (int i = -4; i < 4; i++)
        for (int j = -4; j < 4; j++)
        {
            Node *newLight = new Node(std::string("Node_"+std::to_string(i)+std::to_string(j)));
            newLight->addGeometry(&lightSphere);
            newLight->setModelMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(i*1.5, 1.0f, j*1.5)));
            //newLight.setModelMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, 1, 1.0f)));
            newLight->setModelMatrix(glm::scale(newLight->getModelMatrix(), glm::vec3(2.0, 2.0, 2.0)));
            lights.addChildrenNode(newLight);
        }

    int outputFPS = 0;

    while (!glfwWindowShouldClose(testWindow.getWindow()))
    {
        // You have to compute the delta time

        float deltaTime = glfwGetTime() - startTime;
        cam.setSensitivity(deltaTime);

        //if (!(outputFPS % 20))
        //std::cout << "FPS: " << static_cast<int>(1 / (glfwGetTime() - startTime)) << std::endl;

        std::cout << "FPS: " << static_cast<double>(glfwGetTime() - startTime) * 100 << std::endl;


        outputFPS++;
        startTime = glfwGetTime();

        //update Model Matrix
        lights.setModelMatrix(glm::rotate(lights.getModelMatrix(), 10.0f * deltaTime, glm::vec3(0.0, 1.0, 0.0)));


        fboGBuffer.bind();
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shaderGBuffer.bind();
        shaderGBuffer.sendMat4("viewMatrix", cam.getViewMatrix());
        shaderGBuffer.sendMat4("projectionMatrix", cam.getProjectionMatrix());

        testScene.render(shaderGBuffer);


        shaderGBuffer.unbind();
        fboGBuffer.unbind();

        //DEFERRED SHADING TEIL============================

        fboDeferredShading.bind();

        glCullFace(GL_FRONT);
        glEnable(GL_CULL_FACE);
        glDisable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shaderDsLightingShader.bind();

        shaderDsLightingShader.sendMat4("viewMatrix", cam.getViewMatrix());
        shaderDsLightingShader.sendMat4("projectionMatrix", cam.getProjectionMatrix());

        shaderDsLightingShader.sendSampler2D("positionMap", fboGBuffer.getColorTexture(0),0);
        shaderDsLightingShader.sendSampler2D("normalMap", fboGBuffer.getColorTexture(1),1);

        shaderDsLightingShader.sendInt("windowWidth", testWindow.getWidth());
        shaderDsLightingShader.sendInt("windowHeight", testWindow.getHeight());

        shaderDsLightingShader.sendVec3("lightColor", glm::fvec3(0.7f,0.7f,0.4f));

        lights.render(shaderDsLightingShader);

        glDisable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glDisable(GL_BLEND);
        glClearColor(1.0, 1.0, 1.0, 0.0);
        shaderDsLightingShader.unbind();
        fboDeferredShading.unbind();

        //COMPOSITING TEIL ===============================
        fboCompositing.bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shaderDsCompositingShader.bind();

        shaderDsCompositingShader.sendSampler2D("colorMap", fboGBuffer.getColorTexture(2),0);
        shaderDsCompositingShader.sendSampler2D("lightMap", fboDeferredShading.getColorTexture(2),1);

        screenFillingQuad.renderGeometry();

        shaderDsCompositingShader.unbind();
        fboCompositing.unbind();

        //================================================

        //ScreenFillingQuad Render Pass
        shaderSFQ.bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        if (glfwGetKey(testWindow.getWindow(), GLFW_KEY_F1))
            shaderSFQ.sendSampler2D("fboTexture", fboDeferredShading.getColorTexture(2));
        else
            shaderSFQ.sendSampler2D("fboTexture", fboCompositing.getColorTexture(2));

        screenFillingQuad.renderGeometry();
        shaderSFQ.unbind();


        glfwSwapBuffers(testWindow.getWindow());
        glfwPollEvents();
    }

    glfwDestroyWindow(testWindow.getWindow());
    glfwTerminate();

    return 0;
}
Example #5
0
int main()
{
	//////////////////////////////////////////BASICS///////////////////////////////////////////

	srand(time(NULL));

	glfwInit();

	//WINDOW
	Window window(50, 50, 800, 600, "ParticleSystem");
	glfwMakeContextCurrent(window.getWindow());

	//CAM
	cam.setPosition(glm::vec4(-15.0, 0.0, 7.0, 1.0));
	cam.setNearFar(0.1f, 100.0f);
	cam.setLookAt(glm::vec3(cam.getPosition().x, cam.getPosition().y, cam.getPosition().z - 1.0));
	cam.setKeySpeed(8.0);
	iH.setAllInputMaps(cam);
	iH.changeActiveInputMap("Pilotview");

	//Callback
	glfwSetKeyCallback(window.getWindow(), key_callback);

	//More then just 60 fps, vsync off
	glfwSwapInterval(0);

	glewInit();

	//SHADER
	VertexShader vsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.vert")));
	FragmentShader fsSkybox(loadShaderSource(SHADERS_PATH + std::string("/SkyboxShader/SkyboxShader.frag")));
	ShaderProgram shaderSkybox(vsSkybox, fsSkybox);

	VertexShader vsObject(loadShaderSource(SHADERS_PATH + std::string("/TextureShader3D/TextureShader3D.vert")));
	FragmentShader fsObject(loadShaderSource(SHADERS_PATH + std::string("/TextureShader3D/TextureShader3D.frag")));
	ShaderProgram shaderObject(vsObject, fsObject);

