Example #1
0
void ShadowMapSample::updateShadowMap()
{
	mDepthFbo.bindFramebuffer();

	glPolygonOffset( 1.0f, 1.0f );
	glEnable( GL_POLYGON_OFFSET_FILL );
	glClear( GL_DEPTH_BUFFER_BIT );

	glPushAttrib( GL_VIEWPORT_BIT );
	glViewport( 0, 0, SHADOW_MAP_RESOLUTION, SHADOW_MAP_RESOLUTION );

	gl::pushMatrices();
	
		mLight->setShadowRenderMatrices();

		mBackboard.draw();
		mTorus.draw();
		gl::drawCube( vec3::zero(), vec3( 1, 1, 1 ) );
	gl::popMatrices();

	glPopAttrib();

	glDisable( GL_POLYGON_OFFSET_FILL );

	mDepthFbo.unbindFramebuffer();
}
/* 
 * @Description: drawing all objects in scene here
 * @param: none
 * @return: none
 */
void Base_ThreeD_ProjectApp::drawTestObjects()
{
	//glColor3f(1.0, 0.2, 0.2);
	gl::pushMatrices();
	glTranslatef(-2.0f, -1.0f, 0.0f);
	glRotated(90.0f, 1, 0, 0);
    mTorus.draw();
	gl::popMatrices();
	
	//glColor3f(0.4, 1.0, 0.2);
	gl::pushMatrices();
	glTranslatef(0.0f, -1.35f, 0.0f);
    mBoard.draw();
	gl::popMatrices();
	
	//glColor3f(0.8, 0.5, 0.2);
	gl::pushMatrices();
	glTranslatef(0.4f, -0.3f, 0.5f);
	glScalef(2.0f, 2.0f, 2.0f);
    mBox.draw();
	gl::popMatrices();
	
	//glColor3f(0.3, 0.5, 0.9);
	gl::pushMatrices();
	glTranslatef(0.1f, -0.56f, -1.25f);
    mSphere.draw();
	gl::popMatrices();
}
Example #3
0
void ShadowMapSample::draw()
{
	gl::clear();
	gl::enableDepthWrite();
	glEnable( GL_LIGHTING );
	updateShadowMap();

	gl::enableDepthRead();

	glEnable( GL_TEXTURE_2D );
	mDepthFbo.bindDepthTexture();
	mShader.bind();
	mShader.uniform( "shadowTransMatrix", mLight->getShadowTransformationMatrix( *mCamera ) );
	
	if( mLookThroughCamera )
		gl::setMatrices( *mCamera );
	else
		gl::setMatrices( mLight->getShadowCamera() );
	mLight->update( *mCamera );

	glPushMatrix();
		mBackboard.draw();
		mTorus.draw();
		gl::drawCube( vec3::zero(), vec3( 1, 1, 1 ) );
	glPopMatrix();
	
	mShader.unbind();
	mDepthFbo.unbindTexture();
	
	// Draw the lighting frustum unless we're looking through it
	if( mLookThroughCamera ) {
		glDisable( GL_LIGHTING );
		glColor3f( 1.0f, 1.0f, 0.1f );
		gl::drawFrustum( mLight->getShadowCamera() );
	}
	
	if( mDrawDepthMap ) { // there are faster ways to achieve this, but this is a handy way to see the depth map
		gl::setMatricesWindow( getWindowSize() );
		Surface32f shadowMapSurface( mDepthFbo.getDepthTexture() );
		ip::hdrNormalize( &shadowMapSurface );
		gl::color( Color::white() );
		gl::draw( gl::Texture( shadowMapSurface ), Rectf( 0, 0, 128, 128 ) );
	}
}
Example #4
0
void ShadowMapSample::setup()
{
	glPolygonOffset( 1.0f, 1.0f );
	glEnable( GL_LIGHTING );
	glEnable( GL_DEPTH_TEST );

	mPaused = false;
	mLookThroughCamera = true;
	mDrawDepthMap = false;
	
	mCamera = new CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f );
	mCamera->lookAt( vec3( 5, 5, 5 ), vec3( 0, 0, 0 ) );
	mCamera->setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 100.0f );
	
	mLight = new gl::Light( gl::Light::POINT, 0 );
	mLight->lookAt( vec3( 1, 5, 1 ), vec3( 0, 0, 0 ) );
	mLight->setAmbient( Color( 0.3f, 0.3f, 0.3f ) );
	mLight->setDiffuse( Color( 0.5f, 0.5f, 0.5f ) );
	mLight->setSpecular( Color( 0.5f, 0.5f, 0.5f ) );
	mLight->setShadowParams( 60.0f, 0.5f, 8.0f );
	mLight->update( *mCamera );
	mLight->enable();

