Browse Source
OpenGL boilerplate by Benoit Ozell Packets code taken from https://github.com/jeschke/water-wave-packetsmaster
lhark
6 years ago
commit
b57310b38c
10 changed files with 5856 additions and 0 deletions
File diff suppressed because it is too large
@ -0,0 +1,147 @@ |
|||
// Taken from https://github.com/jeschke/water-wave-packets
|
|||
#pragma once |
|||
|
|||
#include "constants.h" |
|||
|
|||
#include <iostream> |
|||
#include <Eigen/Dense> |
|||
|
|||
using namespace Eigen; |
|||
using namespace std; |
|||
|
|||
|
|||
// simulation parameters
|
|||
#define PACKET_SPLIT_ANGLE 0.95105f // direction angle variation threshold: 0.95105=18 degree
|
|||
#define PACKET_SPLIT_DISPERSION 0.3f // if the fastest wave in a packet traveled PACKET_SPLIT_DISPERSION*Envelopesize ahead, or the slowest by the same amount behind, subdivide this packet into two wavelength intervals
|
|||
#define PACKET_KILL_AMPLITUDE_DERIV 0.0001f // waves below this maximum amplitude derivative gets killed
|
|||
#define PACKET_BLEND_TRAVEL_FACTOR 1.0f // in order to be fully blended (appear or disappear), any wave must travel PACKET_BLEND_TRAVEL_FACTOR times "envelope size" in space (1.0 is standard)
|
|||
#define PACKET_ENVELOPE_SIZE_FACTOR 3.0f // size of the envelope relative to wavelength (determines how many "bumps" appear)
|
|||
#define PACKET_ENVELOPE_MINSIZE 0.02f // minimum envelope size in meters (smallest expected feature)
|
|||
#define PACKET_ENVELOPE_MAXSIZE 10.0f // maximum envelope size in meters (largest expected feature)
|
|||
#define PACKET_BOUNCE_FREQSPLIT true // (boolean) should a wave packet produce smaller waves at a bounce/reflection (->widen the wavelength interval of this packet)?
|
|||
#define PACKET_BOUNCE_FREQSPLIT_K 31.4f // if k_L is smaller than this value (lambda = 20cm), the wave is (potentially) split after a bounce
|
|||
#define MAX_SPEEDNESS 0.07f // all wave amplitudes a are limited to a <= MAX_SPEEDNESS*2.0*M_PI/k
|
|||
|
|||
// physical parameters
|
|||
#define SIGMA 0.074f // surface tension N/m at 20 grad celsius
|
|||
#define GRAVITY 9.81f // GRAVITY m/s^2
|
|||
#define DENSITY 998.2071f // water density at 20 degree celsius
|
|||
#define KINEMATIC_VISCOSITY 0.0000089f // kinematic viscosity
|
|||
#define PACKET_SLOWAVE_K 143.1405792f // k of the slowest possible wave packet
|
|||
#define PACKET_SLOWAVE_W0 40.2646141f // w_0 of the slowest possible wave packet
|
|||
|
|||
// memory management
|
|||
#define PACKET_BUFFER_DELTA 500000 // initial number of vertices, packet memory will be increased on demand by this stepsize
|
|||
|
|||
|
|||
|
|||
|
|||
struct WAVE_PACKET |
|||
{ |
|||
// positions, directions, speed of the tracked vertices
|
|||
Vector2f pos1,pos2,pos3; // 2D position
|
|||
Vector2f dir1,dir2,dir3; // current movement direction
|
|||
float speed1,speed2,speed3; // speed of the particle
|
|||
Vector2f pOld1,pOld2,pOld3; // position in last timestep (needed to handle bouncing)
|
|||
Vector2f dOld1,dOld2,dOld3; // direction in last timestep (needed to handle bouncing)
|
|||
float sOld1,sOld2,sOld3; // speed in last timestep (needed to handle bouncing)
|
|||
Vector2f midPos; // middle position (tracked each timestep, used for rendering)
|
|||
Vector2f travelDir; // travel direction (tracked each timestep, used for rendering)
|
|||
float bending; // point used for circular arc bending of the wave function inside envelope
|
|||
|
|||
// bouncing and sliding
|
|||
bool bounced1, bounced2, bounced3; // indicates if this vertex bounced in this timestep
|
|||
bool sliding3; // indicates if the 3rd vertex is "sliding" (used for diffraction)
|
|||
bool use3rd; // indicates if the third vertex is present (it marks a (potential) sliding point)
|
|||
// wave function related
|
|||
float phase; // phase of the representative wave inside the envelope, phase speed vs. group speed
|
|||
float phOld; // old phase
|
|||
float E; // wave energy flux for this packet (determines amplitude)
|
|||
float envelope; // envelope size for this packet
|
|||
float k,w0; // w0 = angular frequency, k = current wavenumber
|
|||
float k_L,w0_L,k_H,w0_H; // w0 = angular frequency, k = current wavenumber, L/H are for lower/upper boundary
|
|||
float d_L,d_H; // d = travel distance to reference wave (gets accumulated over time), L/H are for lower/upper boundary
|
|||
float ampOld; // amplitude from last timestep, will be smoothly adjusted in each timestep to meet current desired amplitude
|
|||
float dAmp; // amplitude change in each timestep (depends on desired waveheight so all waves (dis)appear with same speed)
|
|||
// serial deletion step variable
|
|||
bool toDelete; // used internally for parallel deletion criterion computation
|
|||
public: |
|||
EIGEN_MAKE_ALIGNED_OPERATOR_NEW |
|||
}; |
|||
|
|||
|
|||
|
|||
struct GHOST_PACKET |
|||
{ |
|||
Vector2f pos; // 2D position
|
|||
Vector2f dir; // current movement direction
|
|||
float speed; // speed of the packet
|
|||
float envelope; // envelope size for this packet
|
|||
float bending; // point used for circular arc bending of the wave function inside envelope
|
|||
float k; // k = current (representative) wavenumber(s)
|
|||
float phase; // phase of the representative wave inside the envelope
|
|||
float dPhase; // phase speed relative to group speed inside the envelope
|
|||
float ampOld; // amplitude from last timestep, will be smoothly adjusted in each timestep to meet current desired amplitude
|
|||
float dAmp; // change in amplitude in each timestep (waves travel PACKET_BLEND_TRAVEL_FACTOR*envelopesize in space until they disappear)
|
|||
public: |
|||
EIGEN_MAKE_ALIGNED_OPERATOR_NEW |
|||
}; |
|||
|
|||
|
|||
class Packets |
|||
{ |
|||
public: |
|||
// scene
|
|||