	/////////////////////////////////////////TEXTURES//////////////////////////////////////////

	//COMIC CLOUD
	Texture* comicBalloonTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon01.png"); 
	Texture* comicBalloonTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon02.png"); 
	Texture* comicBalloonTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon03.png"); 
	Texture* comicBalloonTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/balloon04.png"); 
	Texture* comicCloudTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud01.png"); 
	Texture* comicCloudTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud02.png");
	Texture* comicCloudTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud03.png");
	Texture* comicCloudTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/cloud04.png");
	Texture* comicExclamationMarkTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark01.png");
	Texture* comicExclamationMarkTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark02.png");
	Texture* comicExclamationMarkTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark03.png");
	Texture* comicExclamationMarkTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/exclamationMark04.png");
	Texture* comicLightningTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning01.png");
	Texture* comicLightningTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning02.png");
	Texture* comicLightningTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning03.png");
	Texture* comicLightningTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/lightning04.png");
	Texture* comicSpiralTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral01.png");
	Texture* comicSpiralTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral02.png");
	Texture* comicSpiralTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral03.png");
	Texture* comicSpiralTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral04.png");
	Texture* comicSpiralTex5 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral05.png");
	Texture* comicSpiralTex6 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/spiral06.png");
	Texture* comicStarTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/star01.png");
	Texture* comicStarTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/comicCloud/star02.png");

	//FIRE
	Texture* fireTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/fire/flame01_L.png");
	Texture* fireTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/fire/flame02_L.png");
	Texture* fireTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/fire/flame03_L.png");

	//PARTICLE
	Texture* particleBlackTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/virus.png");
	Texture* particleWhiteTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/particle.png");
	Texture* snowTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/snowflake.png"); //TODO better Resolution
	Texture* glowwormTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/glowworm.png");
	Texture* energyTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/energy.png");
	Texture* fireflyTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/firefly.png");
	Texture* fireSparkTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/sparkOrange.png");
	Texture* fireSparkTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/particle/sparkRed.png");

	//RAIN
	Texture* rainTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/rain/rain.png"); //TODO darker

	//SMOKE
	Texture* drawSmokeTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke01_L.png");
	Texture* drawSmokeTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke02_L.png");
	Texture* drawSmokeTex3 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke03_L.png");
	Texture* drawSmokeTex4 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeDraw/smoke04_L.png");
	Texture* smokeWhiteTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeWhite/smokeWhite01.png");
	Texture* smokeWhiteTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeWhite/smokeWhite02.png");
	Texture* smokeBlackTex1 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeBlack/smokeBlack01.png");
	Texture* smokeBlackTex2 = new Texture((char*)RESOURCES_PATH "/ParticleSystem/smoke/smokeBlack/smokeBlack02.png");

	//STAR
	Texture* fireWorkYellowTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starYellow.png"); //TODO Work?
	Texture* fireWorkOrangeTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starPink.png"); //TODO Work?
	Texture* fireWorkRedTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starRed.png"); //TODO Work?
	Texture* fireWorkBlueTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starBlue.png"); //TODO Work?
	Texture* fireWorkGreenTex = new Texture((char*)RESOURCES_PATH "/ParticleSystem/star/starGreen.png"); //TODO Work?

	///////////////////////////////////////FINAL EMITTER///////////////////////////////////////

	//FINAL EMITTER SNOW
	Emitter* snow = new Emitter(0, glm::vec3(0.0, 5.0, 0.0), 0.0, 0.166, 100, 30.0, true);
	snow->setVelocity(0);
	snow->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, 1.0), 0.5f);
	snow->setAreaEmitting(false,true, 10.0, 10000);
	snow->addTexture(snowTex, 0.0);
	snow->defineLook(true, 0.04, 2.0);
	particleCount += (100 * 30 / 0.166);

	//FINAL EMITTER STRONG SNOW
	Emitter* snowStrong = new Emitter(0, glm::vec3(-3.5, 4.0, 0.0), 0.0, 0.166, 100, 15.0, true);
	snowStrong->setVelocity(2);
	snowStrong->usePhysicDirectionGravity(glm::vec4(0.6, -1.5, 0.0, 1.0), 2.6f);
	snowStrong->setAreaEmitting(false, true, 8.0, 10000);
	snowStrong->addTexture(snowTex, 0.0);
	snowStrong->defineLook(true, 0.03, 1.0, 3.0);
	particleCount += (100 * 15.0 / 0.166);

	//FINAL EMITTER WHITE SMOKE
	Emitter* smokeWhite = new Emitter(0, glm::vec3(3.0, -1.0, 1.0), 0.0, 0.4, 1, 8.0, true);
	smokeWhite->setVelocity(2);
	smokeWhite->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.8), 0.3f);
	smokeWhite->addTexture(smokeWhiteTex1, 1.0);
	smokeWhite->addTexture(smokeWhiteTex2, 0.25);
	std::vector<float> smokeWhiteSize{ 0.05f, 0.5f, 0.75f, 1.2f };
	std::vector<float> smokeWhiteTime{ 0.0f, 0.4f, 0.75f, 1.0f };
	smokeWhite->defineLook(true, smokeWhiteSize, smokeWhiteTime, 1.0, 4.0, 3.0, false, 0.3);
	smokeWhite->switchToGeometryShader();
	particleCount += (1 * 8.0 / 0.4);

