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author | Kiet Tran <kietatr@gmail.com> | 2021-11-29 13:36:54 -0600 |
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committer | Kiet Tran <kietatr@gmail.com> | 2021-11-29 13:36:54 -0600 |
commit | 3e757dbc71682972899a48651710c5d8280c3cee (patch) | |
tree | d0c5ebba6dbad61920e07b2eae5843c1a2a2766d /dev/a6-harold/harold_app.cc | |
parent | Update artrender_app.cc (diff) | |
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Publish A6
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-rw-r--r-- | dev/a6-harold/harold_app.cc | 278 |
1 files changed, 278 insertions, 0 deletions
diff --git a/dev/a6-harold/harold_app.cc b/dev/a6-harold/harold_app.cc new file mode 100644 index 0000000..abf5c4d --- /dev/null +++ b/dev/a6-harold/harold_app.cc @@ -0,0 +1,278 @@ +/** CSci-4611 Assignment 6: Harold + */ + +#include "harold_app.h" +#include "config.h" + +#include <iostream> +#include <sstream> + + +HaroldApp::HaroldApp() : GraphicsApp(1024,768, "Harold"), + drawing_state_(DRAWING_NONE), + sky_color_(1,1,1), ground_color_(0.25, 0, 0.25), crayon_color_(0.5,0,0.5) +{ + // 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); +} + + +HaroldApp::~HaroldApp() { +} + + +void HaroldApp::InitNanoGUI() { + // Setup the GUI window + nanogui::Window *window = new nanogui::Window(screen(), "Harold's Crayons"); + window->setPosition(Eigen::Vector2i(10, 10)); + window->setSize(Eigen::Vector2i(200,100)); + window->setLayout(new nanogui::GroupLayout()); + + new nanogui::Label(window, "Crayon Color", "sans-bold"); + auto cp1 = new nanogui::ColorPicker(window, + nanogui::Color((int)(255.0*crayon_color_[0]), + (int)(255.0*crayon_color_[1]), + (int)(255.0*crayon_color_[2]), 255) + ); + cp1->setFixedSize({100, 20}); + cp1->setFinalCallback([this](const nanogui::Color &c) { + crayon_color_ = Color(c.r(), c.g(), c.b(), c.w()); + }); + + new nanogui::Label(window, "Sky Color", "sans-bold"); + auto cp2 = new nanogui::ColorPicker(window, + nanogui::Color((int)(255.0*sky_color_[0]), + (int)(255.0*sky_color_[1]), + (int)(255.0*sky_color_[2]), 255) + ); + cp2->setFixedSize({100, 20}); + cp2->setFinalCallback([this](const nanogui::Color &c) { + sky_color_ = Color(c.r(), c.g(), c.b(), c.w()); + }); + + new nanogui::Label(window, "Ground Color", "sans-bold"); + auto cp3 = new nanogui::ColorPicker(window, + nanogui::Color((int)(255.0*ground_color_[0]), + (int)(255.0*ground_color_[1]), + (int)(255.0*ground_color_[2]), 255) + ); + cp3->setFixedSize({100, 20}); + cp3->setFinalCallback([this](const nanogui::Color &c) { + ground_color_ = Color(c.r(), c.g(), c.b(), c.w()); + }); + + screen()->performLayout(); +} + + +void HaroldApp::InitOpenGL() { + // Set up the camera in a good position to see the entire field + cam_.set_view_matrix(Matrix4::LookAt(Point3(0,2,10), Point3(0,2,0), Vector3(0,1,0))); + proj_matrix_ = Matrix4::Perspective(60, aspect_ratio(), 0.1f, 1600.0f); + glClearColor(0.7f, 0.7f, 0.7f, 1.0f); + + stroke2d_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("stroke2d.vert", search_path_)); + stroke2d_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("stroke2d.frag", search_path_)); + stroke2d_shaderprog_.LinkProgram(); + + stroke3d_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("stroke3d.vert", search_path_)); + stroke3d_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("stroke3d.frag", search_path_)); + stroke3d_shaderprog_.LinkProgram(); + + ground_.Init(search_path_); + sky_.Init(&stroke3d_shaderprog_); + billboards_.Init(&stroke3d_shaderprog_); +} + + + +void