2017-11-25 21:18:26 +00:00
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#include <stdlib.h>
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#include <iostream>
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#include "inf2705.h"
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2017-11-26 05:46:30 +00:00
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#include "constants.h"
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#include "FBO.h"
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#include "Packets.h"
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2017-11-27 23:10:19 +00:00
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#include "util.h"
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2017-11-25 21:18:26 +00:00
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#define SOL 1
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enum {LocAttrib, LocUniform}; /* Shader location type */
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enum {
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RWMP_SHADER,
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APD_SHADER,
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DPO_SHADER,
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DMM_SHADER,
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DT_SHADER,
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RAA_SHADER,
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NB_SHADERS
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}; /* Shaders stages */
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2017-11-25 21:18:26 +00:00
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// variables pour l'utilisation des nuanceurs
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GLuint prog; // votre programme de nuanceurs
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GLuint progRasterizeWaveMeshPosition;
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GLuint progAddPacketDisplacement;
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GLuint progDisplayPacketOutlined;
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GLuint progDisplayMicroMesh;
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GLuint progDisplayTerrain;
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GLuint progRenderAA;
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GLint locVertex = -1;
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GLint locNormal = -1;
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GLint locTexCoord = -1;
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GLint locmatrModel = -1;
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GLint locmatrVisu = -1;
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GLint locmatrProj = -1;
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GLint locmatrNormale = -1;
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GLint loclaTexture = -1;
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// Locations for RasterizeWaveMeshPosition shader
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GLint locVertexRWMP = -1;
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GLint locTexCoordRWMP = -1;
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GLint locmatrModelRWMP = -1;
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GLint locmatrVisuRWMP = -1;
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GLint locmatrProjRWMP = -1;
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GLint locmatrNormaleRWMP = -1;
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// Locations for AddPacketDisplacement shader
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GLuint locPosAPD = -1;
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GLuint locAtt1APD = -1;
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GLuint locAtt2APD = -1;
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GLuint locmatrModelAPD = -1;
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GLuint locmatrVisuAPD = -1;
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GLuint locmatrProjAPD = -1;
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GLuint locTexAPD = -1;
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// Locations for DisplayPacketOutlined shader
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GLuint locPosDPO = -1;
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GLuint locAtt1DPO = -1;
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GLuint locAtt2DPO = -1;
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GLuint locmatrModelDPO = -1;
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GLuint locmatrVisuDPO = -1;
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GLuint locmatrProjDPO = -1;
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GLuint locTexDPO = -1;
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// Locations for DisplayMicroMesh shader
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GLuint locVertexDMM = -1;
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GLuint locTexCoordDMM = -1;
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GLuint locmatrModelDMM = -1;
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GLuint locmatrVisuDMM = -1;
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GLuint locmatrProjDMM = -1;
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GLuint locTerrainTexDMM = -1;
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GLuint locWaterPosTexDMM = -1;
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GLuint locWaterHeightTexDMM = -1;
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// Locationss for DisplayTerrain shader
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GLuint locVertexDT = -1;
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GLuint locmatrModelDT = -1;
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GLuint locmatrVisuDT = -1;
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GLuint locmatrProjDT = -1;
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GLuint locTerrainTexDT = -1;
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// Locations for RenderAA shader
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GLuint locVertexRAA = -1;
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GLuint locTexCoordRAA = -1;
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GLuint locmatrModelRAA = -1;
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GLuint locmatrVisuRAA = -1;
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GLuint locmatrProjRAA = -1;
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GLuint locTexRAA = -1;
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GLuint indLightSource;
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GLuint indFrontMaterial;
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GLuint indLightModel;
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GLuint indvarsUnif;
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GLuint progBase; // le programme de nuanceurs de base
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GLint locVertexBase = -1;
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GLint locColorBase = -1;
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GLint locmatrModelBase = -1;
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GLint locmatrVisuBase = -1;
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GLint locmatrProjBase = -1;
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GLuint vao[NB_SHADERS];
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GLuint vbo[5];
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GLuint ubo[4];
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GLuint vbosQuad[2]; /* Vertex & Tex Coord */
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GLuint vboPacket;
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GLuint vboHeightField;
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GLuint vboDMM[2]; /* Vertex & Index */
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// matrices de du pipeline graphique
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MatricePipeline matrModel;
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MatricePipeline matrVisu;
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MatricePipeline matrProj;
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MatricePipeline matrProjWide;
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// les formes
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FormeSphere *sphere = NULL, *sphereLumi = NULL;
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FormeTheiere *theiere = NULL;
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FormeTore *tore = NULL;
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FormeCylindre *cylindre = NULL;
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FormeCylindre *cone = NULL;
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// variables pour définir le point de vue
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double thetaCam = 0.0; // angle de rotation de la caméra (coord. sphériques)
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double phiCam = 0.0; // angle de rotation de la caméra (coord. sphériques)
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double distCam = 0.0; // distance (coord. sphériques)
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// variables d'état
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bool enPerspective = false; // indique si on est en mode Perspective (true) ou Ortho (false)
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bool enmouvement = false; // le modèle est en mouvement/rotation automatique ou non
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bool afficheAxes = true; // indique si on affiche les axes
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GLenum modePolygone = GL_FILL; // comment afficher les polygones
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// FBOs
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FBO *posFBO;
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FBO *heightFBO;
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FBO *aaFBO;
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// Terrain mesh size
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const int terrainW = 1024;
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const int terrainH = 1024;
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// Wave Packets
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Packets *packets;
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int packetBudget = 10000;
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/* Wave packets:
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* vec4: xy = position, zw = direction
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* vec4: x = amplitude, y = wavelength, z = phase offset, w = enveloppe size
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* vec4: for rendering x = center of wave bending circle*/
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GLfloat packetData[PACKET_GPU_BUFFER_SIZE * 3 * 4];
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int nIndexDMM = 0;
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////////////////////////////////////////
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// déclaration des variables globales //
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////////////////////////////////////////
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// partie 1: illumination
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int modele = 1; // le modèle à afficher
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// partie 3: texture
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GLuint texTerrain = 0;
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GLuint textureECHIQUIER = 0;
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// définition des lumières
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struct LightSourceParameters
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{
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glm::vec4 ambient;
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glm::vec4 diffuse;
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glm::vec4 specular;
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glm::vec4 position;
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glm::vec3 spotDirection;
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float spotExposant;
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float spotAngle; // ([0.0,90.0] ou 180.0)
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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} LightSource[1] = { { glm::vec4( 1.0, 1.0, 1.0, 1.0 ),
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glm::vec4( 1.0, 1.0, 1.0, 1.0 ),
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glm::vec4( 1.0, 1.0, 1.0, 1.0 ),
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glm::vec4( 4, 1, 15, 1.0 ),
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glm::vec3( -5.0, -2.0, -10.0 ),
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1.0, // l'exposant du cône
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15.0, // l'angle du cône du spot
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1., 0., 0. } };
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// définition du matériau
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struct MaterialParameters
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{
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glm::vec4 emission;
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glm::vec4 ambient;
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glm::vec4 diffuse;
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glm::vec4 specular;
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float shininess;
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} FrontMaterial = { glm::vec4( 0.0, 0.0, 0.0, 1.0 ),
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glm::vec4( 0.1, 0.1, 0.1, 1.0 ),
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glm::vec4( 1.0, 0.1, 1.0, 1.0 ),
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glm::vec4( 1.0, 1.0, 1.0, 1.0 ),
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100.0 };
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struct LightModelParameters
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{
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glm::vec4 ambient; // couleur ambiante
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int localViewer; // doit-on prendre en compte la position de l'observateur? (local ou à l'infini)
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int twoSide; // éclairage sur les deux côtés ou un seul?