	//FINAL EMITTER BLACK SMOKE
	Emitter* smokeBlack = new Emitter(0, glm::vec3(6.0, -1.0, 1.0), 0.0, 0.6, 1, 8.0, true);
	smokeBlack->setVelocity(2);
	smokeBlack->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.8), 0.3f);
	smokeBlack->addTexture(smokeBlackTex1, 1.0);
	smokeBlack->addTexture(smokeBlackTex2, 0.2);
	std::vector<float> smokeBlackSize{ 0.1f, 0.4f, 0.8f, 1.2f };
	std::vector<float> smokeBlackTime{ 0.0f, 0.2f, 0.75f, 1.0f };
	smokeBlack->defineLook(true, smokeBlackSize, smokeBlackTime, 1.0, 5.0, 3.0, false, 0.3);
	smokeBlack->switchToGeometryShader();
	particleCount += (1 * 8 / 0.4);

	//FINAL EMITTER CLOUD SMOKE
	Emitter* smokeCloud = new Emitter(0, glm::vec3(15.0, -1.0, 1.0), 0.0, 0.3, 1, 10.0, true);
	smokeCloud->setVelocity(3);
	smokeCloud->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.1), 0.15f);
	smokeCloud->addTexture(smokeWhiteTex1, 1.0);
	smokeCloud->addTexture(smokeWhiteTex2, 0.08);
	std::vector<float> smokeCloudSize{ 0.1f, 0.4f, 0.8f, 1.2f };
	std::vector<float> smokeCloudTime{ 0.0f, 0.2f, 0.75f, 1.0f };
	smokeCloud->defineLook(true, smokeBlackSize, smokeBlackTime, 1.0, 2.0, 4.0, false, 0.3);
	smokeCloud->switchToGeometryShader();
	particleCount += (1 * 10.0 / 0.3);

	//FINAL EMITTER RAIN
	Emitter* rain = new Emitter(0, glm::vec3(0.0, 3.0, 0.0), 0.0, 0.02, 50, 5.0, true);
	rain->setVelocity(0);
	rain->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, 1.0), 5.0f);
	rain->setAreaEmitting(false, true, 8.0, 10000);
	rain->addTexture(rainTex, 0.0);
	rain->defineLook(true, 0.03, 1.0, 0.0);
	particleCount += (50 * 5.0 / 0.02);

	//FINAL EMITTER FONTAINE
	Emitter* fontaine = new Emitter(0, glm::vec3(-15.0,-1.0, 1.0), 0.0, 0.05, 5, 2.0, true);
	fontaine->setVelocity(0);
	fontaine->usePhysicTrajectory(glm::vec4(0.0, 0.0, 0.0, 1.0), 1.0);
	//fontaine->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.7f);
	fontaine->defineLook(false, 0.3, 0.0, 0.5, 0.0, true, 1.0);
	particleCount += (3 * 2.0 / 0.05);

	//FINAL EMITTER CIRCLE
	Emitter* circle = new Emitter(0, glm::vec3(-18.0, 0.0, 1.0), 0.0, 0.2, 50, 4.0, true);
	circle->setVelocity(4);
	circle->addTexture(fireSparkTex1, 1.0);
	circle->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.3f);
	circle->addTexture(fireSparkTex2 ,0.1);
	circle->defineLook(true, 0.03, 0.0, 2.0, 1.0, true, 0.0);
	circle->switchToGeometryShader();
	particleCount += (50 * 4.0 / 0.4);

	//FINAL EMITTER QUAD
	Emitter* quad = new Emitter(0, glm::vec3(-21.0, 0.0, 1.0), 0.0, 1.0, 100, 1.0, true);
	quad->setVelocity(0);
	quad->setAreaEmitting(true, true, 0.5, 1);
	quad->defineLook(false, 0.1, 0.0, 0.0, 0.0, false, 0.0);
	particleCount += (50 * 1.0 / 1.0);

	//FINAL EMITTER FRUITFLIES
	Emitter* fruitFlies = new Emitter(0, glm::vec3(11.5, 0.0, 1.0), 0.0, 0.166, 2, 10.0, true);
	fruitFlies->setVelocity(0);
	fruitFlies->usePhysicSwarmCircleMotion(true, true, true, 3.0);
	fruitFlies->setAreaEmitting(true, true, 0.5, 100);
	fruitFlies->addTexture(particleBlackTex, 0.0);
	fruitFlies->defineLook(true, 0.012, 3.0, 3.0, 0.0, true, 1.0);
	fruitFlies->switchToGeometryShader();
	particleCount += (2 * 10.0 / 0.166);

	//FINAL SCREEN EMITTER FRUITFLIES
	Emitter* screenFruitFlies = new Emitter(0, glm::vec3(-0.2, 0.2, 7.0), 0.0, 0.1, 2, 10.0, true);
	screenFruitFlies->setVelocity(0);
	screenFruitFlies->usePhysicSwarmCircleMotion(true, true, true, 3.0);
	screenFruitFlies->setAreaEmitting(true, false, 2.5, 1000);
	screenFruitFlies->addTexture(particleBlackTex, 0.0);
	screenFruitFlies->defineLook(true, 0.02, 1.0, 3.0, 0.0, true, 1.0);
	screenFruitFlies->switchToGeometryShader();
	particleCount += (3 * 10.0 / 0.166);

	//FINAL EMITTER GLOWWORM
	Emitter* glowworm = new Emitter(0, glm::vec3(-3.0, 0.0, 1.0), 0.0, 0.2, 1, 10.0, true);
	glowworm->setVelocity(0);
	glowworm->usePhysicSwarmCircleMotion(true, true, true, 3.0);
	glowworm->setAreaEmitting(true, false, 0.4, 1000);
	glowworm->addTexture(glowwormTex, 0.0);
	glowworm->defineLook(true, 0.1, 1.0, 1.5);
	particleCount += (1 * 10.0 / 0.2);

