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authorMatt Strapp <matt@mattstrapp.net>2021-12-17 13:17:58 -0600
committerMatt Strapp <matt@mattstrapp.net>2021-12-17 13:17:58 -0600
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tree8faef1da18b809c9585c11ba5917f1f8268cddf6 /dev/a6-harold/billboards.cc
parentAdd README (diff)
parentClarify how to get eye point in Sky::ScreenPtHitsSky (diff)
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Merge branch 'support-code' of https://github.umn.edu/umn-csci-4611-f21/shared-upstream
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+/** CSci-4611 Assignment 6: Harold
+ */
+
+#include "billboards.h"
+
+Billboards::Billboards() {
+
+}
+
+
+Billboards::~Billboards() {
+
+}
+
+
+void Billboards::Init(ShaderProgram *stroke3d_shaderprog) {
+ stroke3d_shaderprog_ = stroke3d_shaderprog;
+}
+
+
+/// Projects a 2D normalized screen point (e.g., the mouse position in normalized
+/// device coordinates) to a 3D point on a plane defined by an "origin", which can
+/// really be any point coincident with the plane, and the plane normal. Returns
+/// true if the screen point projects onto the plane and stores the result in
+/// plane_point. Returns false if the screen point does not project onto the plane.
+bool Billboards::ScreenPtHitsPlane(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
+ const Point3 &plane_origin, const Vector3 &plane_normal,
+ const Point2 &normalized_screen_pt, Point3 *plane_point)
+{
+ Matrix4 camera_matrix = view_matrix.Inverse();
+ Point3 eye = camera_matrix.ColumnToPoint3(3);
+
+ Point3 pt3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, normalized_screen_pt);
+ Ray ray(eye, (pt3d - eye).ToUnit());
+ float t;
+ return ray.IntersectPlane(plane_origin, plane_normal, &t, plane_point);
+}
+
+
+/// Checks to see if a ray starting at the eye point and passing through 2D
+/// normalized screen point projects onto any of the billboards in the scene. If
+/// so, returns the id of the closest billboard intersected. If not, returns -1.
+int Billboards::IntersectBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
+ const Point2 &normalized_screen_pt)
+{
+ Matrix4 camera_matrix = view_matrix.Inverse();
+ Point3 eye = camera_matrix.ColumnToPoint3(3);
+
+ int id = -1;
+ float best_i_time = -1.0;
+
+ Point3 pt3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, normalized_screen_pt);
+ Ray ray(eye, (pt3d - eye).ToUnit());
+
+ Point3 i_point;
+ float i_time;
+ int i_tri_id;
+ for (int i=0; i<billboards_.size(); i++) {
+ Matrix4 to_billboard_space = billboards_[i].transform.Inverse();
+ Ray ray_billboard_space = to_billboard_space * ray;
+ if ((ray_billboard_space.IntersectAABB(billboards_[i].bounding_box, &i_time)) &&
+ (ray_billboard_space.IntersectMesh(billboards_[i].mesh, &i_time, &i_point, &i_tri_id)) &&
+ ((best_i_time == -1.0) || (i_time < best_i_time))) {
+ id = i;
+ }
+ }
+
+ return id;
+}
+
+
+/// Adds a new stroke as a billboard by projecting it onto a plane parallel
+/// to the filmplane that intersects with the base point, which should lie
+/// on the ground.
+void Billboards::AddBillboardStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
+ const std::vector<Point2> &stroke2d, const Mesh &stroke2d_mesh,
+ const Color &stroke_color, Ground *ground_ptr)
+{
+ Matrix4 camera_matrix = view_matrix.Inverse();
+ Point3 eye = camera_matrix.ColumnToPoint3(3);
+
+ // Create a new billboard
+ Billboard b;
+ b.color = stroke_color;
+ b.transform = Matrix4();
+ b.mesh = stroke2d_mesh;
+
+ // find the base point for the billboard
+ ground_ptr->ScreenPtHitsGround(view_matrix, proj_matrix, stroke2d[0], &b.anchor_pt);
+ Vector3 norm = (eye - b.anchor_pt);
+ norm[1] = 0.0; // with 0 change in Y so the billboard does not tilt
+ norm.Normalize(); // convert to a unit vector
+
+ // project the stroke into 3D to lie on the projection plane
+ std::vector<Point3> verts;
+ for (int i=0; i<b.mesh.num_vertices(); i++) {
+ Point2 pscreen = Point2(b.mesh.read_vertex_data(i)[0], b.mesh.read_vertex_data(i)[1]);
+ Point3 pplane;
+ ScreenPtHitsPlane(view_matrix, proj_matrix, b.anchor_pt, norm, pscreen, &pplane);
+ verts.push_back(pplane);
+ }
+
+ Matrix4 to_canonical_billboard = Matrix4::Align(b.anchor_pt, Vector3::UnitY(), norm,
+ Point3::Origin(), Vector3::UnitY(), Vector3::UnitZ());
+
+ for (int i=0; i<verts.size(); i++) {
+ verts[i] = to_canonical_billboard * verts[i];
+ }
+
+ b.mesh.SetVertices(verts);
+
+ for (int i=0; i<b.mesh.num_vertices(); i++) {
+ b.bounding_box = b.bounding_box + AABB(b.mesh.read_vertex_data(i));
+ }
+ b.bounding_box.set_user_data((int)billboards_.size());
+
+ billboards_.push_back(b);
+}
+
+
+/// Edits an existing billboard by adding an additional stroke to it.
