Initial commit
OpenGL boilerplate by Benoit Ozell Packets code taken from https://github.com/jeschke/water-wave-packets
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1264
Packets.cpp
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Packets.cpp
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147
Packets.h
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Packets.h
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// Taken from https://github.com/jeschke/water-wave-packets
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#pragma once
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#include "constants.h"
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#include <iostream>
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#include <Eigen/Dense>
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using namespace Eigen;
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using namespace std;
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// simulation parameters
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#define PACKET_SPLIT_ANGLE 0.95105f // direction angle variation threshold: 0.95105=18 degree
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#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
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#define PACKET_KILL_AMPLITUDE_DERIV 0.0001f // waves below this maximum amplitude derivative gets killed
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#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)
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#define PACKET_ENVELOPE_SIZE_FACTOR 3.0f // size of the envelope relative to wavelength (determines how many "bumps" appear)
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#define PACKET_ENVELOPE_MINSIZE 0.02f // minimum envelope size in meters (smallest expected feature)
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#define PACKET_ENVELOPE_MAXSIZE 10.0f // maximum envelope size in meters (largest expected feature)
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#define PACKET_BOUNCE_FREQSPLIT true // (boolean) should a wave packet produce smaller waves at a bounce/reflection (->widen the wavelength interval of this packet)?
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#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
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#define MAX_SPEEDNESS 0.07f // all wave amplitudes a are limited to a <= MAX_SPEEDNESS*2.0*M_PI/k
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// physical parameters
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#define SIGMA 0.074f // surface tension N/m at 20 grad celsius
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#define GRAVITY 9.81f // GRAVITY m/s^2
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#define DENSITY 998.2071f // water density at 20 degree celsius
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#define KINEMATIC_VISCOSITY 0.0000089f // kinematic viscosity
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#define PACKET_SLOWAVE_K 143.1405792f // k of the slowest possible wave packet
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#define PACKET_SLOWAVE_W0 40.2646141f // w_0 of the slowest possible wave packet
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// memory management
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#define PACKET_BUFFER_DELTA 500000 // initial number of vertices, packet memory will be increased on demand by this stepsize
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struct WAVE_PACKET
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{
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// positions, directions, speed of the tracked vertices
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Vector2f pos1,pos2,pos3; // 2D position
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Vector2f dir1,dir2,dir3; // current movement direction
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float speed1,speed2,speed3; // speed of the particle
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Vector2f pOld1,pOld2,pOld3; // position in last timestep (needed to handle bouncing)
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Vector2f dOld1,dOld2,dOld3; // direction in last timestep (needed to handle bouncing)
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float sOld1,sOld2,sOld3; // speed in last timestep (needed to handle bouncing)
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Vector2f midPos; // middle position (tracked each timestep, used for rendering)
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Vector2f travelDir; // travel direction (tracked each timestep, used for rendering)
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float bending; // point used for circular arc bending of the wave function inside envelope
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// bouncing and sliding
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bool bounced1, bounced2, bounced3; // indicates if this vertex bounced in this timestep
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bool sliding3; // indicates if the 3rd vertex is "sliding" (used for diffraction)
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bool use3rd; // indicates if the third vertex is present (it marks a (potential) sliding point)
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// wave function related
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float phase; // phase of the representative wave inside the envelope, phase speed vs. group speed
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float phOld; // old phase
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float E; // wave energy flux for this packet (determines amplitude)
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float envelope; // envelope size for this packet
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float k,w0; // w0 = angular frequency, k = current wavenumber
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float k_L,w0_L,k_H,w0_H; // w0 = angular frequency, k = current wavenumber, L/H are for lower/upper boundary
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float d_L,d_H; // d = travel distance to reference wave (gets accumulated over time), L/H are for lower/upper boundary
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float ampOld; // amplitude from last timestep, will be smoothly adjusted in each timestep to meet current desired amplitude
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float dAmp; // amplitude change in each timestep (depends on desired waveheight so all waves (dis)appear with same speed)
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// serial deletion step variable
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bool toDelete; // used internally for parallel deletion criterion computation
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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};
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struct GHOST_PACKET
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{
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Vector2f pos; // 2D position
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Vector2f dir; // current movement direction
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float speed; // speed of the packet
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float envelope; // envelope size for this packet