	//FINAL EMITTER ENERGYBALL
	Emitter* energyBall = new Emitter(0, glm::vec3(-12.0, -1.0, 1.0), 0.0, 0.01, 5, 15.0, true);
	energyBall->setVelocity(5);
	energyBall->usePhysicPointGravity(glm::vec4(-10.0, 1.0, 1.0, 3.0), 8.0, 2, 1.8);
	energyBall->addTexture(energyTex, 1.0);
	energyBall->defineLook(true, 0.04);
	particleCount += (5 * 15.0 / 0.01);

	//FINAL EMITTER COMIC CLOUD
	Emitter* cloud01 = new Emitter(0, glm::vec3(-6.0, 0.5, 1.0), 0.0, 1.6, 1, 10.0, true);
	cloud01->setVelocity(4);
	cloud01->usePhysicPointGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.0, 0, 0.72);
	cloud01->addTexture(comicCloudTex1, 0.0);
	std::vector<float> cloudSize1{ 0.8f, 1.6f };
	std::vector<float> cloudTime1{ 0.0f, 1.0f };
	cloud01->defineLook(true, cloudSize1, cloudTime1, 0.4, 4.0, 0.0, false, 0.3);
	cloud01->switchToGeometryShader();
	particleCount += (1 * 1.5 / 10.0);

	Emitter* cloud02 = new Emitter(0, glm::vec3(-6.0, 0.5, 1.0), 0.0, 2.3, 1, 10.0, true);
	cloud02->setVelocity(4);
	cloud02->usePhysicPointGravity(glm::vec4(0.0, -1.0, 0.0, -0.0), 0.0, 0, 0.6);
	cloud02->addTexture(comicCloudTex3, 0.0);
	std::vector<float> cloudSize2{ 0.8f, 1.6f };
	std::vector<float> cloudTime2{ 0.0f, 1.0f };
	cloud02->defineLook(true, cloudSize2, cloudTime2, 0.4, 4.0, 0.0, false, 0.3);
	cloud02->switchToGeometryShader();
	particleCount += (1 * 2.1 / 10.0);

	Emitter* cloud03 = new Emitter(0, glm::vec3(-7.0, 1.0, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud03->setVelocity(0);
	cloud03->addTexture(comicBalloonTex4, 1.0);
	cloud03->defineLook(true, 0.8, 2.0);
	cloud03->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud04 = new Emitter(0, glm::vec3(-4.8, 2.0, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud04->setVelocity(0);
	cloud04->addTexture(comicStarTex2, 1.0);
	cloud04->defineLook(true, 0.3, 2.0, 0.0, 0.0, false, 0.6);
	cloud04->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud05 = new Emitter(0, glm::vec3(-7.0, -1.0, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud05->setVelocity(0);
	cloud05->addTexture(comicStarTex2, 1.0);
	cloud05->defineLook(true, 0.5, 2.0, 0.0, 0.0, true, 0.4);
	cloud05->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud06 = new Emitter(0, glm::vec3(-4.3, 0.2, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud06->setVelocity(0);
	cloud06->addTexture(comicSpiralTex5, 1.0);
	cloud06->defineLook(true, 0.3, 2.0);
	cloud06->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud07 = new Emitter(0, glm::vec3(-8.0, 0.7, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud07->setVelocity(0);
	cloud07->addTexture(comicSpiralTex3, 1.0);
	cloud07->defineLook(true, 0.3, 2.0);
	cloud07->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud08 = new Emitter(0, glm::vec3(-7.9, 2.1, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud08->setVelocity(0);
	cloud08->addTexture(comicLightningTex1, 1.0);
	cloud08->defineLook(true, 0.6, 2.0);
	cloud08->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud09 = new Emitter(0, glm::vec3(-4.0, 1.4, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud09->setVelocity(0);
	cloud09->addTexture(comicLightningTex4, 1.0);
	cloud09->defineLook(true, 0.5, 2.0);
	cloud09->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud10 = new Emitter(0, glm::vec3(-3.7, 0.8, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud10->setVelocity(0);
	cloud10->addTexture(comicExclamationMarkTex3, 1.0);
	cloud10->defineLook(true, 0.3, 2.0);
	cloud10->switchToGeometryShader();
	particleCount += 1;

	Emitter* cloud11 = new Emitter(0, glm::vec3(-6.5, 2.4, 1.0), 0.0, 0.0, 1, 0.0, false);
	cloud11->setVelocity(0);
	cloud11->addTexture(comicExclamationMarkTex2, 1.0);
	cloud11->defineLook(true, 0.5, 2.0);
	cloud11->switchToGeometryShader();
	particleCount += 1;

	////////////////////////////////NOT FINAL EMITTER////////////////////////////////

	//FINAL EMITTER MAXIMUM; SET POSITION
	Emitter* maximumParticle = new Emitter(0, glm::vec3(-21.0, -3.0, 0.0), 0.0, 0.2, 5000, 12.0, true);
	maximumParticle->setVelocity(3);
	maximumParticle->usePhysicDirectionGravity(glm::vec4(0.0, 1.0, 0.0, 0.2), 0.5);
	maximumParticle->defineLook(false, 0.01);
	int particleCountMax = 5000 * 12 / 0.2;

