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author | Jessie Speert <speer034@umn.edu> | 2021-03-22 16:20:26 -0700 |
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committer | Jessie Speert <speer034@umn.edu> | 2021-03-22 16:20:26 -0700 |
commit | 0ee4d84638c3f21efeecc4075229af101f2ea3d6 (patch) | |
tree | e8e2c33500e5755e6414bb7cc558ae6872ba20c5 /dev/a5-artrender/artrender_app.cc | |
parent | Update vector3.cc (diff) | |
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Uploading Assignment 5 (and worksheet)
Diffstat (limited to 'dev/a5-artrender/artrender_app.cc')
-rw-r--r-- | dev/a5-artrender/artrender_app.cc | 296 |
1 files changed, 296 insertions, 0 deletions
diff --git a/dev/a5-artrender/artrender_app.cc b/dev/a5-artrender/artrender_app.cc new file mode 100644 index 0000000..c99dc38 --- /dev/null +++ b/dev/a5-artrender/artrender_app.cc @@ -0,0 +1,296 @@ +/** CSci-4611 Assignment 5: Art Render + */ + +#include "artrender_app.h" +#include "config.h" + +#include <iostream> +#include <sstream> + + + +using namespace std; + +ArtRenderApp::ArtRenderApp() : GraphicsApp(1024,768, "Art Render"), + shader_style_(0), current_model_(0), light_pos_(1.5, 1.5, 1.5), + diffuse_ramp_(GL_CLAMP_TO_EDGE), specular_ramp_(GL_CLAMP_TO_EDGE) +{ + // Define a search path for finding data files (images and shaders) + search_path_.push_back("."); + search_path_.push_back("./data"); + search_path_.push_back("./shaders"); + search_path_.push_back(DATA_DIR_INSTALL); + search_path_.push_back(DATA_DIR_BUILD); + search_path_.push_back(SHADERS_DIR_INSTALL); + search_path_.push_back(SHADERS_DIR_BUILD); + + // NOTE: YOU CAN COMMENT OUT SOME OF THESE IF THE APP IS LOADING TOO SLOWLY + // THE MODEL_FILES ARRAY JUST NEEDS TO HOLD AT LEAST ONE MODEL. + // Also, compiling in Release mode will optimize the loading of text files a lot. + model_files_.push_back("bunny.obj"); + model_files_.push_back("chamferedCube.obj"); + model_files_.push_back("cow.obj"); + model_files_.push_back("hippo.obj"); + model_files_.push_back("maxplanck.obj"); + model_files_.push_back("sphere.obj"); + model_files_.push_back("teapot.obj"); +} + + +ArtRenderApp::~ArtRenderApp() { +} + + +void ArtRenderApp::InitNanoGUI() { + // Setup the GUI window + nanogui::Window* window = new nanogui::Window(screen(), "Shading Style"); + window->setPosition(Eigen::Vector2i(10, 10)); + window->setSize(Eigen::Vector2i(200, 100)); + window->setLayout(new nanogui::GroupLayout()); + + new nanogui::Label(window, "Dynamically Reload", "sans-bold"); + + nanogui::Button* btnReload = new nanogui::Button(window, "Reload Shaders and Textures"); + btnReload->setCallback(std::bind(&ArtRenderApp::OnReloadBtnPressed, this)); + + + new nanogui::Label(window, "Rendering Style", "sans-bold"); + + nanogui::Button* btnGouraud = new nanogui::Button(window, "Gouraud Shading"); + btnGouraud->setCallback(std::bind(&ArtRenderApp::OnGouraudBtnPressed, this)); + + nanogui::Button* btnPhong = new nanogui::Button(window, "Phong Shading"); + btnPhong->setCallback(std::bind(&ArtRenderApp::OnPhongBtnPressed, this)); + + nanogui::Button* btnArtsy = new nanogui::Button(window, "Artsy Shading"); + btnArtsy->setCallback(std::bind(&ArtRenderApp::OnArtsyBtnPressed, this)); + + + new nanogui::Label(window, "Model", "sans-bold"); + + for (int i = 0; i < model_files_.size(); i++) { + nanogui::Button* btn = new nanogui::Button(window, model_files_[i]); + btn->setCallback([this, i] { this->current_model_ = i; }); + Mesh m; + m.LoadFromOBJ(Platform::FindFile(model_files_[i], search_path_)); + meshes_.push_back(m); + EdgeMesh em; + em.CreateFromMesh(m); + edge_meshes_.push_back(em); + } + screen()->performLayout(); +} + + +void ArtRenderApp::OnLeftMouseDown(const Point2 &pos) { + Point2 normalizedMousePos = PixelsToNormalizedDeviceCoords(pos); + float mouseZ = ReadZValueAtPixel(pos); + uni_cam_.OnButtonDown(normalizedMousePos, mouseZ); +} + + +void