int m_groundSizeX, m_groundSizeY; // pixel size of the ground texture
|
|||
float *m_ground; // texture containing the water depth and land (0.95)
|
|||
float *m_distMap; // distance map of the boundary map
|
|||
Vector2f *m_gndDeriv; |
|||
Vector2f *m_bndDeriv; |
|||
|
|||
// packet managing
|
|||
WAVE_PACKET *m_packet; // wave packet data
|
|||
GHOST_PACKET*m_ghostPacket; // ghost packet data
|
|||
int m_packetBudget; // this can be changed any time (soft budget)
|
|||
int m_packetNum; // current size of the buffer used for packets / ghosts
|
|||
float m_softDampFactor; |
|||
int *m_usedPacket; |
|||
int m_usedPackets; |
|||
int *m_freePacket; |
|||
int m_freePackets; |
|||
int *m_usedGhost; |
|||
int m_usedGhosts; |
|||
int *m_freeGhost; |
|||
int m_freeGhosts; |
|||
|
|||
// simulation
|
|||
float m_time; |
|||
float m_oldTime; |
|||
float m_elapsedTime; |
|||
|
|||
public: |
|||
EIGEN_MAKE_ALIGNED_OPERATOR_NEW |
|||
Packets(int packetBudget); |
|||
~Packets(void); |
|||
void Reset(); |
|||
float GetBoundaryDist(Vector2f &p); |
|||
Vector2f GetBoundaryNormal(Vector2f &p); |
|||
float GetGroundVal(Vector2f &p); |
|||
Vector2f GetGroundNormal(Vector2f &p); |
|||
float GetWaterDepth(Vector2f &p); |
|||
void UpdateTime(float dTime); |
|||
void ExpandWavePacketMemory(int targetNum); |
|||
int GetFreePackedID(); |
|||
void DeletePacket(int id); |
|||
int GetFreeGhostID(); |
|||
void DeleteGhost(int id); |
|||
void CreatePacket(float pos1x, float pos1y, float pos2x, float pos2y, float dir1x, float dir1y, float dir2x, float dir2y, float k_L, float k_H, float E); |
|||
void CreateLinearWavefront(float xPos, float yPos, float dirx, float diry, float crestlength, float lambda_L, float lambda_H, float E); |
|||
void CreateSpreadingPacket(float xPos, float yPos, float dirx, float diry, float spreadFactor, float crestlength, float lambda_L, float lambda_H, float E); |
|||
void CreateCircularWavefront(float xPos, float yPos, float radius, float lambda_L, float lambda_H, float E); |
|||
void GetWaveParameters(float waterDepth, float w0, float kIn, float &k_out, float &speed_out); |
|||
float GetPhaseSpeed(float w_0, float kIn); |
|||
float GetWaveAmplitude(float area, float E, float k); |
|||
float GetIntersectionDistance(Vector2f pos1, Vector2f dir1, Vector2f pos2, Vector2f dir2); |
|||
bool AdvectPacketVertex(float elapsedTime, Vector2f &posIn, Vector2f &dirIn, float w0, float &kIn, float &speedIn, Vector2f &posOut, Vector2f &dirOut, float &speedOut); |
|||
void AdvectWavePackets(float dTime); |
|||
}; |
@ -0,0 +1,44 @@ |
|||
// Taken from https://github.com/jeschke/water-wave-packets
|
|||
// Originally GlobalDefs.h
|
|||
|
|||
// Global definitions needed for packet simulation and rendering
|
|||
|
|||
// scene parameters
|
|||
#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
|
|||
|
|||
|
|||
// rendering parameters
|
|||
#define PACKET_GPU_BUFFER_SIZE 1000000 // maximum number of wave packets to be displayed in one draw call
|
|||
|
|||
|
|||
/*
|
|||
// Fast rendering setup
|
|||
#define WAVETEX_WIDTH_FACTOR 0.5 // the wavemesh texture compared to screen resolution
|
|||
#define WAVETEX_HEIGHT_FACTOR 1 // the wavemesh texture compared to screen resolution
|
|||
#define WAVEMESH_WIDTH_FACTOR 0.1 // the fine wave mesh compared to screen resolution
|
|||
#define WAVEMESH_HEIGHT_FACTOR 0.25 // the fine wave mesh compared to screen resolution
|
|||
#define AA_OVERSAMPLE_FACTOR 2 // anti aliasing applied in BOTH X and Y directions {1,2,4,8}
|
|||
*/ |
|||
|
|||
/*
|
|||
// Balanced rendering setup
|
|||
#define WAVETEX_WIDTH_FACTOR 1 // the wavemesh texture compared to screen resolution
|
|||
#define WAVETEX_HEIGHT_FACTOR 2 // the wavemesh texture compared to screen resolution
|
|||
#define WAVEMESH_WIDTH_FACTOR 1 // the fine wave mesh compared to screen resolution
|
|||
#define WAVEMESH_HEIGHT_FACTOR 2 // the fine wave mesh compared to screen resolution
|
|||
#define AA_OVERSAMPLE_FACTOR 2 // anti aliasing applied in BOTH X and Y directions {1,2,4,8}
|
|||
*/ |
|||
|
|||
|
|||
// High quality rendering setup
|
|||
#define WAVETEX_WIDTH_FACTOR 2 // the wavemesh texture compared to screen resolution
|
|||
#define WAVETEX_HEIGHT_FACTOR 4 // the wavemesh texture compared to screen resolution
|
|||
#define WAVEMESH_WIDTH_FACTOR 2 // the fine wave mesh compared to screen resolution
|
|||
#define WAVEMESH_HEIGHT_FACTOR 4 // the fine wave mesh compared to screen resolution
|
|||
#define AA_OVERSAMPLE_FACTOR 4 // anti aliasing applied in BOTH X and Y directions {1,2,4,8}
|
|||
|
|||
|
|||
|
File diff suppressed because it is too large
@ -0,0 +1,33 @@ |
|||
CONTEXT=sdl2 |
|||
ifeq "$(shell uname)" "Darwin" |
|||
CONTEXT=glfw3 |
|||
LDFLAGS += -lobjc -framework Foundation -framework OpenGL -framework Cocoa |
|||
endif |
|||
|
|||
CXXFLAGS += -g -W -Wall -Wno-unused-parameter -Wno-deprecated-declarations |
|||
CXXFLAGS += $(shell pkg-config --cflags glew) |
|||
CXXFLAGS += $(shell pkg-config --cflags $(CONTEXT)) |
|||
|
|||
LDFLAGS += -g |
|||
LDFLAGS += $(shell pkg-config --libs glew) |
|||
LDFLAGS += $(shell pkg-config --libs $(CONTEXT)) |
|||
|
|||
TP="tp3" |
|||
SRC=ripple |
|||
|
|||
exe : $(SRC).exe |
|||
run : exe |
|||
optirun ./$(SRC).exe |
|||
$(SRC).exe : $(SRC).cpp *.h |
|||
$(CXX) $(CXXFLAGS) -o$@ $(SRC).cpp $(LDFLAGS) |
|||
|
|||
sol : ; make SRC=$(SRC)Solution exe |
|||
runs : ; make SRC=$(SRC)Solution run |
|||
|
|||
clean : |
|||
rm -rf *.o *.exe *.exe.dSYM |
|||
|
|||
remise zip : |
|||
make clean |
|||
rm -f remise_$(TP).zip |
|||
zip -r remise_$(TP).zip *.cpp *.h *.glsl makefile *.txt textures |
@ -0,0 +1,141 @@ |
|||
#version 410 |
|||
|
|||
// Définition des paramètres des sources de lumière |
|||
layout (std140) uniform LightSourceParameters |
