// here comes the main control function: it initialises the dyna system // and then creates a chain of cubes void main(){ int i; MyCube* cube[NCUBES]; My_dyna_system_callbacks *dsc=new My_dyna_system_callbacks(); DL_m_integrator* my_int=new DL_rungekutta2(); DL_dyna_system dsystem(dsc,my_int); DL_constraint_manager *constraints=new DL_constraint_manager(); constraints->max_error=0.0001; DL_point pos(0.75*NCUBES,1.75*NCUBES,4*NCUBES); DL_vector vec(-2,-2,-2); for (i=0;i<NCUBES;i++){ cube[i]=new MyCube(pos); pos.plusis(&vec); } cube[0]->ConnectTo(NULL); for (i=1;i<NCUBES;i++) cube[i]->ConnectTo(cube[i-1]); vec.init(0,-1,0); dsystem.set_gravity(&vec); my_int->set_stepsize(0.02); InitRender(dsystem,cube,NCUBES); // everything initialised. Now let the animation run: #ifdef USINGDIRECTX while (RenderCubes(cube)) { dsystem.dynamics(); if (fabs(dsystem.time()-70)<0.01) cube[NCUBES/2]->Disconnect(); } #else RenderCubes(); #endif // USINGDIRECTX // all done: clean up: for (i=0;i<NCUBES;i++) delete cube[i]; delete constraints; delete my_int; delete dsc; }
int main() { // msaa glfwWindowHint(GLFW_SAMPLES, 4); GLFWwindow * window = initWindow(windowWidth, windowHeight); if (!window) { glfwTerminate(); return -1; } glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, cursor_callback); glfwSetScrollCallback(window, scroll_callback); glEnable(GL_DEPTH_TEST); // prepare texture loading library(devil) init_texture_loading(); //plane Shader simpleDepthShader("data/shaders/shadow_mapping_depth.vs", "data/shaders/shadow_mapping_depth.frag"); Model ourModel("data/models/nanosuit/nanosuit.obj"); GLfloat planeVertices[] = { // Positions // Normals // Texture Coords 2.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f, -2.0f, 0.0f, -2.0f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, -2.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f, 2.0f, 0.0f, -2.0f, 0.0f, 1.0f, 0.0f, 2.0f, 2.0f, -2.0f, 0.0f, -2.0f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f }; // Setup plane VAO xzhs GLuint planeVBO; GLuint woodTexture; GLuint rockTexture; glGenVertexArrays(1, &planeVAO); glGenBuffers(1, &planeVBO); glBindVertexArray(planeVAO); glBindBuffer(GL_ARRAY_BUFFER, planeVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); glBindVertexArray(0); // Load textures woodTexture = load_texture("data/textures/wood.png"); rockTexture = load_texture("data/textures/rock.jpg"); // Configure depth map FBO const GLuint SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; GLuint depthMapFBO; glGenFramebuffers(1, &depthMapFBO); // - Create depth texture GLuint depthMap; glGenTextures(1, &depthMap); glBindTexture(GL_TEXTURE_2D, depthMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); GLfloat borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glBindFramebuffer(GL_FRAMEBUFFER, 0); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); //xzhe Shader shaders("data/shaders/shader.vert", "data/shaders/shader.frag"); Shader colorShaders("data/shaders/shaderColorUniform.vert", "data/shaders/shaderColorUniform.frag"); Shader domeShaders("data/shaders/dome.vert", "data/shaders/dome.frag"); Shader lightShaders("data/shaders/lightShader.vert", "data/shaders/lightShader.frag"); Shader spriteShaders("data/shaders/spriteShader.vert", "data/shaders/spriteShader.frag"); Shader starShaders("data/shaders/spriteShader.vert", "data/shaders/stars.frag"); std::cout << "Loading models..." << std::endl; Model dome("data/models/geodesic_dome.obj"); Model landscape("data/models/landscape.obj"); std::cout << "Models loaded!" << std::endl; std::cout << "Loading extra textures..." << std::endl; GLuint domeColor = load_texture("data/textures/sky.png", true, GL_MIRRORED_REPEAT, GL_MIRRORED_REPEAT); GLuint domeGlow = load_texture("data/textures/glow.png", true, GL_MIRRORED_REPEAT, GL_MIRRORED_REPEAT); Sprite sun("data/textures/sun.png"); Sprite moon("data/textures/moon.png"); Sprite star("data/textures/star.png"); // enable