#include <GL/glew.h>
+#include <GLFW/glfw3.h>
#include <stdio.h>
#include <stdlib.h>
/* TODO: fix those */
#include "camera.h"
#include "mesh.h"
+#include "morph_renderer.h"
#include "object.h"
-#include "renderer.h"
#include "scene.h"
#include "terrain.h"
#include "texture.h"
static bool init(Gfx_API api);
static void cleanup();
static void display();
+static bool gen_poisson(std::vector<Vec2> &points, float min_dist, float radius);
/* glfw callbacks */
int win_w = 800;
int win_h = 600;
-float phi = 25;
-float theta = 0;
-float dist = 16;
-
ShaderManager *sdr_man;
+double time_sec;
+
/* variables */
+static bool move_camera;
+
+static float cam_phi = 25;
+static float cam_theta = 0;
+static float cam_dist = 16;
+static Vec3 cam_pos;
static float aspect;
static OrbitCamera *camera;
+static float fog_density;
+
+static int num_cows = 400;
+static float cow_gap = 4;
static Scene *cow_scene;
-static Renderer *cow_rend;
+static MorphRenderer *cow_rend;
-static Scene *ground_scene;
-static Renderer *ground_rend; // default renderer
+static Terrain terrain;
+static TerrainParams p;
static Texture *skybox_tex;
-
-static Renderer *terrain_rend;
-static Material terrain_mat;
+static Texture *irradiance_tex;
static Texture *terrain_tex;
-static Terrain terrain;
+static Material terrain_mat;
+static Renderer *terrain_rend;
/* *** */
{
Gfx_API api;
- for(int i=0; i<argc; ++i) {
+ for(int i=1; i<argc; i++) {
if(strcmp(argv[i], "-opengl") == 0) {
api = GFX_GL;
printf("Backend: OpenGL.\n");
return 1;
}
+ //TODO
+ //return 0;
+
glfwSetKeyCallback(win, clbk_key);
glfwSetCursorPosCallback(win, clbk_motion);
glfwSetMouseButtonCallback(win, clbk_mouse);
while(!glfwWindowShouldClose(win)) {
display();
- glfwSwapBuffers(win);
+ gfx_swapbuffers();
glfwPollEvents();
}
cleanup();
- // atexit(cleanup);
return 0;
}
if(!gfx_init(api))
return false;
+ fog_density = 0.0037;
+
sdr_man = new ShaderManager;
camera = new OrbitCamera;
- // ground_scene = new Scene;
- // if(!ground_scene->load("data/ground.obj")) {
- // fprintf(stderr, "Failed to load scene: ground.obj.\n");
- // return false;
- // }
-
- // ground_rend = new Renderer;
- // ground_rend->camera = camera;
- // ground_rend->scene = ground_scene;
-
- // if(!ground_rend->create()) {
- // fprintf(stderr, "Failed to create default renderer.\n");
- // return false;
- // }
-
- // skybox_tex = gfx_create_texture();
- // skybox_tex->load("data/cubemap/cubemap.hdr");
- // ground_rend->set_sky_tex(skybox_tex);
-
- cow_scene = new Scene;
- if(!cow_scene->load("data/spot/spot.obj")) {
- fprintf(stderr, "Failed to load scene: spot.obj.\n");
- return false;
- }
-
- cow_rend = new Renderer;
- cow_rend->camera = camera;
- cow_rend->scene = cow_scene;
-
- if(!cow_rend->create()) {
- fprintf(stderr, "Failed to create renderer for cows.\n");
- return false;
- }
-
terrain_tex = gfx_create_texture();
if(!terrain_tex->load("data/grass.jpeg")) {
fprintf(stderr, "Failed to load ground texture.\n");
return false;
}
- TerrainParams p;
- p.xsz = 50;
- p.ysz = 50;
- p.max_height = 5;
- p.xtiles = 20;
- p.ytiles = 20;
+ p.xsz = 200;
+ p.ysz = 200;
+ p.max_height = 30;
+ p.xtiles = 40;
+ p.ytiles = 40;
p.tile_usub = 10;
p.tile_vsub = 10;
p.num_octaves = 3;
- p.noise_freq = 10;
- p.coarse_heightmap = &ter_hmap;
+ p.noise_freq = 5;
+ p.coarse_heightmap = ter_hmap;
terrain.init();
terrain.generate(p);
terrain_rend = new Renderer;
terrain_rend->camera = camera;
terrain_rend->scene = terrain.get_visible(camera);
+
+ skybox_tex = gfx_create_texture();
+ skybox_tex->load("data/cubemap/cubemap.hdr");
+ terrain_rend->set_sky_tex(skybox_tex);
+
+ irradiance_tex = gfx_create_texture();
+ irradiance_tex->load("data/cubemap/irradiance.hdr");
+ terrain_rend->set_diffuse_sky_tex(irradiance_tex);
+
if(!terrain_rend->create()) {
fprintf(stderr, "terrain fail\n");
return false;
}
+ terrain_rend->fog_density = fog_density;
+
+ cow_scene = new Scene;
+ if(!cow_scene->load("data/spot/spot.obj")) {
+ fprintf(stderr, "Failed to load scene: spot.obj.\n");
+ return false;
+ }
+ cow_rend = new MorphRenderer;
+ cow_rend->camera = camera;
+ cow_rend->scene = cow_scene;
+ cow_rend->fog_density = fog_density;
+
+ if(!cow_rend->create()) {
+ fprintf(stderr, "Failed to create renderer for cows.\n");
+ return false;
+ }
+
+ /* create cow objects */