|||
{ |
|||
vec4 ambient; |
|||
vec4 diffuse; |
|||
vec4 specular; |
|||
vec4 position; |
|||
vec3 spotDirection; |
|||
float spotExponent; |
|||
float spotCutoff; // ([0.0,90.0] ou 180.0) |
|||
float constantAttenuation; |
|||
float linearAttenuation; |
|||
float quadraticAttenuation; |
|||
} LightSource[1]; |
|||
|
|||
// Définition des paramètres des matériaux |
|||
layout (std140) uniform MaterialParameters |
|||
{ |
|||
vec4 emission; |
|||
vec4 ambient; |
|||
vec4 diffuse; |
|||
vec4 specular; |
|||
float shininess; |
|||
} FrontMaterial; |
|||
|
|||
// Définition des paramètres globaux du modèle de lumière |
|||
layout (std140) uniform LightModelParameters |
|||
{ |
|||
vec4 ambient; // couleur ambiante |
|||
bool localViewer; // observateur local ou à l'infini? |
|||
bool twoSide; // éclairage sur les deux côtés ou un seul? |
|||
} LightModel; |
|||
|
|||
layout (std140) uniform varsUnif |
|||
{ |
|||
// partie 1: illumination |
|||
int typeIllumination; // 0:Lambert, 1:Gouraud, 2:Phong |
|||
bool utiliseBlinn; // indique si on veut utiliser modèle spéculaire de Blinn ou Phong |
|||
bool utiliseDirect; // indique si on utilise un spot style Direct3D ou OpenGL |
|||
bool afficheNormales; // indique si on utilise les normales comme couleurs (utile pour le débogage) |
|||
// partie 3: texture |
|||
int texnumero; // numéro de la texture appliquée |
|||
bool utiliseCouleur; // doit-on utiliser la couleur de base de l'objet en plus de celle de la texture? |
|||
int afficheTexelNoir; // un texel noir doit-il être affiché 0:noir, 1:mi-coloré, 2:transparent? |
|||
}; |
|||
|
|||
uniform sampler2D laTexture; |
|||
|
|||
///////////////////////////////////////////////////////////////// |
|||
|
|||
in Attribs { |
|||
vec3 lumiDir, spotDir; |
|||
vec3 normale, obsVec; |
|||
vec2 texCoord; |
|||
vec4 couleur; |
|||
} AttribsIn; |
|||
|
|||
out vec4 FragColor; |
|||
|
|||
float calculerSpot( in vec3 spotDir, in vec3 L ) |
|||
{ |
|||
float spotFacteur; |
|||
float spotDot = dot( L, normalize( spotDir ) ); |
|||
if ( utiliseDirect ) // modèle Direct3D |
|||
{ |
|||
float cosAngleInterne = cos(radians(LightSource[0].spotCutoff)); |
|||
float exposant = 1.01 + LightSource[0].spotExponent / 2.0; |
|||
float cosAngleExterne = pow( cos(radians(LightSource[0].spotCutoff)), exposant ); |
|||
// calculer le facteur spot avec la fonction smoothstep() |
|||
spotFacteur = smoothstep( cosAngleExterne, cosAngleInterne, spotDot ); |
|||
} |
|||
else // modèle OpenGL |
|||
{ |
|||
spotFacteur = ( spotDot > cos(radians(LightSource[0].spotCutoff)) ) ? pow( spotDot, LightSource[0].spotExponent ) : 0.0; |
|||
} |
|||
return( spotFacteur ); |
|||
} |
|||
|
|||
vec4 calculerReflexion( in vec3 L, in vec3 N, in vec3 O ) |
|||
{ |
|||
vec4 coul = FrontMaterial.emission + FrontMaterial.ambient * LightModel.ambient; |
|||
|
|||
// calcul de la composante ambiante |
|||
coul += FrontMaterial.ambient * LightSource[0].ambient; |
|||
|
|||
// calcul de l'éclairage seulement si le produit scalaire est positif |
|||
float NdotL = max( 0.0, dot( N, L ) ); |
|||
if ( NdotL > 0.0 ) |
|||
{ |
|||
// calcul de la composante diffuse |
|||
//coul += ( utiliseCouleur ? FrontMaterial.diffuse : vec4(1.0) ) * LightSource[0].diffuse * NdotL; |
|||
coul += FrontMaterial.diffuse * LightSource[0].diffuse * NdotL; |
|||
|
|||
// calcul de la composante spéculaire (Blinn ou Phong) |
|||
float NdotHV = max( 0.0, ( utiliseBlinn ) ? dot( normalize( L + O ), N ) : dot( reflect( -L, N ), O ) ); |
|||
coul += FrontMaterial.specular * LightSource[0].specular * ( ( NdotHV == 0.0 ) ? 0.0 : pow( NdotHV, FrontMaterial.shininess ) ); |
|||
} |
|||
return( coul ); |
|||
} |
|||
|
|||
void main( void ) |
|||
{ |
|||
vec3 L = normalize( AttribsIn.lumiDir ); // vecteur vers la source lumineuse |
|||
vec3 N = normalize( AttribsIn.normale ); // vecteur normal |
|||
//vec3 N = normalize( gl_FrontFacing ? AttribsIn.normale : -AttribsIn.normale ); |
|||
vec3 O = normalize( AttribsIn.obsVec ); // position de l'observateur |
|||
|
|||
// calculer la réflexion: |
|||
// si illumination de 1:Gouraud, prendre la couleur interpolée qui a été reçue |
|||
// si illumination de 2:Phong, le faire! |
|||
// si illumination de 0:Lambert, faire comme Phong, même si les normales sont les mêmes pour tous les fragments |
|||
vec4 coul = ( typeIllumination == 1 ) ? AttribsIn.couleur : calculerReflexion( L, N, O ); |
|||
|
|||
// calculer l'influence du spot |
|||
float spotFacteur = calculerSpot( AttribsIn.spotDir, L ); |
|||
coul *= spotFacteur; |
|||
//if ( spotFacteur <= 0.0 ) discard; // pour éliminer tout ce qui n'est pas dans le cône |
|||
// calcul de la composante ambiante |
|||
//coul += FrontMaterial.ambient * LightSource[0].ambient; |
|||
|
|||
// appliquer la texture s'il y a lieu |
|||
if ( texnumero != 0 ) |
|||
{ |
|||
vec4 couleurTexture = texture( laTexture, AttribsIn.texCoord ); |
|||
// comment afficher un texel noir? |
|||
if ( couleurTexture.r < 0.1 && couleurTexture.g < 0.1 && couleurTexture.b < 0.1 && |
|||
spotFacteur > 0.0 ) |
|||
if ( afficheTexelNoir == 1 ) |
|||
couleurTexture = coul / 2.0; |
|||
else if ( afficheTexelNoir == 2 ) |
|||
discard; |
|||
coul *= couleurTexture; |
|||
} |
|||
|
|||
// assigner la couleur finale |
|||
FragColor = clamp( coul, 0.0, 1.0 ); |
|||
|
|||
if ( afficheNormales ) FragColor = vec4(N,1.0); |
|||
} |
@ -0,0 +1,73 @@ |
|||
#version 410 |
|||
|
|||
layout(triangles) in; |
|||
layout(triangle_strip, max_vertices = 3) out; |
|||
|
|||
uniform mat4 matrModel; |
|||
uniform mat4 matrVisu; |
|||
uniform mat4 matrProj; |
|||
uniform mat3 matrNormale; |
|||
|
|||
layout (std140) uniform varsUnif |
|||
{ |
|||
// partie 1: illumination |
|||
int typeIllumination; // 0:Lambert, 1:Gouraud, 2:Phong |