ArtRenderApp::OnLeftMouseDrag(const Point2 &pos, const Vector2 &delta) { + Point2 normalizedMousePos = PixelsToNormalizedDeviceCoords(pos); + uni_cam_.OnDrag(normalizedMousePos); +} + + +void ArtRenderApp::OnLeftMouseUp(const Point2 &pos) { + Point2 normalizedMousePos = PixelsToNormalizedDeviceCoords(pos); + uni_cam_.OnButtonUp(normalizedMousePos); +} + + +void ArtRenderApp::UpdateSimulation(double dt) { + uni_cam_.AdvanceAnimation(dt); +} + + +void ArtRenderApp::OnReloadBtnPressed() { + LoadShadersAndTextures(); +} + +void ArtRenderApp::OnGouraudBtnPressed() { + shader_style_ = 0; +} + +void ArtRenderApp::OnPhongBtnPressed() { + shader_style_ = 1; +} + +void ArtRenderApp::OnArtsyBtnPressed() { + shader_style_ = 2; +} + + + +void ArtRenderApp::InitOpenGL() { + // Set up the camera in a good position to see the model + proj_matrix_ = Matrix4::Perspective(30, aspect_ratio(), 0.1f, 50.0f); + uni_cam_.set_view_matrix(Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0))); + glClearColor(0.7f, 0.7f, 0.7f, 1.0f); + + // Customize the lighting used for the quick shapes default shader to make the + // ambient really bright since we're using it to draw the yellow "light bulb" + // in the scene. + DefaultShader::LightProperties qs_light; + qs_light.ambient_intensity = Color(0.8f, 0.8f, 0.8f); + qs_light.diffuse_intensity = Color(0.4f, 0.4f, 0.4f); + qs_light.specular_intensity = Color(0.0f, 0.0f, 0.0f); + quick_shapes_.default_shader()->SetLight(0, qs_light); + + LoadShadersAndTextures(); +} + + +void ArtRenderApp::LoadShadersAndTextures() { + // (Re)loads and (re)compiles all of the shader programs text files. And, (re)loads the + // textures from file as well. + + gouraud_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("gouraud.vert", search_path_)); + gouraud_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("gouraud.frag", search_path_)); + gouraud_shaderprog_.LinkProgram(); + + phong_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("phong.vert", search_path_)); + phong_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("phong.frag", search_path_)); + phong_shaderprog_.LinkProgram(); + + artsy_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("artsy.vert", search_path_)); + artsy_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("artsy.frag", search_path_)); + artsy_shaderprog_.LinkProgram(); + + outline_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("outline.vert", search_path_)); + outline_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("outline.frag", search_path_)); + outline_shaderprog_.LinkProgram(); + + // To try out different shading styles, you can replace diffuse.png and specular.png with + // some of the other texture files in the data/ directory. + diffuse_ramp_.InitFromFile(Platform::FindFile("diffuse.png", search_path_)); + diffuse_ramp_.set_wrap_mode(GL_CLAMP_TO_EDGE); + + specular_ramp_.InitFromFile(Platform::FindFile("specular.png", search_path_)); + specular_ramp_.set_wrap_mode(GL_CLAMP_TO_EDGE); +} + + +void ArtRenderApp::DrawUsingOpenGL() { + // Just the identity matrix + Matrix4 model_matrix; + + // Lighting parameters + static const Color Ia(0.3f, 0.3f, 0.3f, 1.0f); + static const Color Id(0.7f, 0.7f, 0.7f, 1.0f); + static const Color Is(1.0f, 1.0f, 1.0f, 1.0f); + + // Material parameters + static const Color ka(1.0f, 0.4f, 0.4f, 1.0f); + static const Color kd(1.0f, 0.4f, 0.4f, 1.0f); + static const Color ks(0.6f, 0.6f, 0.6f, 1.0f); + static const float s = 50.0f; + + // Precompute items needed in the shader + + // Light positions are usually defined in world space. For lighting calculations + // we need the position of the light in view space (a.k.a. eye space). + Point3 light_in_eye_space = uni_cam_.view_matrix() * light_pos_; + + // The shader also needs these matrices + Matrix4 model_view_matrix = uni_cam_.view_matrix()*model_matrix; + Matrix4 