Пример #1
0
void ChangeSize(int w, int h)
{
	g_camera.ChangeViewportSize(w, h);
}
Пример #2
0
int main(int argc, char **argv)
{
	int width,height;
	Camera cam;
	int mousedx=0;
	int mousedy=0;
	int fps=0;
	int nrOfObjects=0;
	int nrOfLights=0;
	float tdropoff=0.0f;
	float topacity=0.0f;
	float tradius=0.0f;
	int nrOfPaths=0;
	int nrOfParticleSystems=0;
	float gr=0.0f;
	float gg=0.0f;
	float gb=0.0f;
	sf::Clock clock;

	//window options
	width=1280;
	height=720;
	sf::WindowSettings settings;
	settings.DepthBits         = 24;
	settings.StencilBits       = 8;
	settings.AntialiasingLevel = 1;  
	sf::Window app;
	app.Create(sf::VideoMode(width, height, 32), "Saints Edit", sf::Style::Close|sf::Style::Resize, settings);
	app.UseVerticalSync(true);

	GLenum err = glewInit();
	if (GLEW_OK != err)
	{
		cout<<"ERROR starting GLEW: "<< glewGetErrorString(err);
	}
	
	
	//Start renderer after glewinit,GLSPprog needs it (could add init method for global renderer)
	Renderer rend;
	GUI gui;

	gui.init();
	gui.drawSplashScreen();
	app.Display();
	
	//sets up the terrain
	Terrain terrain(0);
	PathHandler ph;
	LightHandler lh;
	ParticleHandler particleHandler;
	particleHandler.init();
	lh.init();
	ph.init();
	terrain.setRadius(gui.getSliderRadius());
	terrain.setOpacity(gui.getSliderOpacity());
	gui.setSurfaceTexHandles(terrain.getSurfaceTexHandles());

	//the gui needs the textures for browsing
	gui.setTerrainInfo(terrain.getTerrInfo());
	rend.updateProjMatrix(width,height);
	rend.updateViewMatrix(cam.getViewMatrix());
	terrain.updateProjMatrix(width,height);
	terrain.updateViewMatrix(cam.getViewMatrix());
	ph.updateProjectionMatrix(width,height);
	ph.updateViewMatrix(cam.getViewMatrix());
	glViewport(0,0,width,height);

	MeshHandler mh("./models/");

	for(int i=0; i<mh.getNrOfMeshes(); i++)
	{
		Model tmp;
		tmp.setMesh(mh.getMeshInfo(i));
		tmp.setBoundingBox(mh.getBoundingBox(i));
		tmp.setMeshName(mh.getMeshName(i));
		tmp.setType(mh.getMeshType(i));
		gui.addDisplayModel(tmp);
	}


	sf::Event event;

	Model m;
	
	TwInit(TW_OPENGL_CORE,NULL);
	TwWindowSize(width,height);
	TwBar *myBar;
	myBar = TwNewBar("info");
	TwDefine(" info position='25 40' size='240 320' help='Information about the map etc.' refresh=0.1 ");
	TwAddButton(myBar, "gi", NULL, NULL, " label='General info' ");
	TwAddVarRO(myBar,"fps ", TW_TYPE_INT32, &fps,NULL);
	TwAddVarRO(myBar,"# Models ", TW_TYPE_INT32, &nrOfObjects,NULL);
	TwAddVarRO(myBar,"# Lights ", TW_TYPE_INT32, &nrOfLights,NULL);
	TwAddVarRO(myBar,"# Particlesystems ", TW_TYPE_INT32, &nrOfParticleSystems,NULL);
	TwAddVarRO(myBar,"# Paths ", TW_TYPE_INT32, &nrOfPaths,NULL);
	TwAddSeparator(myBar, "sep1", NULL);
	TwAddButton(myBar, "di", NULL, NULL, " label='Brush info' ");
	TwAddVarRO(myBar,"Radius", TW_TYPE_FLOAT, &tradius,NULL);
	TwAddVarRO(myBar,"Dropoff", TW_TYPE_FLOAT, &tdropoff,NULL);
	TwAddVarRO(myBar,"Opacity", TW_TYPE_FLOAT, &topacity,NULL);
	TwAddSeparator(myBar, "sep2", NULL);
	TwAddButton(myBar, "ci", NULL, NULL, " label='Color selected' ");
	TwAddVarRO(myBar,"Red", TW_TYPE_FLOAT, &gr,NULL);
	TwAddVarRO(myBar,"Green", TW_TYPE_FLOAT, &gg,NULL);
	TwAddVarRO(myBar,"Blue", TW_TYPE_FLOAT, &gb,NULL);