|||
bool utiliseBlinn; // indique si on veut utiliser modèle spéculaire de Blinn ou Phong |
|||
bool utiliseDirect; // indique si on utilise un spot style Direct3D ou OpenGL |
|||
bool afficheNormales; // indique si on utilise les normales comme couleurs (utile pour le débogage) |
|||
// partie 3: texture |
|||
int texnumero; // numéro de la texture appliquée |
|||
bool utiliseCouleur; // doit-on utiliser la couleur de base de l'objet en plus de celle de la texture? |
|||
int afficheTexelNoir; // un texel noir doit-il être affiché 0:noir, 1:mi-coloré, 2:transparent? |
|||
}; |
|||
|
|||
in Attribs { |
|||
vec3 lumiDir, spotDir; |
|||
vec3 normale, obsVec; |
|||
vec2 texCoord; |
|||
vec4 couleur; |
|||
} AttribsIn[]; |
|||
|
|||
out Attribs { |
|||
vec3 lumiDir, spotDir; |
|||
vec3 normale, obsVec; |
|||
vec2 texCoord; |
|||
vec4 couleur; |
|||
} AttribsOut; |
|||
|
|||
void main() |
|||
{ |
|||
// si illumination est Lambert, calculer une nouvelle normale |
|||
vec3 n = vec3(0.0); |
|||
if ( typeIllumination == 0 ) |
|||
{ |
|||
vec3 p0 = gl_in[0].gl_Position.xyz; |
|||
vec3 p1 = gl_in[1].gl_Position.xyz; |
|||
vec3 p2 = gl_in[2].gl_Position.xyz; |
|||
n = cross( p1-p0, p2-p0 ); // cette nouvelle normale est déjà dans le repère de la caméra |
|||
// il n'est pas nécessaire de la multiplier par matrNormale |
|||
} |
|||
// ou faire une moyenne, MAIS CE N'EST PAS CE QU'ON VEUT! |
|||
// if ( typeIllumination == 0 ) |
|||
// { |
|||
// // calculer le centre |
|||
// for ( int i = 0 ; i < gl_in.length() ; ++i ) |
|||
// { |
|||
// n += AttribsIn[i].normale; |
|||
// } |
|||
// n /= gl_in.length(); |
|||
// } |
|||
|
|||
// émettre les sommets |
|||
for ( int i = 0 ; i < gl_in.length() ; ++i ) |
|||
{ |
|||
gl_Position = matrProj * gl_in[i].gl_Position; // on termine la transformation débutée dans le nuanceur de sommets |
|||
AttribsOut.lumiDir = AttribsIn[i].lumiDir; |
|||
AttribsOut.spotDir = AttribsIn[i].spotDir; |
|||
AttribsOut.normale = ( typeIllumination == 0 ) ? n : AttribsIn[i].normale; |
|||
AttribsOut.obsVec = AttribsIn[i].obsVec; |
|||
AttribsOut.texCoord = AttribsIn[i].texCoord; |
|||
AttribsOut.couleur = AttribsIn[i].couleur; |
|||
EmitVertex(); |
|||
} |
|||
} |
@ -0,0 +1,130 @@ |
|||
#version 410 |
|||
|
|||
// Définition des paramètres des sources de lumière |
|||
layout (std140) uniform LightSourceParameters |
|||
{ |
|||
vec4 ambient; |
|||
vec4 diffuse; |
|||
vec4 specular; |
|||
vec4 position; |
|||
vec3 spotDirection; |
|||
float spotExponent; |
|||
float spotCutoff; // ([0.0,90.0] ou 180.0) |
|||
float constantAttenuation; |
|||
float linearAttenuation; |
|||
float quadraticAttenuation; |
|||
} LightSource[1]; |
|||
|
|||
// Définition des paramètres des matériaux |
|||
layout (std140) uniform MaterialParameters |
|||
{ |
|||
vec4 emission; |
|||
vec4 ambient; |
|||
vec4 diffuse; |
|||
vec4 specular; |
|||
float shininess; |
|||
} FrontMaterial; |
|||
|
|||
// Définition des paramètres globaux du modèle de lumière |
|||
layout (std140) uniform LightModelParameters |
|||
{ |
|||
vec4 ambient; // couleur ambiante |
|||
bool localViewer; // observateur local ou à l'infini? |
|||
bool twoSide; // éclairage sur les deux côtés ou un seul? |
|||
} LightModel; |
|||
|
|||
layout (std140) uniform varsUnif |
|||
{ |
|||
// partie 1: illumination |
|||
int typeIllumination; // 0:Lambert, 1:Gouraud, 2:Phong |
|||
bool utiliseBlinn; // indique si on veut utiliser modèle spéculaire de Blinn ou Phong |
|||
bool utiliseDirect; // indique si on utilise un spot style Direct3D ou OpenGL |
|||
bool afficheNormales; // indique si on utilise les normales comme couleurs (utile pour le débogage) |
|||
// partie 3: texture |
|||
int texnumero; // numéro de la texture appliquée |
|||
bool utiliseCouleur; // doit-on utiliser la couleur de base de l'objet en plus de celle de la texture? |
|||
int afficheTexelNoir; // un texel noir doit-il être affiché 0:noir, 1:mi-coloré, 2:transparent? |
|||
}; |
|||
|
|||
uniform mat4 matrModel; |
|||
uniform mat4 matrVisu; |
|||
uniform mat4 matrProj; |
|||
uniform mat3 matrNormale; |
|||
|
|||
///////////////////////////////////////////////////////////////// |
|||
|
|||
layout(location=0) in vec4 Vertex; |
|||
layout(location=2) in vec3 Normal; |
|||
layout(location=3) in vec4 Color; |
|||
layout(location=8) in vec4 TexCoord; |
|||
|
|||
out Attribs { |
|||
vec3 lumiDir, spotDir; |
|||
vec3 normale, obsVec; |
|||
vec2 texCoord; |
|||
vec4 couleur; |
|||
} AttribsOut; |
|||
|
|||
vec4 calculerReflexion( in vec3 L, in vec3 N, in vec3 O ) |
|||
{ |
|||
vec4 coul = FrontMaterial.emission + FrontMaterial.ambient * LightModel.ambient; |
|||
|
|||
// calcul de la composante ambiante |
|||
coul += FrontMaterial.ambient * LightSource[0].ambient; |
|||
|
|||
// calcul de l'éclairage seulement si le produit scalaire est positif |
|||
float NdotL = max( 0.0, dot( N, L ) ); |
|||
if ( NdotL > 0.0 ) |
|||
{ |
|||
// calcul de la composante diffuse |
|||
//coul += ( utiliseCouleur ? FrontMaterial.diffuse : vec4(1.0) ) * LightSource[0].diffuse * NdotL; |
|||
coul += FrontMaterial.diffuse * LightSource[0].diffuse * NdotL; |
|||
|
|||
// calcul de la composante spéculaire (Blinn ou Phong) |
|||
float NdotHV = max( 0.0, ( utiliseBlinn ) ? dot( normalize( L + O ), N ) : dot( reflect( -L, N ), O ) ); |
|||
coul += FrontMaterial.specular * LightSource[0].specular * ( ( NdotHV == 0.0 ) ? 0.0 : pow( NdotHV, FrontMaterial.shininess ) ); |
|||
} |
|||
return( coul ); |
|||
} |
|||
|
|||
void main( void ) |
|||
{ |
|||
// transformation standard du sommet, ** sans la projection ** |
|||
gl_Position = matrVisu * matrModel * Vertex; |
|||
|
|||
// calculer la normale qui sera interpolée pour le nuanceur de fragment |
