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-rw-r--r-- | dev/a5-artrender/artrender_app.cc | 296 |
1 files changed, 0 insertions, 296 deletions
diff --git a/dev/a5-artrender/artrender_app.cc b/dev/a5-artrender/artrender_app.cc deleted file mode 100644 index c99dc38..0000000 --- a/dev/a5-artrender/artrender_app.cc +++ /dev/null @@ -1,296 +0,0 @@ -/** 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_); -} - |