blending! glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // enable msaa(multisample anti-aliasing) glEnable(GL_MULTISAMPLE); std::vector<glm::mat4> starModels(256); for (auto& m : starModels) { m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(1.0f, 0.0f, 0.0f)); m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(0.0f, 1.0f, 0.0f)); m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(0.0f, 0.0f, 1.0f)); m = glm::translate(m, glm::vec3(5.0f, 0.0f, 0.0f)); m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(1.0f, 0.0f, 0.0f)); m = glm::rotate(m, glm::radians(rand_rotate()), glm::vec3(0.0f, 1.0f, 0.0f)); } double last_frame = glfwGetTime(); while (!glfwWindowShouldClose(window)) { double current_frame = glfwGetTime(); double delta_time = current_frame - last_frame; last_frame = current_frame; glfwPollEvents(); do_movement(delta_time); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glViewport(0, 0, windowWidth, windowHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); // sun float sunAngle = current_frame * 30.0f; glm::mat4 sunModel; sunModel = glm::rotate(sunModel, glm::radians(sunAngle), glm::vec3(0.0f, 0.0f, 1.0f)); sunModel = glm::translate(sunModel, glm::vec3(3.5f, 0.0f, 0.0f)); glm::vec3 sunPos = glm::vec3(sunModel * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)); // moon float moonAngle = sunAngle + 180.0f; glm::mat4 moonModel; moonModel = glm::rotate(moonModel, glm::radians(moonAngle), glm::vec3(0.0f, 0.0f, 1.0f)); moonModel = glm::translate(moonModel, glm::vec3(3.5f, 0.0f, 0.0f)); // directional light DirLight dirLight(-sunPos, glm::vec3(0.8f, 0.8f, 0.8f)); // point light GLfloat light_pos_angle = glm::radians(60.0f * current_frame); glm::vec3 light_pos(1.2f + sin(light_pos_angle), 0.0f, 2.0f + cos(light_pos_angle)); glm::vec3 lightColor(1.0f, 1.0f, 1.0f); lightColor.r = sin(current_frame * 2.0f); lightColor.g = sin(current_frame * 0.7f); lightColor.b = sin(current_frame * 1.3f); PointLight pointLight(light_pos, lightColor * 0.5f); // spot light SpotLight spotLight(camera.Position, camera.Front, glm::vec3((GLfloat)flash_light_on)); shaders.Use(); shaders.SetUniform("view", view); shaders.SetUniform("projection", projection); shaders.SetUniform("ViewPos", camera.Position); dirLight.SetUniforms(shaders, "dirLight"); pointLight.SetUniforms(shaders, "pointLights[0]"); shaders.SetUniform("pointLightCount", 0); spotLight.SetUniforms(shaders, "spotLight"); shaders.SetUniform("material.shininess", 16.0f); colorShaders.Use(); colorShaders.SetUniform("view", view); colorShaders.SetUniform("projection", projection); colorShaders.SetUniform("ViewPos", camera.Position); dirLight.SetUniforms(colorShaders, "dirLight"); //pointLight.SetUniforms(colorShaders, "pointLights[0]"); colorShaders.SetUniform("pointLightCount", 0); spotLight.SetUniforms(colorShaders, "spotLight"); colorShaders.SetUniform("material.shininess", 1.8f); // make the dome and landscape pinned glm::mat4 pinnedView = glm::lookAt(glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f) + camera.Front, glm::vec3(0.0f, 1.0f, 0.0f)); if (enable_stars) { // stars starShaders.Use(); starShaders.SetUniform("view", view); starShaders.SetUniform("projection", projection); starShaders.SetUniform("groundBases[0]", 1.0f, 0.0f, 0.0f); starShaders.SetUniform("groundBases[1]", 0.0f, 0.0f, 1.0f); starShaders.SetUniform("groundUp", 0.0f, 1.0f, 0.0f); starShaders.SetUniform("sunPos", sunPos); for (const auto& m : starModels) { glm::mat4 model = glm::rotate(glm::mat4(), glm::radians(sunAngle), glm::vec3(0.0f, 0.0f, 1.0f)) * m; starShaders.SetUniform("model", model); star.Draw(starShaders); } } colorShaders.Use(); glm::mat4 lmodel; lmodel = glm::scale(lmodel, glm::vec3(3.0f, 3.0f, 3.0f)); lmodel = glm::translate(lmodel, glm::vec3(0.0f, 0.1f, 0.0f)); lmodel = glm::rotate(lmodel, glm::radians(30.