+ Object *cow0 = cow_scene->objects[0];
+ cow0->transform.rotation_y(M_PI);
+ cow_scene->objects.clear();
+
+ float disk_radius = std::min(p.xsz, p.ysz) / 2.0 * 0.65;
+ std::vector<Vec2> cow_pos;
+
+ for(int i=0; i<num_cows; i++) {
+ Object *cow = new Object;
+ *cow = *cow0;
-// TODO delete: debugging
- // for(size_t i=0; i<ground_scene->objects.size(); ++i) {
- // printf("object: %d\n", (int)i);
- // printf("mesh: %s\n", ground_scene->objects[i]->mesh->name.c_str());
- // printf("material: %s\n", ground_scene->objects[i]->material->name.c_str());
- // printf("transform:\n");
- // ground_scene->objects[i]->transform.print();
- // }
+ if(!gen_poisson(cow_pos, cow_gap, disk_radius))
+ goto cowgen_end;
+ Vec2 pos = cow_pos.back();
+ float y = terrain.get_height(Vec3(pos.x, 1, pos.y));
+
+ cow->transform.translate(pos.x, y, pos.y);
+ cow_scene->objects.push_back(cow);
+ }
+
+cowgen_end:
+ printf("generated: %d cows from %d\n", (int)cow_pos.size(), num_cows);
+ delete cow0;
return true;
}
delete cow_scene;
delete cow_rend;
- // delete ground_scene;
- // delete ground_rend;
-
-//TODO
+ delete skybox_tex;
+ delete irradiance_tex;
delete terrain_tex;
delete terrain_rend;
+
gfx_cleanup();
}
+static float cow_speed = 10;
+static Vec3 cow_pos;
+static bool keystate[256];
+
static void clbk_key(GLFWwindow *win, int key, int scancode, int action, int mods)
{
- if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
- glfwSetWindowShouldClose(win, GLFW_TRUE);
+ if(action == GLFW_REPEAT) return;
+
+ if(action == GLFW_PRESS) {
+ switch(key) {
+ case GLFW_KEY_ESCAPE:
+ glfwSetWindowShouldClose(win, GLFW_TRUE);
+ return;
+
+ case ' ':
+ move_camera = !move_camera;
+ break;
+
+ // case 'F':
+ // fog_density = fog_density < 1 - 0.0009 ? fog_density + 0.0001 : 1;
+ // break;
+
+ // case 'U':
+ // fog_density = fog_density > 0.0001 ? fog_density - 0.0001 : 0;
+ // break;
+
+ case 'P':
+ gfx_wireframe(true);
+ break;
+
+ case 'F':
+ gfx_wireframe(false);
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ if(key < 256) {
+ keystate[key] = action == GLFW_PRESS;
}
}
prev_y = y;
if(button[0]) {
- theta += dx * 0.5;
- phi += dy * 0.5;
+ cam_theta += dx * 0.5;
+ cam_phi += dy * 0.5;
- if(phi < 0)
- phi = 0;
- if(phi > 90)
- phi = 90;
+ if(cam_phi < 0)
+ cam_phi = 0;
+ if(cam_phi > 90)
+ cam_phi = 90;
}
if(button[1]) {
- dist += dy * 0.1;
- if(dist < 0.0) {
- dist = 0.0;
+ cam_dist += dy * 0.1;
+ if(cam_dist < 0.0) {
+ cam_dist = 0.0;
}
}
}
static void clbk_reshape(GLFWwindow *win, int width, int height)
{
+ gfx_reshape(width, height);
gfx_viewport(0, 0, width, height);
aspect = (float)width / (float)height;
mprojection = calc_projection_matrix(45, aspect, 0.5, 1000.0);
win_w = width;
}
+static void update(float dt)
+{
+ Vec3 dir;
+
+ if(keystate['D'])
+ dir.x += cow_speed * dt;
+ if(keystate['A'])
+ dir.x -= cow_speed * dt;
+ if(keystate['W'])
+ dir.z -= cow_speed * dt;
+ if(keystate['S'])
+ dir.z += cow_speed * dt;
+
+ Vec3 *pos = move_camera ? &cam_pos : &cow_pos;
+ float theta = cam_theta / 180.0 * M_PI;
+ pos->x += dir.x * cos(theta) - dir.z * sin(theta);
+ pos->z += dir.x * sin(theta) + dir.z * cos(theta);
+}
+
static void display()
{
- camera->set_orbit_params(theta, phi, dist);
+ static float prev_tsec;
+ time_sec = glfwGetTime();
+ float dt = time_sec - prev_tsec;
+ prev_tsec = time_sec;
+
+ update(dt);
+
+ cam_pos.y = terrain.get_height(cam_pos) + 0.5;
+ camera->set_orbit_params(cam_theta, cam_phi, cam_dist);
+ camera->set_position(cam_pos.x, cam_pos.y, cam_pos.z);
+
+ gfx_begin_drawing();
- // gfx_clear(0.76, 0.3, 0.43);
gfx_clear(0.1, 0.1, 0.1);
terrain_rend->draw();
-// ground_rend->draw();
cow_rend->draw();
-}
\ No newline at end of file
+
+ gfx_end_drawing();
+}
+
+static bool gen_poisson(std::vector<Vec2> &points, float min_dist, float radius)
+{
+ /* poisson radius */
+ for(int i = 0; i < 1000; i++) {
+ float angle = (float)rand() / (float)RAND_MAX * 2 * M_PI;
+ float r = sqrt((float)rand() / (float)RAND_MAX) * radius;
+
+ Vec2 p;
+ p.x = cos(angle) * r;
+ p.y = sin(angle) * r;
+
+ bool valid = true;
+ for(size_t j=0; j<points.size(); j++) {
+ if(length_sq(points[j] - p) < min_dist * min_dist) {
+ valid = false;
+ break;
+ }
+ }
+ if(valid) {
+ points.push_back(p);
+ return true;
+ }
+ }
+ return false;
+}