	while (app.IsOpened())
	{
		float normalisedx = 0;
		float normalisedy = 0;
		nrOfObjects=rend.getNrOfModels();
		nrOfLights=lh.getNrOfLights();
		tradius=gui.getSliderRadius();
		tdropoff=gui.getSliderDropoff();
		topacity=gui.getSliderOpacity();
		nrOfParticleSystems=particleHandler.getNrOfParticleSystems();
		nrOfPaths=ph.getNrOfPaths();
		gr=gui.getNormalizedColor().x;
		gg=gui.getNormalizedColor().y;
		gb=gui.getNormalizedColor().z;
		

		getNormalizedXY(app.GetInput().GetMouseX(), app.GetInput().GetMouseY(),width,height,normalisedx, normalisedy);
		//events
		int handled;
		while(app.GetEvent(event))
		{
			handled = TwEventSFML(&event, 1,6);
			if(!handled)
			{
				if(event.Type==sf::Event::Closed)
				{
					app.Close();
				}
				if((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
				{
					app.Close();
				}
				if(event.Type==sf::Event::MouseMoved)
				{
					if(gui.getState()==GUIstate::PAINT)
					{
						vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
						terrain.setWorldXY(cam.getPos(),ray);
					}
				}


				if(event.Type == sf::Event::Resized)
				{
					height = app.GetHeight();
					width = app.GetWidth();
					glViewport(0,0,width,height);
					rend.updateProjMatrix(width,height);
					terrain.updateProjMatrix(width,height);
					ph.updateProjectionMatrix(width,height);
				}
				if(event.Type == sf::Event::MouseWheelMoved)
				{
					if(event.MouseWheel.Delta>0)
						cam.zoomIn(event.MouseWheel.Delta*2);
					else
						cam.zoomOut(-event.MouseWheel.Delta*2);
					rend.updateViewMatrix(cam.getViewMatrix());
					terrain.updateViewMatrix(cam.getViewMatrix());
					ph.updateViewMatrix(cam.getViewMatrix());
				}

				if(event.Type == sf::Event::MouseButtonPressed)
				{
					if(event.MouseButton.Button==sf::Mouse::Right)
					{
						gui.showMenu(true);
						gui.setRightClickXY(normalisedx,normalisedy);
						particleHandler.unselectAllParticleModels();
					}
				}

				if(event.Type == sf::Event::MouseButtonPressed)
				{
					if(event.MouseButton.Button==sf::Mouse::Left)
					{
						gui.setLeftClick(normalisedx,normalisedy);
						terrain.setActiveTex(gui.getActiveTex());
						

						if(gui.checkDialogAnswer()=="GRID")
						{
							terrain.showHideGridMap();
							gui.resetDialogAns();
						}

						if(!gui.isSaveMapDialogUp()&&!gui.isLoadMapDialogUp()&&!gui.isNewMapDialogUp())
						{
							
							if(gui.getState()==GUIstate::PARTICLE)
							{
								if(gui.isInDrawWindow(normalisedx,normalisedy))
								{
									vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
									float x=-1;
									float z=1;
									terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
									if(gui.isPlacingParticleSystems())
									{
										if(x>0)
										{
											particleHandler.unselectAllParticleModels();
											Particle p;
											p=gui.getActiveParticleModel();
											p.setPos(vec3(x,gui.getActiveParticleModel().getPos().y,-z));
											particleHandler.addParticleModel(p);
											gui.setActiveParticleModel(particleHandler.getSelectedParticle());
										}
									}
									else
									{
										particleHandler.selectParticles(normalisedx,normalisedy,cam.getPos(),rend.getProjMatrix(),cam.getViewMatrix());
										gui.setActiveParticleModel(particleHandler.getSelectedParticle());
									}
								}
							}
							if(gui.getState()==GUIstate::ROAD)
							{
								if(gui.checkDialogAnswer()=="RS")
								{
									terrain.removeSelectedSurfaces();
									gui.resetDialogAns();
								}
							}
							if(gui.getState()==GUIstate::NONE)
							{
								if(gui.checkDialogAnswer()=="DEL") 
								{
									vector<Model> rm = rend.removeSelectedModels();
									lh.removeLightsBoundToModels(rm);
									vector<Model> tm =rend.getModels();
									terrain.recalcGridAroundModel(rm,tm);

									terrain.removeSelectedSurfaces();
									gui.resetDialogAns();
								}
							}
							if(gui.getState()==GUIstate::PARTICLE)
							{
								if(gui.checkDialogAnswer()=="DEL") 
								{
									particleHandler.removeSelectedParticles();
									gui.resetDialogAns();
								}
							}