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(lmodel))); colorShaders.SetUniform("view", view); colorShaders.SetUniform("model", lmodel); colorShaders.SetUniform("normalMatrix", normalMatrix); colorShaders.SetUniform("Color", glm::vec4(0.93f, 0.79f, 0.69f, 1.0f)); landscape.Draw(colorShaders, false); domeShaders.Use(); domeShaders.SetUniform("view", view); domeShaders.SetUniform("projection", projection); glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, domeColor); glActiveTexture(GL_TEXTURE8); glBindTexture(GL_TEXTURE_2D, domeGlow); domeShaders.SetUniform("domeColor", 7); domeShaders.SetUniform("glow", 8); glm::mat4 dmodel; dmodel = glm::scale(dmodel, glm::vec3(4.0f, 4.0f, 4.0f)); domeShaders.SetUniform("model", dmodel); domeShaders.SetUniform("sunPos", sunPos); dome.Draw(domeShaders, false); // cheating billboarding to make the sun and moon always face the camera glm::mat4 sunModelView = view * sunModel; for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) sunModelView[i][j] = (GLfloat)(i == j); sunModelView = glm::scale(sunModelView, glm::vec3(0.5f, 0.5f, 0.5f)); glm::mat4 moonModelView = view * moonModel; for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) moonModelView[i][j] = (GLfloat)(i == j); moonModelView = glm::scale(moonModelView, glm::vec3(0.5f, 0.5f, 0.5f)); spriteShaders.Use(); spriteShaders.SetUniform("view", glm::mat4()); spriteShaders.SetUniform("projection", projection); spriteShaders.SetUniform("model", sunModelView); sun.Draw(spriteShaders); spriteShaders.SetUniform("model", moonModelView); moon.Draw(spriteShaders); //xzhs // Set texture samples shaders.Use(); glActiveTexture(GL_TEXTURE13); glBindTexture(GL_TEXTURE_2D, woodTexture); glActiveTexture(GL_TEXTURE14); glBindTexture(GL_TEXTURE_2D, rockTexture); glActiveTexture(GL_TEXTURE15); glBindTexture(GL_TEXTURE_2D, depthMap); shaders.SetUniform("material.texture_diffuse1", 14); shaders.SetUniform("material.texture_specular1", 14); shaders.SetUniform("shadowMap", 15); // 1. Render depth of scene to texture (from light's perspective) // - Get light projection/view matrix. glm::mat4 lightProjection, lightView; glm::mat4 lightSpaceMatrix; GLfloat near_plane = 1.0f, far_plane = 7.5f; lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane); lightView = glm::lookAt(sunPos, glm::vec3(0.0f), glm::vec3(1.0)); lightSpaceMatrix = lightProjection * lightView; // - now render scene from light's point of view simpleDepthShader.Use(); simpleDepthShader.SetUniform("lightSpaceMatrix", lightSpaceMatrix); glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); glClear(GL_DEPTH_BUFFER_BIT); RenderFloor(simpleDepthShader); RenderCubes(simpleDepthShader); glm::mat4 nmodel; nmodel = glm::translate(nmodel, glm::vec3(0.1f, 0.3f, -0.5f)); nmodel = glm::rotate(nmodel, glm::radians(70.0f), glm::vec3(0.0f, 1.0f, 0.0f)); nmodel = glm::scale(nmodel, glm::vec3(0.05f, 0.05f, 0.05f)); simpleDepthShader.SetUniform("model", nmodel); ourModel.Draw(simpleDepthShader); glBindFramebuffer(GL_FRAMEBUFFER, 0); // 2. Render scene as normal glViewport(0, 0, windowWidth, windowHeight); //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaders.Use(); shaders.SetUniform("projection", projection); shaders.SetUniform("view", view); shaders.SetUniform("ViewPos", camera.Position); // Set light uniforms // PointLight sunPointLight(sunPos, glm::vec3(0.02f, 0.02f, 0.02f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.5f, 0.5f, 0.5f)); // sunPointLight.SetUniforms(shaders, "pointLights[0]"); // shaders.SetUniform("pointLightCount", 0); dirLight.SetUniforms(shaders, "dirLight"); shaders.SetUniform("pointLightCount", 0); shaders.SetUniform("lightSpaceMatrix", lightSpaceMatrix); shaders.SetUniform("material.texture_diffuse1", 14); shaders.SetUniform("material.texture_specular1", 14); shaders.SetUniform("shadowMap", 15); RenderFloor(shaders); shaders.SetUniform("material.texture_diffuse1", 13); shaders.SetUniform("material.texture_specular1", 13); RenderCubes(shaders); shaders.SetUniform("model", nmodel); ourModel.Draw(shaders); //xzhe glfwSwapBuffers(window); } glfwTerminate(); return 0; }