From 5108492544823116b41cb8293c2794545bb0f01e Mon Sep 17 00:00:00 2001 From: lhark Date: Mon, 27 Nov 2017 00:11:42 -0500 Subject: [PATCH] Texture and shaders loading, add quad --- FBO.cpp | 2 +- constants.h | 5 +- makefile | 4 +- ripple.cpp | 458 +++++++++++++++++++++++++++++++++++++--------------- 4 files changed, 331 insertions(+), 138 deletions(-) diff --git a/FBO.cpp b/FBO.cpp index 99c01dd..f0a035b 100644 --- a/FBO.cpp +++ b/FBO.cpp @@ -92,7 +92,7 @@ void FBO::Init( int w, int h ) glBindTexture(m_Target, m_Texture); glTexParameteri(m_Target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(m_Target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(m_Target, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(m_Target, 0, GL_RGBA32F, w, h, 0, GL_RGBA, GL_FLOAT, NULL); // Créer une texture de profondeurs pour les couleurs avec L'ID m_Profondeur: glGenTextures(1, &m_Profondeur); diff --git a/constants.h b/constants.h index 8aba5a6..f901a57 100644 --- a/constants.h +++ b/constants.h @@ -7,7 +7,7 @@ #define SCENE_EXTENT 100.0f // extent of the entire scene (packets traveling outside are removed) #define MIN_WATER_DEPTH 0.1f // minimum water depth (meters) #define MAX_WATER_DEPTH 5.0f // maximum water depth (meters) -#define WATER_TERRAIN_FILE "TestIsland.bmp"// Contains water depth and land height in different channels +#define WATER_TERRAIN_FILE "./textures/TestIsland.bmp"// Contains water depth and land height in different channels // rendering parameters @@ -43,3 +43,6 @@ // UI consts #define MAX_PACKET_BUDGET 100000 #define MIN_PACKET_BUDGET 1000 +#define MIN_WAVE_SPEED 0.0 +#define MAX_WAVE_SPEED 1.0 +#define INIT_WAVE_SPEED 0.07 diff --git a/makefile b/makefile index 0c45e11..557826b 100644 --- a/makefile +++ b/makefile @@ -8,9 +8,9 @@ DEPDIR := $(BUILDDIR)/deps #EXE := $(BINDIR)/OPHD EXE := ripple -CFLAGS := -std=c++11 -g -Wall -Wno-unknown-pragmas -I/usr/include/glm -I/usr/include/eigen3 $(shell pkg-config --cflags glew) +CFLAGS := -std=c++11 -g -fopenmp -Wall -Wno-unknown-pragmas -I/usr/include/glm -I/usr/include/eigen3 $(shell pkg-config --cflags glew) CFLAGS += $(shell pkg-config --cflags sdl2) -LDFLAGS := -lstdc++ -lm -lglfw -lGLEW -lGL +LDFLAGS := -fopenmp -lstdc++ -lm -lglfw -lGLEW -lGL LDFLAGS += $(shell pkg-config --libs sdl2) DEPFLAGS = -MT $@ -MMD -MP -MF $(DEPDIR)/$*.Td diff --git a/ripple.cpp b/ripple.cpp index 81c133a..fb15c66 100644 --- a/ripple.cpp +++ b/ripple.cpp @@ -7,8 +7,16 @@ #define SOL 1 +enum {LocAttrib, LocUniform}; /* Shader location type */ + // variables pour l'utilisation des nuanceurs GLuint prog; // votre programme de nuanceurs +GLuint progRasterizeWaveMeshPosition; +GLuint progAddPacketDisplacement; +GLuint progDisplayPacketOutlined; +GLuint progDisplayMicroMesh; +GLuint progDisplayTerrain; +GLuint progRenderAA; GLint locVertex = -1; GLint locNormal = -1; GLint locTexCoord = -1; @@ -17,6 +25,50 @@ GLint locmatrVisu = -1; GLint locmatrProj = -1; GLint locmatrNormale = -1; GLint loclaTexture = -1; +// Locations for RasterizeWaveMeshPosition shader +GLint locVertexRWMP = -1; +GLint locTexCoordRWMP = -1; +GLint locmatrModelRWMP = -1; +GLint locmatrVisuRWMP = -1; +GLint locmatrProjRWMP = -1; +GLint locmatrNormaleRWMP = -1; +GLint locTexRWMP = -1; +// Locations for AddPacketDisplacement shader +GLuint locVertexADP = -1; +GLuint locTexCoordADP = -1; +GLuint locmatrModelADP = -1; +GLuint locmatrVisuADP = -1; +GLuint locmatrProjADP = -1; +GLuint locTexADP = -1; +// Locations for DisplayPacketOutlined shader +GLuint locVertexDPO = -1; +GLuint locTexCoordDPO = -1; +GLuint locmatrModelDPO = -1; +GLuint locmatrVisuDPO = -1; +GLuint locmatrProjDPO = -1; +GLuint locTexDPO = -1; +// Locations for DisplayMicroMesh shader +GLuint locVertexDMM = -1; +GLuint locTexCoordDMM = -1; +GLuint locmatrModelDMM = -1; +GLuint locmatrVisuDMM = -1; +GLuint locmatrProjDMM = -1; +GLuint locTexDMM = -1; +// Locationss for DisplayTerrain shader +GLuint locVertexDT = -1; +GLuint locTexCoordDT = -1; +GLuint locmatrModelDT = -1; +GLuint locmatrVisuDT = -1; +GLuint locmatrProjDT = -1; +GLuint locTexDT = -1; +// Locations for RenderAA shader +GLuint locVertexRAA = -1; +GLuint locTexCoordRAA = -1; +GLuint locmatrModelRAA = -1; +GLuint locmatrVisuRAA = -1; +GLuint locmatrProjRAA = -1; +GLuint locTexRAA = -1; + GLuint indLightSource; GLuint indFrontMaterial; GLuint indLightModel; @@ -29,6 +81,8 @@ GLint locmatrVisuBase = -1; GLint locmatrProjBase = -1; GLuint vao[2]; +GLuint vaoQuad; +GLuint vbosQuad[2]; GLuint vbo[5]; GLuint ubo[4]; @@ -62,6 +116,12 @@ FBO *aaFBO; // Wave Packets Packets *packets; +int packetBudget = MIN_PACKET_BUDGET; +/* Wave packets: + * vec4: xy = position, zw = direction + * vec4: x = amplitude, y = wavelength, z = phase offset, w = enveloppe size + * vec4: for rendering x = center of wave bending circle*/ +GLfloat packetData[PACKET_GPU_BUFFER_SIZE * 3 * 4]; //////////////////////////////////////// // déclaration des variables globales // @@ -71,7 +131,7 @@ Packets *packets; int modele = 1; // le modèle à afficher // partie 3: texture -GLuint textureDE = 0; +GLuint texTerrain = 0; GLuint textureECHIQUIER = 0; // définition des lumières @@ -165,13 +225,6 @@ void calculerPhysique( ) if ( LightSource[0].spotAngle < 5.0 ) sensAngle = -sensAngle; if ( LightSource[0].spotAngle > 60.0 ) sensAngle = -sensAngle; -#if 0 - static int sensExposant = 1; - LightSource[0].spotExposant += sensExposant * 0.3; - if ( LightSource[0].spotExposant < 1.0 ) sensExposant = -sensExposant; - if ( LightSource[0].spotExposant > 10.0 ) sensExposant = -sensExposant; -#endif - // De temps à autre, alterner entre le modèle d'illumination: Lambert, Gouraud, Phong static float type = 0; type += 0.005; @@ -181,33 +234,142 @@ void calculerPhysique( ) verifierAngles(); } + +void updatePackets() +{ + // Compute wave packets + packets->AdvectWavePackets(INIT_WAVE_SPEED); + + // TODO Setup wide projection for InitiateWaveField (RasterizeWaveMeshPosition) + + int displayedPackets = 0; + int packetChunk =0; + /* Standard wave packets */ + for (int i = 0; i < packets->m_usedPackets; ++i) { + int pk = packets->m_usedPacket[i]; + /* Test for 3rd vertex (sliding point) */ + if (!packets->m_packet[pk].use3rd) { + /* Position */ + packetData[packetChunk++] = packets->m_packet[pk].midPos.x(); + 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; + packetChunk += 3; /* The