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} LightModel = { glm::vec4(0,0,0,1), false, false };
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struct
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{
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// partie 1: illumination
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int typeIllumination; // 0:Lambert, 1:Gouraud, 2:Phong
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int utiliseBlinn; // indique si on veut utiliser modèle spéculaire de Blinn ou Phong
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int utiliseDirect; // indique si on utilise un spot style Direct3D ou OpenGL
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int afficheNormales; // indique si on utilise les normales comme couleurs (utile pour le débogage)
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// partie 3: texture
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int texnumero; // numéro de la texture appliquée
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int utiliseCouleur; // doit-on utiliser la couleur de base de l'objet en plus de celle de la texture?
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int afficheTexelNoir; // un texel noir doit-il être affiché 0:noir, 1:mi-coloré, 2:transparent?
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} varsUnif = { 2, false, false, false,
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0, true, 0 };
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// ( En glsl, les types 'bool' et 'int' sont de la même taille, ce qui n'est pas le cas en C++.
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// Ci-dessus, on triche donc un peu en déclarant les 'bool' comme des 'int', mais ça facilite la
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// copie directe vers le nuanceur où les variables seront bien de type 'bool'. )
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2017-11-27 23:10:19 +00:00
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/* Forward declarations */
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void displayPacketOutlined(int count);
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void addPacketDisplacement(int count);
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void displayTerrain();
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void displayMicroMesh();
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void verifierAngles()
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{
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if ( thetaCam > 360.0 )
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thetaCam -= 360.0;
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else if ( thetaCam < 0.0 )
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thetaCam += 360.0;
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const GLdouble MINPHI = -90.0, MAXPHI = 90.0;
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if ( phiCam > MAXPHI )
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phiCam = MAXPHI;
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else if ( phiCam < MINPHI )
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phiCam = MINPHI;
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}
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void calculerPhysique( )
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{
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if ( enmouvement )
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{
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static int sensTheta = 1;
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static int sensPhi = 1;
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thetaCam += 0.3 * sensTheta;
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phiCam += 0.5 * sensPhi;
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//if ( thetaCam <= 0. || thetaCam >= 360.0 ) sensTheta = -sensTheta;
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if ( phiCam < -90.0 || phiCam > 90.0 ) sensPhi = -sensPhi;
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static int sensAngle = 1;
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LightSource[0].spotAngle += sensAngle * 0.3;
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if ( LightSource[0].spotAngle < 5.0 ) sensAngle = -sensAngle;
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if ( LightSource[0].spotAngle > 60.0 ) sensAngle = -sensAngle;
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// De temps à autre, alterner entre le modèle d'illumination: Lambert, Gouraud, Phong
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static float type = 0;
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type += 0.005;
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varsUnif.typeIllumination = fmod(type,3);
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}
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verifierAngles();
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}
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void updatePackets()
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{
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// Compute wave packets
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packets->AdvectWavePackets(INIT_WAVE_SPEED);
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// TODO Setup wide projection for InitiateWaveField (RasterizeWaveMeshPosition)
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heightFBO->CommencerCapture();
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int displayedPackets = 0;
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int packetChunk =0;
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/* Standard wave packets */
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for (int i = 0; i < packets->m_usedPackets; ++i) {
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int pk = packets->m_usedPacket[i];
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/* Test for 3rd vertex (sliding point) */
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if (!packets->m_packet[pk].use3rd) {
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/* Position */
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packetData[packetChunk++] = packets->m_packet[pk].midPos.x();
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packetData[packetChunk++] = packets->m_packet[pk].midPos.y();
|
|
|
|
|
/* Direction */
|
|
|
|
|
packetData[packetChunk++] = packets->m_packet[pk].travelDir.x();
|
|
|
|
|
packetData[packetChunk++] = packets->m_packet[pk].travelDir.y();
|
|
|
|
|
/* Att1 */
|
|
|
|
|
packetData[packetChunk++] = packets->m_packet[pk].ampOld;
|
|
|
|
|
packetData[packetChunk++] = 2.0f * M_PI / packets->m_packet[pk].k;
|
|
|
|
|
packetData[packetChunk++] = packets->m_packet[pk].phase;
|
|
|
|
|