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float bending; // point used for circular arc bending of the wave function inside envelope
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float k; // k = current (representative) wavenumber(s)
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float phase; // phase of the representative wave inside the envelope
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float dPhase; // phase speed relative to group speed inside the envelope
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float ampOld; // amplitude from last timestep, will be smoothly adjusted in each timestep to meet current desired amplitude
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float dAmp; // change in amplitude in each timestep (waves travel PACKET_BLEND_TRAVEL_FACTOR*envelopesize in space until they disappear)
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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};
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class Packets
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{
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public:
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// scene
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int m_groundSizeX, m_groundSizeY; // pixel size of the ground texture
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float *m_ground; // texture containing the water depth and land (0.95)
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float *m_distMap; // distance map of the boundary map
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Vector2f *m_gndDeriv;
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Vector2f *m_bndDeriv;
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// packet managing
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WAVE_PACKET *m_packet; // wave packet data
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GHOST_PACKET*m_ghostPacket; // ghost packet data
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int m_packetBudget; // this can be changed any time (soft budget)
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int m_packetNum; // current size of the buffer used for packets / ghosts
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float m_softDampFactor;
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int *m_usedPacket;
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int m_usedPackets;
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int *m_freePacket;
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int m_freePackets;
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int *m_usedGhost;
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int m_usedGhosts;
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int *m_freeGhost;
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int m_freeGhosts;
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// simulation
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float m_time;
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float m_oldTime;
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float m_elapsedTime;
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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Packets(int packetBudget);
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~Packets(void);
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void Reset();
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float GetBoundaryDist(Vector2f &p);
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Vector2f GetBoundaryNormal(Vector2f &p);
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float GetGroundVal(Vector2f &p);
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Vector2f GetGroundNormal(Vector2f &p);
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float GetWaterDepth(Vector2f &p);
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void UpdateTime(float dTime);
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void ExpandWavePacketMemory(int targetNum);
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int GetFreePackedID();
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void DeletePacket(int id);
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int GetFreeGhostID();
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void DeleteGhost(int id);
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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);
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void CreateLinearWavefront(float xPos, float yPos, float dirx, float diry, float crestlength, float lambda_L, float lambda_H, float E);
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void CreateSpreadingPacket(float xPos, float yPos, float dirx, float diry, float spreadFactor, float crestlength, float lambda_L, float lambda_H, float E);
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void CreateCircularWavefront(float xPos, float yPos, float radius, float lambda_L, float lambda_H, float E);
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void GetWaveParameters(float waterDepth, float w0, float kIn, float &k_out, float &speed_out);
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float GetPhaseSpeed(float w_0, float kIn);
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float GetWaveAmplitude(float area, float E, float k);
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float GetIntersectionDistance(Vector2f pos1, Vector2f dir1, Vector2f pos2, Vector2f dir2);
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bool AdvectPacketVertex(float elapsedTime, Vector2f &posIn, Vector2f &dirIn, float w0, float &kIn, float &speedIn, Vector2f &posOut, Vector2f &dirOut, float &speedOut);
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void AdvectWavePackets(float dTime);
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};
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constants.h
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constants.h
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// Taken from https://github.com/jeschke/water-wave-packets
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// Originally GlobalDefs.h
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// Global definitions needed for packet simulation and rendering
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// scene parameters
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#define SCENE_EXTENT 100.0f // extent of the entire scene (packets traveling outside are removed)
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#define MIN_WATER_DEPTH 0.1f // minimum water depth (meters)
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#define MAX_WATER_DEPTH 5.0f // maximum water depth (meters)
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#define WATER_TERRAIN_FILE "TestIsland.bmp"// Contains water depth and land height in different channels
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// rendering parameters
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#define PACKET_GPU_BUFFER_SIZE 1000000 // maximum number of wave packets to be displayed in one draw call
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/*
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// Fast rendering setup
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#define WAVETEX_WIDTH_FACTOR 0.5 // the wavemesh texture compared to screen resolution
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#define WAVETEX_HEIGHT_FACTOR 1 // the wavemesh texture compared to screen resolution