							if(gui.getState()==GUIstate::PATH)
							{
								if(gui.checkDialogAnswer()=="DEL")
								{
									ph.removeSelectedPaths();
									gui.resetDialogAns();
								}
								if(gui.checkDialogAnswer()=="CRP")
								{
									ph.addPath();
									gui.resetDialogAns();
								}
								if(gui.isInDrawWindow(normalisedx,normalisedy))
								{
									if(gui.isSelectingRoad())
									{
										vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
										float x=-1;
										float z=1;
										terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
										if(x>0)
										{
											ph.addFlagToCurrentPath(vec3(x,0,-z));
										}
									}
									else
									{
										ph.selectPaths(normalisedx,normalisedy,cam.getPos());
									}
								}
							}
							if(gui.getState()==GUIstate::MODEL||gui.getState()==GUIstate::NONE)
							{
								if(gui.getState()==GUIstate::MODEL)
								{
									if(gui.isInDrawWindow(normalisedx,normalisedy))
									{
										vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
										float x=-1;
										float z=1;
										terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
										if(x>0)
										{
											if(m.getType()=="light")
											{
												m.bindId(bindCounter);
												vec3 lpos = m.getPos();
												lpos.y+=1;
												Light tmpLight;
												tmpLight.setColor(gui.getNormalizedColor());
												tmpLight.setPos(lpos);
												tmpLight.setRadius(gui.getSliderLightRadius());
												tmpLight.bindId(bindCounter);
												tmpLight.setContrast(gui.getContrast());
												tmpLight.setLightType(LightType::POINTLIGHTSHADOW);
												lh.addLight(tmpLight);
												bindCounter++;
											}
											rend.addModel(m);
											terrain.setWorldXY(cam.getPos(),ray);
											terrain.makeGridUnderModel(m);
										}
									}
								}
								if(gui.getState()==GUIstate::NONE)
								{
									if(gui.isInDrawWindow(normalisedx,normalisedy))
									{
										rend.selectModel(normalisedx,normalisedy,cam.getPos());

									}
								}
							}
							if(gui.getState()==GUIstate::ROAD)
							{
								vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
								terrain.setWorldXY(cam.getPos(),ray);
								terrain.selectTexSurfaces(0.5,cam.getPos(),ray);
							}
							
							if(gui.getState()==GUIstate::LIGHT)
							{
								if(gui.isInDrawWindow(normalisedx,normalisedy))
								{
									if(gui.isPlacingLightMode())
									{
										vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
										float x=-1;
										float z=1;
										terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
										if(x>0)
										{
											Light l = gui.getActiveLight();
											lh.deselectAllLights();
											l.setPos(vec3(x,l.getPos().y,-z));
											lh.addLight(l);
										}
									}
									else
									{
										int lightPos=lh.selectLight(normalisedx,normalisedy,cam.getPos(),rend.getProjMatrix(),cam.getViewMatrix());
										if(lightPos>=0)
										{
											Light tmpl = lh.getSelectedLight();
											gui.setSliderLightRadius(tmpl.getRadius());
											gui.setNormalizedColor(tmpl.getColor(),tmpl.getContrast());
											gui.setActiveLightModel(tmpl);
										}
									}
								}
								if(gui.checkDialogAnswer()=="DEL")
								{
									lh.removeSelectedLights();
								}
							}
						}

						if(gui.isSaveMapDialogUp())
						{
							if(gui.checkDialogAnswer()=="svOK")
							{
								save(gui.getInputText(),terrain,rend,ph,lh,particleHandler);
								gui.hideSaveMapDialog();
							}
							if(gui.checkDialogAnswer()=="svC")
							{
								gui.hideSaveMapDialog();
							}
						}
						if(gui.isNewMapDialogUp())
						{
							if(gui.checkDialogAnswer()=="nmCS")
							{
								terrain.createNewMap(0);
								rend.clear();
								ph.clear();
								lh.clear();
								particleHandler.clear();
								gui.hideNewMapDialog();
							}
							
							if(gui.checkDialogAnswer()=="nmCM")
							{
								terrain.createNewMap(1);
								rend.clear();
								ph.clear();
								lh.clear();
								particleHandler.clear();
								gui.hideNewMapDialog();
							}
							
							if(gui.checkDialogAnswer()=="nmCL")
							{
								terrain.createNewMap(2);
								rend.clear();
								ph.clear();
								lh.clear();
								particleHandler.clear();
								gui.hideNewMapDialog();
							}
							if(gui.checkDialogAnswer()=="nmOK")
							{
								terrain.createNewMap(0);
								rend.clear();
								ph.clear();
								lh.clear();
								particleHandler.clear();
								gui.hideNewMapDialog();
							}
							if(gui.checkDialogAnswer()=="nmC")
							{
								gui.hideNewMapDialog();
							}
						}
						if(gui.isLoadMapDialogUp())
						{
							if(gui.checkDialogAnswer()=="lmOK")
							{
								load(gui.getInputText(),terrain,rend,ph,lh,particleHandler,mh);
								gui.hideLoadMapDialog();
							}
							if(gui.checkDialogAnswer()=="lmC")
							{
								gui.hideLoadMapDialog();
							}
						}
					}
				}

				if(event.Type == sf::Event::MouseButtonReleased)
				{
					if(event.MouseButton.Button==sf::Mouse::Right)
					{
						gui.showMenu(false);
						rend.unselectAllModels();
					}
				}
				//if the gui excpects text input
				if(gui.isInTextMode())
				{
					if(event.Type == sf::Event::KeyPressed)
					{
						if(int(event.Key.Code)>=97&&event.Key.Code<=122)
							gui.addChar(char(event.Key.Code));
					}
					if((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Back))
					{
						gui.removeChar();
					}
				}
			}
		}