packetData[packetChunk++] = packets->m_packet[pk].envelope;
|
|
|
|
|
/* Att2 */
|
|
|
|
|
packetData[packetChunk++] = packets->m_packet[pk].bending;
|
2017-11-28 17:35:49 +00:00
|
|
|
|
packetData[packetChunk++] = 0.0;
|
|
|
|
|
packetData[packetChunk++] = 0.0;
|
|
|
|
|
packetData[packetChunk++] = 0.0;
|
2017-11-27 05:11:42 +00:00
|
|
|
|
displayedPackets++;
|
|
|
|
|
if (packetChunk >= PACKET_GPU_BUFFER_SIZE * 3 * 4) {
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
|
|
|
|
|
/* TODO Use Buffer mapping for better performance */
|
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(packetData), packetData);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
//displayPacketOutlined(packetChunk / 12);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
/* TODO EvaluatePackets(packetChunk) */
|
2017-11-27 23:10:19 +00:00
|
|
|
|
addPacketDisplacement(packetChunk / 12);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
packetChunk = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2017-11-27 23:10:19 +00:00
|
|
|
|
// printf("PacketData[0] = %f , %f\n", packetData[0], packetData[1]);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
/* Ghost packets */
|
|
|
|
|
for (int i = 0; i < packets->m_usedGhosts; ++i) {
|
|
|
|
|
int pk = packets->m_usedGhost[i];
|
|
|
|
|
/* Position */
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].pos.x();
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].pos.y();
|
|
|
|
|
/* Direction */
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].dir.x();
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].dir.y();
|
|
|
|
|
/* Att1 */
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].ampOld;
|
|
|
|
|
packetData[packetChunk++] = 2.0f * M_PI / packets->m_ghostPacket[pk].k;
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].phase;
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].envelope;
|
|
|
|
|
/* Att2 */
|
|
|
|
|
packetData[packetChunk++] = packets->m_ghostPacket[pk].bending;
|
2017-11-28 17:35:49 +00:00
|
|
|
|
packetData[packetChunk++] = 0.0;
|
|
|
|
|
packetData[packetChunk++] = 0.0;
|
|
|
|
|
packetData[packetChunk++] = 0.0;
|
2017-11-27 05:11:42 +00:00
|
|
|
|
displayedPackets++;
|
|
|
|
|
if (packetChunk >= PACKET_GPU_BUFFER_SIZE * 3 * 4) {
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
|
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(packetData), packetData);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
//displayPacketOutlined();
|
2017-11-27 05:11:42 +00:00
|
|
|
|
/* TODO EvaluatePackets(packetChunk) */
|
2017-11-27 23:10:19 +00:00
|
|
|
|
addPacketDisplacement(packetChunk / 12);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
packetChunk = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
|
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(packetData), packetData);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
//displayPacketOutlined(packetChunk / 12);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
/* TODO EvaluatePackets(packetChunk) */
|
2017-11-27 23:10:19 +00:00
|
|
|
|
addPacketDisplacement(packetChunk / 12);
|
2017-11-28 17:35:49 +00:00
|
|
|
|
heightFBO->TerminerCapture();
|
2017-11-27 05:11:42 +00:00
|
|
|
|
/* TODO DisplayScene */
|
|
|
|
|
/* TODO Get camera center */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2017-11-25 21:18:26 +00:00
|
|
|
|
void chargerTextures()
|
|
|
|
|
{
|
|
|
|
|
unsigned char *pixels;
|
|
|
|
|
GLsizei largeur, hauteur;
|
2017-11-27 05:11:42 +00:00
|
|
|
|
if ( ( pixels = ChargerImage( WATER_TERRAIN_FILE, largeur, hauteur ) ) != NULL )
|
2017-11-25 21:18:26 +00:00
|
|
|
|
{
|
2017-11-27 05:11:42 +00:00
|
|
|
|
glGenTextures( 1, &texTerrain );
|
|
|
|
|
glBindTexture( GL_TEXTURE_2D, texTerrain );
|
2017-11-25 21:18:26 +00:00
|
|
|
|
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, largeur, hauteur, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels );
|
|
|
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
|
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
|
|
|
delete[] pixels;
|
|
|
|
|
}
|
|
|
|
|
|
2017-11-27 05:11:42 +00:00
|
|
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
|
|
|
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* Create program and link it
|
|
|
|
|
* Input : filenames for vertex, geometry and fragment shader, or NULL*/
|
|
|
|
|
GLuint createShader(const GLchar *shaders[3])
|
|
|
|
|
{
|
|
|
|
|
GLuint prog;
|
|
|
|
|
GLenum shaderType[3] = {
|
|
|
|
|
GL_VERTEX_SHADER,
|
|
|
|
|
GL_GEOMETRY_SHADER,
|
|
|
|
|
GL_FRAGMENT_SHADER
|
|
|
|
|
};
|
|
|
|
|
prog = glCreateProgram();
|
|
|
|
|
for (int i = 0; i < 3; ++i) {
|
|
|
|
|
if (shaders[i] != NULL) {
|
|
|
|
|
printf("Compiling %s ...\n", shaders[i]);
|
|
|
|
|
const GLchar *shaderStr = ProgNuanceur::lireNuanceur(shaders[i]);
|
|
|
|
|
if (shaderStr == NULL)
|
|
|
|
|
break;
|
|
|
|
|
GLuint s = glCreateShader(shaderType[i]);
|
|
|
|
|
glShaderSource( s, 1, &shaderStr, NULL );
|
|
|
|
|
glCompileShader( s );
|
|
|
|
|
glAttachShader( prog, s );
|
|
|
|
|
ProgNuanceur::afficherLogCompile( s );
|
|
|
|
|
delete [] shaderStr;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
glLinkProgram(prog);
|
|
|
|
|
ProgNuanceur::afficherLogLink(prog);
|
|
|
|
|
return prog;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
GLuint
|
|
|
|
|
getloc(GLuint prog, const GLchar *name, const int type)
|
|
|
|
|
{
|
|
|
|
|
GLuint loc;
|
|
|
|
|
switch (type) {
|
|
|
|
|
case LocAttrib:
|
|
|
|
|
loc = glGetAttribLocation(prog, name);
|
|
|
|
|
break;
|
|
|
|
|
case LocUniform:
|
|
|
|
|
loc = glGetUniformLocation(prog, name);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (loc == -1)
|
|
|
|
|
fprintf(stderr, "Cannot find location for %s\n", name);
|
|
|
|
|
return loc;
|
2017-11-25 21:18:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
2017-11-27 05:11:42 +00:00
|
|
|
|
|
2017-11-25 21:18:26 +00:00
|
|
|
|
void chargerNuanceurs()
|
|
|
|
|
{
|
|
|
|
|
// charger le nuanceur de base
|
|
|
|
|
{
|
|
|
|
|
// créer le programme
|
|
|
|
|
progBase = glCreateProgram();
|
|
|
|
|
|
|
|
|
|
// attacher le nuanceur de sommets
|
|
|
|
|
{
|
|
|
|
|
GLuint nuanceurObj = glCreateShader( GL_VERTEX_SHADER );
|
|
|
|
|
glShaderSource( nuanceurObj, 1, &ProgNuanceur::chainesSommetsMinimal, NULL );
|
|
|
|
|
glCompileShader( nuanceurObj );
|
|
|
|
|
glAttachShader( progBase, nuanceurObj );
|
|
|
|
|
ProgNuanceur::afficherLogCompile( nuanceurObj );
|
|
|
|
|
}
|
|
|
|
|
// attacher le nuanceur de fragments
|
|
|
|
|
{
|
|
|
|
|
GLuint nuanceurObj = glCreateShader( GL_FRAGMENT_SHADER );
|
|
|
|
|
glShaderSource( nuanceurObj, 1, &ProgNuanceur::chainesFragmentsMinimal, NULL );
|
|
|
|
|
glCompileShader( nuanceurObj );
|
|
|
|
|
glAttachShader( progBase, nuanceurObj );
|
|
|
|
|
ProgNuanceur::afficherLogCompile( nuanceurObj );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// faire l'édition des liens du programme
|
|
|
|
|
glLinkProgram( progBase );
|
|
