コード例 #1
0
ファイル: main.C プロジェクト: fluffels/probable-octo-engine
int main(int argc, char** argv) {
    /* Initialize logging. */
    START_EASYLOGGINGPP(argc, argv);
    LOG(TRACE) << "Logging initialized.";


    /* Initialize SDL. */
    LOG(TRACE) << "Initializing SDL...";
    int result = SDL_Init(SDL_INIT_VIDEO);
    if (result != 0) {
        LOG(FATAL) << "Could not initialize SDL: " << SDL_GetError();
    }
    window = SDL_CreateWindow(argv[0], 0, 0, (int)window_width,
                              (int)window_height,
                              SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
    if (window == nullptr) {
        LOG(FATAL) << "Could not create window: " << SDL_GetError();
    }
    SDL_ShowCursor(SDL_DISABLE);
    SDL_SetRelativeMouseMode(SDL_TRUE);
    frequency = SDL_GetPerformanceFrequency();
    time_last_frame = SDL_GetPerformanceCounter();
    LOG(INFO) << "Performance counter frequency: " << frequency;


    /* Initialize OpenGL. */
    LOG(TRACE) << "Initializing OpenGL...";
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
    if (gl_context == nullptr) {
        LOG(FATAL) << SDL_GetError();
    }
    glewExperimental = GL_TRUE;
    GLenum glewError = glewInit();
    if (glewError != GLEW_OK) {
        LOG(FATAL) << "Could not initialize GLEW: " << glewGetErrorString(glewError);
    }
    glEnable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_VERTEX_ARRAY);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);


    /* Load assets. */
    LOG(TRACE) << "Loading assets...";
    shaders = new ShaderManager();
    {
        shader_terrain = shaders->get("terrain");
        shader_terrain->apply();
        glActiveTexture(GL_TEXTURE0);
        texture_terrain = new Texture("terrain");
        shader_terrain->updateUniform("tex", 0);
        terrain = new Terrain("heightmap.png");
        shader_terrain->updateUniform("max_height", terrain->getMaxHeight());
        auto world = mat4();
        world = translate(world, vec3(-terrain->getWidth() / 2.f,
                                      -terrain->getMaxHeight() / 2.f,
                                      -terrain->getDepth() / 2.f));
        shader_terrain->updateUniform("K_a", 0.1f);
        shader_terrain->updateUniform("K_d", 0.9f);
        shader_terrain->updateWorldMatrix(world);
        LOG(INFO) << "Maximum terrain height: " << terrain->getMaxHeight();
        LOG(INFO) << "Terrain width: " << terrain->getWidth();
        LOG(INFO) << "Terrain depth: " << terrain->getDepth();
    } {
        shader_skybox = shaders->get("skybox");
        shader_skybox->apply();
        glActiveTexture(GL_TEXTURE2);
        environment_map = new CubeMap("terrain_");
        shader_skybox->updateUniform("cubeMap", 2);
        auto world = mat4();
        world = scale(world, vec3(terrain->getWidth(),
                                  terrain->getWidth(),
                                  terrain->getDepth()));
        skybox = new Cube();
        shader_terrain->apply();
        shader_skybox->updateWorldMatrix(world);
    } {
        auto world = mat4();
        world = scale(world, vec3(terrain->getWidth() / 2.f,
                                  terrain->getMaxHeight() * 2.f,
                                  terrain->getDepth() / 2.f));
        shader_colour = shaders->get("colour");
        shader_colour->apply();
        shader_colour->updateWorldMatrix(world);
        origin = new Origin();
    } {
        auto world = mat4();
        world = translate(world, vec3(-terrain->getWidth() / 2.f,
                                      -terrain->getMaxHeight() / 2.f + 25.f,
                                      -terrain->getDepth() / 2.f));
        shader_water = shaders->get("water");
        shader_water->apply();
        shader_water->updateUniform("K_a", 0.1f);
        shader_water->updateUniform("K_d", 0.0f);
        shader_water->updateUniform("K_s", 0.9f);
        shader_water->updateWorldMatrix(world);
        water = new Grid(terrain->getDepth(), 1000.f);
    }


    /* Set up light. */
    auto light = Camera();
    light.eye = vec3(1024.0f, 1024.f, 1024.f);
    light.at = vec3(0.0f, 0.0f, 0.0f);
    light.up = vec3(0.0f, 0.0f, -1.0f);
    auto light_dir = normalize(vec3(0.f, 0.25f, -1.f));
    shader_terrain->apply();
    shader_terrain->updateUniform("light_dir", light_dir);
    shader_water->apply();
    shader_water->updateUniform("light_dir", light_dir);