		//realtime input
		
		if(app.GetInput().IsMouseButtonDown(sf::Mouse::Left))
		{
			if(!handled)
			{
				if(!gui.isSaveMapDialogUp()&&!gui.isLoadMapDialogUp()&&!gui.isNewMapDialogUp())
				{
					if(gui.isInDrawWindow(normalisedx,normalisedy))
					{
						if(gui.getState()==GUIstate::PAINT)
						{
							terrain.setTerState(TerrState::PAINT);
							terrain.paint(cam.getPos(),inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos()));
						}
						if(gui.getState()==GUIstate::ROAD)
						{
							terrain.setTerState(TerrState::DRAWSURFACE);
							vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
							terrain.addSurface(cam.getPos(),ray, gui.getActiveSurfaceTexHandle());
						}
					} 
					else 
					{
						gui.moveSliders(normalisedx,normalisedy);
						if(gui.getState()==GUIstate::PAINT)
						{
							terrain.setRadius(gui.getSliderRadius());
							terrain.setOpacity(gui.getSliderOpacity());
							terrain.setDropoff(gui.getSliderDropoff());
						}
						if(gui.getState()==GUIstate::ROAD)
						{
							terrain.setRoadSpacing(gui.getRoadSliderSpacing());
							terrain.setRoadScale(gui.getRoadSliderScale());
						}
						if(gui.getState()==GUIstate::PARTICLE)
						{
							particleHandler.assignParticleNewParticle(gui.getActiveParticleModel());
						}
						
						if(gui.getState()==GUIstate::LIGHT)
							lh.assignLightAnotherLight(gui.getActiveLight());
					}
				}
			}
		}
		if(app.GetInput().IsMouseButtonDown(sf::Mouse::Right))
		{
			gui.setMouseXY(normalisedx,normalisedy);
			terrain.deselectAllSurfaceTex();
			lh.deselectAllLights();
		}


		//if the user isnt in text mode, it should be able to move
		if(!gui.isInTextMode())
		{
			if(app.GetInput().IsKeyDown(sf::Key::Delete))
			{
				if(gui.getState()==GUIstate::MODEL||gui.getState()==GUIstate::NONE)
				{
					vector<Model> rm = rend.removeSelectedModels();
					lh.removeLightsBoundToModels(rm);
					vector<Model> tm =rend.getModels();
					terrain.recalcGridAroundModel(rm,tm);
				}
				if(gui.getState()==GUIstate::PATH)
				{
					ph.removeSelectedPaths();
				}
				if(gui.getState()==GUIstate::PARTICLE)
				{
					particleHandler.removeSelectedParticles();
				}
				if(gui.getState()==GUIstate::ROAD)
				{
					terrain.removeSelectedSurfaces();
				}
				if(gui.getState()==GUIstate::LIGHT)
				{
					lh.removeSelectedLights();
				}
				
			}
			if(gui.getState()==GUIstate::PAINT)
			{
					vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
					terrain.setWorldXY(cam.getPos(),ray);
			}
			if(app.GetInput().IsKeyDown(sf::Key::W))
			{
				cam.moveForeward(0.1);
			}
			if(app.GetInput().IsKeyDown(sf::Key::S))
			{
				cam.moveBackward(0.1);
			}
			if(app.GetInput().IsKeyDown(sf::Key::A))
			{
				cam.strafeLeft(0.1);
			}
			if(app.GetInput().IsKeyDown(sf::Key::D))
			{
				cam.strafeRight(0.1);
			}
			rend.updateViewMatrix(cam.getViewMatrix());
			terrain.updateViewMatrix(cam.getViewMatrix());
			ph.updateViewMatrix(cam.getViewMatrix());
			if(gui.getState()==GUIstate::MODEL)
			{
				if(app.GetInput().IsKeyDown(sf::Key::Q))
					gui.rotateActiveModelLeft(1.0f);

				if(app.GetInput().IsKeyDown(sf::Key::E))
					gui.rotateActiveModelRight(1.0f);
				if(app.GetInput().IsKeyDown(sf::Key::R))
					gui.raiseActiveModel(0.01);
				if(app.GetInput().IsKeyDown(sf::Key::F))
					gui.raiseActiveModel(-0.01);
			}
		}
		if(app.GetInput().IsMouseButtonDown(sf::Mouse::Middle))
		{
			cam.rotateLeft(mousedx-app.GetInput().GetMouseX());
			cam.rotateUp(mousedy-app.GetInput().GetMouseY());
			rend.updateViewMatrix(cam.getViewMatrix());
			terrain.updateViewMatrix(cam.getViewMatrix());
			ph.updateViewMatrix(cam.getViewMatrix());
		}