|||
AttribsOut.normale = matrNormale * Normal; |
|||
|
|||
// calculer la position du sommet (dans le repère de la caméra) |
|||
vec3 pos = vec3( matrVisu * matrModel * Vertex ); |
|||
|
|||
// vecteur de la direction de la lumière (dans le repère de la caméra) |
|||
AttribsOut.lumiDir = vec3( ( matrVisu * LightSource[0].position ).xyz - pos ); |
|||
|
|||
// vecteur de la direction vers l'observateur (dans le repère de la caméra) |
|||
AttribsOut.obsVec = ( LightModel.localViewer ? |
|||
normalize(-pos) : // =(0-pos) un vecteur qui pointe vers le (0,0,0), c'est-à-dire vers la caméra |
|||
vec3( 0.0, 0.0, 1.0 ) ); // on considère que l'observateur (la caméra) est à l'infini dans la direction (0,0,1) |
|||
// vecteur de la direction du spot (en tenant compte seulement des rotations de la caméra) |
|||
AttribsOut.spotDir = inverse(mat3(matrVisu)) * -LightSource[0].spotDirection; |
|||
// On accepte aussi: (si on suppose que .spotDirection est déjà dans le repère de la caméra) |
|||
//AttribsOut.spotDir = -LightSource[0].spotDirection; |
|||
// On accepte aussi: (car matrVisu a seulement une translation et pas de rotation => "mat3(matrVisu) == I" ) |
|||
//AttribsOut.spotDir = -LightSource[0].spotDirection; |
|||
// On accepte aussi: (car c'était le calcul qui était dans la solution précédente présentée dans le lab!) |
|||
//AttribsOut.spotDir = -( matrVisu * vec4(LightSource[0].spotDirection,1.0) ).xyz; |
|||
|
|||
// si illumination est 1:Gouraud, calculer la réflexion ici, sinon ne rien faire de plus |
|||
if ( typeIllumination == 1 ) |
|||
{ |
|||
vec3 L = normalize( AttribsOut.lumiDir ); // calcul du vecteur de la surface vers la source lumineuse |
|||
vec3 N = normalize( AttribsOut.normale ); // vecteur normal |
|||
vec3 O = normalize( AttribsOut.obsVec ); // position de l'observateur |
|||
AttribsOut.couleur = calculerReflexion( L, N, O ); |
|||
} |
|||
//else |
|||
// couleur = vec4(0.0); // inutile |
|||
|
|||
// assigner les coordonnées de texture |
|||
AttribsOut.texCoord = TexCoord.st; |
|||
} |
@ -0,0 +1,954 @@ |
|||
// Prénoms, noms et matricule des membres de l'équipe:
|
|||
// - Prénom1 NOM1 (matricule1)
|
|||
// - Prénom2 NOM2 (matricule2)
|
|||
|
|||
#include <stdlib.h> |
|||
#include <iostream> |
|||
#include "inf2705.h" |
|||
|
|||
#define SOL 1 |
|||
|
|||
// variables pour l'utilisation des nuanceurs
|
|||
GLuint prog; // votre programme de nuanceurs
|
|||
GLint locVertex = -1; |
|||
GLint locNormal = -1; |
|||
GLint locTexCoord = -1; |
|||
GLint locmatrModel = -1; |
|||
GLint locmatrVisu = -1; |
|||
GLint locmatrProj = -1; |
|||
GLint locmatrNormale = -1; |
|||
GLint loclaTexture = -1; |
|||
GLuint indLightSource; |
|||
GLuint indFrontMaterial; |
|||
GLuint indLightModel; |
|||
GLuint indvarsUnif; |
|||
GLuint progBase; // le programme de nuanceurs de base
|
|||
GLint locVertexBase = -1; |
|||
GLint locColorBase = -1; |
|||
GLint locmatrModelBase = -1; |
|||
GLint locmatrVisuBase = -1; |
|||
GLint locmatrProjBase = -1; |
|||
|
|||
GLuint vao[2]; |
|||
GLuint vbo[5]; |
|||
GLuint ubo[4]; |
|||
|
|||
// matrices de du pipeline graphique
|
|||
MatricePipeline matrModel; |
|||
MatricePipeline matrVisu; |
|||
MatricePipeline matrProj; |
|||
|
|||
// les formes
|
|||
FormeSphere *sphere = NULL, *sphereLumi = NULL; |
|||
FormeTheiere *theiere = NULL; |
|||
FormeTore *tore = NULL; |
|||
FormeCylindre *cylindre = NULL; |
|||
FormeCylindre *cone = NULL; |
|||
|
|||
// variables pour définir le point de vue
|
|||
double thetaCam = 0.0; // angle de rotation de la caméra (coord. sphériques)
|
|||
double phiCam = 0.0; // angle de rotation de la caméra (coord. sphériques)
|
|||
double distCam = 0.0; // distance (coord. sphériques)
|
|||
|
|||
// variables d'état
|
|||
bool enPerspective = false; // indique si on est en mode Perspective (true) ou Ortho (false)
|
|||
bool enmouvement = false; // le modèle est en mouvement/rotation automatique ou non
|
|||
bool afficheAxes = true; // indique si on affiche les axes
|
|||
GLenum modePolygone = GL_FILL; // comment afficher les polygones
|
|||
|
|||
////////////////////////////////////////
|
|||
// déclaration des variables globales //
|
|||
////////////////////////////////////////
|
|||
|
|||
// partie 1: illumination
|
|||
int modele = 1; // le modèle à afficher
|
|||
|
|||
// partie 3: texture
|
|||
GLuint textureDE = 0; |
|||
GLuint textureECHIQUIER = 0; |
|||
|
|||
// définition des lumières
|
|||
struct LightSourceParameters |
|||
{ |
|||
glm::vec4 ambient; |
|||
glm::vec4 diffuse; |
|||
glm::vec4 specular; |
|||
glm::vec4 position; |
|||
glm::vec3 spotDirection; |
|||
float spotExposant; |
|||
float spotAngle; // ([0.0,90.0] ou 180.0)
|
|||
float constantAttenuation; |
|||
float linearAttenuation; |
|||
float quadraticAttenuation; |
|||
} LightSource[1] = { { glm::vec4( 1.0, 1.0, 1.0, 1.0 ), |
|||
glm::vec4( 1.0, 1.0, 1.0, 1.0 ), |
|||
glm::vec4( 1.0, 1.0, 1.0, 1.0 ), |
|||
glm::vec4( 4, 1, 15, 1.0 ), |
|||
glm::vec3( -5.0, -2.0, -10.0 ), |
|||
1.0, // l'exposant du cône
|
|||
15.0, // l'angle du cône du spot
|
|||
1., 0., 0. } }; |
|||
|
|||
// définition du matériau
|
|||
struct MaterialParameters |
|||
{ |
|||
glm::vec4 emission; |
|||
glm::vec4 ambient; |
|||
glm::vec4 diffuse; |
|||
glm::vec4 specular; |
|||
float shininess; |
|||
} FrontMaterial = { glm::vec4( 0.0, 0.0, 0.0, 1.0 ), |
|||
glm::vec4( 0.1, 0.1, 0.1, 1.0 ), |
|||
glm::vec4( 1.0, 0.1, 1.0, 1.0 ), |
|||
glm::vec4( 1.0, 1.0, 1.0, 1.0 ), |
|||
100.0 }; |
|||
|
|||
struct LightModelParameters |
|||
{ |
|||
glm::vec4 ambient; // couleur ambiante
|
|||
int localViewer; // doit-on prendre en compte la position de l'observateur? (local ou à l'infini)
|
|||
int twoSide; // éclairage sur les deux côtés ou un seul?
