1011 lines
32 KiB
C++
1011 lines
32 KiB
C++
#include <stdlib.h>
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#include <iostream>
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#include "inf2705.h"
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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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#include "util.h"
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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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// 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 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 = 180.0; // 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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glm::vec3 cameraPos = glm::vec3(10.17, 22.13, 59.49);
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float movementIncr = 0.8;
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/* Movement direction */
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float goF = 0; /* Forward */
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float goR = 0; /* Right */
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float goB = 0; /* Back */
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float goL = 0; /* Left */
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float goU = 0; /* Up */
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float goD = 0; /* Down */
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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 = true; // le modèle est en mouvement/rotation automatique ou non
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bool afficheAxes = false; // 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 = 100000;
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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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bool debug = false;
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int printonce = 0;
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////////////////////////////////////////
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// déclaration des variables globales //
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////////////////////////////////////////
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/* Heightmap for the terrain */
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GLuint texTerrain = 0;
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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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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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if (enmouvement)
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packets->AdvectWavePackets(INIT_WAVE_SPEED);
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if (!debug)
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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();
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/* Direction */
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packetData[packetChunk++] = packets->m_packet[pk].travelDir.x();
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packetData[packetChunk++] = packets->m_packet[pk].travelDir.y();
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/* Att1 */
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packetData[packetChunk++] = packets->m_packet[pk].ampOld;
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packetData[packetChunk++] = 2.0f * M_PI / packets->m_packet[pk].k;
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packetData[packetChunk++] = packets->m_packet[pk].phase;
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packetData[packetChunk++] = packets->m_packet[pk].envelope;
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/* Att2 */
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packetData[packetChunk++] = packets->m_packet[pk].bending;
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packetData[packetChunk++] = 0.0;
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packetData[packetChunk++] = 0.0;
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packetData[packetChunk++] = 0.0;
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displayedPackets++;
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if (packetChunk >= PACKET_GPU_BUFFER_SIZE * 3 * 4) {
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glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
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/* TODO Use Buffer mapping for better performance */
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(packetData), packetData);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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addPacketDisplacement(displayedPackets);
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displayedPackets = 0;
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packetChunk = 0;
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}
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}
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}
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printonce++;
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// printf("PacketData[0] = %f , %f\n", packetData[0], packetData[1]);
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/* Ghost packets */
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for (int i = 0; i < packets->m_usedGhosts; ++i) {
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int pk = packets->m_usedGhost[i];
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/* Position */
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packetData[packetChunk++] = packets->m_ghostPacket[pk].pos.x();
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packetData[packetChunk++] = packets->m_ghostPacket[pk].pos.y();
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/* Direction */
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packetData[packetChunk++] = packets->m_ghostPacket[pk].dir.x();