		if(app.GetInput().IsMouseButtonDown(sf::Mouse::Right))
		{
			gui.showMenu(true);
			if(gui.getState()==GUIstate::PAINT)
			{
				terrain.showCircle();
			}
			else
				terrain.hideCircle();
		}
		//saves the position of the mouse, used for rotation
		mousedx=app.GetInput().GetMouseX();
		mousedy=app.GetInput().GetMouseY();

		glClearColor(0.75f, 0.87f, 0.85f, 0.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		terrain.draw();
		rend.draw();

		if(gui.getState()==GUIstate::PATH)
		{
			ph.drawPaths();
			if(gui.isSelectingRoad())
			{
				vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
				float x=-1;
				float z=1;
				terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
				if(x>0)
					ph.drawFlag(vec3(x,0,-z));
			}
		}
		if(gui.getState()==GUIstate::ROAD)
		{
			vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
			terrain.drawSurface(cam.getPos(),ray, gui.getActiveSurfaceTexHandle(),app.GetInput().IsMouseButtonDown(sf::Mouse::Left));
		}
		if(gui.getState()==GUIstate::LIGHT)
		{
			lh.drawLights(rend.getProjMatrix(),cam.getViewMatrix());
			
			if(gui.isPlacingLightMode())
			{
				vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
				float x=-1;
				float z=1;
				terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
				if(x>0)
				{
					Light l = gui.getActiveLight();
					l.setPos(vec3(x,l.getPos().y,-z));
					//l.select();
					lh.drawLight(rend.getProjMatrix(),cam.getViewMatrix(),l);
				}
			}
		}
		if(gui.getState()==GUIstate::MODEL &&gui.isInDrawWindow(normalisedx,normalisedy) )
		{
			vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
			float x=-1;
			float z=1;
			terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
			if(x>0)
			{
				m=gui.getActiveModel();
				m.setPos(vec3(x,gui.getActiveModel().getPos().y,-z));
				m.scaleXYZ(m.getScale());
				m.rotateY(m.getRot().y);
				rend.drawModel(m);
			}
		}
		if(gui.getState()==GUIstate::PARTICLE)
		{
			particleHandler.drawParticleModels(rend.getProjMatrix(),cam.getViewMatrix());
			
			if(gui.isPlacingParticleSystems())
			{
				vec3 ray = inters.getClickRay(app.GetInput().GetMouseX(),app.GetInput().GetMouseY(),cam.getViewMatrix(),rend.getProjMatrix(),width,height,cam.getPos());
				float x=-1;
				float z=1;
				terrain.rayIntersectTerrain(cam.getPos(), ray, x, z);
				if(x>0)
				{
					Particle p = gui.getActiveParticleModel();
					p.setPos(vec3(x,gui.getActiveParticleModel().getPos().y,-z));
					particleHandler.drawParticleModel(rend.getProjMatrix(),cam.getViewMatrix(),p);
				}
			}
		}
		gui.draw();

		fps= 1.0f/clock.GetElapsedTime();
		clock.Reset();
		TwDraw();
		app.Display();
	}
	TwTerminate();
	lh.free();
	
	return EXIT_SUCCESS;
}
void ModelViewer::Startup( void )
{
	m_RootSig.Reset(6, 2);
	m_RootSig.InitStaticSampler(0, SamplerAnisoWrapDesc, D3D12_SHADER_VISIBILITY_PIXEL);
	m_RootSig.InitStaticSampler(1, SamplerShadowDesc, D3D12_SHADER_VISIBILITY_PIXEL);
	m_RootSig[0].InitAsConstantBuffer(0, D3D12_SHADER_VISIBILITY_VERTEX);
	m_RootSig[1].InitAsConstantBuffer(0, D3D12_SHADER_VISIBILITY_PIXEL);
#if USE_ROOT_BUFFER_SRV || USE_VERTEX_BUFFER
	m_RootSig[2].InitAsBufferSRV(0, D3D12_SHADER_VISIBILITY_VERTEX);
#else
	m_RootSig[2].InitAsDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, D3D12_SHADER_VISIBILITY_VERTEX);
#endif
	m_RootSig[3].InitAsDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 6, D3D12_SHADER_VISIBILITY_PIXEL);
	m_RootSig[4].InitAsDescriptorRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 64, 3, D3D12_SHADER_VISIBILITY_PIXEL);
	m_RootSig[5].InitAsConstants(1, 1, D3D12_SHADER_VISIBILITY_VERTEX);
#if USE_VERTEX_BUFFER
	m_RootSig.Finalize(D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
#else
	m_RootSig.Finalize();
#endif