	gl::Material torusMaterial;
	torusMaterial.setSpecular( BLUE );
	torusMaterial.setDiffuse( BLUE );
	torusMaterial.setAmbient( Color( 0.1f, 0.1f, 0.1f ) );
	torusMaterial.setShininess( 25.0f );

	gl::Material backboardMaterial;
	backboardMaterial.setAmbient( RED );
	backboardMaterial.setDiffuse( RED );	
	backboardMaterial.setShininess( 1.0f );

	initShadowMap();

	mTorus = gl::DisplayList( GL_COMPILE );
	mTorus.newList();
		gl::drawTorus( 1.0f, 0.3f, 32, 64 );
	mTorus.endList();
	mTorus.setMaterial( torusMaterial );
	
	mBackboard = gl::DisplayList( GL_COMPILE );
	mBackboard.newList();
		gl::drawCube( vec3( 0.0f, -2.5f, 0.0f ), vec3( 5.0f, 0.1f, 5.0f ) );
	mBackboard.endList();
	mBackboard.setMaterial( backboardMaterial );

	mShader = gl::GlslProg( loadResource( RES_SHADOWMAP_VERT ), loadResource( RES_SHADOWMAP_FRAG ) );
	mShader.bind();
	mShader.uniform( "depthTexture", 0 );
}
void RodSoundApp::setup()
{
//  std::cout << solveBEM(constants::radius) << "\n\n";
//  std::cout << "Expected:\n" << -constants::pi * constants::radius * constants::radius * Mat2e::Identity() << "\n\n";
  
  // Setup scene
  cam.setPerspective(40.0, getWindowAspectRatio(), 0.1, 1000.0);
  cam.lookAt(eyePos, targetPos, Vec3c(0.0, 1.0, 0.0));
  
  // Setup rendering stuff
  spheredl = new gl::DisplayList(GL_COMPILE);
  spheredl->newList();
  gl::drawSphere(Vec3c::zero(), constants::radius);
  spheredl->endList();
  
  cylinderdl = new gl::DisplayList(GL_COMPILE);
  cylinderdl->newList();
  gl::drawCylinder(constants::radius, constants::radius, 1.0);
  cylinderdl->endList();
  
  l = new gl::Light(gl::Light::POINT, 0);
  
  try {
    rodTex = loadImage(loadResource(RES_SIM_YARN_TEX));
  } catch (ImageIoException e) {
    std::cerr << "Error loading textures: " << e.what();
    exit(1);
  }
  
  // Load and compile shaders
  try {
    diffuseProg = gl::GlslProg(loadResource(RES_SIM_VERT_GLSL), loadResource(RES_SIM_FRAG_GLSL));
    rodProg = gl::GlslProg(loadResource(RES_SIM_VERT_TEX_GLSL), loadResource(RES_SIM_FRAG_TEX_GLSL));
  } catch (gl::GlslProgCompileExc e) {
    std::cerr << "Error compiling GLSL program: " << e.what();
    exit(1);
  } catch (ResourceLoadExc e) {
    std::cerr << "Error loading shaders: " << e.what();
    exit(1);
  }
  
  floor.appendVertex(Vec3c(-100.0, 0.0, -100.0));
  floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
  floor.appendTexCoord(Vec2c(-12.0, -12.0));
  floor.appendVertex(Vec3c(100.0, 0.0, -100.0));
  floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
  floor.appendTexCoord(Vec2c(12.0, -12.0));
  floor.appendVertex(Vec3c(100.0, 0.0, 100.0));
  floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
  floor.appendTexCoord(Vec2c(12.0, 12.0));
  floor.appendVertex(Vec3c(-100.0, 0.0, 100.0));
  floor.appendNormal(Vec3c(0.0, 1.0, 0.0));
  floor.appendTexCoord(Vec2c(-12.0, 12.0));
  floor.appendTriangle(0, 1, 2);
  floor.appendTriangle(0, 3, 2);
  
  ci::Surface s(4, 4, false);
  auto iter = s.getIter();
  do {
    do {
      Vec2i pos = iter.getPos();
      unsigned char val = pos.x > 0 && pos.x < 3 && pos.y > 0 && pos.y < 3 ? 100 : 150;
      iter.r() = iter.g() = iter.b() = val;
    } while (iter.pixel());
  } while (iter.line());
  floorTex = gl::Texture(s);
  floorTex.setMagFilter(GL_NEAREST);
  floorTex.setWrap(GL_REPEAT, GL_REPEAT);
  
  // Load the rod
  loadDefaultRod(50);
  // loadRodFile("");
  loadStdEnergies();
  