HaroldApp::AddToStroke(const Point2 &normalized_screen_pt) { + // the stroke2d_ array stores the raw 2D screen coordinates of the + // centerline of the stroke + stroke2d_.push_back(normalized_screen_pt); + + // the mesh is a triangle strip that follows the centerline + // we need at least 2 samples before we can create triangles + if (stroke2d_.size() >= 2) { + const float half_stroke_width = 0.01f; + std::vector<Point3> verts; + std::vector<unsigned int> indices; + Point3 last_pt = Point3(stroke2d_[0][0], stroke2d_[0][1], 0); + Point3 pt = Point3(stroke2d_[1][0], stroke2d_[1][1], 0); + Vector3 tangent = (pt - last_pt).ToUnit(); + Vector3 cotangent = tangent.Cross(Vector3::UnitZ()); + verts.push_back(last_pt - half_stroke_width*cotangent); + verts.push_back(last_pt + half_stroke_width*cotangent); + for (int i=1; i<stroke2d_.size(); i++) { + pt = Point3(stroke2d_[i][0], stroke2d_[i][1], 0); + tangent = (pt - last_pt).ToUnit(); + cotangent = tangent.Cross(Vector3::UnitZ()); + + verts.push_back(pt - half_stroke_width*cotangent); + verts.push_back(pt + half_stroke_width*cotangent); + + indices.push_back((int)verts.size()-4); + indices.push_back((int)verts.size()-3); + indices.push_back((int)verts.size()-2); + + indices.push_back((int)verts.size()-3); + indices.push_back((int)verts.size()-1); + indices.push_back((int)verts.size()-2); + + last_pt = pt; + } + stroke2d_mesh_.SetVertices(verts); + stroke2d_mesh_.SetIndices(indices); + stroke2d_mesh_.UpdateGPUMemory(); + } +} + + + +// This function is called at the start of each new crayon stroke +void HaroldApp::OnLeftMouseDown(const Point2 &mouse_in_pixels) { + // Add to the stroke_mesh_, which is a 2D triangle strip used to draw the user's + // crayon stroke on the screen. + Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels); + AddToStroke(mouse_in_ndc); + + + // Next, try to figure out what we are drawing based on where the stroke originated. + Point3 i_point; + edit_billboard_id_ = billboards_.IntersectBillboard(cam_.view_matrix(), proj_matrix_, mouse_in_ndc); + if (edit_billboard_id_ >= 0) { + // If the mouse starts on an existing billboard, then we are editing the billboard. + drawing_state_ = DrawingState::DRAWING_BILLBOARD_EDIT; + } + else if (ground_.ScreenPtHitsGround(cam_.view_matrix(), proj_matrix_, mouse_in_ndc, &i_point)) { + // If the mouse starts on the ground, then we could be about to edit the + // ground, OR we might be creating a new billboard. We won't know for sure + // until the user releases the mouse and we can check to see whether the + // stroke also ends on the ground. + drawing_state_ = DrawingState::DRAWING_GROUND_OR_BILLBOARD; + } + else { + // Otherwise, we must be drawing a stroke in the sky. + drawing_state_ = DrawingState::DRAWING_SKY; + } +} + + +// This function is called once each frame while the user is drawing with the crayon +void HaroldApp::OnLeftMouseDrag(const Point2 &mouse_in_pixels, const Vector2 &delta_in_pixels) { + // Add to the stroke_mesh_, which is a 2D triangle strip used to draw the user's + // crayon stroke on the screen. + Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels); + AddToStroke(mouse_in_ndc); +} + + +// This function is called at the end of each stroke +void HaroldApp::OnLeftMouseUp(const Point2 &mouse_in_pixels) { + + // If we are in the temporary drawing_ground_or_billboard state, then we need + // to do a final check now to see if the stroke ended on the ground or not. + // If it did, then we interpret the stroke