	DXGI_FORMAT ColorFormat = g_SceneColorBuffer.GetFormat();
	DXGI_FORMAT DepthFormat = g_SceneDepthBuffer.GetFormat();
	DXGI_FORMAT ShadowFormat = g_ShadowBuffer.GetFormat();

#if USE_VERTEX_BUFFER
	D3D12_INPUT_ELEMENT_DESC vertElem[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
	};
#endif

	m_DepthPSO.SetRootSignature(m_RootSig);
	m_DepthPSO.SetRasterizerState(RasterizerDefault);
	m_DepthPSO.SetBlendState(BlendNoColorWrite);
	m_DepthPSO.SetDepthStencilState(DepthStateReadWrite);
#if USE_VERTEX_BUFFER
	m_DepthPSO.SetInputLayout(_countof(vertElem), vertElem);
#endif
	m_DepthPSO.SetPrimitiveTopologyType(D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE);
	m_DepthPSO.SetRenderTargetFormats(0, nullptr, DepthFormat);
	m_DepthPSO.SetVertexShader(g_pDepthViewerVS, sizeof(g_pDepthViewerVS));
	m_DepthPSO.SetPixelShader(g_pDepthViewerPS, sizeof(g_pDepthViewerPS));
	m_DepthPSO.Finalize();

	m_ShadowPSO = m_DepthPSO;
	m_ShadowPSO.SetRasterizerState(RasterizerShadow);
	m_ShadowPSO.SetRenderTargetFormats(0, nullptr, g_ShadowBuffer.GetFormat());
	m_ShadowPSO.Finalize();

	m_ModelPSO = m_DepthPSO;
	m_ModelPSO.SetBlendState(BlendDisable);
	m_ModelPSO.SetDepthStencilState(DepthStateTestEqual);
	m_ModelPSO.SetRenderTargetFormats(1, &ColorFormat, DepthFormat);
	m_ModelPSO.SetVertexShader( g_pModelViewerVS, sizeof(g_pModelViewerVS) );
	m_ModelPSO.SetPixelShader( g_pModelViewerPS, sizeof(g_pModelViewerPS) );
	m_ModelPSO.Finalize();

	m_ExtraTextures[0] = g_SSAOFullScreen.GetSRV();
	m_ExtraTextures[1] = g_ShadowBuffer.GetSRV();

	TextureManager::Initialize(L"Textures/");
	ASSERT(m_Model.Load("Models/sponza.h3d"), "Failed to load model");
	ASSERT(m_Model.m_Header.meshCount > 0, "Model contains no meshes");

	CreateParticleEffects();

	float modelRadius = Length(m_Model.m_Header.boundingBox.max - m_Model.m_Header.boundingBox.min) * .5f;
	const Vector3 eye = (m_Model.m_Header.boundingBox.min + m_Model.m_Header.boundingBox.max) * .5f + Vector3(modelRadius * .5f, 0.0f, 0.0f);
	m_Camera.SetEyeAtUp( eye, Vector3(kZero), Vector3(kYUnitVector) );
	m_Camera.SetZRange( 1.0f, 10000.0f );
	m_pCameraController = new CameraController(m_Camera, Vector3(kYUnitVector));

	MotionBlur::Enable = true;
	TemporalAA::Enable = true;
	FXAA::Enable = true;
	PostEffects::EnableHDR = true;
	PostEffects::EnableAdaptation = true;
	PostEffects::AdaptationRate = 0.05f;
	PostEffects::TargetLuminance = 0.4f;
	PostEffects::MinExposure = 1.0f;
	PostEffects::MaxExposure = 8.0f;
	PostEffects::BloomThreshold = 1.0f;
	PostEffects::BloomStrength = 0.10f;
}
void ModelViewer::Update( float deltaT )
{
	ScopedTimer _prof(L"Update State");

	if (GameInput::IsFirstPressed(GameInput::kLShoulder))
		DebugZoom.Decrement();
	else if (GameInput::IsFirstPressed(GameInput::kRShoulder))
		DebugZoom.Increment();

	m_pCameraController->Update(deltaT);
	m_ViewProjMatrix = m_Camera.GetViewProjMatrix();

	float costheta = cosf(m_SunOrientation);
	float sintheta = sinf(m_SunOrientation);
	float cosphi = cosf(m_SunInclination * 3.14159f * 0.5f);
	float sinphi = sinf(m_SunInclination * 3.14159f * 0.5f);
	m_SunDirection = Normalize(Vector3( costheta * cosphi, sinphi, sintheta * cosphi ));