|
|
|
|
|
|
|
|
ProgNuanceur::afficherLogLink( progBase );
|
|
|
|
|
// demander la "Location" des variables
|
2017-11-27 05:11:42 +00:00
|
|
|
|
locVertexBase = getloc( progBase, "Vertex", LocAttrib );
|
|
|
|
|
locColorBase = getloc( progBase, "Color", LocAttrib );
|
|
|
|
|
locmatrModelBase = getloc( progBase, "matrModel", LocUniform );
|
|
|
|
|
locmatrVisuBase = getloc( progBase, "matrVisu", LocUniform );
|
|
|
|
|
locmatrProjBase = getloc( progBase, "matrProj", LocUniform );
|
2017-11-25 21:18:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
2017-11-27 05:11:42 +00:00
|
|
|
|
// Load RasterizeWaveMeshPosition shader
|
|
|
|
|
{
|
|
|
|
|
// créer le programme
|
|
|
|
|
const GLchar *shaders[3] = {"rasterizeWaveMeshPosition.vert", NULL, "rasterizeWaveMeshPosition.frag"};
|
|
|
|
|
progRasterizeWaveMeshPosition = createShader(shaders);
|
|
|
|
|
// demander la "Location" des variables
|
|
|
|
|
locVertexRWMP = getloc( progRasterizeWaveMeshPosition, "Vertex" , LocAttrib);
|
|
|
|
|
locTexCoordRWMP = getloc( progRasterizeWaveMeshPosition, "TexCoord" , LocAttrib);
|
|
|
|
|
locmatrModelRWMP = getloc( progRasterizeWaveMeshPosition, "matrModel" , LocUniform);
|
|
|
|
|
locmatrVisuRWMP = getloc( progRasterizeWaveMeshPosition, "matrVisu" , LocUniform);
|
|
|
|
|
locmatrProjRWMP = getloc( progRasterizeWaveMeshPosition, "matrProj" , LocUniform);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load AddPacketDisplacement shader
|
|
|
|
|
{
|
|
|
|
|
// créer le programme
|
|
|
|
|
const GLchar *shaders[3] = {"addPacketDisplacement.vert", "addPacketDisplacement.geom", "addPacketDisplacement.frag"};
|
|
|
|
|
progAddPacketDisplacement = createShader(shaders);
|
|
|
|
|
// demander la "Location" des variables
|
2017-11-27 23:10:19 +00:00
|
|
|
|
locPosAPD = getloc( progAddPacketDisplacement, "Pos" , LocAttrib);
|
|
|
|
|
locAtt1APD = getloc( progAddPacketDisplacement, "Att1" , LocAttrib);
|
|
|
|
|
locAtt2APD = getloc( progAddPacketDisplacement, "Att2" , LocAttrib);
|
|
|
|
|
locmatrModelAPD = getloc( progAddPacketDisplacement, "matrModel" , LocUniform);
|
|
|
|
|
locmatrVisuAPD = getloc( progAddPacketDisplacement, "matrVisu" , LocUniform);
|
|
|
|
|
locmatrProjAPD = getloc( progAddPacketDisplacement, "matrProj" , LocUniform);
|
|
|
|
|
locTexAPD = getloc( progAddPacketDisplacement, "tex" , LocUniform);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load DisplayPacketOutlined shader
|
|
|
|
|
{
|
|
|
|
|
const GLchar *shaders[3] = {"displayPacketOutlined.vert", "displayPacketOutlined.geom", "displayPacketOutlined.frag"};
|
|
|
|
|
progDisplayPacketOutlined = createShader(shaders);
|
2017-11-27 23:10:19 +00:00
|
|
|
|
locPosDPO = getloc( progDisplayPacketOutlined, "Pos" , LocAttrib);
|
|
|
|
|
locAtt1DPO = getloc( progDisplayPacketOutlined, "Att1" , LocAttrib);
|
|
|
|
|
locAtt2DPO = getloc( progDisplayPacketOutlined, "Att2" , LocAttrib);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
locmatrModelDPO = getloc( progDisplayPacketOutlined, "matrModel" , LocUniform);
|
|
|
|
|
locmatrVisuDPO = getloc( progDisplayPacketOutlined, "matrVisu" , LocUniform);
|
|
|
|
|
locmatrProjDPO = getloc( progDisplayPacketOutlined, "matrProj" , LocUniform);
|
|
|
|
|
locTexDPO = getloc( progDisplayPacketOutlined, "tex" , LocUniform);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load DisplayMicroMesh shader
|
|
|
|
|
{
|
|
|
|
|
const GLchar *shaders[3] = {"displayMicroMesh.vert", "displayMicroMesh.geom", "displayMicroMesh.frag"};
|
|
|
|
|
progDisplayMicroMesh = createShader(shaders);
|
|
|
|
|
locVertexDMM = getloc( progDisplayMicroMesh, "Vertex" , LocAttrib);
|
|
|
|
|
locTexCoordDMM = getloc( progDisplayMicroMesh, "TexCoord" , LocAttrib);
|
|
|
|
|
locmatrModelDMM = getloc( progDisplayMicroMesh, "matrModel" , LocUniform);
|
|
|
|
|
locmatrVisuDMM = getloc( progDisplayMicroMesh, "matrVisu" , LocUniform);
|
|
|
|
|
locmatrProjDMM = getloc( progDisplayMicroMesh, "matrProj" , LocUniform);
|
2017-11-28 17:35:49 +00:00
|
|
|
|
locTerrainTexDMM = getloc( progDisplayMicroMesh, "terrain" , LocUniform);
|
|
|
|
|
locWaterPosTexDMM = getloc( progDisplayMicroMesh, "waterPos" , LocUniform);
|
|
|
|
|
locWaterHeightTexDMM = getloc( progDisplayMicroMesh, "waterHeight" , LocUniform);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load DisplayTerrain shader
|
|
|
|
|
{
|
|
|
|
|
const GLchar *shaders[3] = {"displayTerrain.vert", NULL, "displayTerrain.frag"};
|
|
|
|
|
progDisplayTerrain = createShader(shaders);
|
|
|
|
|
locVertexDT = getloc( progDisplayTerrain, "Vertex" , LocAttrib);
|
|
|
|
|
locmatrModelDT = getloc( progDisplayTerrain, "matrModel" , LocUniform);
|
|
|
|
|
locmatrVisuDT = getloc( progDisplayTerrain, "matrVisu" , LocUniform);
|
|
|
|
|
locmatrProjDT = getloc( progDisplayTerrain, "matrProj" , LocUniform);
|
2017-11-28 17:35:49 +00:00
|
|
|
|
locTerrainTexDT = getloc( progDisplayTerrain, "terrain" , LocUniform);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Load RenderAA shader
|
|
|
|
|
{
|
2017-11-27 23:10:19 +00:00
|
|
|
|
const GLchar *shaders[3] = {"renderAA.vert", NULL, "RenderAA.frag"};
|
2017-11-27 05:11:42 +00:00
|
|
|
|
progRenderAA = createShader(shaders);
|
|
|
|
|
locVertexRAA = getloc( progRenderAA, "Vertex" , LocAttrib);
|
|
|
|
|
locTexCoordRAA = getloc( progRenderAA, "TexCoord" , LocAttrib);
|
|
|
|
|
locmatrModelRAA = getloc( progRenderAA, "matrModel" , LocUniform);
|
|
|
|
|
locmatrVisuRAA = getloc( progRenderAA, "matrVisu" , LocUniform);
|
|
|
|
|
locmatrProjRAA = getloc( progRenderAA, "matrProj" , LocUniform);
|
|
|
|
|
locTexRAA = getloc( progRenderAA, "tex" , LocUniform);
|
|
|
|
|
}
|
2017-11-25 21:18:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
2017-11-27 05:11:42 +00:00
|
|
|
|
|
|
|
|
|
// Create a screen space quad
|
|
|
|
|
void initQuad()
|
|
|
|
|
{
|
|
|
|
|
GLfloat vertices[3*2*2] = {
|
|
|
|
|
-1.0, -1.0, 1.0, -1.0, -1.0, 1.0,
|
|
|
|
|
1.0, -1.0, 1.0, 1.0, -1.0, 1.0
|
|
|
|
|
};
|
|
|
|
|
GLfloat texcoords[3*2*2] = {
|
|
|
|
|
0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
|
|
|
|
|
1.0, 1.0, 1.0, 0.0, 0.0, 0.0
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// allouer les objets OpenGL
|
2017-11-27 23:10:19 +00:00
|
|
|
|
/* TODO Add support for RenderAA shader */
|
2017-11-27 05:11:42 +00:00
|
|
|
|
glGenBuffers( 2, vbosQuad );
|
|
|
|
|
|
2017-11-27 23:10:19 +00:00
|
|
|
|
/* Prepare VAO for RasterizeWaveMeshPosition shader */
|
|
|
|
|
glBindVertexArray(vao[RWMP_SHADER]);
|
|
|
|
|
// Bind vertices VBO
|
2017-11-27 05:11:42 +00:00
|
|
|
|
glBindBuffer( GL_ARRAY_BUFFER, vbosQuad[0] );
|
|
|
|
|
glBufferData( GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW );
|
|
|
|
|
glVertexAttribPointer( locVertexRWMP, 2, GL_FLOAT, GL_FALSE, 0, 0 );
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glEnableVertexAttribArray(locVertexRWMP);
|
|
|
|
|
// Bind texture coord VBO
|
2017-11-27 05:11:42 +00:00
|
|
|
|