	//particleMax with Texture

	//!EMITTER FIRE
	Emitter* fireMiddle = new Emitter(0, glm::vec3(9.0, 0.0, 1.0), 0.0, 1.0, 3.0, 4.0, true);
	fireMiddle->setVelocity(3);
	fireMiddle->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.5), 0.2);
	fireMiddle->addTexture(fireTex1, 1.0);
	//fireMiddle->addTexture(fireTex2, 0.5);
	fireMiddle->addTexture(fireTex3, 0.0);
	fireMiddle->defineLook(true, 0.5, 1.0, 2.0);
	fireMiddle->switchToGeometryShader();

	Emitter* fireSmoke = new Emitter(0, glm::vec3(9.0, -1.0, 1.0), 0.0, 0.4, 1, 8.0, true);
	fireSmoke->setVelocity(2);
	fireSmoke->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -0.8), 0.3f);
	fireSmoke->addTexture(smokeBlackTex1, 1.0);
	fireSmoke->addTexture(smokeBlackTex2, 0.08);
	std::vector<float> fireSmokeSize{ 0.1f, 0.4f, 0.8f, 1.2f };
	std::vector<float> fireSmokeTime{ 0.0f, 0.2f, 0.75f, 1.0f };
	fireSmoke->defineLook(true, fireSmokeSize, fireSmokeTime, 1.0, 4.0, 1.0, false, 0.3);
	fireSmoke->switchToGeometryShader();

	Emitter* firefly = new Emitter(0, glm::vec3(9.1, -0.9, 1.0), 0.0, 1.3, 1, 9.0, true);
	firefly->setVelocity(3);
	firefly->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -1.5), 0.13f);
	firefly->addTexture(fireflyTex, 1.0);
	firefly->defineLook(true, 0.04, 2.0, 2.0, 0.0, false, 0.3);

	Emitter* fireSparkOrange = new Emitter(0, glm::vec3(9.1, -0.9, 1.0), 0.0, 0.1, 1, 0.8, true);
	fireSparkOrange->setVelocity(3);
	fireSparkOrange->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -1.0), 1.5f);
	fireSparkOrange->addTexture(fireSparkTex1, 1.0);
	fireSparkOrange->defineLook(true, 0.02, 0.4, 0.3, 0.0, false, 0.3);

	Emitter* fireSparkRed = new Emitter(0, glm::vec3(9.1, -0.9, 1.0), 0.0, 0.1, 1, 1.0, true);
	fireSparkRed->setVelocity(3);
	fireSparkRed->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, -1.5), 1.5f);
	fireSparkRed->addTexture(fireSparkTex2, 1.0);
	fireSparkRed->defineLook(true, 0.02, 0.4, 0.3, 0.0, false, 0.3);

	//!EMITTER FIREWORK
	Emitter* firework = new Emitter(0, glm::vec3(0.6, 0.6, 0.0), 0.0, 0.5, 5, 1.0, true);
	firework->setVelocity(4);
	firework->usePhysicDirectionGravity(glm::vec4(0.0,-1.0,0.0,0.1), 1.0f);
	//firework->addTexture(*fireWorkYellowTex, 0.0);
	//firework->defineLook(true, 0.8, 0.1, 0.2);
	Emitter* firework2 = new Emitter(0, glm::vec3(-0.6, -0.6, 0.0), 0.0, 0.5, 5, 1.0, true);
	firework2->setVelocity(4);
	firework2->usePhysicDirectionGravity(glm::vec4(0.0, -1.0, 0.0, 0.1), 1.0f);
	//firework2->addTexture(*fireWorkOrangeTex, 0.0);
	//firework2->defineLook(true, 0.8, 0.1, 0.2);

	//////////////////////////////////////OUR SCENE///////////////////////////////////////////////

	//SKYBOX
	Cube cube;
	const char *textureNames[6] = { 
		/*(char*)RESOURCES_PATH "/PereaBeach1/posx.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/negx.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/posy.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/negy.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/posz.jpg",
		(char*)RESOURCES_PATH "/PereaBeach1/negz.jpg"*/
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png",
		(char*)RESOURCES_PATH "/Color/testTex.png" };
	Skybox skybox(textureNames);
	Node skyboxNode("skybox");
	skyboxNode.addGeometry(&cube);

	//OBJECTS
	Teapot teapot;
	teapot.loadBufferData();
	Sphere sphere;
	sphere.loadBufferData();
	Rect plane;
	plane.loadBufferData();

	//TEXTURES
	Texture chrome((char*)RESOURCES_PATH "/Metal/chrome.jpg");
	Texture marble((char*)RESOURCES_PATH "/Wall/seamless_marble.png"); //TODO JPG
	Texture cvLogo((char*)RESOURCES_PATH "/Symbol/cv_logo.bmp");
	Texture bricks((char*)RESOURCES_PATH "/Wall/brick.bmp");

	//CREATING NODES
	Level testLevel("testLevel");
	Scene testScene("testScene");
	testLevel.addScene(&testScene);
	testLevel.changeScene("testScene");

	Node cube1("cube1");
	cube1.addGeometry(&cube);
	cube1.addTexture(&chrome);
	cube1.setModelMatrix(glm::translate(cube1.getModelMatrix(), glm::vec3(-0.3, 0.25, 0.4)));
	cube1.setModelMatrix(glm::scale(cube1.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));

	Node cube2("cube2");
	cube2.addGeometry(&cube);
	cube2.addTexture(&chrome);
	cube2.setModelMatrix(glm::translate(cube2.getModelMatrix(), glm::vec3(0.7, 0.25, 0.4)));
	cube2.setModelMatrix(glm::scale(cube2.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));