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packetData[packetChunk++] = packets->m_ghostPacket[pk].dir.y();
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/* Att1 */
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packetData[packetChunk++] = packets->m_ghostPacket[pk].ampOld;
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packetData[packetChunk++] = 2.0f * M_PI / packets->m_ghostPacket[pk].k;
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packetData[packetChunk++] = packets->m_ghostPacket[pk].phase;
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packetData[packetChunk++] = packets->m_ghostPacket[pk].envelope;
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/* Att2 */
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packetData[packetChunk++] = packets->m_ghostPacket[pk].bending;
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packetData[packetChunk++] = 0.0;
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packetData[packetChunk++] = 0.0;
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packetData[packetChunk++] = 0.0;
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displayedPackets++;
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if (packetChunk >= PACKET_GPU_BUFFER_SIZE * 3 * 4) {
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glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(packetData), packetData);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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addPacketDisplacement(displayedPackets);
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displayedPackets = 0;
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packetChunk = 0;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, vboPacket);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(packetData), packetData);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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addPacketDisplacement(displayedPackets);
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if (!debug)
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heightFBO->TerminerCapture();
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}
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void chargerTextures()
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{
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unsigned char *pixels;
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GLsizei largeur, hauteur;
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if ( ( pixels = ChargerImage( WATER_TERRAIN_FILE, largeur, hauteur ) ) != NULL )
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{
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glGenTextures( 1, &texTerrain );
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glBindTexture( GL_TEXTURE_2D, texTerrain );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, largeur, hauteur, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glBindTexture( GL_TEXTURE_2D, 0 );
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delete[] pixels;
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}
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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}
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/* Create program and link it
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* Input : filenames for vertex, geometry and fragment shader, or NULL*/
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GLuint createShader(const GLchar *shaders[3])
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{
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GLuint prog;
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GLenum shaderType[3] = {
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GL_VERTEX_SHADER,
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GL_GEOMETRY_SHADER,
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GL_FRAGMENT_SHADER
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};
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prog = glCreateProgram();
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for (int i = 0; i < 3; ++i) {
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if (shaders[i] != NULL) {
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printf("Compiling %s ...\n", shaders[i]);
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const GLchar *shaderStr = ProgNuanceur::lireNuanceur(shaders[i]);
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if (shaderStr == NULL)
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break;
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GLuint s = glCreateShader(shaderType[i]);
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glShaderSource( s, 1, &shaderStr, NULL );
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glCompileShader( s );
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glAttachShader( prog, s );
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ProgNuanceur::afficherLogCompile( s );
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delete [] shaderStr;
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}
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}
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glLinkProgram(prog);
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ProgNuanceur::afficherLogLink(prog);
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return prog;
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}
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GLuint
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getloc(GLuint prog, const GLchar *name, const int type)
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{
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GLuint loc;
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switch (type) {
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case LocAttrib:
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loc = glGetAttribLocation(prog, name);
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break;
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case LocUniform:
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loc = glGetUniformLocation(prog, name);