glBindBuffer( GL_ARRAY_BUFFER, vbosQuad[1] );
|
|
|
|
|
glBufferData( GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW );
|
|
|
|
|
glVertexAttribPointer( locTexCoordRWMP, 2, GL_FLOAT, GL_FALSE, 0, 0 );
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glEnableVertexAttribArray(locTexCoordRWMP);
|
|
|
|
|
|
|
|
|
|
/* Prepare VAO for RenderAA shader */
|
|
|
|
|
glBindVertexArray(vao[RAA_SHADER]);
|
|
|
|
|
// Bind vertices VBO
|
|
|
|
|
glBindBuffer( GL_ARRAY_BUFFER, vbosQuad[0] );
|
|
|
|
|
glVertexAttribPointer( locVertexRAA, 2, GL_FLOAT, GL_FALSE, 0, 0 );
|
|
|
|
|
glEnableVertexAttribArray(locVertexRAA);
|
|
|
|
|
// Bind texture coord VBO
|
|
|
|
|
glBindBuffer( GL_ARRAY_BUFFER, vbosQuad[1] );
|
|
|
|
|
glVertexAttribPointer( locTexCoordRAA, 2, GL_FLOAT, GL_FALSE, 0, 0 );
|
|
|
|
|
glEnableVertexAttribArray(locTexCoordRAA);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create the buffer to store wave packets
|
|
|
|
|
void initPacketMesh()
|
|
|
|
|
{
|
|
|
|
|
glGenBuffers(1, &vboPacket);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(vao[APD_SHADER]);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(packetData), NULL, GL_DYNAMIC_DRAW);
|
|
|
|
|
glVertexAttribPointer(locPosAPD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)0);
|
|
|
|
|
glVertexAttribPointer(locAtt1APD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)4);
|
|
|
|
|
glVertexAttribPointer(locAtt2APD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)8);
|
|
|
|
|
glEnableVertexAttribArray(locPosAPD);
|
|
|
|
|
glEnableVertexAttribArray(locAtt1APD);
|
|
|
|
|
glEnableVertexAttribArray(locAtt2APD);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(vao[DPO_SHADER]);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
|
|
|
|
|
/* No need to initialize the buffer a second time */
|
|
|
|
|
glVertexAttribPointer(locPosDPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)0);
|
|
|
|
|
glVertexAttribPointer(locAtt1DPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)4);
|
|
|
|
|
glVertexAttribPointer(locAtt2DPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)8);
|
|
|
|
|
glEnableVertexAttribArray(locPosDPO);
|
|
|
|
|
glEnableVertexAttribArray(locAtt1DPO);
|
|
|
|
|
glEnableVertexAttribArray(locAtt2DPO);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(0);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2017-11-28 17:35:49 +00:00
|
|
|
|
void initHeightFieldMesh()
|
|
|
|
|
{
|
|
|
|
|
GLfloat *data = new GLfloat[terrainW * terrainH * 6 * 2];
|
|
|
|
|
/* TODO Benchmark usefullness of parallel for */
|
|
|
|
|
#pragma omp parallel for
|
|
|
|
|
for (int y=0; y<terrainH; ++y) {
|
|
|
|
|
for (int x=0; x<terrainW; ++x) {
|
|
|
|
|
data[(y*terrainW + x) * 12 + 0] = 2.0 * (float)(x) / terrainW - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 1] = 2.0 * (float)(y) / terrainH - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 2] = 2.0 * (float)(x) / terrainW - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 3] = 2.0 * (float)(y+1) / terrainH - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 4] = 2.0 * (float)(x+1) / terrainW - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 5] = 2.0 * (float)(y) / terrainH - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 6] = 2.0 * (float)(x) / terrainW - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 7] = 2.0 * (float)(y+1) / terrainH - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 8] = 2.0 * (float)(x+1) / terrainW - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 9] = 2.0 * (float)(y+1) / terrainH - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 10] = 2.0 * (float)(x+1) / terrainW - 1.0;
|
|
|
|
|
data[(y*terrainW + x) * 12 + 11] = 2.0 * (float)(y) / terrainH - 1.0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glGenBuffers(1, &vboHeightField);
|
|
|
|
|
glBindVertexArray(vao[DT_SHADER]);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboHeightField);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * terrainW * terrainH * 12, data, GL_STATIC_DRAW);
|
|
|
|
|
glVertexAttribPointer(locVertexDT, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
|
glEnableVertexAttribArray(locVertexDT);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
delete [] data;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2017-11-25 21:18:26 +00:00
|
|
|
|
// initialisation d'openGL
|
|
|
|
|
void initialiser()
|
|
|
|
|
{
|
|
|
|
|
// donner l'orientation du modèle
|
|
|
|
|
thetaCam = 0.0;
|
|
|
|
|
phiCam = 0.0;
|
2017-11-27 23:10:19 +00:00
|
|
|
|
distCam = 90.0;
|
2017-11-25 21:18:26 +00:00
|
|
|
|
|
2017-11-26 05:46:30 +00:00
|
|
|
|
// Create FBOs
|
|
|
|
|
posFBO = new FBO();
|
|
|
|
|
heightFBO = new FBO();
|
|
|
|
|
aaFBO = new FBO();
|
|
|
|
|
|
2017-11-27 05:11:42 +00:00
|
|
|
|
// Create Packets
|
|
|
|
|
packets = new Packets(packetBudget);
|
|
|
|
|
|
2017-11-25 21:18:26 +00:00
|
|
|
|
// couleur de l'arrière-plan
|
2017-11-28 17:35:49 +00:00
|
|
|
|
glClearColor( 0.5, 0.6, 0.8, 0.0 );
|
2017-11-25 21:18:26 +00:00
|
|
|
|
|
|
|
|
|
// activer les etats openGL
|
|
|
|
|
glEnable( GL_DEPTH_TEST );
|
|
|
|
|
|
|
|
|
|
// charger les textures
|
|
|
|
|
chargerTextures();
|
|
|
|
|
|
|
|
|
|
// allouer les UBO pour les variables uniformes
|
|
|
|
|
glGenBuffers( 4, ubo );
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glGenVertexArrays(NB_SHADERS, vao);
|
2017-11-25 21:18:26 +00:00
|
|
|
|
|
|
|
|
|
// charger les nuanceurs
|
|
|
|
|
chargerNuanceurs();
|
|
|
|
|
|
2017-11-27 23:10:19 +00:00
|
|
|
|
// Initialize VBOs
|
|
|
|
|
initQuad();
|
|
|
|
|
initPacketMesh();
|
2017-11-28 17:35:49 +00:00
|
|
|
|
initHeightFieldMesh();
|
2017-11-25 21:18:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void conclure()
|
|
|
|
|
{
|
|
|
|
|
glUseProgram( 0 );
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glDeleteVertexArrays( NB_SHADERS, vao );
|
2017-11-25 21:18:26 +00:00
|
|
|
|
glDeleteBuffers( 4, vbo );
|
|
|
|
|
glDeleteBuffers( 4, ubo );
|
|
|
|
|
delete sphere;
|
|
|
|
|
delete sphereLumi;
|
|
|
|
|
delete theiere;
|
|
|
|
|
delete tore;
|
|
|
|
|
delete cylindre;
|
|
|
|
|
delete cone;
|
2017-11-26 05:46:30 +00:00
|
|
|
|
delete posFBO;
|
|
|
|
|
delete heightFBO;
|
|
|
|
|
delete aaFBO;
|
2017-11-27 23:10:19 +00:00
|
|
|
|
delete packets;
|
2017-11-25 21:18:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
2017-11-28 17:35:49 +00:00
|
|
|
|
/* TODO rename according to convention */
|
|
|
|
|
void rasterizeWaveMeshPosition()
|
2017-11-27 05:11:42 +00:00
|
|
|
|
{
|
|
|
|
|
glUseProgram(progRasterizeWaveMeshPosition);
|
2017-11-28 17:35:49 +00:00
|
|
|
|
glUniformMatrix4fv( locmatrProjRWMP, 1, GL_FALSE, matrProjWide );
|
2017-11-27 05:11:42 +00:00
|
|
|
|
glUniformMatrix4fv( locmatrVisuRWMP, 1, GL_FALSE, matrVisu );
|
|
|
|
|
glUniformMatrix4fv( locmatrModelRWMP, 1, GL_FALSE, matrModel );
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glBindVertexArray(vao[RWMP_SHADER]);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