	Node wallNode1("wall1");
	wallNode1.addGeometry(&plane);
	wallNode1.addTexture(&marble);
	wallNode1.setModelMatrix(glm::translate(wallNode1.getModelMatrix(), glm::vec3(0.0, -1.0, 0.0)));
	wallNode1.setModelMatrix(glm::rotate(wallNode1.getModelMatrix(), 90.0f, glm::vec3(1.0, 0.0, 0.0)));
	wallNode1.setModelMatrix(glm::scale(wallNode1.getModelMatrix(), glm::vec3(25.0, 2.0, 1.0)));

	Node wallNode2("wall2");
	wallNode2.addGeometry(&plane);
	wallNode2.addTexture(&bricks);
	wallNode2.setModelMatrix(glm::translate(wallNode2.getModelMatrix(), glm::vec3(0.0, 0.0, 0.0)));
	wallNode2.setModelMatrix(glm::scale(wallNode2.getModelMatrix(), glm::vec3(25.0, 2.5, 1.0)));

	Node teaNode("teaNode");
	teaNode.addGeometry(&teapot);
	teaNode.addTexture(&cvLogo);
	teaNode.setModelMatrix(glm::translate(teaNode.getModelMatrix(), glm::vec3(0.2, 0.3, 1.0)));
	teaNode.setModelMatrix(glm::scale(teaNode.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));

	//CREATING A SCENEGRAPH
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode1);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode2);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube1);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube2);
	testScene.getScenegraph()->getRootNode()->addChildrenNode(&teaNode);

	//ADD CAMERA TO SCENEGRAPH
	testScene.getScenegraph()->addCamera(&cam);
	testScene.getScenegraph()->getCamera("Pilotview");
	testScene.getScenegraph()->setActiveCamera("Pilotview");

	//GUI
	initGUI();

	double startCamTime = glfwGetTime();

	int outputFrames = 0;
	float dTime;

	while (!glfwWindowShouldClose(window.getWindow()))
	{
		//CAM
		dTime = glfwGetTime() - startCamTime;
		cam.setSensitivity(dTime);
		startCamTime = glfwGetTime();

		//Maximum Particle
		if (!useMaximumParticle->isActive()){

			//SKYBOX
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			shaderSkybox.bind();
			glDisable(GL_DEPTH_TEST);
			shaderSkybox.sendMat4("viewMatrix", cam.getViewMatrix());
			shaderSkybox.sendMat4("projectionMatrix", cam.getProjectionMatrix());
			shaderSkybox.sendSkyboxTexture("testTexture", skybox.getSkyboxTexture());
			//skyboxNode.render();
			shaderSkybox.unbind();

			glEnable(GL_DEPTH_TEST);
			shaderObject.bind();
			shaderObject.sendMat4("viewMatrix", cam.getViewMatrix());
			shaderObject.sendMat4("projectionMatrix", cam.getProjectionMatrix());
			shaderObject.sendInt("useTexture", 1);
			teaNode.setModelMatrix(glm::rotate(teaNode.getModelMatrix(), 3.0f, glm::vec3(0.0, 1.0, 0.0)));
			cube1.setModelMatrix(glm::rotate(cube1.getModelMatrix(), 3.0f, glm::vec3(0.0, 1.0, 0.0)));
			cube2.setModelMatrix(glm::rotate(cube2.getModelMatrix(), 3.0f, glm::vec3(0.0, 1.0, 0.0)));
			//testScene.render(shaderObject);
			shaderObject.unbind();

			///////////////////////////////////////FINAL EMITTER///////////////////////////////////////
			glDisable(GL_DEPTH_TEST);

			//smokeWhite->update();
			//smokeWhite->render(cam);

			//smokeBlack->update();
			//smokeBlack->render(cam);

			fontaine->update();
			fontaine->render(cam);

			//circle->update();
			//circle->render(cam);

			//quad->update();
			//quad->render(cam);

			//glowworm->update();
			//glowworm->render(cam);

			//fruitFlies->update();
			//fruitFlies->render(cam);

			//energyBall->update();
			//energyBall->render(cam);

			//cloud01->update();
			//cloud01->render(cam);
			//cloud02->update();
			//cloud02->render(cam);
			//cloud03->update();
			//cloud03->render(cam);
			//cloud04->update();
			//cloud04->render(cam);
			//cloud05->update();
			//cloud05->render(cam);
			//cloud06->update();
			//cloud06->render(cam);
			//cloud07->update();
			//cloud07->render(cam);
			//cloud08->update();
			//cloud08->render(cam);
			//cloud09->update();
			//cloud09->render(cam);
			//cloud10->update();
			//cloud10->render(cam);
			//cloud11->update();
			//cloud11->render(cam);
		}
		////////////////////////////////FINAL SCREEN EMITTER//////////////////////////////////////////////////
		else{
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			maximumParticle->update();
			maximumParticle->render(cam);
			particleCount = particleCountMax;
		}

		if (useFruitFliesButton->isActive()){
			screenFruitFlies->update();
			screenFruitFlies->render(screen);
		}
		else{
			screenFruitFlies->startTime();
		}

			////////////////////////////////FINAL GUI EMITTER///////////////////////////////////////////
		if (useSnowButton->isActive()){
			snow->update(glm::vec3(cam.getPosition()));
			snow->render(cam);
		}
		else{
			snow->startTime();
		}

		if (useStrongSnowButton->isActive()){
			snowStrong->update(glm::vec3(cam.getPosition()));
			snowStrong->render(cam);
		}
		else{
			snowStrong->startTime();
		}

		if (useRainButton->isActive()){
			rain->update(glm::vec3(cam.getPosition()));
			rain->render(cam);
		}{
			rain->startTime();
		}