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#define WAVEMESH_WIDTH_FACTOR 0.1 // the fine wave mesh compared to screen resolution
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#define WAVEMESH_HEIGHT_FACTOR 0.25 // the fine wave mesh compared to screen resolution
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#define AA_OVERSAMPLE_FACTOR 2 // anti aliasing applied in BOTH X and Y directions {1,2,4,8}
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*/
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/*
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// Balanced rendering setup
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#define WAVETEX_WIDTH_FACTOR 1 // the wavemesh texture compared to screen resolution
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#define WAVETEX_HEIGHT_FACTOR 2 // the wavemesh texture compared to screen resolution
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#define WAVEMESH_WIDTH_FACTOR 1 // the fine wave mesh compared to screen resolution
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#define WAVEMESH_HEIGHT_FACTOR 2 // the fine wave mesh compared to screen resolution
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#define AA_OVERSAMPLE_FACTOR 2 // anti aliasing applied in BOTH X and Y directions {1,2,4,8}
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*/
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// High quality rendering setup
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#define WAVETEX_WIDTH_FACTOR 2 // the wavemesh texture compared to screen resolution
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#define WAVETEX_HEIGHT_FACTOR 4 // the wavemesh texture compared to screen resolution
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#define WAVEMESH_WIDTH_FACTOR 2 // the fine wave mesh compared to screen resolution
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#define WAVEMESH_HEIGHT_FACTOR 4 // the fine wave mesh compared to screen resolution
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#define AA_OVERSAMPLE_FACTOR 4 // anti aliasing applied in BOTH X and Y directions {1,2,4,8}
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makefile
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makefile
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CONTEXT=sdl2
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ifeq "$(shell uname)" "Darwin"
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CONTEXT=glfw3
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LDFLAGS += -lobjc -framework Foundation -framework OpenGL -framework Cocoa
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endif
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CXXFLAGS += -g -W -Wall -Wno-unused-parameter -Wno-deprecated-declarations
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CXXFLAGS += $(shell pkg-config --cflags glew)
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CXXFLAGS += $(shell pkg-config --cflags $(CONTEXT))
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LDFLAGS += -g
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LDFLAGS += $(shell pkg-config --libs glew)
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LDFLAGS += $(shell pkg-config --libs $(CONTEXT))
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TP="tp3"
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SRC=ripple
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exe : $(SRC).exe
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run : exe
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optirun ./$(SRC).exe
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$(SRC).exe : $(SRC).cpp *.h
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$(CXX) $(CXXFLAGS) -o$@ $(SRC).cpp $(LDFLAGS)
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sol : ; make SRC=$(SRC)Solution exe
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runs : ; make SRC=$(SRC)Solution run
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clean :
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rm -rf *.o *.exe *.exe.dSYM
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remise zip :
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make clean
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rm -f remise_$(TP).zip
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zip -r remise_$(TP).zip *.cpp *.h *.glsl makefile *.txt textures
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nuanceurFragmentsSolution.glsl
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nuanceurFragmentsSolution.glsl
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#version 410
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// Définition des paramètres des sources de lumière
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layout (std140) uniform LightSourceParameters
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 position;
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vec3 spotDirection;
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float spotExponent;
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float spotCutoff; // ([0.0,90.0] ou 180.0)
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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} LightSource[1];
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// Définition des paramètres des matériaux
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layout (std140) uniform MaterialParameters
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{
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vec4 emission;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float shininess;
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} FrontMaterial;
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// Définition des paramètres globaux du modèle de lumière
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layout (std140) uniform LightModelParameters
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{
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vec4 ambient; // couleur ambiante
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bool localViewer; // observateur local ou à l'infini?
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bool twoSide; // éclairage sur les deux côtés ou un seul?
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} LightModel;
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layout (std140) uniform varsUnif
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{
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// partie 1: illumination
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int typeIllumination; // 0:Lambert, 1:Gouraud, 2:Phong
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bool utiliseBlinn; // indique si on veut utiliser modèle spéculaire de Blinn ou Phong
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bool utiliseDirect; // indique si on utilise un spot style Direct3D ou OpenGL
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bool afficheNormales; // indique si on utilise les normales comme couleurs (utile pour le débogage)
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// partie 3: texture
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int texnumero; // numéro de la texture appliquée
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bool utiliseCouleur; // doit-on utiliser la couleur de base de l'objet en plus de celle de la texture?
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int afficheTexelNoir; // un texel noir doit-il être affiché 0:noir, 1:mi-coloré, 2:transparent?