2017-11-28 17:35:49 +00:00
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glUseProgram(0);
|
2017-11-27 05:11:42 +00:00
|
|
|
|
}
|
|
|
|
|
|
2017-11-27 23:10:19 +00:00
|
|
|
|
void displayPacketOutlined(int count)
|
2017-11-25 21:18:26 +00:00
|
|
|
|
{
|
2017-11-27 23:10:19 +00:00
|
|
|
|
glUseProgram(progDisplayPacketOutlined);
|
|
|
|
|
glBindVertexArray(vao[DPO_SHADER]);
|
|
|
|
|
glUniformMatrix4fv(locmatrModelDPO, 1, GL_FALSE, matrModel);
|
|
|
|
|
glUniformMatrix4fv(locmatrVisuDPO, 1, GL_FALSE, matrVisu);
|
|
|
|
|
glUniformMatrix4fv(locmatrProjDPO, 1, GL_FALSE, matrProj);
|
|
|
|
|
glDrawArrays(GL_POINTS, 0, count);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glUseProgram(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void addPacketDisplacement(int count)
|
|
|
|
|
{
|
|
|
|
|
glUseProgram(progAddPacketDisplacement);
|
|
|
|
|
glBindVertexArray(vao[APD_SHADER]);
|
|
|
|
|
glUniformMatrix4fv(locmatrModelAPD, 1, GL_FALSE, matrModel);
|
|
|
|
|
glUniformMatrix4fv(locmatrVisuAPD, 1, GL_FALSE, matrVisu);
|
|
|
|
|
glUniformMatrix4fv(locmatrProjAPD, 1, GL_FALSE, matrProj);
|
|
|
|
|
glDrawArrays(GL_POINTS, 0, count);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glUseProgram(0);
|
|
|
|
|
}
|
2017-11-25 21:18:26 +00:00
|
|
|
|
|
2017-11-27 23:10:19 +00:00
|
|
|
|
|
2017-11-28 17:35:49 +00:00
|
|
|
|
void displayTerrain()
|
|
|
|
|
{
|
|
|
|
|
glUseProgram(progDisplayTerrain);
|
|
|
|
|
glBindVertexArray(vao[DT_SHADER]);
|
|
|
|
|
glUniformMatrix4fv(locmatrModelDT, 1, GL_FALSE, matrModel);
|
|
|
|
|
glUniformMatrix4fv(locmatrVisuDT, 1, GL_FALSE, matrVisu);
|
|
|
|
|
glUniformMatrix4fv(locmatrProjDT, 1, GL_FALSE, matrProj);
|
|
|
|
|
glActiveTexture(GL_TEXTURE0); /* Default value, can be omitted */
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texTerrain);
|
|
|
|
|
glUniform1i(locTerrainTexDT, 0);
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, terrainW * terrainH * 12);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glUseProgram(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void displayMicroMesh()
|
|
|
|
|
{
|
|
|
|
|
glUseProgram(progDisplayMicroMesh);
|
|
|
|
|
glBindVertexArray(vao[DMM_SHADER]);
|
|
|
|
|
glUniformMatrix4fv(locmatrModelDMM, 1, GL_FALSE, matrModel);
|
|
|
|
|
glUniformMatrix4fv(locmatrVisuDMM, 1, GL_FALSE, matrVisu);
|
|
|
|
|
glUniformMatrix4fv(locmatrProjDMM, 1, GL_FALSE, matrProj);
|
|
|
|
|
/* Setup textures */
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texTerrain);
|
|
|
|
|
glUniform1i(locTerrainTexDMM, 0);
|
|
|
|
|
glActiveTexture(GL_TEXTURE0 + 1);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, posFBO->GetRGBTex());
|
|
|
|
|
glUniform1i(locWaterPosTexDMM, 1);
|
|
|
|
|
glActiveTexture(GL_TEXTURE0 + 2);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, heightFBO->GetRGBTex());
|
|
|
|
|
glUniform1i(locWaterHeightTexDMM, 2);
|
|
|
|
|
|
|
|
|
|
glDrawElements(GL_TRIANGLES, nIndexDMM, GL_UNSIGNED_INT, 0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glUseProgram(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2017-11-27 23:10:19 +00:00
|
|
|
|
void afficherModele()
|
|
|
|
|
{
|
2017-11-25 21:18:26 +00:00
|
|
|
|
// Dessiner le modèle
|
|
|
|
|
matrModel.PushMatrix(); {
|
|
|
|
|
|
|
|
|
|
// appliquer les rotations
|
|
|
|
|
matrModel.Rotate( phiCam, -1.0, 0.0, 0.0 );
|
|
|
|
|
matrModel.Rotate( thetaCam, 0.0, -1.0, 0.0 );
|
|
|
|
|
|
|
|
|
|
// mise à l'échelle
|
|
|
|
|
matrModel.Scale( 5.0, 5.0, 5.0 );
|
|
|
|
|
|
2017-11-28 17:35:49 +00:00
|
|
|
|
posFBO->CommencerCapture();
|
|
|
|
|
rasterizeWaveMeshPosition();
|
|
|
|
|
posFBO->TerminerCapture();
|
|
|
|
|
|
2017-11-27 23:10:19 +00:00
|
|
|
|
updatePackets();
|
2017-11-28 17:35:49 +00:00
|
|
|
|
displayTerrain();
|
|
|
|
|
displayMicroMesh();
|
|
|
|
|
// displayTerrain();
|
2017-11-27 23:10:19 +00:00
|
|
|
|
} matrModel.PopMatrix();
|
2017-11-25 21:18:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// fonction d'affichage
|
|
|
|
|
void FenetreTP::afficherScene()
|
|
|
|
|
{
|
|
|
|
|
// effacer l'ecran et le tampon de profondeur
|
|
|
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
|
|
|
|
|
|
|
|
glUseProgram( progBase );
|
|
|
|
|
|
|
|
|
|
// définir le pipeline graphique
|
2017-11-28 17:35:49 +00:00
|
|
|
|
matrProj.Perspective( 45.0, (GLdouble)largeur_ / (GLdouble)hauteur_, 0.5, 4000.0 );
|
|
|
|
|
matrProjWide.Perspective( 60.0, (GLdouble)largeur_ / (GLdouble)hauteur_, 0.1, 15000.0 );
|
2017-11-25 21:18:26 +00:00
|
|
|
|
glUniformMatrix4fv( locmatrProjBase, 1, GL_FALSE, matrProj );
|
|
|
|
|
|
2017-11-28 17:35:49 +00:00
|
|
|
|
//matrVisu.LookAt( 0.0, 3.0, distCam, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
|
|
|
|
|
matrVisu.LookAt( 10.17, 22.13, 59.49, 10.17, 21.66, 58.61, 0.0, 1.0, 0.0 );
|
|
|
|
|
|
2017-11-25 21:18:26 +00:00
|
|
|
|
glUniformMatrix4fv( locmatrVisuBase, 1, GL_FALSE, matrVisu );
|
|
|
|
|
|
|
|
|
|
matrModel.LoadIdentity();
|
|
|
|
|
glUniformMatrix4fv( locmatrModelBase, 1, GL_FALSE, matrModel );
|
|
|
|
|
|
|
|
|
|
// afficher les axes
|
2017-11-28 17:35:49 +00:00
|
|
|
|
if ( afficheAxes ) FenetreTP::afficherAxes( 1.0 );
|
2017-11-25 21:18:26 +00:00
|
|
|
|
|
|
|
|
|
afficherModele();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// fonction de redimensionnement de la fenêtre graphique
|
|
|
|
|
void FenetreTP::redimensionner( GLsizei w, GLsizei h )
|
|
|
|
|
{
|
2017-11-26 05:46:30 +00:00
|
|
|
|
std::cout << "Resizing to " << w << "×" << h << std::endl;
|
|
|
|
|
/* FIXME Is this function called on program start ? */
|
2017-11-25 21:18:26 +00:00
|
|
|
|
glViewport( 0, 0, w, h );
|
2017-11-26 05:46:30 +00:00
|
|
|
|
posFBO->Liberer();
|
|
|
|
|
posFBO->Init(WAVETEX_WIDTH_FACTOR * w, WAVETEX_HEIGHT_FACTOR * h);
|
|
|
|
|
heightFBO->Liberer();
|
|
|
|
|
heightFBO->Init(WAVETEX_WIDTH_FACTOR * w, WAVETEX_HEIGHT_FACTOR * h);
|
|
|
|
|
aaFBO->Liberer();
|
|
|
|
|
aaFBO->Init(AA_OVERSAMPLE_FACTOR * w, AA_OVERSAMPLE_FACTOR * h);
|
2017-11-28 17:35:49 +00:00
|
|
|
|
|
|
|
|
|
/* Create/resize display mesh */
|
|
|
|
|
int meshW = WAVEMESH_WIDTH_FACTOR * w; /*Ça fait un gros mouton */
|
|
|
|
|
int meshH = WAVEMESH_HEIGHT_FACTOR * h;
|
|
|
|
|
GLfloat *mesh = new GLfloat[meshW * meshH * 2];
|
|
|
|
|
nIndexDMM = 3 * 2 * (meshW - 1) * (meshH -1);
|
|
|
|
|
GLuint *index = new GLuint[nIndexDMM];
|
|
|
|
|
#pragma omp parallel for
|
|
|
|
|
for (int y = 0; y < meshH; ++y) {
|
|
|
|
|
for (int x = 0; x < meshW; ++x) {
|
|
|
|
|
mesh[(y * meshW + x) * 2 + 0] = (x + 0.5) / meshW;
|
|
|
|
|
mesh[(y * meshW + x) * 2 + 1] = (y + 0.5) / meshH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#pragma omp parallel for
|
|
|
|
|
for (int y = 0; y < meshH - 1; ++y) {
|
|
|
|
|
for (int x = 0; x < meshW - 1; ++x) {
|
|
|
|
|
index[(y * (meshW - 1) + x) * 6 + 0] = y * meshW + x;
|
|
|
|
|
index[(y * (meshW - 1) + x) * 6 + 1] = y * meshW + x + 1;
|
|