		////////////////////////////////WAITING FOR TEXTURES EMITTER////////////////////////////////

		//todo: flamme
		//fireMiddle->update();
		//fireMiddle->render(cam);
		//fireSmoke->update();
		//fireSmoke->render(cam);
		//firefly->update();
		//firefly->render(cam);
		//fireSparkOrange->update();
		//fireSparkOrange->render(cam);
		//fireSparkRed->update();
		//fireSparkRed->render(cam);

		// todo all
		//firework->update();
		//firework->render(cam);

		//smokeCloud
		//smokeCloud->update();
		//smokeCloud->render(cam);

		////////////////////////////////BASICS///////////////////////////////////////////////////////

		//renderer->renderGUI(*gui, window);

		//WINDOW
		window.swapAndPoll();

		//FPS
		if (!(outputFrames % 30)){
			outputFrames = 1;
			//std::cout << "FPS: " << static_cast<int> (1 / dTime) << "; Up to " << particleCount << " particles"<<std::endl;
		}
		outputFrames++;
	}
	glfwDestroyWindow(window.getWindow());
	glfwTerminate();

	return 0;
}
Example #6
0
int main()
{
    glfwInit();

    Window testWindow(50, 50, WINDOW_WIDTH, WINDOW_HEIGHT, "Reflections");
    glfwMakeContextCurrent(testWindow.getWindow());
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);


    cam.setRadius(2.0);
    cam.setPosition(glm::vec4(0.0, 1.0, 1.0, 1.0));
    cam.setName("TrackballCam");
    cam.setNearFar(0.1f, 50.0f);
    cam.moveDown();

    iH.setAllInputMaps(cam);
    iH.changeActiveInputMap("Trackball");

    //Callback
    glfwSetKeyCallback(testWindow.getWindow(), key_callback);

    glewInit();

    //our shader
    VertexShader vsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.vert")));
    FragmentShader fsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.frag")));
    ShaderProgram shaderGBuffer(vsGBuffer, fsGBuffer);

    VertexShader vsRLR(loadShaderSource(SHADERS_PATH + std::string("/RealtimeLocalReflections/RealtimeLocalReflections.vert")));
    FragmentShader fsRLR(loadShaderSource(SHADERS_PATH + std::string("/RealtimeLocalReflections/RealtimeLocalReflections.frag")));
    ShaderProgram shaderRLR(vsRLR, fsRLR);

    VertexShader vsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.vert")));
    FragmentShader fsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.frag")));
    ShaderProgram shaderSFQ(vsSfq, fsSfq);

    //our renderer
    OpenGL3Context context;
    Renderer renderer(context);

    FBO fboGBuffer(WINDOW_WIDTH, WINDOW_HEIGHT, 3, true, false);
    FBO fboSSR(WINDOW_WIDTH, WINDOW_HEIGHT, 3, false, false);

    //our object
    Cube cube;
    Teapot teapot;
    teapot.loadBufferData();

    Rect plane;
    Rect screenFillingQuad;
    screenFillingQuad.loadBufferData();

    //our textures
    Texture bricks((char*)RESOURCES_PATH "/brick.bmp");
    Texture marble((char*)RESOURCES_PATH "/seamless_marble.jpg");
    Texture chrome((char*)RESOURCES_PATH "/chrome.jpg");

    //Scene creation
    Level testLevel("testLevel");
    Scene testScene("testScene");
    testLevel.addScene(&testScene);
    testLevel.changeScene("testScene");

    //Add Camera to scenegraph
    testScene.getScenegraph()->addCamera(&cam);
    testScene.getScenegraph()->getCamera("TrackballCam");
    testScene.getScenegraph()->setActiveCamera("TrackballCam");

    Node cube1("cube1");
    cube1.addGeometry(&cube);
    cube1.addTexture(&bricks);
    cube1.setModelMatrix(glm::translate(cube1.getModelMatrix(), glm::vec3(-0.3, 0.25, 0.2)));
    cube1.setModelMatrix(glm::scale(cube1.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));

    Node cube2("cube2");
    cube2.addGeometry(&cube);
    cube2.addTexture(&bricks);
    cube2.setModelMatrix(glm::translate(cube2.getModelMatrix(), glm::vec3(0.7, 0.25, 0.3)));
    cube2.setModelMatrix(glm::scale(cube2.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));


    Node wallNode1("wall1");
    wallNode1.addGeometry(&plane);
    wallNode1.addTexture(&marble);
    wallNode1.setModelMatrix(glm::translate(wallNode1.getModelMatrix(), glm::vec3(0.0, 0.1, 0.2)));
    wallNode1.setModelMatrix(glm::rotate(wallNode1.getModelMatrix(), 90.0f, glm::vec3(1.0, 0.0, 0.0)));
    wallNode1.setModelMatrix(glm::scale(wallNode1.getModelMatrix(), glm::vec3(1.5, 1.5, 1.5)));

    Node wallNode2("wall2");
    wallNode2.addGeometry(&plane);
    wallNode2.addTexture(&marble);
    wallNode2.setModelMatrix(glm::translate(wallNode2.getModelMatrix(), glm::vec3(0.0, 1.0, -0.2)));
    wallNode2.setModelMatrix(glm::scale(wallNode2.getModelMatrix(), glm::vec3(1.5, 1.5, 1.5)));