|
|||
} LightModel = { glm::vec4(0,0,0,1), false, false }; |
|||
|
|||
struct |
|||
{ |
|||
// partie 1: illumination
|
|||
int typeIllumination; // 0:Lambert, 1:Gouraud, 2:Phong
|
|||
int utiliseBlinn; // indique si on veut utiliser modèle spéculaire de Blinn ou Phong
|
|||
int utiliseDirect; // indique si on utilise un spot style Direct3D ou OpenGL
|
|||
int afficheNormales; // indique si on utilise les normales comme couleurs (utile pour le débogage)
|
|||
// partie 3: texture
|
|||
int texnumero; // numéro de la texture appliquée
|
|||
int utiliseCouleur; // doit-on utiliser la couleur de base de l'objet en plus de celle de la texture?
|
|||
int afficheTexelNoir; // un texel noir doit-il être affiché 0:noir, 1:mi-coloré, 2:transparent?
|
|||
} varsUnif = { 2, false, false, false, |
|||
0, true, 0 }; |
|||
// ( En glsl, les types 'bool' et 'int' sont de la même taille, ce qui n'est pas le cas en C++.
|
|||
// Ci-dessus, on triche donc un peu en déclarant les 'bool' comme des 'int', mais ça facilite la
|
|||
// copie directe vers le nuanceur où les variables seront bien de type 'bool'. )
|
|||
|
|||
|
|||
void verifierAngles() |
|||
{ |
|||
if ( thetaCam > 360.0 ) |
|||
thetaCam -= 360.0; |
|||
else if ( thetaCam < 0.0 ) |
|||
thetaCam += 360.0; |
|||
|
|||
const GLdouble MINPHI = -90.0, MAXPHI = 90.0; |
|||
if ( phiCam > MAXPHI ) |
|||
phiCam = MAXPHI; |
|||
else if ( phiCam < MINPHI ) |
|||
phiCam = MINPHI; |
|||
} |
|||
|
|||
void calculerPhysique( ) |
|||
{ |
|||
if ( enmouvement ) |
|||
{ |
|||
static int sensTheta = 1; |
|||
static int sensPhi = 1; |
|||
thetaCam += 0.3 * sensTheta; |
|||
phiCam += 0.5 * sensPhi; |
|||
//if ( thetaCam <= 0. || thetaCam >= 360.0 ) sensTheta = -sensTheta;
|
|||
if ( phiCam < -90.0 || phiCam > 90.0 ) sensPhi = -sensPhi; |
|||
|
|||
static int sensAngle = 1; |
|||
LightSource[0].spotAngle += sensAngle * 0.3; |
|||
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; |
|||
varsUnif.typeIllumination = fmod(type,3); |
|||
} |
|||
|
|||
verifierAngles(); |
|||
} |
|||
|
|||
void chargerTextures() |
|||
{ |
|||
unsigned char *pixels; |
|||
GLsizei largeur, hauteur; |
|||
if ( ( pixels = ChargerImage( "textures/de.bmp", 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 ); |
|||
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 ); |
|||
} |
|||
|
|||
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
|
|||
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; |
|||
} |
|||
|
|||
// charger le nuanceur de ce TP
|
|||
{ |
|||
// créer le programme
|
|||
prog = glCreateProgram(); |
|||
|
|||
// 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; |
|||
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; |
|||
if ( ( indvarsUnif = glGetUniformBlockIndex( prog, "varsUnif" ) ) == GL_INVALID_INDEX ) std::cerr << "!!! pas trouvé l'\"index\" de varsUnif" << std::endl; |
|||
|
|||
// charger les ubo
|
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[0] ); |
|||
glBufferData( GL_UNIFORM_BUFFER, sizeof(LightSource), &LightSource, GL_DYNAMIC_COPY ); |
|||
glBindBuffer( GL_UNIFORM_BUFFER, 0 ); |
|||
const GLuint bindingIndex = 0; |
|||
glBindBufferBase( GL_UNIFORM_BUFFER, bindingIndex, ubo[0] ); |
|||
glUniformBlockBinding( prog, indLightSource, bindingIndex ); |
|||
} |
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[1] ); |
|||
glBufferData( GL_UNIFORM_BUFFER, sizeof(FrontMaterial), &FrontMaterial, GL_DYNAMIC_COPY ); |
|||
glBindBuffer( GL_UNIFORM_BUFFER, 0 ); |
|||
const GLuint bindingIndex = 1; |
|||
glBindBufferBase( GL_UNIFORM_BUFFER, bindingIndex, ubo[1] ); |
|||
glUniformBlockBinding( prog, indFrontMaterial, bindingIndex ); |
|||
} |
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[2] ); |
|||
glBufferData( GL_UNIFORM_BUFFER, sizeof(LightModel), &LightModel, GL_DYNAMIC_COPY ); |
|||
glBindBuffer( GL_UNIFORM_BUFFER, 0 ); |
|||
const GLuint bindingIndex = 2; |
|||
glBindBufferBase( GL_UNIFORM_BUFFER, bindingIndex, ubo[2] ); |
|||
glUniformBlockBinding( prog, indLightModel, bindingIndex ); |
|||
} |
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[3] ); |
|||
glBufferData( GL_UNIFORM_BUFFER, sizeof(varsUnif), &varsUnif, GL_DYNAMIC_COPY ); |
|||
glBindBuffer( GL_UNIFORM_BUFFER, 0 ); |
|||
const GLuint bindingIndex = 3; |
|||
glBindBufferBase( GL_UNIFORM_BUFFER, bindingIndex, ubo[3] ); |
|||
glUniformBlockBinding( prog, indvarsUnif, bindingIndex ); |
|||
} |
|||
} |
|||
} |
|||
|
|||
// initialisation d'openGL
|
|||
void initialiser() |
|||
{ |
|||
// donner l'orientation du modèle
|
|||
thetaCam = 0.0; |
|||
phiCam = 0.0; |
|||
distCam = 30.0; |
|||
|
|||
// couleur de l'arrière-plan
|
|||
glClearColor( 0.4, 0.2, 0.0, 1.0 ); |
|||
|
|||
// activer les etats openGL
|
|||
glEnable( GL_DEPTH_TEST ); |
|||
|
|||
// charger les textures
|
|||
chargerTextures(); |
|||
|
|||
// allouer les UBO pour les variables uniformes
|
|||
glGenBuffers( 4, ubo ); |
|||
|
|||
// charger les nuanceurs
|
|||
chargerNuanceurs(); |
|||
glUseProgram( prog ); |
|||
|
|||
// (partie 1) créer le cube
|
|||
/* +Y */ |
|||
/* 3+-----------+2 */ |
|||
/* |\ |\ */ |
|||
/* | \ | \ */ |
|||
/* | \ | \ */ |
|||
/* | 7+-----------+6 */ |
|||
/* | | | | */ |
|||
/* | | | | */ |
|||
/* 0+---|-------+1 | */ |
|||
/* \ | \ | +X */ |
|||
/* \ | \ | */ |
|||
/* \| \| */ |
|||
/* 4+-----------+5 */ |
|||
/* +Z */ |
|||
|
|||
GLfloat sommets[3*4*6] = |
|||
{ |
|||
-1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, // P3,P2,P0,P1
|
|||