	// We use viewport offsets to jitter our color samples from frame to frame (with TAA.)
	// D3D has a design quirk with fractional offsets such that the implicit scissor
	// region of a viewport is floor(TopLeftXY) and floor(TopLeftXY + WidthHeight), so
	// having a negative fractional top left, e.g. (-0.25, -0.25) would also shift the
	// BottomRight corner up by a whole integer.  One solution is to pad your viewport
	// dimensions with an extra pixel.  My solution is to only use positive fractional offsets,
	// but that means that the average sample position is +0.5, which I use when I disable
	// temporal AA.
	if (TemporalAA::Enable)
	{
		uint64_t FrameIndex = Graphics::GetFrameCount();
#if 1
		// 2x super sampling with no feedback
		float SampleOffsets[2][2] =
		{
			{ 0.25f, 0.25f },
			{ 0.75f, 0.75f },
		};
		const float* Offset = SampleOffsets[FrameIndex & 1];
#else
		// 4x super sampling via controlled feedback
		float SampleOffsets[4][2] =
		{
			{ 0.125f, 0.625f },
			{ 0.375f, 0.125f },
			{ 0.875f, 0.375f },
			{ 0.625f, 0.875f }
		};
		const float* Offset = SampleOffsets[FrameIndex & 3];
#endif
		m_MainViewport.TopLeftX = Offset[0];
		m_MainViewport.TopLeftY = Offset[1];
	}
	else
	{
		m_MainViewport.TopLeftX = 0.5f;
		m_MainViewport.TopLeftY = 0.5f;
	}

	m_MainViewport.Width = (float)g_SceneColorBuffer.GetWidth();
	m_MainViewport.Height = (float)g_SceneColorBuffer.GetHeight();
	m_MainViewport.MinDepth = 0.0f;
	m_MainViewport.MaxDepth = 1.0f;

	m_MainScissor.left = 0;
	m_MainScissor.top = 0;
	m_MainScissor.right = (LONG)g_SceneColorBuffer.GetWidth();
	m_MainScissor.bottom = (LONG)g_SceneColorBuffer.GetHeight();
}
Пример #5
0
int main(int argc, char** argv)
{
	
	if (!glfwInit())	// 初始化glfw库
	{
		std::cout << "Error::GLFW could not initialize GLFW!" << std::endl;
		return -1;
	}

	// 开启OpenGL 3.3 core profile
	std::cout << "Start OpenGL core profile version 3.3" << std::endl;
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
	glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
	glfwWindowHint(GLFW_SAMPLES, 4); // 设置采样点个数 注意这里设置GLFW选项 不要写成了GL_SAMPLES

	// 创建窗口
	GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT,
		"Demo of anti-aliasing(press O on, F off)", NULL, NULL);
	if (!window)
	{
		std::cout << "Error::GLFW could not create winddow!" << std::endl;
		glfwTerminate();
		std::system("pause");
		return -1;
	}
	// 创建的窗口的context指定为当前context
	glfwMakeContextCurrent(window);

	// 注册窗口键盘事件回调函数
	glfwSetKeyCallback(window, key_callback);
	// 注册鼠标事件回调函数
	glfwSetCursorPosCallback(window, mouse_move_callback);
	// 注册鼠标滚轮事件回调函数
	glfwSetScrollCallback(window, mouse_scroll_callback);
	// 鼠标捕获 停留在程序内
	glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

	// 初始化GLEW 获取OpenGL函数
	glewExperimental = GL_TRUE; // 让glew获取所有拓展函数
	GLenum status = glewInit();
	if (status != GLEW_OK)
	{
		std::cout << "Error::GLEW glew version:" << glewGetString(GLEW_VERSION) 
			<< " error string:" << glewGetErrorString(status) << std::endl;
		glfwTerminate();
		std::system("pause");
		return -1;
	}

	// 设置视口参数
	glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
	
	//Section1 顶点属性数据
	// 指定立方体顶点属性数据 顶点位置 纹理
	GLfloat cubeVertices[] = {
		-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,	// A
		0.5f, -0.5f, 0.5f, 1.0f, 0.0f,	// B
		0.5f, 0.5f, 0.5f,1.0f, 1.0f,	// C
		0.5f, 0.5f, 0.5f,1.0f, 1.0f,	// C
		-0.5f, 0.5f, 0.5f,0.0f, 1.0f,	// D
		-0.5f, -0.5f, 0.5f,0.0f, 0.0f,	// A


		-0.5f, -0.5f, -0.5f,0.0f, 0.0f,	// E
		-0.5f, 0.5f, -0.5f,0.0, 1.0f,   // H
		0.5f, 0.5f, -0.5f,1.0f, 1.0f,	// G
		0.5f, 0.5f, -0.5f,1.0f, 1.0f,	// G
		0.5f, -0.5f, -0.5f,1.0f, 0.0f,	// F
		-0.5f, -0.5f, -0.5f,0.0f, 0.0f,	// E

