void Demo::renderPartGPU(){ CVK::Node* partGPUNode = new CVK::Node("partGPU"); partGPUNode->setGeometry(partGeometry); partGPUNode->setMaterial(partMaterial); for (int j = 0; j < world->getAllPartNum(); j++){ glm::vec3 temP = cuda->h_uVOpPos[j]; //h_uVOpPos //cout << temP.y << endl; partGPUNode->setModelMatrix(glm::translate(glm::mat4(1.0f), temP)); partGPUNode->render(); } }
int main() { // init GLFW and GLEW glfwInit(); CVK::useOpenGL33CoreProfile(); GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Normal Mapping", 0, 0); glfwSetWindowPos(window, 100, 50); glfwMakeContextCurrent(window); glewInit(); glfwSetWindowSizeCallback(window, resizeCallback); glfwSetCharCallback(window, charCallback); // setup camera camera.setCenter(glm::vec3( 0.0f, 0.0f, 0.0f)); camera.setRadius(5); camera.setNearFar(1.0f, 10.0f); CVK::State::getInstance()->setCamera(&camera); // setup light CVK::Light plight(glm::vec4(0.0f, 1.0, 10.0f, 1.0f), grey, glm::vec3( 0, 0, 0), 1.0f, 0.0f); CVK::State::getInstance()->addLight(&plight); // setup scene CVK::Node* node = new CVK::Node("Cube"); // create and set teapot geometrie CVK::Cube* cube = new CVK::Cube(); node->setGeometry(cube); // define material with diffuse color and normal texture CVK::Material matTex((char*)RESOURCES_PATH "/normalmapping/diffusemap.png", glm::vec3( 0.5f, 0.5f, 0.5f), glm::vec3( 0.3f, 0.3f, 0.3f), 120.0f); matTex.setTexture(CVK::NORMAL_TEXTURE, (char*)RESOURCES_PATH "/normalmapping/normalmap.png"); CVK::Material matRed(glm::vec3(1.0,0.0,0.0), glm::vec3(1.0,1.0,1.0), 120.0f); useColorTexture = false; // phong shader const char *shadernames0[2] = {SHADERS_PATH "/NormalMapping/Phong.vert", SHADERS_PATH "/NormalMapping/Phong.frag"}; CVK::ShaderPhong phongShader = CVK::ShaderPhong( VERTEX_SHADER_BIT|FRAGMENT_SHADER_BIT, shadernames0); //define Scene uniforms (ambient and fog) CVK::State::getInstance()->updateSceneSettings(glm::vec3(0.3,0.3,0.3), 0, glm::vec3(1.0,1.0,1.0), 1, 10, 1); // normal mapping shader const char *shadernames1[2] = {SHADERS_PATH "/NormalMapping/NormalMapping.vert", SHADERS_PATH "/NormalMapping/NormalMapping.frag"}; ShaderNormalMapping normalMappingShader = ShaderNormalMapping( VERTEX_SHADER_BIT|FRAGMENT_SHADER_BIT, shadernames1); //use normal mapping shader useNormalMappingShader = false; // print infos std::cout << "Key s: " << "swap shader" << std::endl; std::cout << "Key m: " << "swap material" << std::endl; glClearColor(1.0, 1.0, 1.0, 0.0); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); while( !glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // set active shader if(useNormalMappingShader) CVK::State::getInstance()->setShader(&normalMappingShader); else CVK::State::getInstance()->setShader(&phongShader); // set material if(useColorTexture) node->setMaterial(&matTex); else node->setMaterial(&matRed); // update camera camera.update(window); // update view, projection matrix, light uniforms CVK::State::getInstance()->getShader()->update(); // render scene node->render(); glfwSwapBuffers( window); glfwPollEvents(); } glfwDestroyWindow(window); glfwTerminate(); // clean up delete cube; delete node; return 0; }
void Demo::run(){ // Init GLFW and GLEW glfwInit(); CVK::useOpenGL33CoreProfile(); GLFWwindow* window = glfwCreateWindow(windowWidth, windowHeight, "RBPE-Demo", 0, 0); glfwSetWindowPos( window, 100, 50); glfwMakeContextCurrent(window); glewInit(); float pr = world->getPartRadius(); float temp = pr * 3; cubeGeometry = new CVK::Cube(temp); partGeometry = new CVK::Sphere(pr); //material setzten, geht aber nur bei node, also in VO cubeMaterial = new CVK::Material((char*)RESOURCES_PATH "/cv_logo.bmp", black, grey, 100.0f); //cubeMaterial = new CVK::Material(red, white, 100.0f); //!for transparency! //cubeMaterial->setAlpha(0.5); //!for transparency! partMaterial = new CVK::Material(blue, white, 100.0f); //plane für boden plane = new CVK::Plane(); CVK::Node* planeNode = new CVK::Node("Plane"); CVK::Material mat_brick((char*)RESOURCES_PATH "/brick.bmp", black, darkgrey, 100.0f); planeNode->setGeometry(plane); planeNode->setMaterial(&mat_brick); planeNode->setModelMatrix(glm::rotate(glm::scale(glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 0)), glm::vec3(10)), -90.0f, glm::vec3(1, 0, 0))); //0.4=partdurchmesser demo->sceneRoot->addChild(planeNode); demo->partRoot->addChild(planeNode); camera->setCenter( glm::vec3( 0.0f, 0.0f, 0.0f)); camera->setRadius( 30); camera->setNearFar( 1.0f, 100.0f); glfwSetWindowSizeCallback( window, resizeCallback); initScene(); //load, compile and link Shader const char *shadernames[2] = {SHADERS_PATH "/Phong.vert", SHADERS_PATH "/Phong.frag"}; CVK::ShaderPhong phongShader( VERTEX_SHADER_BIT|FRAGMENT_SHADER_BIT, shadernames); //OpenGL parameters glClearColor(1.0, 1.0, 1.0, 0.0); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CVK::State::getInstance()->setCamera( camera); //define light CVK::Light plight( glm::vec4( -1, 1, 1, 1), grey, glm::vec3( 0, 0, 0), 1.0f, 0.0f); CVK::State::getInstance()->addLight( &plight); //define Scene uniforms (ambient and fog) CVK::State::getInstance()->updateSceneSettings( darkgrey, 0, white, 1, 10, 1); CVK::State::getInstance()->setShader(&phongShader); //init cuda if(isGPU == true){ cuda->initCUDA(); } while( !glfwWindowShouldClose(window)){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //time->startFrame(); stepSimulation(duration); //Update Camera camera->update(window); //update shader and render phongShader.update(); if (renderPart == false){ //render würfel updateVOs(); sceneRoot->render(); } if (renderPart == true){ //render partikel if (isGPU == true){ updateVOs(); planeNode->render(); renderPartGPU(); } else{ partRoot->render(); } } glfwSwapBuffers(window); glfwPollEvents(); //time->endFrame(); int fps = time->updateFPS(); char title[64]; sprintf_s(title, "Rigid Body | %d fps", fps); glfwSetWindowTitle(window, title); } cuda->~Cuda(); //free cuda stuff glfwDestroyWindow( window); glfwTerminate(); }