    /* Set up view. */
    auto camera = Camera();
    auto camera_height = terrain->getMaxHeight() * 3.f;
    camera.eye = glm::vec3(0.f, camera_height, -terrain->getDepth() / 2.f);
    camera.at = glm::vec3(0, 0, 0);
    camera.up = glm::vec3(0, 1, 0);
    auto view = glm::lookAt(camera.eye, camera.at, camera.up);
    shaders->updateViewMatrices(view);


    /* Set up projection. */
    auto proj = glm::perspective(45.f, window_width / window_height, 100.f, 25000.f);
    shaders->updateProjectionMatrices(proj);


    /* Set up frame buffers. */
    frame_buffer_color = new ColorFrameBuffer(window_width, window_height);


    /* Main loop. */
    float angle = 0.0f;
    bool done = false;
    SDL_Event event;
    LOG(TRACE) << "Entering main loop...";
    while (!done) {
        while (SDL_PollEvent(&event) != 0) {
            if (event.type == SDL_QUIT) {
                done = true;
            } else if (event.type == SDL_KEYDOWN) {
                switch (event.key.keysym.sym) {
                    case SDLK_ESCAPE:
                        LOG(INFO) << "Exiting normally at user request...";
                        done = true;
                        break;
                    case SDLK_PRINTSCREEN:
                        LOG(INFO) << "Rendering screen shot...";
                        frame_buffer_color->bind();
                        draw();
                        frame_buffer_color->write();
                        frame_buffer_color->unbind();
                        break;
                    default:
                        break;
                }
            } else if (event.type == SDL_MOUSEMOTION) {
                const GLfloat X_SCALED = -(GLfloat)event.motion.xrel / window_width;
                const GLfloat Y_SCALED = -(GLfloat)event.motion.yrel / window_height;

                const GLfloat LEFT_RIGHT_ROT = X_SCALED * ANGLE_DELTA;
                const GLfloat UP_DOWN_ROT = Y_SCALED * ANGLE_DELTA;

                vec3 tempD(camera.at - camera.eye);
                vec4 d(tempD.x, tempD.y, tempD.z, 0.0f);

                vec3 right = cross(tempD, camera.up);

                mat4 rot;
                rot = rotate(rot, UP_DOWN_ROT, right);
                rot = rotate(rot, LEFT_RIGHT_ROT, camera.up);

                d = rot * d;

                camera.at.x = camera.eye.x + d.x;
                camera.at.y = camera.eye.y + d.y;
                camera.at.z = camera.eye.z + d.z;
            }
        }

        glm::vec3 direction = STEP * glm::normalize(camera.at - camera.eye);
        glm::vec3 right = STEP * glm::normalize(glm::cross(direction, camera.up));

        auto keys = SDL_GetKeyboardState(nullptr);
        if (keys[SDL_SCANCODE_W]) {
            camera.eye += direction;
            camera.at += direction;
        }
        if (keys[SDL_SCANCODE_S]) {
            camera.eye -= direction;
            camera.at -= direction;
        }
        if (keys[SDL_SCANCODE_D]) {
            camera.eye += right;
            camera.at += right;
        }
        if (keys[SDL_SCANCODE_A]) {
            camera.eye -= right;
            camera.at -= right;
        }
        if (keys[SDL_SCANCODE_SPACE]) {
            camera.eye += STEP * camera.up;
            camera.at += STEP * camera.up;
        }
        if (keys[SDL_SCANCODE_LCTRL]) {
            camera.eye -= STEP * camera.up;
            camera.at -= STEP * camera.up;
        }
        view = glm::lookAt(camera.eye, camera.at, camera.up);
        shaders->updateViewMatrices(view);

        draw();

        angle += 0.01f;
    }

    delete shaders;
    delete environment_map;
    delete frame_buffer_color;

    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}
コード例 #2
0
ファイル: main.cpp プロジェクト: Milez213/CityTrial
bool loadMap(const char* filename, list<ExportObject> &map) {

    FILE * file = fopen(filename, "r");

    if (NULL == file) {
        fprintf(stderr, "Couldn't open %s for reading the map\n", filename);
        return false;
    }

    int num_objs = 0;

    fscanf(file, "%d ", &num_objs); 

    list<ExportObject>::iterator it;

