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-/** 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_);
-}
-