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break;
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}
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if (loc == -1)
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fprintf(stderr, "Cannot find location for %s\n", name);
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return loc;
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}
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void chargerNuanceurs()
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{
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// charger le nuanceur de base
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{
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// créer le programme
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progBase = glCreateProgram();
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// attacher le nuanceur de sommets
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{
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GLuint nuanceurObj = glCreateShader( GL_VERTEX_SHADER );
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glShaderSource( nuanceurObj, 1, &ProgNuanceur::chainesSommetsMinimal, NULL );
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glCompileShader( nuanceurObj );
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glAttachShader( progBase, nuanceurObj );
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ProgNuanceur::afficherLogCompile( nuanceurObj );
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}
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// attacher le nuanceur de fragments
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{
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GLuint nuanceurObj = glCreateShader( GL_FRAGMENT_SHADER );
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glShaderSource( nuanceurObj, 1, &ProgNuanceur::chainesFragmentsMinimal, NULL );
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glCompileShader( nuanceurObj );
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glAttachShader( progBase, nuanceurObj );
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ProgNuanceur::afficherLogCompile( nuanceurObj );
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}
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// faire l'édition des liens du programme
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glLinkProgram( progBase );
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ProgNuanceur::afficherLogLink( progBase );
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// demander la "Location" des variables
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locVertexBase = getloc( progBase, "Vertex", LocAttrib );
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locColorBase = getloc( progBase, "Color", LocAttrib );
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locmatrModelBase = getloc( progBase, "matrModel", LocUniform );
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locmatrVisuBase = getloc( progBase, "matrVisu", LocUniform );
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locmatrProjBase = getloc( progBase, "matrProj", LocUniform );
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}
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// Load RasterizeWaveMeshPosition shader
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{
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// créer le programme
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const GLchar *shaders[3] = {"rasterizeWaveMeshPosition.vert", NULL, "rasterizeWaveMeshPosition.frag"};
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progRasterizeWaveMeshPosition = createShader(shaders);
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// demander la "Location" des variables
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locVertexRWMP = getloc( progRasterizeWaveMeshPosition, "Vertex" , LocAttrib);
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locTexCoordRWMP = getloc( progRasterizeWaveMeshPosition, "TexCoord" , LocAttrib);
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locmatrModelRWMP = getloc( progRasterizeWaveMeshPosition, "matrModel" , LocUniform);
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locmatrVisuRWMP = getloc( progRasterizeWaveMeshPosition, "matrVisu" , LocUniform);
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locmatrProjRWMP = getloc( progRasterizeWaveMeshPosition, "matrProj" , LocUniform);
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}
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// Load AddPacketDisplacement shader
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{
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// créer le programme
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const GLchar *shaders[3] = {"addPacketDisplacement.vert", "addPacketDisplacement.geom", "addPacketDisplacement.frag"};
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progAddPacketDisplacement = createShader(shaders);
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// demander la "Location" des variables
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locPosAPD = getloc( progAddPacketDisplacement, "Pos" , LocAttrib);
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locAtt1APD = getloc( progAddPacketDisplacement, "Att1" , LocAttrib);
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locAtt2APD = getloc( progAddPacketDisplacement, "Att2" , LocAttrib);
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locmatrModelAPD = getloc( progAddPacketDisplacement, "matrModel" , LocUniform);
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locmatrVisuAPD = getloc( progAddPacketDisplacement, "matrVisu" , LocUniform);
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locmatrProjAPD = getloc( progAddPacketDisplacement, "matrProj" , LocUniform);
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}
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// Load DisplayPacketOutlined shader
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{