    
    ExportObject reconstructedObject;

    char name[100];
    int matnum;
    mat4 rotmat;

    while (num_objs--) {
        fscanf(file, "%s %d\n", name, &matnum);

        read3f(reconstructedObject.t, file);
        printf("read t:\n");
        fprint3f(reconstructedObject.t, stdout);

        read3f(reconstructedObject.s, file);
        printf("read s:\n");
        fprint3f(reconstructedObject.s, stdout);

        read3f(reconstructedObject.r, file);
        printf("read r:\n");
        fprint3f(reconstructedObject.r, stdout);

        reconstructedObject.materialIndex = matnum;
        reconstructedObject.name = name;

        reconstructedObject.xt = scale(mat4(1.0), reconstructedObject.s) * 
                                 translate(mat4(1.0), reconstructedObject.t);

        map.push_back(reconstructedObject);
    }

    /* with mats
    while (num_objs--) {
        fscanf(file, "%s %d\n", name, &matnum);
        readMat4(reconstructedObject.xt, file);
        printf("read mat4\n");
        printMat4(reconstructedObject.xt, stdout);
        reconstructedObject.materialIndex = matnum;
        reconstructedObject.name = name;
        map.push_back(reconstructedObject);
    }
    */

    fclose(file);
    
    return true;

}
コード例 #3
-1
/// <summary>
/// Adds a mirror box of a given size, centered at 0, with no back.
/// </summary>
/// <param name="wallSize">Size of the walls.</param>
void Scene::addMirrorBox(const float wallSize)
{
	using glm::translate;
	using glm::scale;
	using glm::rotate;

	int matIdx = materialsVec.size();

	materialsVec.push_back(Material(vec3(1.0f, 1.0f, 0.8f), 0.7f));	//white			(+0)
	materialsVec.push_back(Material(vec3(1.0f, 0.0f, 0.0f), 0.7f));	//red			(+1)
	materialsVec.push_back(Material(vec3(0.0f, 1.0f, 0.0f), 0.7f));	//green			(+2)


	materialsVec.push_back(Material(vec3(1.0f, 1.0f, 1.0f)));			//white light	(+3)
	materialsVec.push_back(Material(vec3(0.0f, 0.0f, 0.0f), 0.0f, vec3(1, 1, 1), INFINITY, .9f, 5.8f));	//mirror		(+4)
	materialsVec[matIdx + 4].flags |= MAT_FLAG_PURE_REFLECTION;
	materialsVec.push_back(Material(vec3(1.0f, 0.6f, 1.0f)));			//violet light

	const float offset = wallSize / 2;

	const mat4 scaleToWall = scale(vec3(wallSize, wallSize, wallSize));

	//floor
	mat4 trans = translate(vec3(0, -offset, -offset)) *
		rotate(-(glm::mediump_float)90, vec3(1, 0, 0)) *
		scaleToWall;
	addRectangularModel(trans, matIdx);

	//ceiling
	trans = translate(vec3(0, offset, -offset)) *
		rotate((glm::mediump_float)90, vec3(1, 0, 0)) *
		scaleToWall;
	addRectangularModel(trans, matIdx + 4);

	//left wall
	trans = translate(vec3(-offset + .2 * offset, 0, -offset)) *
		rotate((glm::mediump_float)88, vec3(0, 1, 0)) *
		scaleToWall;
	addRectangularModel(trans, matIdx + 4);

	//right wall
	trans = translate(vec3(offset, 0, -offset)) *
		rotate((glm::mediump_float) - 90, vec3(0, 1, 0)) *
		scaleToWall;
	addRectangularModel(trans, matIdx + 4);

	//back wall
	trans = translate(vec3(0, 0, -wallSize)) *
		//		rotate((glm::mediump_float)90, vec3(1, 0, 0)) *
		scaleToWall;
	addRectangularModel(trans, matIdx);

	//front wall s
	trans = translate(vec3(0, 0, 0)) *
		rotate((glm::mediump_float)180, vec3(0, 1, 0)) *
		scaleToWall;
	addRectangularModel(trans, matIdx);

	//light
	float power = 400;
	trans = translate(vec3(0, offset - 0.01f, -offset)) *
		rotate((glm::mediump_float) 90, vec3(1, 0, 0)) *
		scale(vec3(2.5f, 2.5f, 2.5f));
	addAreaLight(trans, matIdx + 3, vec3(power / 4, power, power));


	trans = translate(vec3(0, -offset + 0.01f, -offset)) *
		rotate((glm::mediump_float) -90, vec3(1, 0, 0)) *
		scale(vec3(1.5f, 1.5f, 1.5f));
	addAreaLight(trans, matIdx + 5, vec3(power / 3, 0, power / 3));
}