1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
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();
}
}
|