+void Billboards::AddToBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
+ int billboard_id, const Mesh &stroke2d_mesh,
+ const Color &stroke_color)
+{
+ Matrix4 camera_matrix = view_matrix.Inverse();
+ Point3 eye = camera_matrix.ColumnToPoint3(3);
+
+ // Really what this does is add a new billboard that lies in the same plane
+ // as the one we are "editing" and has the same anchor point so that they
+ // will both rotate the same way.
+ Billboard b;
+ b.color = stroke_color;
+ b.transform = Matrix4();
+ b.mesh = stroke2d_mesh;
+
+ b.anchor_pt = billboards_[billboard_id].anchor_pt;
+
+
+ Vector3 norm = (eye - b.anchor_pt);
+ norm[1] = 0.0; // with 0 change in Y so the billboard does not tilt
+ norm.Normalize(); // convert to a unit vector
+
+ // project the stroke into 3D to lie on the projection plane
+ std::vector<Point3> verts;
+ for (int i=0; i<b.mesh.num_vertices(); i++) {
+ Point2 pscreen = Point2(b.mesh.read_vertex_data(i)[0], b.mesh.read_vertex_data(i)[1]);
+ Point3 pplane;
+ ScreenPtHitsPlane(view_matrix, proj_matrix, b.anchor_pt, norm, pscreen, &pplane);
+ verts.push_back(pplane);
+ }
+
+ Matrix4 to_canonical_billboard = Matrix4::Align(b.anchor_pt, Vector3::UnitY(), norm,
+ Point3::Origin(), Vector3::UnitY(), Vector3::UnitZ());
+
+ for (int i=0; i<verts.size(); i++) {
+ verts[i] = to_canonical_billboard * verts[i];
+ }
+
+ b.mesh.SetVertices(verts);
+
+ for (int i=0; i<b.mesh.num_vertices(); i++) {
+ b.bounding_box = b.bounding_box + AABB(b.mesh.read_vertex_data(i));
+ }
+ b.bounding_box.set_user_data((int)billboards_.size());
+
+ billboards_.push_back(b);
+}
+
+
+void Billboards::UpdateBillboardRotations(const Point3 &current_eye_point) {
+ // Whenver the camera moves, we also need to rotate the billboards so
+ // that they always face the viewer.
+ for (int i=0; i<billboards_.size(); i++) {
+ // billboards are stored in a coordinate system where the base is
+ // at (0,0,0), rotation happens about the Y axis, and the billboard's
+ // normal is +Z.
+ Point3 a_p = Point3(0,0,0); // 'anchor point' in billboard coordinates
+ Vector3 a_v1 = Vector3::UnitY(); // 'up' in billboard coordinates
+ Vector3 a_v2 = Vector3::UnitZ(); // 'normal' in billboard coordinates
+
+ Point3 b_p = billboards_[i].anchor_pt; // 'anchor point' in world coordinates
+ Vector3 b_v1 = Vector3::UnitY(); // 'up' in world coordinates
+ Vector3 b_v2 = (current_eye_point - b_p); // 'normal' in world coordinates
+ b_v2[1] = 0.0; // force 0 change in Y so the billboard does not tilt
+ b_v2.Normalize(); // convert to a unit vector
+
+ billboards_[i].transform = Matrix4::Align(a_p,a_v1,a_v2, b_p,b_v1,b_v2);
+ }
+}
+
+
+void Billboards::Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix) {
+ // Draw billboard meshes
+ stroke3d_shaderprog_->UseProgram();
+ stroke3d_shaderprog_->SetUniform("projectionMatrix", proj_matrix);
+ for (int i=0; i<billboards_.size(); i++) {
+ Matrix4 model_matrix = billboards_[i].transform;
+ Matrix4 modelview_matrix = view_matrix * model_matrix;
+ stroke3d_shaderprog_->SetUniform("modelViewMatrix", modelview_matrix);
+ stroke3d_shaderprog_->SetUniform("strokeColor", billboards_[i].color);
+ billboards_[i].mesh.Draw();
+ }
+ stroke3d_shaderprog_->StopProgram();
+}
+