  PROFILER_START("Total");
}
void RodSoundApp::draw() {
  while (running &&
//         app::getElapsedSeconds() - tAtLastDraw < 1.0/app::getFrameRate() &&
         fe.nextTimestep(c) > 1.0 / (real) SampleRate) {
    update();
  }
  tAtLastDraw = app::getElapsedSeconds();
  
  PROFILER_START("Draw");
  
	// Clear out the window with grey
	gl::clear(Color(0.45, 0.45, 0.5));
  
  // Enable alpha blending and depth testing
  gl::enableAlphaBlending();
	gl::enableDepthRead(true);
	gl::enableDepthWrite(true);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
  // Draw framerate counter
  gl::setMatricesWindow(getWindowSize());
  std::stringstream ss;
  ss << getAverageFps();
  gl::drawStringRight(ss.str(),
                      Vec2c(getWindowWidth()-toPixels(10), getWindowHeight()-toPixels(20)),
                      Color(0.0, 0.0, 0.0),
                      Font("Arial", toPixels(12)));
  
  // Set projection/modelview matrices
  gl::setMatrices(cam);
  
  // Draw the rod and the normal of the bishop frame
  for(int i=0; i<r->numEdges(); i++) {
    Vec3c p0 = EtoC(r->cur().POS(i));
    Vec3c p1 = EtoC(r->cur().POS(i+1));
    gl::drawLine(p0, p1);
    gl::color(1.0, 1.0, 0.0);
    gl::lineWidth(1.0);
    Vec3c u = EtoC(r->cur().u[i]);
    gl::drawLine((p0+p1)/2.0, (p0+p1)/2.0+u*(p1-p0).length()*2.0);
  }
  
  m.apply();
  
  l->setDiffuse(Color::white());
  l->setAmbient(Color::white());
  l->setPosition(Vec3c(0.0, 50.0, 0.0));
  l->enable();
  
  diffuseProg.bind();
  for (int i=0; i<r->numCPs(); i++) {
    gl::pushModelView();
    gl::translate(EtoC(r->cur().POS(i)));
    spheredl->draw();
    gl::popModelView();
  }
  diffuseProg.unbind();
  
  rodProg.bind();

  floorTex.enableAndBind();
  gl::draw(floor);
  floorTex.disable();
  
  rodProg.unbind();
  
  // Draw rod edges
  rodProg.bind();
  rodTex.enableAndBind();
  for (int i=0; i<r->numEdges(); i++) {
    gl::pushModelView();
    Vec3c v = EtoC(r->cur().edge(i).normalized());
    
    gl::translate(EtoC(r->cur().POS(i)));
    Quaternion<real> q(Vec3c(0.0, 1.0, 0.0), v);
    real angle = acos(std::max((real)-1.0, std::min((real)1.0, (q*Vec3c(-1.0, 0.0, 0.0)).dot(EtoC(r->cur().u[i])))));
    if ((q*Vec3c(-1.0, 0.0, 0.0)).dot(EtoC(r->cur().v(i))) > 0.0) angle = -angle;
    gl::rotate(Quaternion<real>(v, angle));
    gl::rotate(q);
    gl::rotate(Vec3c(0.0, r->cur().rot(i)*180.0/constants::pi, 0.0));
    gl::scale(1.0, r->cur().edgeLength(i), 1.0);
    cylinderdl->draw();
    gl::popModelView();
  }
  rodTex.unbind();
  rodProg.unbind();

  for (RodEnergy* e : energies) {
    e->draw(c.timestep());
  }
  integrator->draw();
 
  fe.record(c);
  
  PROFILER_STOP("Draw");
}
Example #7
0
void ShadowMapSample::update()
{
	if( ! mPaused )
		mTorus.getModelMatrix().rotate( vec3( 1.0f, 1.0f, 1.0f ).normalized(), 0.05f );
}
/* 
 * @Description: setup function ( more aesthetic as could be in constructor here )
 * @param: none
 * @return: none
 */
void Base_ThreeD_ProjectApp::setup()
{
	RENDER_MODE = 3;
	
	glEnable( GL_LIGHTING );
	glEnable( GL_DEPTH_TEST );
	glEnable(GL_RESCALE_NORMAL); //important if things are being scaled as OpenGL also scales normals ( for proper lighting they need to be normalized )
	
	mParams = params::InterfaceGl( "3D_Scene_Base", Vec2i( 225, 125 ) );
	mParams.addParam( "Framerate", &mCurrFramerate, "", true );
	mParams.addParam( "Eye Distance", &mCameraDistance, "min=-100.0 max=-5.0 step=1.0 keyIncr== keyDecr=-");
	mParams.addParam( "Lighting On", &mLightingOn, "key=l");
	mParams.addParam( "Show/Hide Params", &mShowParams, "key=x");
	mParams.addSeparator();
    
	
	mCurrFramerate = 0.0f;
	mLightingOn = true;
	mViewFromLight = false;
	mShowParams = true;
	