normal_matrix = model_view_matrix.Inverse().Transpose(); + + // Make sure the default option to only draw front facing triangles is set + glEnable(GL_CULL_FACE); + + if (shader_style_ == 0) { + + // Render the current model's mesh using the Gouraud shader program + gouraud_shaderprog_.UseProgram(); + gouraud_shaderprog_.SetUniform("model_view_matrix", model_view_matrix); + gouraud_shaderprog_.SetUniform("normal_matrix", normal_matrix); + gouraud_shaderprog_.SetUniform("proj_matrix", proj_matrix_); + gouraud_shaderprog_.SetUniform("ka", ka); + gouraud_shaderprog_.SetUniform("kd", kd); + gouraud_shaderprog_.SetUniform("ks", ks); + gouraud_shaderprog_.SetUniform("s", s); + gouraud_shaderprog_.SetUniform("light_in_eye_space", light_in_eye_space); + gouraud_shaderprog_.SetUniform("Ia", Ia); + gouraud_shaderprog_.SetUniform("Id", Id); + gouraud_shaderprog_.SetUniform("Is", Is); + meshes_[current_model_].Draw(); + gouraud_shaderprog_.StopProgram(); + + } + if (shader_style_ == 1) { + + // Render the current model's mesh using the Phong shader program + phong_shaderprog_.UseProgram(); + phong_shaderprog_.SetUniform("model_view_matrix", model_view_matrix); + phong_shaderprog_.SetUniform("normal_matrix", normal_matrix); + phong_shaderprog_.SetUniform("proj_matrix", proj_matrix_); + phong_shaderprog_.SetUniform("ka", ka); + phong_shaderprog_.SetUniform("kd", kd); + phong_shaderprog_.SetUniform("ks", ks); + phong_shaderprog_.SetUniform("s", s); + phong_shaderprog_.SetUniform("light_in_eye_space", light_in_eye_space); + phong_shaderprog_.SetUniform("Ia", Ia); + phong_shaderprog_.SetUniform("Id", Id); + phong_shaderprog_.SetUniform("Is", Is); + meshes_[current_model_].Draw(); + phong_shaderprog_.StopProgram(); + + } + else if (shader_style_ == 2) { + + // Rendering using the Artsy shader programs + + // Step 1: Use the toon shader to draw the object's mesh + artsy_shaderprog_.UseProgram(); + artsy_shaderprog_.SetUniform("model_view_matrix", model_view_matrix); + artsy_shaderprog_.SetUniform("normal_matrix", normal_matrix); + artsy_shaderprog_.SetUniform("proj_matrix", proj_matrix_); + artsy_shaderprog_.SetUniform("ka", ka); + artsy_shaderprog_.SetUniform("kd", kd); + artsy_shaderprog_.SetUniform("ks", ks); + artsy_shaderprog_.SetUniform("s", s); + artsy_shaderprog_.SetUniform("light_in_eye_space", light_in_eye_space); + artsy_shaderprog_.SetUniform("Ia", Ia); + artsy_shaderprog_.SetUniform("Id", Id); + artsy_shaderprog_.SetUniform("Is", Is); + artsy_shaderprog_.BindTexture("diffuse_ramp", diffuse_ramp_); + artsy_shaderprog_.BindTexture("specular_ramp", specular_ramp_); + meshes_[current_model_].Draw(); + artsy_shaderprog_.StopProgram(); + + + // Step 2: Draw the silhouette edge using the edge mesh and outline shader + + // Disable back face culling so OpenGL will draw both front and back facing triangles + glDisable(GL_CULL_FACE); + + // Set the OpenGL polygon offset so it will draw triangles even if they + // exactly on top of another triangle + glEnable(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(1, 1); + + static const float thickness = 0.01f; + + // Draw edge mesh + outline_shaderprog_.UseProgram(); + outline_shaderprog_.SetUniform("modelViewMatrix", model_view_matrix); + outline_shaderprog_.SetUniform("normalMatrix", normal_matrix); + outline_shaderprog_.SetUniform("proj_matrix", proj_matrix_); + outline_shaderprog_.SetUniform("thickness", thickness); + edge_meshes_[current_model_].Draw(); + outline_shaderprog_.StopProgram(); + + } + + // Draw a little yellow sphere at the location of the light source + Matrix4 light_model = Matrix4::Translation(light_pos_ - Point3(0, 0, 0)) * + Matrix4::Scale(Vector3(0.1f, 0.1f, 0.1f)); + quick_shapes_.DrawSphere(light_model, uni_cam_.view_matrix(), proj_matrix_, Color(1, 1, 0)); + + // Draw the UniCam widget when in rotation mode + uni_cam_.Draw(proj_matrix_); +} + |