1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, // P5,P4,P1,P0
|
|||
1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, // P6,P5,P2,P1
|
|||
-1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, // P7,P6,P3,P2
|
|||
-1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, // P4,P7,P0,P3
|
|||
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0 // P4,P5,P7,P6
|
|||
}; |
|||
GLfloat normales[3*4*6] = |
|||
{ |
|||
0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, |
|||
0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, |
|||
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, |
|||
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, |
|||
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, |
|||
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, |
|||
}; |
|||
GLfloat texcoordsDe[2*4*6] = |
|||
{ |
|||
1.000000,0.000000, 0.666666,0.000000, 1.000000,0.333333, 0.666666,0.333333, |
|||
0.000000,0.666666, 0.333333,0.666666, 0.000000,0.333333, 0.333333,0.333333, |
|||
0.666666,1.000000, 0.666666,0.666666, 0.333333,1.000000, 0.333333,0.666666, |
|||
1.000000,0.333333, 0.666666,0.333333, 1.000000,0.666666, 0.666666,0.666666, |
|||
0.333333,0.000000, 0.333333,0.333333, 0.666666,0.000000, 0.666666,0.333333, |
|||
0.666666,0.333333, 0.333333,0.333333, 0.666666,0.666666, 0.333333,0.666666 |
|||
}; |
|||
GLfloat texcoordsEchiquier[2*4*6] = |
|||
{ |
|||
-1.0, -1.0, -1.0, 2.0, 2.0, -1.0, 2.0, 2.0, |
|||
2.0, -1.0, -1.0, -1.0, 2.0, 2.0, -1.0, 2.0, |
|||
-1.0, -1.0, -1.0, 2.0, 2.0, -1.0, 2.0, 2.0, |
|||
-1.0, 2.0, 2.0, 2.0, -1.0, -1.0, 2.0, -1.0, |
|||
2.0, 2.0, 2.0, -1.0, -1.0, 2.0, -1.0, -1.0, |
|||
-1.0, -1.0, -1.0, 2.0, 2.0, -1.0, 2.0, 2.0 |
|||
}; |
|||
|
|||
// allouer les objets OpenGL
|
|||
glGenVertexArrays( 2, vao ); |
|||
glGenBuffers( 5, vbo ); |
|||
// initialiser le VAO
|
|||
glBindVertexArray( vao[0] ); |
|||
|
|||
// charger le VBO pour les sommets
|
|||
glBindBuffer( GL_ARRAY_BUFFER, vbo[0] ); |
|||
glBufferData( GL_ARRAY_BUFFER, sizeof(sommets), sommets, GL_STATIC_DRAW ); |
|||
glVertexAttribPointer( locVertex, 3, GL_FLOAT, GL_FALSE, 0, 0 ); |
|||
glEnableVertexAttribArray(locVertex); |
|||
// (partie 1) charger le VBO pour les normales
|
|||
glBindBuffer( GL_ARRAY_BUFFER, vbo[1] ); |
|||
glBufferData( GL_ARRAY_BUFFER, sizeof(normales), normales, GL_STATIC_DRAW ); |
|||
glVertexAttribPointer( locNormal, 3, GL_FLOAT, GL_FALSE, 0, 0 ); |
|||
glEnableVertexAttribArray(locNormal); |
|||
// (partie 3) charger le VBO pour les coordonnées de texture du dé
|
|||
glBindBuffer( GL_ARRAY_BUFFER, vbo[2] ); |
|||
glBufferData( GL_ARRAY_BUFFER, sizeof(texcoordsDe), texcoordsDe, GL_STATIC_DRAW ); |
|||
glVertexAttribPointer( locTexCoord, 2, GL_FLOAT, GL_FALSE, 0, 0 ); |
|||
glEnableVertexAttribArray(locTexCoord); |
|||
// (partie 3) charger le VBO pour les coordonnées de texture de l'échiquier
|
|||
glBindBuffer( GL_ARRAY_BUFFER, vbo[3] ); |
|||
glBufferData( GL_ARRAY_BUFFER, sizeof(texcoordsEchiquier), texcoordsEchiquier, GL_STATIC_DRAW ); |
|||
glVertexAttribPointer( locTexCoord, 2, GL_FLOAT, GL_FALSE, 0, 0 ); |
|||
glEnableVertexAttribArray(locTexCoord); |
|||
|
|||
glBindVertexArray(0); |
|||
|
|||
// initialiser le VAO pour une ligne (montrant la direction du spot)
|
|||
glBindVertexArray( vao[1] ); |
|||
GLfloat coords[] = { 0., 0., 0., 0., 0., 1. }; |
|||
glBindBuffer( GL_ARRAY_BUFFER, vbo[4] ); |
|||
glBufferData( GL_ARRAY_BUFFER, sizeof(coords), coords, GL_STATIC_DRAW ); |
|||
glVertexAttribPointer( locVertexBase, 3, GL_FLOAT, GL_FALSE, 0, 0 ); |
|||
glEnableVertexAttribArray(locVertexBase); |
|||
glBindVertexArray(0); |
|||
|
|||
// créer quelques autres formes
|
|||
sphere = new FormeSphere( 1.0, 32, 32 ); |
|||
sphereLumi = new FormeSphere( 0.5, 10, 10 ); |
|||
theiere = new FormeTheiere( ); |
|||
tore = new FormeTore( 0.4, 0.8, 32, 32 ); |
|||
cylindre = new FormeCylindre( 0.3, 0.3, 3.0, 32, 32 ); |
|||
cone = new FormeCylindre( 0.0, 0.5, 3.0, 32, 32 ); |
|||
} |
|||
|
|||
void conclure() |
|||
{ |
|||
glUseProgram( 0 ); |
|||
glDeleteVertexArrays( 2, vao ); |
|||
glDeleteBuffers( 4, vbo ); |
|||
glDeleteBuffers( 4, ubo ); |
|||
delete sphere; |
|||
delete sphereLumi; |
|||
delete theiere; |
|||
delete tore; |
|||
delete cylindre; |
|||
delete cone; |
|||
} |
|||
|
|||
void afficherModele() |
|||
{ |
|||
// partie 3: paramètres de texture
|
|||
switch ( varsUnif.texnumero ) |
|||
{ |
|||
default: |
|||
//std::cout << "Sans texture" << std::endl;
|
|||
glBindTexture( GL_TEXTURE_2D, 0 ); |
|||
break; |
|||
case 1: |
|||
//std::cout << "Texture DE" << std::endl;
|
|||
glBindTexture( GL_TEXTURE_2D, textureDE ); |
|||
break; |
|||
case 2: |
|||
//std::cout << "Texture ECHIQUIER" << std::endl;
|
|||
glBindTexture( GL_TEXTURE_2D, textureECHIQUIER ); |
|||
break; |
|||
} |
|||
|
|||
// 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 ); |
|||
|
|||
glUniformMatrix4fv( locmatrModel, 1, GL_FALSE, matrModel ); |
|||
// (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; |
|||
} |
|||
} matrModel.PopMatrix(); glUniformMatrix4fv( locmatrModel, 1, GL_FALSE, matrModel ); |
|||
} |
|||
|
|||
void afficherLumiere() |
|||
{ |
|||
// Dessiner la lumiere
|
|||
|
|||
// tracer une ligne vers la source lumineuse
|
|||
const GLfloat fact = 5.; |
|||
GLfloat coords[] = |
|||
{ |
|||
LightSource[0].position.x , LightSource[0].position.y , LightSource[0].position.z, |
|||
LightSource[0].position.x+LightSource[0].spotDirection.x/fact, LightSource[0].position.y+LightSource[0].spotDirection.y/fact, LightSource[0].position.z+LightSource[0].spotDirection.z/fact |
