#else
#include <GL/glut.h>
#endif
+#include "app.h"
+#include "sdr.h"
+#include "shadow.h"
+#include "texture.h"
#include "machine.h"
-
-bool init();
-void cleanup();
-void display();
-void idle();
-void draw_gears();
-void reshape(int x, int y);
-void keyb(unsigned char key, int x, int y);
-void mouse(int bn, int st, int x, int y);
-void motion(int x, int y);
-
-static float cam_dist = 2;
-static float cam_theta, cam_phi;
+#include "meshgen.h"
+
+static bool init();
+static void cleanup();
+static void display();
+static void idle();
+static void draw_scene();
+static void draw_gears();
+static void reshape(int x, int y);
+static void keyb(unsigned char key, int x, int y);
+static void mouse(int bn, int st, int x, int y);
+static void motion(int x, int y);
+static void passive_motion(int x, int y);
+static Gear *pick_gear(int x, int y);
+
+static int win_width, win_height;
+
+static float cam_dist = 0.25;
+static float cam_theta, cam_phi = 20;
static int prev_mx, prev_my;
static bool bnstate[8];
+static Mat4 view_matrix;
+
static unsigned int start_time, prev_msec;
static Machine *machine;
+static Gear *hover_gear, *sel_gear;
+static HitPoint pick_hit;
+static Vec3 sel_hit_pos;
+
+static unsigned int sdr_shadow_notex;
+static int dbg_show_shadowmap;
+
+static TextureSet texman;
+static Texture *envmap;
+static Mesh *skydome;
+static unsigned int sdr_skydome;
+
int main(int argc, char **argv)
{
glutKeyboardFunc(keyb);
glutMouseFunc(mouse);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(passive_motion);
if(!init()) {
return 1;
return 0;
}
-bool init()
+static bool init()
{
glewInit();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
Mesh::use_custom_sdr_attr = false;
gear1->pos = Vec3(-50, 0, 0);
gear1->set_teeth(16, pitch);
gear1->gen_mesh();
+ gear1->color = Vec3(0.35, 0.6, 0.8);
machine->add_gear(gear1);
Gear *gear2 = new Gear;
gear3->pos = gear2->pos + Vec3(0, gear2->radius + gear3->radius - gear2->teeth_length * 0.75, 0);
gear3->gen_mesh();
machine->add_gear(gear3);
+ gear3->color = Vec3(0.5, 0.8, 0.6);
+
+ Gear *subgear = new Gear;
+ subgear->set_teeth(10, pitch);
+ subgear->pos = Vec3(0, 0, (gear2->thickness + subgear->thickness) / 2 + 1);
+ subgear->gen_mesh();
+ gear2->attach(subgear);
+ machine->add_gear(subgear);
+ subgear->color = Vec3(0.8, 0.7, 0.5);
machine->add_motor(0, 1.0);
- machine->calc_meshing();
+
+ // shadows
+ init_shadow(2048);
+
+ if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
+ return false;
+ }
+ set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
+ set_uniform_int(sdr_shadow_notex, "envmap", 2);
+
+ float ambient[] = {0.1, 0.1, 0.1, 0.0};
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
+ // env
+ envmap = texman.get_texture("data/stpeters_cross.jpg", TEX_CUBE);
+
+ skydome = new Mesh;
+ gen_sphere(skydome, 1.0, 16, 8);
+ skydome->flip_faces();
+
+ if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
+ return false;
+ }
+ glUseProgram(0);
start_time = glutGet(GLUT_ELAPSED_TIME);
return true;
}
-void cleanup()
+static void cleanup()
{
+ texman.clear();
delete machine;
}
-void display()
+static void update(float dt)
+{
+ texman.update();
+
+ machine->update(dt);
+
+ if(sel_gear) {
+ }
+
+ hover_gear = pick_gear(prev_mx, prev_my);
+}
+
+static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
+{
+ unsigned int lt = GL_LIGHT0 + idx;
+ float posv[] = { pos.x, pos.y, pos.z, 1 };
+ float colv[] = { color.x, color.y, color.z, 1 };
+
+ glEnable(lt);
+ glLightfv(lt, GL_POSITION, posv);
+ glLightfv(lt, GL_DIFFUSE, colv);
+ glLightfv(lt, GL_SPECULAR, colv);
+}
+
+static void display()
{
unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
float dt = (float)(msec - prev_msec) / 1000.0f;
prev_msec = msec;
- machine->update(dt);
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ view_matrix = Mat4::identity;
+ view_matrix.pre_translate(0, 0, -cam_dist);
+ view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
+ view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
+
+ static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
+ set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
+ set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+ set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+
+ update(dt);
+
+ // shadowmap pass
+ begin_shadow_pass(lpos[0], Vec3(0, 0, 0), 0.2, 100, 150);
+ draw_scene();
+ end_shadow_pass();
+
+ // regular pass
+ const Mat4 &shadow_matrix = get_shadow_matrix();
+ Mat4 env_matrix = transpose(view_matrix.upper3x3());
+ set_uniform_matrix4(sdr_shadow_notex, "envmap_matrix", env_matrix[0]);
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
+ glMatrixMode(GL_TEXTURE);
+ glLoadMatrixf(shadow_matrix[0]);
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, envmap->get_id());