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};
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uniform sampler2D laTexture;
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/////////////////////////////////////////////////////////////////
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in Attribs {
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vec3 lumiDir, spotDir;
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vec3 normale, obsVec;
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vec2 texCoord;
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vec4 couleur;
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} AttribsIn;
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out vec4 FragColor;
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float calculerSpot( in vec3 spotDir, in vec3 L )
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{
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float spotFacteur;
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float spotDot = dot( L, normalize( spotDir ) );
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if ( utiliseDirect ) // modèle Direct3D
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{
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float cosAngleInterne = cos(radians(LightSource[0].spotCutoff));
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float exposant = 1.01 + LightSource[0].spotExponent / 2.0;
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float cosAngleExterne = pow( cos(radians(LightSource[0].spotCutoff)), exposant );
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// calculer le facteur spot avec la fonction smoothstep()
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spotFacteur = smoothstep( cosAngleExterne, cosAngleInterne, spotDot );
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}
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else // modèle OpenGL
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{
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spotFacteur = ( spotDot > cos(radians(LightSource[0].spotCutoff)) ) ? pow( spotDot, LightSource[0].spotExponent ) : 0.0;
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}
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return( spotFacteur );
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}
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vec4 calculerReflexion( in vec3 L, in vec3 N, in vec3 O )
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{
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vec4 coul = FrontMaterial.emission + FrontMaterial.ambient * LightModel.ambient;
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// calcul de la composante ambiante
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coul += FrontMaterial.ambient * LightSource[0].ambient;
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// calcul de l'éclairage seulement si le produit scalaire est positif
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float NdotL = max( 0.0, dot( N, L ) );
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if ( NdotL > 0.0 )
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{
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// calcul de la composante diffuse
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//coul += ( utiliseCouleur ? FrontMaterial.diffuse : vec4(1.0) ) * LightSource[0].diffuse * NdotL;
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coul += FrontMaterial.diffuse * LightSource[0].diffuse * NdotL;
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// calcul de la composante spéculaire (Blinn ou Phong)
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float NdotHV = max( 0.0, ( utiliseBlinn ) ? dot( normalize( L + O ), N ) : dot( reflect( -L, N ), O ) );
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coul += FrontMaterial.specular * LightSource[0].specular * ( ( NdotHV == 0.0 ) ? 0.0 : pow( NdotHV, FrontMaterial.shininess ) );
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}
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return( coul );
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}
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void main( void )
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{
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vec3 L = normalize( AttribsIn.lumiDir ); // vecteur vers la source lumineuse
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vec3 N = normalize( AttribsIn.normale ); // vecteur normal
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//vec3 N = normalize( gl_FrontFacing ? AttribsIn.normale : -AttribsIn.normale );
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vec3 O = normalize( AttribsIn.obsVec ); // position de l'observateur
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// calculer la réflexion:
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// si illumination de 1:Gouraud, prendre la couleur interpolée qui a été reçue
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// si illumination de 2:Phong, le faire!
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// si illumination de 0:Lambert, faire comme Phong, même si les normales sont les mêmes pour tous les fragments
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vec4 coul = ( typeIllumination == 1 ) ? AttribsIn.couleur : calculerReflexion( L, N, O );
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// calculer l'influence du spot
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float spotFacteur = calculerSpot( AttribsIn.spotDir, L );
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coul *= spotFacteur;
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//if ( spotFacteur <= 0.0 ) discard; // pour éliminer tout ce qui n'est pas dans le cône
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// calcul de la composante ambiante
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//coul += FrontMaterial.ambient * LightSource[0].ambient;
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// appliquer la texture s'il y a lieu
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if ( texnumero != 0 )
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{
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vec4 couleurTexture = texture( laTexture, AttribsIn.texCoord );
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// comment afficher un texel noir?
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if ( couleurTexture.r < 0.1 && couleurTexture.g < 0.1 && couleurTexture.b < 0.1 &&
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spotFacteur > 0.0 )
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if ( afficheTexelNoir == 1 )
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couleurTexture = coul / 2.0;
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else if ( afficheTexelNoir == 2 )
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discard;
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coul *= couleurTexture;
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}
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// assigner la couleur finale
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FragColor = clamp( coul, 0.0, 1.0 );
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if ( afficheNormales ) FragColor = vec4(N,1.0);
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}
|
73
nuanceurGeometrieSolution.glsl
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nuanceurGeometrieSolution.glsl
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#version 410
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||||
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||||
layout(triangles) in;
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||||
layout(triangle_strip, max_vertices = 3) out;
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||||
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||||
uniform mat4 matrModel;
|
||||
uniform mat4 matrVisu;
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uniform mat4 matrProj;
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uniform mat3 matrNormale;
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||||
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||||
layout (std140) uniform varsUnif
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||||
{
|
||||
// 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();
|
||||
}
|
||||
}
|
130
nuanceurSommetsSolution.glsl
Normal file
130
nuanceurSommetsSolution.glsl
Normal file
|
@ -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;
|
||||
}
|
954
ripple.cpp
Normal file
954
ripple.cpp
Normal file
|
@ -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;
|
||||
}
|
BIN
textures/TestIsland.bmp
Normal file
BIN
textures/TestIsland.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 3 MiB |
Loading…
Reference in a new issue