as drawing_ground. Otherwise, we + // treat it as creating a new billboard. + if (drawing_state_ == DrawingState::DRAWING_GROUND_OR_BILLBOARD) { + // The stroke was started on the ground, does it also end on the ground? + Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels); + Point3 i_point; + if (ground_.ScreenPtHitsGround(cam_.view_matrix(), proj_matrix_, mouse_in_ndc, &i_point)) { + drawing_state_ = DrawingState::DRAWING_GROUND; + } + else { + drawing_state_ = DrawingState::DRAWING_BILLBOARD; + } + } + + + // Now, the action to take in terms of what geometry to add or modify in + // the scene depends entirely on the drawing state: + if (drawing_state_ == DrawingState::DRAWING_SKY) { + sky_.AddSkyStroke(cam_.view_matrix(), proj_matrix_, stroke2d_mesh_, crayon_color_); + } + else if (drawing_state_ == DrawingState::DRAWING_BILLBOARD) { + billboards_.AddBillboardStroke(cam_.view_matrix(), proj_matrix_, stroke2d_, stroke2d_mesh_, crayon_color_, &ground_); + } + else if (drawing_state_ == DrawingState::DRAWING_BILLBOARD_EDIT) { + billboards_.AddToBillboard(cam_.view_matrix(), proj_matrix_, edit_billboard_id_, stroke2d_mesh_, crayon_color_); + } + else if (drawing_state_ == DrawingState::DRAWING_GROUND) { + if (stroke2d_.size() < 6) { + std::cout << "Stroke is too short, try again." << std::endl; + } + else { + ground_.ReshapeGround(cam_.view_matrix(), proj_matrix_, stroke2d_); + } + } + + + // Done with this stroke. Clear the 2d stroke and its mesh and reset the drawing state + stroke2d_.clear(); + stroke2d_mesh_ = Mesh(); + drawing_state_ = DrawingState::DRAWING_NONE; +} + + +// You can look around, like in minecraft, by dragging with the right mouse button. +void HaroldApp::OnRightMouseDrag(const Point2 &mouse_in_pixels, const Vector2 &delta_in_pixels) { + Vector2 delta_in_ndc = PixelsToNormalizedDeviceCoords(delta_in_pixels); + cam_.OnMouseMove(delta_in_ndc); +} + + +void HaroldApp::UpdateSimulation(double dt) { + if (drawing_state_ == DrawingState::DRAWING_NONE) { + // When walking around using the arrow keys we need to adjust the height + // of the virtual camera when we walk up a hill. To do that, we shoot + // a ray straight down from the eye point to the ground, find the point + // of intersection on the ground, and then set the camera height to be + // 2.0 meters above this. + Ray ray(cam_.eye(), -Vector3::UnitY()); + float i_time; + Point3 i_pt; + int i_tri; + if (ray.FastIntersectMesh(ground_.mesh_ptr(), &i_time, &i_pt, &i_tri)) { + float height = 2.0f + i_pt[1]; // 2 meters above the gound + cam_.UpdateHeight(height); + } + cam_.UpdateSimulation(dt, window()); + + + // The billboards also need to be updated to face the current camera + billboards_.UpdateBillboardRotations(cam_.eye()); + } +} + + +void HaroldApp::DrawUsingOpenGL() { + // Clear the screen using the current sky color + glClearColor(sky_color_[0], sky_color_[1], sky_color_[2], 1); + + // Draw the sky strokes + sky_.Draw(cam_.view_matrix(), proj_matrix_); + + // Draw the ground mesh + ground_.Draw(cam_.view_matrix(), proj_matrix_, ground_color_); + + // Draw the billboards + billboards_.Draw(cam_.view_matrix(), proj_matrix_); + + + // If we are currently drawing (indicated by the stroke mesh containing >0 + // triangles), then draw the 2D triangle strip mesh for the crayon stroke + if (stroke2d_mesh_.num_triangles() > 0) { + stroke2d_shaderprog_.UseProgram(); + stroke2d_shaderprog_.SetUniform("strokeColor", crayon_color_); + stroke2d_mesh_.Draw(); + stroke2d_shaderprog_.StopProgram(); + } +} + |