    Node teaNode("teaNode");
    teaNode.addGeometry(&teapot);
    teaNode.addTexture(&chrome);
    teaNode.setModelMatrix(glm::translate(teaNode.getModelMatrix(), glm::vec3(0.2, 0.3, 0.7)));
    teaNode.setModelMatrix(glm::scale(teaNode.getModelMatrix(), glm::vec3(0.3, 0.3, 0.3)));


    //Creating a scenegraph
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode1);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode2);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube1);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube2);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&teaNode);

    double startTime = glfwGetTime();
    //Renderloop
    while (!glfwWindowShouldClose(testWindow.getWindow()))
    {
        // You have to compute the delta time
        cam.setSensitivity(glfwGetTime() - startTime);

        startTime = glfwGetTime();

        fboGBuffer.bind();
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shaderGBuffer.bind();
        shaderGBuffer.sendMat4("viewMatrix", cam.getViewMatrix());
        shaderGBuffer.sendMat4("projectionMatrix", cam.getProjectionMatrix());
        shaderGBuffer.sendInt("useTexture", 1);
        testScene.render(shaderGBuffer);
        shaderGBuffer.unbind();
        fboGBuffer.unbind();

        fboSSR.bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shaderRLR.bind();

        shaderRLR.sendSampler2D("positionTexture", fboGBuffer.getColorTexture(0), 0);
        shaderRLR.sendSampler2D("normalTexture", fboGBuffer.getColorTexture(1), 1);
        shaderRLR.sendSampler2D("colorTexture", fboGBuffer.getColorTexture(2), 2);
        shaderRLR.sendSampler2D("depthBuffer", fboGBuffer.getDepthTexture(), 3);

        shaderRLR.sendMat4("projectionMatrix", cam.getProjectionMatrix());

        shaderRLR.sendInt("screenWidth", WINDOW_WIDTH);
        shaderRLR.sendInt("screenHeight", WINDOW_HEIGHT);

        shaderRLR.sendFloat("zNear", cam.getNear());
        shaderRLR.sendFloat("zFar", cam.getFar());
        shaderRLR.sendFloat("reflectivity", 0.2f);

        screenFillingQuad.renderGeometry();

        shaderRLR.unbind();
        fboSSR.unbind();

        //ScreenFillingQuad Render Pass
        shaderSFQ.bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shaderSFQ.sendSampler2D("fboTexture", fboSSR.getColorTexture(2));
        screenFillingQuad.renderGeometry();
        shaderSFQ.unbind();


        glfwSwapBuffers(testWindow.getWindow());
        glfwPollEvents();
    }

    glfwDestroyWindow(testWindow.getWindow());
    glfwTerminate();

    return 0;
}
Example #7
0
int main(int argc, char* argv[])
{	
	// Build your scene and setup your camera here, by calling 
	// functions from Raytracer.  The code here sets up an example
	// scene and renders it from two different view points, DO NOT
	// change this if you're just implementing part one of the 
	// assignment.  
	Raytracer raytracer;
	int width = 160; 
	int height = 120; 

	if (argc == 3) {
		width = atoi(argv[1]);
		height = atoi(argv[2]);
	}

	// Camera parameters.
	Point3D eye(0, 0, 1);
	Vector3D view(0, 0, -1);
	Vector3D up(0, 1, 0);
	double fov = 60;

	// Defines a material for shading.
	Material chrome( Colour(0.25, 0.25, 0.25), Colour(0.4, 0.4, 0.4),
            Colour(0.774597, 0.774597, 0.774597),
            51.2 );
	Material jade( Colour(0, 0, 0), Colour(0.54, 0.89, 0.63), 
			Colour(0.316228, 0.316228, 0.316228), 
			12.8 );

	// Defines a point light source.
	raytracer.addLightSource( new PointLight(Point3D(0, 3, 2), 
				Colour(0.9, 0.9, 0.9) ) );

	// Add a unit square into the scene with material mat.
	SceneDagNode* sphere = raytracer.addObject( new UnitSphere(), &chrome );
	SceneDagNode* plane = raytracer.addObject( new UnitSquare(), &jade );
	//SceneDagNode* sphere2 = raytracer.addObject( new UnitSphere(), &chrome );
	
	// Apply some transformations to the unit square.
	double factor1[3] = { 1.0, 2.0, 1.0 };
	double factor2[3] = { 6.0, 6.0, 6.0 };
	raytracer.translate(sphere, Vector3D(0, 0, -5));
	raytracer.rotate(sphere, 'x', -45); 
	raytracer.rotate(sphere, 'z', 45); 
	//raytracer.scale(sphere, Point3D(0, 0, 0), factor1);

	//raytracer.translate(sphere2, Vector3D(0, 0, -2));	
	//raytracer.rotate(sphere2, 'x', -45); 
	//raytracer.rotate(sphere2, 'z', 45);

	raytracer.translate(plane, Vector3D(0, -3, -5));	
	raytracer.rotate(plane, 'x', -80); 
	raytracer.scale(plane, Point3D(0, 0, 0), factor2);

	// Render the scene, feel free to make the image smaller for
	// testing purposes.	
	raytracer.render(width, height, eye, view, up, fov, "view1.bmp", 3, 5, true);
	
	// Render it from a different point of view.
	Point3D eye2(4, 2, 1);
	Vector3D view2(-4, -2, -6);
	//raytracer.render(width, height, eye2, view2, up, fov, "view2.bmp", 3, 15, false);


	//std::cin.get();


	return 0;
}