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const GLchar *shaders[3] = {"displayPacketOutlined.vert", "displayPacketOutlined.geom", "displayPacketOutlined.frag"};
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progDisplayPacketOutlined = createShader(shaders);
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locPosDPO = getloc( progDisplayPacketOutlined, "Pos" , LocAttrib);
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locAtt1DPO = getloc( progDisplayPacketOutlined, "Att1" , LocAttrib);
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locAtt2DPO = getloc( progDisplayPacketOutlined, "Att2" , LocAttrib);
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locmatrModelDPO = getloc( progDisplayPacketOutlined, "matrModel" , LocUniform);
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locmatrVisuDPO = getloc( progDisplayPacketOutlined, "matrVisu" , LocUniform);
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locmatrProjDPO = getloc( progDisplayPacketOutlined, "matrProj" , LocUniform);
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locTexDPO = getloc( progDisplayPacketOutlined, "tex" , LocUniform);
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}
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// Load DisplayMicroMesh shader
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{
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const GLchar *shaders[3] = {"displayMicroMesh.vert", "displayMicroMesh.geom", "displayMicroMesh.frag"};
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progDisplayMicroMesh = createShader(shaders);
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locVertexDMM = getloc( progDisplayMicroMesh, "Vertex" , LocAttrib);
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locTexCoordDMM = getloc( progDisplayMicroMesh, "TexCoord" , LocAttrib);
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locmatrModelDMM = getloc( progDisplayMicroMesh, "matrModel" , LocUniform);
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locmatrVisuDMM = getloc( progDisplayMicroMesh, "matrVisu" , LocUniform);
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locmatrProjDMM = getloc( progDisplayMicroMesh, "matrProj" , LocUniform);
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locTerrainTexDMM = getloc( progDisplayMicroMesh, "terrain" , LocUniform);
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locWaterPosTexDMM = getloc( progDisplayMicroMesh, "waterPos" , LocUniform);
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locWaterHeightTexDMM = getloc( progDisplayMicroMesh, "waterHeight" , LocUniform);
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}
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// Load DisplayTerrain shader
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{
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const GLchar *shaders[3] = {"displayTerrain.vert", NULL, "displayTerrain.frag"};
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progDisplayTerrain = createShader(shaders);
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locVertexDT = getloc( progDisplayTerrain, "Vertex" , LocAttrib);
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locmatrModelDT = getloc( progDisplayTerrain, "matrModel" , LocUniform);
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locmatrVisuDT = getloc( progDisplayTerrain, "matrVisu" , LocUniform);
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locmatrProjDT = getloc( progDisplayTerrain, "matrProj" , LocUniform);
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locTerrainTexDT = getloc( progDisplayTerrain, "terrain" , LocUniform);
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}
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// Load RenderAA shader
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{
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const GLchar *shaders[3] = {"renderAA.vert", NULL, "RenderAA.frag"};
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progRenderAA = createShader(shaders);
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locVertexRAA = getloc( progRenderAA, "Vertex" , LocAttrib);
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locTexCoordRAA = getloc( progRenderAA, "TexCoord" , LocAttrib);
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||
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
|
||
/* TODO Add support for RenderAA shader */
|
||
glGenBuffers( 2, vbosQuad );
|
||
|
||
/* Prepare VAO for RasterizeWaveMeshPosition shader */
|
||
glBindVertexArray(vao[RWMP_SHADER]);
|
||
// Bind vertices VBO
|
||
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(locVertexRWMP);
|
||
// Bind texture coord VBO
|
||
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(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*sizeof(GLfloat)));
|
||
glVertexAttribPointer(locAtt2APD, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)(8*sizeof(GLfloat)));
|
||
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*sizeof(GLfloat)));
|
||
glVertexAttribPointer(locAtt2DPO, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 12, (void*)(8*sizeof(GLfloat)));
|
||
glEnableVertexAttribArray(locPosDPO);
|
||
glEnableVertexAttribArray(locAtt1DPO);
|
||
glEnableVertexAttribArray(locAtt2DPO);
|
||
|
||
glBindVertexArray(0);
|
||
}
|
||
|
||
|
||
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;
|
||
}
|
||
|
||
|
||
// initialisation d'openGL
|
||
void initialiser()
|
||
{
|
||
// Create FBOs
|
||
posFBO = new FBO();
|
||
heightFBO = new FBO();
|
||
aaFBO = new FBO();
|
||
|
||
// Create Packets
|
||
packets = new Packets(packetBudget);
|
||
|
||
// couleur de l'arrière-plan
|
||
glClearColor( 0.5, 0.6, 0.8, 0.0 );
|
||
|
||
// activer les etats openGL
|
||
glEnable( GL_DEPTH_TEST );
|
||
|
||
// charger les textures
|
||
chargerTextures();
|
||
|
||
// allouer les UBO pour les variables uniformes
|
||
glGenBuffers( 4, ubo );
|
||
glGenVertexArrays(NB_SHADERS, vao);
|
||
|
||
// charger les nuanceurs
|
||
chargerNuanceurs();
|
||
|
||
// Initialize VBOs
|
||
initQuad();
|
||
initPacketMesh();
|
||
initHeightFieldMesh();
|
||
}
|
||
|
||
void conclure()
|
||
{
|
||
glUseProgram( 0 );
|
||