	//create camera
	mCameraDistance = CAM_POSITION_INIT.z;
	mEye		= Vec3f(CAM_POSITION_INIT.x, CAM_POSITION_INIT.y, CAM_POSITION_INIT.z);
	mCenter		= Vec3f::zero();
	mUp			= Vec3f::yAxis();
	
	mCam = new CameraPersp( getWindowWidth(), getWindowHeight(), 180.0f );
	mCam->lookAt(mEye, mCenter, mUp);
	mCam->setPerspective( 45.0f, getWindowAspectRatio(), 1.0f, 50.0f );
	gl::setMatrices( *mCam );
	
	//create light
	mLight = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLight->lookAt( Vec3f(LIGHT_POSITION_INIT.x, LIGHT_POSITION_INIT.y * -1, LIGHT_POSITION_INIT.z), Vec3f( 0, 0, 0 ) );
	mLight->setAmbient( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setDiffuse( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setSpecular( Color( 1.0f, 1.0f, 1.0f ) );
	mLight->setShadowParams( 100.0f, 1.0f, 20.0f );
	mLight->update( *mCam );
	mLight->enable();
	
	//create light ref
	mLightRef = new gl::Light( gl::Light::DIRECTIONAL, 0 );
	mLightRef->lookAt( LIGHT_POSITION_INIT, Vec3f( 0, 0, 0 ) );
	mLightRef->setShadowParams( 100.0f, 1.0f, 20.0f );
	
	//DEBUG Test objects
	ci::ColorA pink( CM_RGB, 0.84f, 0.49f, 0.50f, 1.0f );
	ci::ColorA green( CM_RGB, 0.39f, 0.78f, 0.64f, 1.0f );
	ci::ColorA blue( CM_RGB, 0.32f, 0.59f, 0.81f, 1.0f );
	ci::ColorA orange( CM_RGB, 0.77f, 0.35f, 0.35f, 1.0f );
	
	gl::Material torusMaterial;
	torusMaterial.setSpecular( ColorA( 1.0, 1.0, 1.0, 1.0 ) );
	torusMaterial.setDiffuse( pink );
	torusMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	torusMaterial.setShininess( 25.0f );
	
	gl::Material boardMaterial;
	boardMaterial.setSpecular( ColorA( 0.0, 0.0, 0.0, 0.0 ) );
	boardMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	boardMaterial.setDiffuse( green );	
	boardMaterial.setShininess( 0.0f );
	
	gl::Material boxMaterial;
	boxMaterial.setSpecular( ColorA( 0.0, 0.0, 0.0, 0.0 ) );
	boxMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	boxMaterial.setDiffuse( blue );	
	boxMaterial.setShininess( 0.0f );
	
	gl::Material sphereMaterial;
	sphereMaterial.setSpecular( ColorA( 1.0, 1.0, 1.0, 1.0 ) );
	sphereMaterial.setAmbient( ColorA( 0.3, 0.3, 0.3, 1.0 ) );
	sphereMaterial.setDiffuse( orange ) ;	
	sphereMaterial.setShininess( 35.0f );	
	
    //using DisplayLists for simplicity but highly recommend to use VBO's for serious work ( as DisplayLists will be deprecated soon ... and speed difference in now negligible )
	mTorus = gl::DisplayList( GL_COMPILE );
	mTorus.newList();
	gl::drawTorus( 1.0f, 0.3f, 32, 64 );
	mTorus.endList();
	mTorus.setMaterial( torusMaterial );
	
	mBoard = gl::DisplayList( GL_COMPILE );
	mBoard.newList();
	gl::drawCube( Vec3f( 0.0f, 0.0f, 0.0f ), Vec3f( 10.0f, 0.1f, 10.0f ) );
	mBoard.endList();
	mBoard.setMaterial( boardMaterial );
	
	mBox = gl::DisplayList( GL_COMPILE );
	mBox.newList();
	gl::drawCube( Vec3f( 0.0f, 0.0f, 0.0f ), Vec3f( 1.0f, 1.0f, 1.0f ) );
	mBox.endList();
	mBox.setMaterial( boxMaterial );
	
	mSphere = gl::DisplayList( GL_COMPILE );
	mSphere.newList();
	gl::drawSphere( Vec3f::zero(), 0.8f, 30 );
	mSphere.endList();
	mSphere.setMaterial( sphereMaterial );
	
    //noise texture required for SSAO calculations
	mRandomNoise = gl::Texture( loadImage( loadResource( NOISE_SAMPLER ) ) );
	
	initFBOs();
	initShaders();
}