last 3 elements aren't needed */ + displayedPackets++; + if (packetChunk >= PACKET_GPU_BUFFER_SIZE * 3 * 4) { + /* TODO Update VBO */ + /* TODO EvaluatePackets(packetChunk) */ + packetChunk = 0; + } + } + } + /* 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; + packetChunk += 3; /* The last 3 elements aren't needed */ + displayedPackets++; + if (packetChunk >= PACKET_GPU_BUFFER_SIZE * 3 * 4) { + /* TODO Update VBO */ + /* TODO EvaluatePackets(packetChunk) */ + packetChunk = 0; + } + } + /* TODO Update VBO */ + /* TODO EvaluatePackets(packetChunk) */ + /* TODO DisplayScene */ + /* TODO Get camera center */ +} + + void chargerTextures() { unsigned char *pixels; GLsizei largeur, hauteur; - if ( ( pixels = ChargerImage( "textures/de.bmp", largeur, hauteur ) ) != NULL ) + if ( ( pixels = ChargerImage( WATER_TERRAIN_FILE, largeur, hauteur ) ) != NULL ) { - glGenTextures( 1, &textureDE ); - glBindTexture( GL_TEXTURE_2D, textureDE ); - 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; - } - if ( ( pixels = ChargerImage( "textures/echiquier.bmp", largeur, hauteur ) ) != NULL ) - { - glGenTextures( 1, &textureECHIQUIER ); - glBindTexture( GL_TEXTURE_2D, textureECHIQUIER ); + glGenTextures( 1, &texTerrain ); + glBindTexture( GL_TEXTURE_2D, texTerrain ); 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; } - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + 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; +} + + void chargerNuanceurs() { // charger le nuanceur de base @@ -237,76 +399,28 @@ void chargerNuanceurs() ProgNuanceur::afficherLogLink( progBase ); // demander la "Location" des variables - if ( ( locVertexBase = glGetAttribLocation( progBase, "Vertex" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de Vertex" << std::endl; - if ( ( locColorBase = glGetAttribLocation( progBase, "Color" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de Color" << std::endl; - if ( ( locmatrModelBase = glGetUniformLocation( progBase, "matrModel" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de matrModel" << std::endl; - if ( ( locmatrVisuBase = glGetUniformLocation( progBase, "matrVisu" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de matrVisu" << std::endl; - if ( ( locmatrProjBase = glGetUniformLocation( progBase, "matrProj" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de matrProj" << std::endl; + 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 ); } // charger le nuanceur de ce TP { // créer le programme - prog = glCreateProgram(); + const GLchar *shaders[3] = {"nuanceurSommetsSolution.glsl", "nuanceurGeometrieSolution.glsl", "nuanceurFragmentsSolution.glsl"}; + prog = createShader(shaders); - // attacher le nuanceur de sommets -#if !defined(SOL) - const GLchar *chainesSommets = ProgNuanceur::lireNuanceur( "nuanceurSommets.glsl" ); -#else - const GLchar *chainesSommets = ProgNuanceur::lireNuanceur( "nuanceurSommetsSolution.glsl" ); -#endif - if ( chainesSommets != NULL ) - { - GLuint nuanceurObj = glCreateShader( GL_VERTEX_SHADER ); - glShaderSource( nuanceurObj, 1, &chainesSommets, NULL ); - glCompileShader( nuanceurObj ); - glAttachShader( prog, nuanceurObj ); - ProgNuanceur::afficherLogCompile( nuanceurObj ); - delete [] chainesSommets; - } -#if !defined(SOL) - const GLchar *chainesGeometrie = ProgNuanceur::lireNuanceur( "nuanceurGeometrie.glsl" ); -#else - const GLchar *chainesGeometrie = ProgNuanceur::lireNuanceur( "nuanceurGeometrieSolution.glsl" ); -#endif - if ( chainesGeometrie != NULL ) - { - GLuint nuanceurObj = glCreateShader( GL_GEOMETRY_SHADER ); - glShaderSource( nuanceurObj, 1, &chainesGeometrie, NULL ); - glCompileShader( nuanceurObj ); - glAttachShader( prog, nuanceurObj ); - ProgNuanceur::afficherLogCompile( nuanceurObj ); - delete [] chainesGeometrie; - } - // attacher le nuanceur de fragments -#if !defined(SOL) - const GLchar *chainesFragments = ProgNuanceur::lireNuanceur( "nuanceurFragments.glsl" ); -#else - const GLchar *chainesFragments = ProgNuanceur::lireNuanceur( "nuanceurFragmentsSolution.glsl" ); -#endif - if ( chainesFragments != NULL ) - { - GLuint nuanceurObj = glCreateShader( GL_FRAGMENT_SHADER ); - glShaderSource( nuanceurObj, 1, &chainesFragments, NULL ); - glCompileShader( nuanceurObj ); - glAttachShader( prog, nuanceurObj ); - ProgNuanceur::afficherLogCompile( nuanceurObj ); - delete [] chainesFragments; - } - - // faire l'édition des liens du programme - glLinkProgram( prog ); - - ProgNuanceur::afficherLogLink( prog ); // demander la "Location" des variables - if ( ( locVertex = glGetAttribLocation( prog, "Vertex" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de Vertex" << std::endl; - if ( ( locNormal = glGetAttribLocation( prog, "Normal" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de Normal (partie 1)" << std::endl; - if ( ( locTexCoord = glGetAttribLocation( prog, "TexCoord" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de TexCoord (partie 3)" << std::endl; - if ( ( locmatrModel = glGetUniformLocation( prog, "matrModel" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de matrModel" << std::endl; - if ( ( locmatrVisu = glGetUniformLocation( prog, "matrVisu" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de matrVisu" << std::endl; - if ( ( locmatrProj = glGetUniformLocation( prog, "matrProj" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de matrProj" << std::endl; - if ( ( locmatrNormale = glGetUniformLocation( prog, "matrNormale" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de matrNormale (partie 1)" << std::endl; - if ( ( loclaTexture = glGetUniformLocation( prog, "laTexture" ) ) == -1 ) std::cerr << "!!! pas trouvé la \"Location\" de laTexture (partie 3)" << std::endl; + locVertex = getloc( prog, "Vertex", LocAttrib ); + locNormal = getloc( prog, "Normal", LocAttrib ); + locTexCoord = getloc( prog, "TexCoord", LocAttrib ); + locmatrModel = getloc( prog, "matrModel" , LocUniform); + locmatrVisu = getloc( prog, "matrVisu" , LocUniform); + locmatrProj = getloc( prog, "matrProj" , LocUniform); + locmatrNormale = getloc( prog, "matrNormale" , LocUniform); + loclaTexture = getloc( prog, "laTexture" , LocUniform); if ( ( indLightSource = glGetUniformBlockIndex( prog, "LightSourceParameters" ) ) == GL_INVALID_INDEX ) std::cerr << "!!! pas trouvé l'\"index\" de LightSource" << std::endl; if ( ( indFrontMaterial = glGetUniformBlockIndex( prog, "MaterialParameters" ) ) == GL_INVALID_INDEX ) std::cerr << "!!! pas trouvé l'\"index\" de FrontMaterial" << std::endl; if ( ( indLightModel = glGetUniformBlockIndex( prog, "LightModelParameters" ) ) == GL_INVALID_INDEX ) std::cerr << "!!! pas trouvé l'\"index\" de LightModel" << std::endl; @@ -346,8 +460,116 @@ void chargerNuanceurs() glUniformBlockBinding( prog, indvarsUnif, bindingIndex ); } } + + // 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); + locTexRWMP = getloc( progRasterizeWaveMeshPosition, "tex" , 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 + locVertexADP = getloc( progAddPacketDisplacement, "Vertex" , LocAttrib); + locTexCoordADP = getloc( progAddPacketDisplacement, "TexCoord" , LocAttrib); + locmatrModelADP = getloc( progAddPacketDisplacement, "matrModel" , LocUniform); + locmatrVisuADP = getloc( progAddPacketDisplacement, "matrVisu" , LocUniform); + locmatrProjADP = getloc( progAddPacketDisplacement, "matrProj" , LocUniform); + locTexADP = getloc( progAddPacketDisplacement, "tex" , LocUniform); + } + + // Load DisplayPacketOutlined shader + { + const GLchar *shaders[3] = {"displayPacketOutlined.vert", "displayPacketOutlined.geom", "displayPacketOutlined.frag"}; + progDisplayPacketOutlined = createShader(shaders); + locVertexDPO = getloc( progDisplayPacketOutlined, "Vertex" , LocAttrib); + locTexCoordDPO = getloc( progDisplayPacketOutlined, "TexCoord" , LocAttrib); + 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); + locTexDMM = getloc( progDisplayMicroMesh, "tex" , LocUniform); + } + + // Load DisplayTerrain shader + { + const GLchar *shaders[3] = {"displayTerrain.vert", NULL, "displayTerrain.frag"}; + progDisplayTerrain = createShader(shaders); + locVertexDT = getloc( progDisplayTerrain, "Vertex" , LocAttrib); + locTexCoordDT = getloc( progDisplayTerrain, "TexCoord" , LocAttrib); + locmatrModelDT = getloc( progDisplayTerrain, "matrModel" , LocUniform); + locmatrVisuDT = getloc( progDisplayTerrain, "matrVisu" , LocUniform); + locmatrProjDT = getloc( progDisplayTerrain, "matrProj" , LocUniform); + locTexDT = getloc( progDisplayTerrain, "tex" , LocUniform); + } + + // Load RenderAA shader + { + const GLchar *shaders[3] = {"displayTerrain.vert", NULL, "displayTerrain.frag"}; + 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); + } } + +// 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 + glGenVertexArrays( 1, &vaoQuad ); + glGenBuffers( 2, vbosQuad ); + // initialiser le VAO + glBindVertexArray( vaoQuad ); + + // charger le VBO pour les vertices + 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 ); + glEnableVertexAttribArray(locVertex); + // Charger le VBO pour les coordonnées de texture + 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 ); + glEnableVertexAttribArray(locTexCoord); +} + + // initialisation d'openGL void initialiser() { @@ -361,6 +583,9 @@ void initialiser() heightFBO = new FBO(); aaFBO = new FBO(); + // Create Packets + packets = new Packets(packetBudget); + // couleur de l'arrière-plan glClearColor( 0.4, 0.2, 0.0, 1.0 ); @@ -375,6 +600,7 @@ void initialiser() // charger les nuanceurs chargerNuanceurs(); + initQuad(); glUseProgram( prog ); // (partie 