|||
}; |
|||
glLineWidth( 3.0 ); |
|||
glVertexAttrib3f( locColorBase, 1.0, 1.0, 0.5 ); // jaune
|
|||
glBindVertexArray( vao[1] ); |
|||
matrModel.PushMatrix(); { |
|||
glBindBuffer( GL_ARRAY_BUFFER, vbo[4] ); |
|||
glBufferSubData( GL_ARRAY_BUFFER, 0, sizeof(coords), coords ); |
|||
glDrawArrays( GL_LINES, 0, 2 ); |
|||
} matrModel.PopMatrix(); glUniformMatrix4fv( locmatrModelBase, 1, GL_FALSE, matrModel ); |
|||
glBindVertexArray( 0 ); |
|||
glLineWidth( 1.0 ); |
|||
|
|||
// tracer la source lumineuse
|
|||
matrModel.PushMatrix(); { |
|||
matrModel.Translate( LightSource[0].position.x, LightSource[0].position.y, LightSource[0].position.z ); |
|||
glUniformMatrix4fv( locmatrModelBase, 1, GL_FALSE, matrModel ); |
|||
sphereLumi->afficher(); |
|||
} matrModel.PopMatrix(); glUniformMatrix4fv( locmatrModelBase, 1, GL_FALSE, matrModel ); |
|||
} |
|||
|
|||
// 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
|
|||
if ( enPerspective ) |
|||
{ |
|||
matrProj.Perspective( 35.0, (GLdouble)largeur_ / (GLdouble)hauteur_, |
|||
0.1, 60.0 ); |
|||
} |
|||
else |
|||
{ |
|||
const GLfloat d = 8.0; |
|||
if ( largeur_ <= hauteur_ ) |
|||
{ |
|||
matrProj.Ortho( -d, d, |
|||
-d*(GLdouble)hauteur_ / (GLdouble)largeur_, |
|||
d*(GLdouble)hauteur_ / (GLdouble)largeur_, |
|||
0.1, 60.0 ); |
|||
} |
|||
else |
|||
{ |
|||
matrProj.Ortho( -d*(GLdouble)largeur_ / (GLdouble)hauteur_, |
|||
d*(GLdouble)largeur_ / (GLdouble)hauteur_, |
|||
-d, d, |
|||
0.1, 60.0 ); |
|||
} |
|||
} |
|||
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 ); |
|||
glUniformMatrix4fv( locmatrVisuBase, 1, GL_FALSE, matrVisu ); |
|||
|
|||
matrModel.LoadIdentity(); |
|||
glUniformMatrix4fv( locmatrModelBase, 1, GL_FALSE, matrModel ); |
|||
|
|||
// afficher les axes
|
|||
if ( afficheAxes ) FenetreTP::afficherAxes( 8.0 ); |
|||
|
|||
// dessiner la scène
|
|||
afficherLumiere(); |
|||
|
|||
glUseProgram( prog ); |
|||
|
|||
// mettre à jour les blocs de variables uniformes
|
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[0] ); |
|||
GLvoid *p = glMapBuffer( GL_UNIFORM_BUFFER, GL_WRITE_ONLY ); |
|||
memcpy( p, &LightSource, sizeof(LightSource) ); |
|||
glUnmapBuffer( GL_UNIFORM_BUFFER ); |
|||
} |
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[1] ); |
|||
GLvoid *p = glMapBuffer( GL_UNIFORM_BUFFER, GL_WRITE_ONLY ); |
|||
memcpy( p, &FrontMaterial, sizeof(FrontMaterial) ); |
|||
glUnmapBuffer( GL_UNIFORM_BUFFER ); |
|||
} |
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[2] ); |
|||
GLvoid *p = glMapBuffer( GL_UNIFORM_BUFFER, GL_WRITE_ONLY ); |
|||
memcpy( p, &LightModel, sizeof(LightModel) ); |
|||
glUnmapBuffer( GL_UNIFORM_BUFFER ); |
|||
} |
|||
{ |
|||
glBindBuffer( GL_UNIFORM_BUFFER, ubo[3] ); |
|||
GLvoid *p = glMapBuffer( GL_UNIFORM_BUFFER, GL_WRITE_ONLY ); |
|||
memcpy( p, &varsUnif, sizeof(varsUnif) ); |
|||
glUnmapBuffer( GL_UNIFORM_BUFFER ); |
|||
} |
|||
|
|||
// mettre à jour les matrices et autres uniformes
|
|||
glUniformMatrix4fv( locmatrProj, 1, GL_FALSE, matrProj ); |
|||
glUniformMatrix4fv( locmatrVisu, 1, GL_FALSE, matrVisu ); |
|||
glUniformMatrix4fv( locmatrModel, 1, GL_FALSE, matrModel ); |
|||
//glActiveTexture( GL_TEXTURE0 ); // activer la texture '0' (valeur de défaut)
|
|||
glUniform1i( loclaTexture, 0 ); // '0' => utilisation de GL_TEXTURE0
|
|||
|
|||
afficherModele(); |
|||
} |
|||
|
|||
// fonction de redimensionnement de la fenêtre graphique
|
|||
void FenetreTP::redimensionner( GLsizei w, GLsizei h ) |
|||
{ |
|||
glViewport( 0, 0, w, h ); |
|||
} |
|||
|
|||
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
|
|||
varsUnif.utiliseBlinn = !varsUnif.utiliseBlinn; |
|||
echoEtats( ); |
|||
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 ) |
|||
{ |
|||
if ( pressed ) |
|||
{ |
|||
int dx = x - dernierX; |
|||
int dy = y - dernierY; |
|||
switch ( deplace ) |
|||
{ |
|||
case deplaceCam: |
|||
thetaCam -= dx / 3.0; |
|||
phiCam -= dy / 3.0; |
|||
break; |
|||
case deplaceSpotDirection: |
|||
LightSource[0].spotDirection.x += 0.06 * dx; |
|||
LightSource[0].spotDirection.y -= 0.06 * dy; |
|||
// std::cout << " LightSource[0].spotDirection=" << glm::to_string(LightSource[0].spotDirection) << std::endl;
|
|||
break; |
|||
case deplaceSpotPosition: |
|||
LightSource[0].position.x += 0.03 * dx; |
|||
LightSource[0].position.y -= 0.03 * dy; |
|||
// std::cout << " LightSource[0].position=" << glm::to_string(LightSource[0].position) << std::endl;
|
|||
//glm::vec3 ecranPos( x, hauteur_-y, ecranLumi[2] );
|
|||
//LightSource[0].position = glm::vec4(glm::unProject( ecranPos, VM, P, cloture ), 1.0);
|
|||
break; |
|||
} |
|||
|
|||
dernierX = x; |
|||
dernierY = y; |
|||
|
|||
verifierAngles(); |
|||
} |
|||
} |
|||
|
|||
int main( int argc, char *argv[] ) |
|||
{ |
|||
// créer une fenêtre
|
|||
FenetreTP fenetre( "INF2705 TP" ); |
|||
|
|||
// allouer des ressources et définir le contexte OpenGL
|
|||
initialiser(); |
|||
|
|||
bool boucler = true; |
|||
while ( boucler ) |
|||
{ |
|||
// mettre à jour la physique
|
|||
calculerPhysique( ); |
|||
|
|||
// affichage
|
|||
fenetre.afficherScene(); |
|||
fenetre.swap(); |
|||
|
|||
// récupérer les événements et appeler la fonction de rappel
|
|||
boucler = fenetre.gererEvenement(); |
|||
} |
|||
|
|||
// détruire les ressources OpenGL allouées
|
|||
conclure(); |
|||
|
|||
return 0; |
|||
} |
After Width: | Height: | Size: 3.0 MiB |
Loading…
Reference in new issue