+
+ glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
+
+ draw_scene();
+
+ glMatrixMode(GL_TEXTURE);
glLoadIdentity();
- glTranslatef(0, 0, -cam_dist);
- glRotatef(cam_phi, 1, 0, 0);
- glRotatef(cam_theta, 0, 1, 0);
+ glMatrixMode(GL_MODELVIEW);
+
+
+ if(dbg_show_shadowmap) {
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glUseProgram(0);
+ glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glColor4f(1, 1, 1, 1);
+ glTexCoord2f(0, 0); glVertex2f(-0.95, -0.95);
+ glTexCoord2f(1, 0); glVertex2f(-0.5, -0.95);
+ glTexCoord2f(1, 1); glVertex2f(-0.5, -0.5);
+ glTexCoord2f(0, 1); glVertex2f(-0.95, -0.5);
+ glEnd();
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glPopAttrib();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ }
- draw_gears();
glutSwapBuffers();
assert(glGetError() == GL_NO_ERROR);
}
-void idle()
+static void idle()
{
glutPostRedisplay();
}
-void draw_gears()
+static void draw_scene()
{
- /* world scale is in meters, gears are in millimeters, sclae by 1/1000 */
+ // draw skydome
+ glDepthMask(0);
+
+ Mat4 rot_view = view_matrix.upper3x3();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf(rot_view[0]);
+
+ bind_texture(envmap, 0);
+
+ glUseProgram(sdr_skydome);
+ skydome->draw();
+ glUseProgram(0);
+
+ bind_texture(0, 0);
+
+ glPopMatrix();
+ glDepthMask(1);
+
+ // draw mechanism
+ draw_gears();
+}
+
+static void draw_gears()
+{
+ /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
glPushMatrix();
glScalef(0.001, 0.001, 0.001);
+ if(!shadow_pass && (sel_gear || hover_gear)) {
+ glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
+
+ glDisable(GL_LIGHTING);
+ glFrontFace(GL_CW);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ glLineWidth(3.0);
+
+ if(sel_gear) {
+ glColor3f(0.2, 1.0, 0.3);
+ sel_gear->draw();
+ } else {
+ glColor3f(1.0, 0.75, 0.2);
+ hover_gear->draw();
+ }
+
+ glPopAttrib();
+ }
+
+ glUseProgram(shadow_pass ? 0 : sdr_shadow_notex);
machine->draw();
+ glUseProgram(0);
glPopMatrix();
}
-void reshape(int x, int y)
+static void reshape(int x, int y)
{
+ win_width = x;
+ win_height = y;
+
glViewport(0, 0, x, y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 0.05, 100.0);
+ gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
}
-void keyb(unsigned char key, int x, int y)
+static void keyb(unsigned char key, int x, int y)
{
switch(key) {
case 27:
exit(0);
+
+ case 'w':
+ opt_gear_wireframe = !opt_gear_wireframe;
+ glutPostRedisplay();
+ break;
+
+ case 's':
+ dbg_show_shadowmap = !dbg_show_shadowmap;
+ glutPostRedisplay();
+ break;
}
}
-void mouse(int bn, int st, int x, int y)
+static void mouse(int bn, int st, int x, int y)
{
+ int bidx = bn - GLUT_LEFT_BUTTON;
+ bool down = st == GLUT_DOWN;
+
prev_mx = x;
prev_my = y;
- bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
+ bnstate[bidx] = down;
+
+ if(bidx == 0) {
+ if(down) {
+ sel_gear = pick_gear(x, y);
+ sel_hit_pos = pick_hit.pos;
+ } else {
+ sel_gear = 0;
+ }
+ }
+
+ if(bidx == 3 || bidx == 4) { /* wheel */
+ if(hover_gear) {
+ float dz = bidx == 4 ? 1 : -1;
+ hover_gear->set_position(hover_gear->get_position() + hover_gear->get_axis() * dz);
+ machine->invalidate_meshing();
+ }
+ }
}
-void motion(int x, int y)
+static void motion(int x, int y)
{
int dx = x - prev_mx;
int dy = y - prev_my;
if(!dx && !dy) return;
- if(bnstate[0]) {
- cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
-
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
- glutPostRedisplay();
- }
- if(bnstate[2]) {
- cam_dist += dy * 0.01;
- if(cam_dist < 0.0) cam_dist = 0.0;
- glutPostRedisplay();
+ if(sel_gear) {
+ float speed = 0.5;
+ Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0);
+ offs = sel_gear->get_dir_matrix() * offs;
+
+ sel_gear->set_position(sel_gear->get_position() + offs);
+ machine->invalidate_meshing();
+
+ } else {
+ if(bnstate[0]) {
+ cam_theta += dx * 0.5;
+ cam_phi += dy * 0.5;
+
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
+ glutPostRedisplay();
+ }
+ if(bnstate[2]) {
+ cam_dist += dy * 0.01;
+ if(cam_dist < 0.0) cam_dist = 0.0;
+ glutPostRedisplay();
+ }
}
}
+
+static void passive_motion(int x, int y)
+{
+ prev_mx = x;
+ prev_my = y;
+}
+
+static Gear *pick_gear(int x, int y)
+{
+ double pt[3];
+ double viewmat[16], projmat[16];
+ int vp[4];
+ Ray ray;
+
+ y = win_height - y;
+
+ glGetDoublev(GL_MODELVIEW_MATRIX, viewmat);
+ glGetDoublev(GL_PROJECTION_MATRIX, projmat);
+ glGetIntegerv(GL_VIEWPORT, vp);
+
+ gluUnProject(x, y, 0, viewmat, projmat, vp, pt, pt + 1, pt + 2);
+ ray.origin = Vec3(pt[0], pt[1], pt[2]) * 1000.0f;
+
+ gluUnProject(x, y, 1, viewmat, projmat, vp, pt, pt + 1, pt + 2);
+ ray.dir = Vec3(pt[0], pt[1], pt[2]) * 1000.0f - ray.origin;
+
+ return machine->intersect_gear(ray, &pick_hit);
+}