1) créer le cube @@ -497,6 +723,16 @@ void conclure() delete aaFBO; } +void drawQuad() +{ + glUseProgram(progRasterizeWaveMeshPosition); + glUniformMatrix4fv( locmatrProjRWMP, 1, GL_FALSE, matrProj ); + glUniformMatrix4fv( locmatrVisuRWMP, 1, GL_FALSE, matrVisu ); + glUniformMatrix4fv( locmatrModelRWMP, 1, GL_FALSE, matrModel ); + glBindVertexArray(vaoQuad); + glDrawArrays(GL_TRIANGLES, 0, 6); +} + void afficherModele() { // partie 3: paramètres de texture @@ -508,7 +744,7 @@ void afficherModele() break; case 1: //std::cout << "Texture DE" << std::endl; - glBindTexture( GL_TEXTURE_2D, textureDE ); + glBindTexture( GL_TEXTURE_2D, texTerrain ); break; case 2: //std::cout << "Texture ECHIQUIER" << std::endl; @@ -530,53 +766,7 @@ void afficherModele() // (partie 1: ne pas oublier de calculer et donner une matrice pour les transformations des normales) glUniformMatrix3fv( locmatrNormale, 1, GL_TRUE, glm::value_ptr( glm::inverse( glm::mat3( matrVisu.getMatr() * matrModel.getMatr() ) ) ) ); - switch ( modele ) - { - default: - case 1: - // afficher le cube - glBindVertexArray( vao[0] ); - glBindBuffer( GL_ARRAY_BUFFER, varsUnif.texnumero == 1 ? vbo[2] : vbo[3] ); - glVertexAttribPointer( locTexCoord, 2, GL_FLOAT, GL_FALSE, 0, 0 ); - glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 ); - glDrawArrays( GL_TRIANGLE_STRIP, 4, 4 ); - glDrawArrays( GL_TRIANGLE_STRIP, 8, 4 ); - glDrawArrays( GL_TRIANGLE_STRIP, 12, 4 ); - glDrawArrays( GL_TRIANGLE_STRIP, 16, 4 ); - glDrawArrays( GL_TRIANGLE_STRIP, 20, 4 ); - glBindVertexArray( 0 ); - break; - case 2: - tore->afficher(); - break; - case 3: - sphere->afficher(); - break; - case 4: - matrModel.Rotate( -90.0, 1.0, 0.0, 0.0 ); - matrModel.Translate( 0.0, 0.0, -0.5 ); - matrModel.Scale( 0.5, 0.5, 0.5 ); - glUniformMatrix4fv( locmatrModel, 1, GL_FALSE, matrModel ); - glUniformMatrix3fv( locmatrNormale, 1, GL_TRUE, glm::value_ptr( glm::inverse( glm::mat3( matrVisu.getMatr() * matrModel.getMatr() ) ) ) ); - theiere->afficher( ); - break; - case 5: - matrModel.PushMatrix(); { - matrModel.Translate( 0.0, 0.0, -1.5 ); - glUniformMatrix4fv( locmatrModel, 1, GL_FALSE, matrModel ); - glUniformMatrix3fv( locmatrNormale, 1, GL_TRUE, glm::value_ptr( glm::inverse( glm::mat3( matrVisu.getMatr() * matrModel.getMatr() ) ) ) ); - cylindre->afficher(); - } matrModel.PopMatrix(); - break; - case 6: - matrModel.PushMatrix(); { - matrModel.Translate( 0.0, 0.0, -1.5 ); - glUniformMatrix4fv( locmatrModel, 1, GL_FALSE, matrModel ); - glUniformMatrix3fv( locmatrNormale, 1, GL_TRUE, glm::value_ptr( glm::inverse( glm::mat3( matrVisu.getMatr() * matrModel.getMatr() ) ) ) ); - cone->afficher(); - } matrModel.PopMatrix(); - break; - } + drawQuad(); } matrModel.PopMatrix(); glUniformMatrix4fv( locmatrModel, 1, GL_FALSE, matrModel ); } @@ -644,7 +834,7 @@ void FenetreTP::afficherScene() } glUniformMatrix4fv( locmatrProjBase, 1, GL_FALSE, matrProj ); - matrVisu.LookAt( 0.0, 0.0, distCam, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 ); + matrVisu.LookAt( 0.0, 3.0, distCam, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 ); glUniformMatrix4fv( locmatrVisuBase, 1, GL_FALSE, matrVisu ); matrModel.LoadIdentity();