|
|
|
index[(y * (meshW - 1) + x) * 6 + 2] = (y + 1) * meshW + x;
|
|
|
|
|
index[(y * (meshW - 1) + x) * 6 + 3] = y * meshW + x + 1;
|
|
|
|
|
index[(y * (meshW - 1) + x) * 6 + 4] = (y + 1) * meshW + x + 1;
|
|
|
|
|
index[(y * (meshW - 1) + x) * 6 + 5] = (y + 1) * meshW + x;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
glGenBuffers(2, vboDMM);
|
|
|
|
|
glBindVertexArray(vao[DMM_SHADER]);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vboDMM[0]);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * meshW * meshH * 2, mesh, GL_STATIC_DRAW);
|
|
|
|
|
glVertexAttribPointer(locVertexDMM, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
|
glEnableVertexAttribArray(locVertexDMM);
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboDMM[1]);
|
|
|
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * nIndexDMM, index, GL_STATIC_DRAW);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
|
|
delete [] mesh;
|
|
|
|
|
delete [] index;
|
2017-11-25 21:18:26 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void echoEtats( )
|
|
|
|
|
{
|
|
|
|
|
static std::string illuminationStr[] = { "0:Lambert", "1:Gouraud", "2:Phong" };
|
|
|
|
|
static std::string reflexionStr[] = { "0:Phong", "1:Blinn" };
|
|
|
|
|
static std::string spotStr[] = { "0:OpenGL", "1:Direct3D" };
|
|
|
|
|
std::cout << " modèle d'illumination= " << illuminationStr[varsUnif.typeIllumination]
|
|
|
|
|
<< ", refléxion spéculaire= " << reflexionStr[varsUnif.utiliseBlinn]
|
|
|
|
|
<< ", spot= " << spotStr[varsUnif.utiliseDirect]
|
|
|
|
|
<< std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// fonction de gestion du clavier
|
|
|
|
|
void FenetreTP::clavier( TP_touche touche )
|
|
|
|
|
{
|
|
|
|
|
// traitement des touches q et echap
|
|
|
|
|
switch ( touche )
|
|
|
|
|
{
|
|
|
|
|
case TP_ECHAP:
|
|
|
|
|
case TP_q: // Quitter l'application
|
|
|
|
|
quit();
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_x: // Activer/désactiver l'affichage des axes
|
|
|
|
|
afficheAxes = !afficheAxes;
|
|
|
|
|
std::cout << "// Affichage des axes ? " << ( afficheAxes ? "OUI" : "NON" ) << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_v: // Recharger les fichiers des nuanceurs et recréer le programme
|
|
|
|
|
chargerNuanceurs();
|
|
|
|
|
std::cout << "// Recharger nuanceurs" << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_p: // Permuter la projection: perspective ou orthogonale
|
|
|
|
|
enPerspective = !enPerspective;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_i: // Alterner entre le modèle d'illumination: Lambert, Gouraud, Phong
|
|
|
|
|
if ( ++varsUnif.typeIllumination > 2 ) varsUnif.typeIllumination = 0;
|
|
|
|
|
echoEtats( );
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_r: // Alterner entre le modèle de réflexion spéculaire: Phong, Blinn
|
2017-11-27 23:10:19 +00:00
|
|
|
|
// Send one wave front
|
|
|
|
|
packets->CreateCircularWavefront(0.0, 0.0, 2.0, 0.2, 1.0, 10000);
|
|
|
|
|
printf("Sending a circular wavefront...\n");
|
2017-11-25 21:18:26 +00:00
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_s: // Alterner entre le modèle de spot: OpenGL, Direct3D
|
|
|
|
|
varsUnif.utiliseDirect = !varsUnif.utiliseDirect;
|
|
|
|
|
echoEtats( );
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
//case TP_l: // Alterner entre une caméra locale à la scène ou distante (localViewer)
|
|
|
|
|
// LightModel.localViewer = !LightModel.localViewer;
|
|
|
|
|
// std::cout << " localViewer=" << LightModel.localViewer << std::endl;
|
|
|
|
|
// break;
|
|
|
|
|
|
|
|
|
|
case TP_a: // Incrémenter l'angle du cône du spot
|
|
|
|
|
case TP_EGAL:
|
|
|
|
|
case TP_PLUS:
|
|
|
|
|
LightSource[0].spotAngle += 2.0;
|
|
|
|
|
if ( LightSource[0].spotAngle > 90.0 ) LightSource[0].spotAngle = 90.0;
|
|
|
|
|
std::cout << " spotAngle=" << LightSource[0].spotAngle << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
case TP_z: // Décrémenter l'angle du cône du spot
|
|
|
|
|
case TP_MOINS:
|
|
|
|
|
case TP_SOULIGNE:
|
|
|
|
|
LightSource[0].spotAngle -= 2.0;
|
|
|
|
|
if ( LightSource[0].spotAngle < 0.0 ) LightSource[0].spotAngle = 0.0;
|
|
|
|
|
std::cout << " spotAngle=" << LightSource[0].spotAngle << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_d: // Incrémenter l'exposant du spot
|
|
|
|
|
case TP_BARREOBLIQUE:
|
|
|
|
|
LightSource[0].spotExposant += 0.3;
|
|
|
|
|
if ( LightSource[0].spotExposant > 89.0 ) LightSource[0].spotExposant = 89.0;
|
|
|
|
|
std::cout << " spotExposant=" << LightSource[0].spotExposant << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
case TP_e: // Décrémenter l'exposant du spot
|
|
|
|
|
case TP_POINT:
|
|
|
|
|
LightSource[0].spotExposant -= 0.3;
|
|
|
|
|
if ( LightSource[0].spotExposant < 0.0 ) LightSource[0].spotExposant = 0.0;
|
|
|
|
|
std::cout << " spotExposant=" << LightSource[0].spotExposant << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_j: // Incrémenter le coefficient de brillance
|
|
|
|
|
case TP_CROCHETDROIT:
|
|
|
|
|
FrontMaterial.shininess *= 1.1;
|
|
|
|
|
std::cout << " FrontMaterial.shininess=" << FrontMaterial.shininess << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
case TP_u: // Décrémenter le coefficient de brillance
|
|
|
|
|
case TP_CROCHETGAUCHE:
|
|
|
|
|
FrontMaterial.shininess /= 1.1; if ( FrontMaterial.shininess < 0.0 ) FrontMaterial.shininess = 0.0;
|
|
|
|
|
std::cout << " FrontMaterial.shininess=" << FrontMaterial.shininess << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_DROITE:
|
|
|
|
|
LightSource[0].position.x += 0.3;
|
|
|
|
|
break;
|
|
|
|
|
case TP_GAUCHE:
|
|
|
|
|
LightSource[0].position.x -= 0.3;
|
|
|
|
|
break;
|
|
|
|
|
case TP_BAS:
|
|
|
|
|
LightSource[0].position.y += 0.3;
|
|
|
|
|
break;
|
|
|
|
|
case TP_HAUT:
|
|
|
|
|
LightSource[0].position.y -= 0.3;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_FIN:
|
|
|
|
|
LightSource[0].spotDirection.x += 0.6;
|
|
|
|
|
break;
|
|
|
|
|
case TP_DEBUT:
|
|
|
|
|
LightSource[0].spotDirection.x -= 0.6;
|
|
|
|
|
break;
|
|
|
|
|
case TP_PAGEPREC:
|
|
|
|
|
LightSource[0].spotDirection.y += 0.6;
|
|
|
|
|
break;
|
|
|
|
|
case TP_PAGESUIV:
|
|
|
|
|
LightSource[0].spotDirection.y -= 0.6;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_m: // Choisir le modèle affiché: cube, tore, sphère, théière, cylindre, cône
|
|
|
|
|
if ( ++modele > 6 ) modele = 1;
|
|
|
|
|
std::cout << " modele=" << modele << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_0:
|
|
|
|
|
thetaCam = 0.0; phiCam = 0.0; distCam = 30.0; // placer les choses afin d'avoir une belle vue
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_t: // Choisir la texture utilisée: aucune, dé, échiquier
|
|
|
|
|
varsUnif.texnumero++;
|
|
|
|
|
if ( varsUnif.texnumero > 2 ) varsUnif.texnumero = 0;
|
|
|
|
|
std::cout << " varsUnif.texnumero=" << varsUnif.texnumero << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