glDeleteVertexArrays( NB_SHADERS, vao );
|
||
glDeleteBuffers( 4, vbo );
|
||
glDeleteBuffers( 4, ubo );
|
||
delete sphere;
|
||
delete sphereLumi;
|
||
delete theiere;
|
||
delete tore;
|
||
delete cylindre;
|
||
delete cone;
|
||
delete posFBO;
|
||
delete heightFBO;
|
||
delete aaFBO;
|
||
delete packets;
|
||
}
|
||
|
||
void rasterizeWaveMeshPosition()
|
||
{
|
||
glUseProgram(progRasterizeWaveMeshPosition);
|
||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||
glUniformMatrix4fv( locmatrProjRWMP, 1, GL_FALSE, matrProjWide );
|
||
glUniformMatrix4fv( locmatrVisuRWMP, 1, GL_FALSE, matrVisu );
|
||
glUniformMatrix4fv( locmatrModelRWMP, 1, GL_FALSE, matrModel );
|
||
glBindVertexArray(vao[RWMP_SHADER]);
|
||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||
glBindVertexArray(0);
|
||
glUseProgram(0);
|
||
}
|
||
|
||
void displayPacketOutlined(int count)
|
||
{
|
||
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);
|
||
glClearColor(0.0, 0.0, 0.0, 0.0);
|
||
glBindVertexArray(vao[APD_SHADER]);
|
||
glUniformMatrix4fv(locmatrModelAPD, 1, GL_FALSE, matrModel);
|
||
glUniformMatrix4fv(locmatrVisuAPD, 1, GL_FALSE, matrVisu);
|
||
glUniformMatrix4fv(locmatrProjAPD, 1, GL_FALSE, matrProjWide);
|
||
glEnable(GL_BLEND);
|
||
glDisable(GL_DEPTH_TEST);
|
||
glBlendFunc(GL_ONE, GL_ONE);
|
||
glBlendEquation(GL_FUNC_ADD);
|
||
glDrawArrays(GL_POINTS, 0, count);
|
||
glEnable(GL_DEPTH_TEST);
|
||
glDisable(GL_BLEND);
|
||
glBindVertexArray(0);
|
||
glUseProgram(0);
|
||
}
|
||
|
||
|
||
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);
|
||
}
|
||
|
||
|
||
void afficherModele()
|
||
{
|
||
// Dessiner le modèle
|
||
matrModel.PushMatrix(); {
|
||
/* Create texture terrain positions */
|
||
posFBO->CommencerCapture();
|
||
rasterizeWaveMeshPosition();
|
||
posFBO->TerminerCapture();
|
||
|
||
updatePackets();
|
||
glClearColor( 0.5, 0.6, 0.8, 0.0 );
|
||
displayTerrain();
|
||
if (!debug)
|
||
displayMicroMesh();
|
||
} matrModel.PopMatrix();
|
||
}
|
||
|
||
|
||
// 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
|
||
matrProj.Perspective( 30.0, (GLdouble)largeur_ / (GLdouble)hauteur_, 0.5, 4000.0 );
|
||
matrProjWide.Perspective( 60.0, (GLdouble)largeur_ / (GLdouble)hauteur_, 0.1, 15000.0 );
|
||
glUniformMatrix4fv( locmatrProjBase, 1, GL_FALSE, matrProj );
|
||
|
||
//matrVisu.LookAt( 0.0, 3.0, distCam, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
|
||
// appliquer les rotations
|
||
glm::vec3 view = glm::vec3(0.0, 0.0, 1.0);
|
||
view = glm::rotate(view, (GLfloat)glm::radians(phiCam), glm::vec3(-1.0, 0.0, 0.0));
|
||
view = glm::rotate(view, (GLfloat)glm::radians(thetaCam), glm::vec3(0.0, 1.0, 0.0));
|
||
glm::vec3 forward = glm::normalize(glm::vec3(view.x, 0.0, view.z));
|
||
glm::vec3 up = glm::vec3(0.0, 1.0, 0.0);
|
||
glm::vec3 right = glm::normalize(glm::cross(forward, up));
|
||
cameraPos += movementIncr * ((goF - goB) * forward + (goR - goL) * right + (goU - goD) * up);
|
||
matrVisu.LookAt( cameraPos, cameraPos + view, glm::vec3(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( 1.0 );
|
||
|
||
afficherModele();
|
||
}
|
||
|
||
// fonction de redimensionnement de la fenêtre graphique
|
||
void FenetreTP::redimensionner( GLsizei w, GLsizei h )
|
||
{
|
||
std::cout << "Resizing to " << w << "×" << h << std::endl;
|
||
glViewport( 0, 0, w, h );
|
||
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);
|
||
|
||
/* 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;
|
||
}
|
||
|
||
|
||
/* Key up */
|
||
void FenetreTP::clavierRelache( TP_touche touche)
|
||
{
|
||
switch ( touche )
|
||
{
|
||
/* Mouvement camera */
|
||
case TP_z: /* Forward */
|
||
goF = 0;
|
||
break;
|
||
case TP_s: /* Backward */
|
||
goB = 0;
|
||
break;
|
||
case TP_q: /* Left */
|
||
goL = 0;
|
||
break;
|
||
case TP_d: /* Right */
|
||
goR = 0;
|
||
break;
|
||
case TP_ESPACE:
|
||
goU = 0;
|
||
break;
|
||
case TP_CONTROLEGAUCHE:
|
||
goD = 0;
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
// fonction de gestion du clavier
|
||
void FenetreTP::clavier( TP_touche touche )
|
||
{
|
||
// traitement des touches q et echap
|
||
switch ( touche )
|
||
{
|
||
case TP_ECHAP:
|
||
quit();
|
||
break;
|
||
|
||
/* Mouvement camera */
|
||
case TP_z: /* Forward */
|
||
goF = 1;
|
||
break;
|
||
case TP_s: /* Backward */
|
||
goB = 1;
|
||
break;
|
||
case TP_q: /* Left */
|
||
goL = 1;
|
||
break;
|
||
case TP_d: /* Right */
|
||
goR = 1;
|
||
break;
|
||
case TP_ESPACE: /* Up */
|
||
goU = 1;
|
||
break;
|
||
case TP_CONTROLEGAUCHE: /* Down */
|
||
goD = 1;
|
||
break;
|
||
|
||
case TP_h:
|
||
debug = !debug;
|
||
printf("Debug is %s!\n", (debug ? "active" : "inactive"));
|
||
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_r:
|
||
packets->Reset();
|
||
printonce = 0;
|
||
printf("Reseting...\n");
|
||
break;
|
||
|
||
case TP_e:
|
||
// Send one wave front "One ping only."
|
||
packets->CreateCircularWavefront(0.0, 0.0, 2.0, 0.2, 1.0, 10000);
|
||
printonce = 0;
|
||
printf("Sending a circular wavefront...\n");
|
||
break;
|
||
|
||
case TP_f:
|
||
// Send one wave front "One ping only."
|
||
packets->CreateLinearWavefront(0.0, 0.0, 1.0, 0.0, 2.0, 0.2, 1.0, 10000);
|
||
printonce = 0;
|
||
printf("Sending a linear wavefront...\n");
|
||
break;
|
||
|
||
case TP_a:
|
||
// Send one packet
|
||
packets->CreateSpreadingPacket(0.0, 0.0, 1.0, 0.0, 1.0, 2.0, 0.2, 1.0, 10000);
|
||
printonce = 0;
|
||
printf("Sending a spreading packet...\n");
|
||
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_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_p: // Permuter la rotation automatique du modèle
|
||
enmouvement = !enmouvement;
|
||
printf("Simulation %s\n", (enmouvement ? "running" : "stopped"));
|
||
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) {}
|
||
|
||
|
||
// 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 / 9.0;
|
||
phiCam -= dy / 9.0;
|
||
break;
|
||
}
|
||
|
||
dernierX = x;
|
||
dernierY = y;
|
||
|
||
verifierAngles();
|
||
}
|
||
}
|
||
|
||
int main( int argc, char *argv[] )
|
||
{
|
||
// créer une fenêtre
|
||
FenetreTP fenetre( "Ripple" );
|
||
|
||
// 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;
|
||
}
|