		-0.5f, 0.5f, 0.5f,0.0f, 1.0f,	// D
		-0.5f, 0.5f, -0.5f,1.0, 1.0f,   // H
		-0.5f, -0.5f, -0.5f,1.0f, 0.0f,	// E
		-0.5f, -0.5f, -0.5f,1.0f, 0.0f,	// E
		-0.5f, -0.5f, 0.5f,0.0f, 0.0f,	// A
		-0.5f, 0.5f, 0.5f,0.0f, 1.0f,	// D

		0.5f, -0.5f, -0.5f,1.0f, 0.0f,	// F
		0.5f, 0.5f, -0.5f,1.0f, 1.0f,	// G
		0.5f, 0.5f, 0.5f,0.0f, 1.0f,	// C
		0.5f, 0.5f, 0.5f,0.0f, 1.0f,	// C
		0.5f, -0.5f, 0.5f, 0.0f, 0.0f,	// B
		0.5f, -0.5f, -0.5f,1.0f, 0.0f,	// F

		0.5f, 0.5f, -0.5f,1.0f, 1.0f,	// G
		-0.5f, 0.5f, -0.5f,0.0, 1.0f,   // H
		-0.5f, 0.5f, 0.5f,0.0f, 0.0f,	// D
		-0.5f, 0.5f, 0.5f,0.0f, 0.0f,	// D
		0.5f, 0.5f, 0.5f,1.0f, 0.0f,	// C
		0.5f, 0.5f, -0.5f,1.0f, 1.0f,	// G

		-0.5f, -0.5f, 0.5f,0.0f, 0.0f,	// A
		-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,// E
		0.5f, -0.5f, -0.5f,1.0f, 1.0f,	// F
		0.5f, -0.5f, -0.5f,1.0f, 1.0f,	// F
		0.5f, -0.5f, 0.5f,1.0f, 0.0f,	// B
		-0.5f, -0.5f, 0.5f,0.0f, 0.0f,	// A
	};
	// Section2 准备缓存对象
	GLuint cubeVAOId, cubeVBOId;
	glGenVertexArrays(1, &cubeVAOId);
	glGenBuffers(1, &cubeVBOId);
	glBindVertexArray(cubeVAOId);
	glBindBuffer(GL_ARRAY_BUFFER, cubeVBOId);
	glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
	// 顶点位置数据
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 
		5 * sizeof(GL_FLOAT), (GLvoid*)0);
	glEnableVertexAttribArray(0);
	// 顶点纹理数据
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 
		5 * sizeof(GL_FLOAT), (GLvoid*)(3 * sizeof(GL_FLOAT)));
	glEnableVertexAttribArray(1);
	glBindVertexArray(0);

	// Section3 准备着色器程序
	Shader shader("scene.vertex", "scene.frag");
	
	glEnable(GL_MULTISAMPLE); // 开启multisample
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);
	glEnable(GL_CULL_FACE);
	// 开始游戏主循环
	while (!glfwWindowShouldClose(window))
	{
		GLfloat currentFrame = (GLfloat)glfwGetTime();
		deltaTime = currentFrame - lastFrame;
		lastFrame = currentFrame;
		glfwPollEvents(); // 处理例如鼠标 键盘等事件
		do_movement(); // 根据用户操作情况 更新相机属性

		glClearColor(0.18f, 0.04f, 0.14f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		shader.use();
		glm::mat4 projection = glm::perspective(camera.mouse_zoom,
			(GLfloat)(WINDOW_WIDTH) / WINDOW_HEIGHT, 1.0f, 100.0f); // 投影矩阵
		glm::mat4 view = camera.getViewMatrix(); // 视变换矩阵
		glUniformMatrix4fv(glGetUniformLocation(shader.programId, "projection"),
			1, GL_FALSE, glm::value_ptr(projection));
		glUniformMatrix4fv(glGetUniformLocation(shader.programId, "view"),
			1, GL_FALSE, glm::value_ptr(view));
		glm::mat4 model;
		model = glm::mat4();
		model = glm::rotate(model, glm::radians(45.0f), glm::vec3(0.0f, 1.0f, 0.0f));
		glUniformMatrix4fv(glGetUniformLocation(shader.programId, "model"),
			1, GL_FALSE, glm::value_ptr(model));
		// 这里填写场景绘制代码
		glBindVertexArray(cubeVAOId);
		glDrawArrays(GL_TRIANGLES, 0, 36);
		glBindVertexArray(0);

		glBindVertexArray(0);
		glUseProgram(0);
		glfwSwapBuffers(window); // 交换缓存
	}
	// 释放资源
	glDeleteVertexArrays(1, &cubeVAOId);
	glDeleteBuffers(1, &cubeVBOId);
	glfwTerminate();
	return 0;
}
Пример #6
0
// 由相机辅助类处理鼠标滚轮控制
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
	camera.handleMouseScroll(yoffset);
}