// case TP_c: // Changer l'affichage de l'objet texturé avec couleurs ou sans couleur
|
|
|
|
|
// varsUnif.utiliseCouleur = !varsUnif.utiliseCouleur;
|
|
|
|
|
// std::cout << " utiliseCouleur=" << varsUnif.utiliseCouleur << std::endl;
|
|
|
|
|
// break;
|
|
|
|
|
|
|
|
|
|
case TP_o: // Changer l'affichage des texels noirs (noir, mi-coloré, transparent)
|
|
|
|
|
varsUnif.afficheTexelNoir++;
|
|
|
|
|
if ( varsUnif.afficheTexelNoir > 2 ) varsUnif.afficheTexelNoir = 0;
|
|
|
|
|
std::cout << " afficheTexelNoir=" << varsUnif.afficheTexelNoir << std::endl;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_g: // Permuter l'affichage en fil de fer ou plein
|
|
|
|
|
modePolygone = ( modePolygone == GL_FILL ) ? GL_LINE : GL_FILL;
|
|
|
|
|
glPolygonMode( GL_FRONT_AND_BACK, modePolygone );
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_n: // Utiliser ou non les normales calculées comme couleur (pour le débogage)
|
|
|
|
|
varsUnif.afficheNormales = !varsUnif.afficheNormales;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case TP_ESPACE: // Permuter la rotation automatique du modèle
|
|
|
|
|
enmouvement = !enmouvement;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
std::cout << " touche inconnue : " << (char) touche << std::endl;
|
|
|
|
|
imprimerTouches();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// fonction callback pour un clic de souris
|
|
|
|
|
int dernierX = 0; // la dernière valeur en X de position de la souris
|
|
|
|
|
int dernierY = 0; // la derniere valeur en Y de position de la souris
|
|
|
|
|
static enum { deplaceCam, deplaceSpotDirection, deplaceSpotPosition } deplace = deplaceCam;
|
|
|
|
|
static bool pressed = false;
|
|
|
|
|
void FenetreTP::sourisClic( int button, int state, int x, int y )
|
|
|
|
|
{
|
|
|
|
|
pressed = ( state == TP_PRESSE );
|
|
|
|
|
if ( pressed )
|
|
|
|
|
{
|
|
|
|
|
// on vient de presser la souris
|
|
|
|
|
dernierX = x;
|
|
|
|
|
dernierY = y;
|
|
|
|
|
switch ( button )
|
|
|
|
|
{
|
|
|
|
|
case TP_BOUTON_GAUCHE: // Tourner l'objet
|
|
|
|
|
deplace = deplaceCam;
|
|
|
|
|
break;
|
|
|
|
|
case TP_BOUTON_MILIEU: // Modifier l'orientation du spot
|
|
|
|
|
deplace = deplaceSpotDirection;
|
|
|
|
|
break;
|
|
|
|
|
case TP_BOUTON_DROIT: // Déplacer la lumière
|
|
|
|
|
deplace = deplaceSpotPosition;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// on vient de relâcher la souris
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FenetreTP::sourisWheel( int x, int y ) // Changer la taille du spot
|
|
|
|
|
{
|
|
|
|
|
const int sens = +1;
|
|
|
|
|
LightSource[0].spotAngle += sens*y;
|
|
|
|
|
if ( LightSource[0].spotAngle > 90.0 ) LightSource[0].spotAngle = 90.0;
|
|
|
|
|
if ( LightSource[0].spotAngle < 0.0 ) LightSource[0].spotAngle = 0.0;
|
|
|
|
|
std::cout << " spotAngle=" << LightSource[0].spotAngle << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// fonction de mouvement de la souris
|
|
|
|
|
void FenetreTP::sourisMouvement( int x, int y )
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{
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if ( pressed )
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{
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int dx = x - dernierX;
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int dy = y - dernierY;
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switch ( deplace )
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{
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case deplaceCam:
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thetaCam -= dx / 3.0;
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phiCam -= dy / 3.0;
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break;
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case deplaceSpotDirection:
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LightSource[0].spotDirection.x += 0.06 * dx;
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LightSource[0].spotDirection.y -= 0.06 * dy;
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// std::cout << " LightSource[0].spotDirection=" << glm::to_string(LightSource[0].spotDirection) << std::endl;
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break;
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case deplaceSpotPosition:
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LightSource[0].position.x += 0.03 * dx;
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LightSource[0].position.y -= 0.03 * dy;
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// std::cout << " LightSource[0].position=" << glm::to_string(LightSource[0].position) << std::endl;
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//glm::vec3 ecranPos( x, hauteur_-y, ecranLumi[2] );
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//LightSource[0].position = glm::vec4(glm::unProject( ecranPos, VM, P, cloture ), 1.0);
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break;
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}
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dernierX = x;
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dernierY = y;
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verifierAngles();
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}
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}
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int main( int argc, char *argv[] )
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{
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// créer une fenêtre
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FenetreTP fenetre( "INF2705 TP" );
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// allouer des ressources et définir le contexte OpenGL
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initialiser();
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bool boucler = true;
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while ( boucler )
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{
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// mettre à jour la physique
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calculerPhysique( );
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// affichage
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fenetre.afficherScene();
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fenetre.swap();
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// récupérer les événements et appeler la fonction de rappel
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boucler = fenetre.gererEvenement();
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}
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// détruire les ressources OpenGL allouées
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conclure();
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return 0;
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}
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