mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-08 17:53:22 +08:00
Add source files for scene (graph + frustum culling) guest article.
This commit is contained in:
11
src/8.guest/2021/1.scene/1.scene_graph/1.model_loading.fs
Normal file
11
src/8.guest/2021/1.scene/1.scene_graph/1.model_loading.fs
Normal file
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture_diffuse1, TexCoords);
|
||||
}
|
||||
16
src/8.guest/2021/1.scene/1.scene_graph/1.model_loading.vs
Normal file
16
src/8.guest/2021/1.scene/1.scene_graph/1.model_loading.vs
Normal file
@@ -0,0 +1,16 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
227
src/8.guest/2021/1.scene/1.scene_graph/scene_graph.cpp
Normal file
227
src/8.guest/2021/1.scene/1.scene_graph/scene_graph.cpp
Normal file
@@ -0,0 +1,227 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <learnopengl/filesystem.h>
|
||||
#include <learnopengl/shader_m.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
#include <learnopengl/entity.h>
|
||||
|
||||
#ifndef ENTITY_H
|
||||
#define ENTITY_H
|
||||
|
||||
#include <list> //std::list
|
||||
#include <memory> //std::unique_ptr
|
||||
|
||||
class Entity : public Model
|
||||
{
|
||||
public:
|
||||
list<unique_ptr<Entity>> children;
|
||||
Entity* parent;
|
||||
};
|
||||
#endif
|
||||
|
||||
|
||||
#include <iostream>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow* window);
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
// camera
|
||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
int main()
|
||||
{
|
||||
// glfw: initialize and configure
|
||||
// ------------------------------
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// tell GLFW to capture our mouse
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
// ---------------------------------------
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// tell stb_image.h to flip loaded texture's on the y-axis (before loading model).
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
// configure global opengl state
|
||||
// -----------------------------
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader ourShader("1.model_loading.vs", "1.model_loading.fs");
|
||||
|
||||
// load entities
|
||||
// -----------
|
||||
Entity ourEntity(FileSystem::getPath("resources/objects/planet/planet.obj"));
|
||||
ourEntity.transform.setLocalPosition({ 10, 0, 0 });
|
||||
const float scale = 0.75;
|
||||
ourEntity.transform.setLocalScale({ scale, scale, scale });
|
||||
|
||||
{
|
||||
Entity* lastEntity = &ourEntity;
|
||||
|
||||
for (unsigned int i = 0; i < 10; ++i)
|
||||
{
|
||||
lastEntity->addChild(FileSystem::getPath("resources/objects/planet/planet.obj"));
|
||||
lastEntity = lastEntity->children.back().get();
|
||||
|
||||
//Set tranform values
|
||||
lastEntity->transform.setLocalPosition({ 10, 0, 0 });
|
||||
lastEntity->transform.setLocalScale({ scale, scale, scale });
|
||||
}
|
||||
}
|
||||
ourEntity.updateSelfAndChild();
|
||||
|
||||
// draw in wireframe
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// input
|
||||
// -----
|
||||
processInput(window);
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// don't forget to enable shader before setting uniforms
|
||||
ourShader.use();
|
||||
|
||||
// view/projection transformations
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
ourShader.setMat4("projection", projection);
|
||||
ourShader.setMat4("view", view);
|
||||
|
||||
// draw our scene graph
|
||||
Entity* lastEntity = &ourEntity;
|
||||
while (lastEntity->children.size())
|
||||
{
|
||||
ourShader.setMat4("model", lastEntity->transform.getModelMatrix());
|
||||
lastEntity->Draw(ourShader);
|
||||
lastEntity = lastEntity->children.back().get();
|
||||
}
|
||||
|
||||
ourEntity.transform.setLocalRotation({ 0.f, ourEntity.transform.getLocalRotation().y + 20 * deltaTime, 0.f });
|
||||
ourEntity.updateSelfAndChild();
|
||||
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||
// ------------------------------------------------------------------
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform sampler2D texture_diffuse1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture_diffuse1, TexCoords);
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
layout (location = 2) in vec2 aTexCoords;
|
||||
|
||||
out vec2 TexCoords;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoords = aTexCoords;
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
236
src/8.guest/2021/1.scene/2.frustum_culling/frustum_culling.cpp
Normal file
236
src/8.guest/2021/1.scene/2.frustum_culling/frustum_culling.cpp
Normal file
@@ -0,0 +1,236 @@
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <learnopengl/filesystem.h>
|
||||
#include <learnopengl/shader_m.h>
|
||||
#include <learnopengl/camera.h>
|
||||
#include <learnopengl/model.h>
|
||||
#include <learnopengl/entity.h>
|
||||
|
||||
#ifndef ENTITY_H
|
||||
#define ENTITY_H
|
||||
|
||||
#include <list> //std::list
|
||||
#include <memory> //std::unique_ptr
|
||||
|
||||
class Entity : public Model
|
||||
{
|
||||
public:
|
||||
list<unique_ptr<Entity>> children;
|
||||
Entity* parent;
|
||||
};
|
||||
#endif
|
||||
|
||||
|
||||
#include <iostream>
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void processInput(GLFWwindow* window);
|
||||
|
||||
// settings
|
||||
const unsigned int SCR_WIDTH = 800;
|
||||
const unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
// camera
|
||||
Camera camera(glm::vec3(0.0f, 10.0f, 0.0f));
|
||||
Camera cameraSpy(glm::vec3(0.0f, 10.0f, 0.f));
|
||||
float lastX = SCR_WIDTH / 2.0f;
|
||||
float lastY = SCR_HEIGHT / 2.0f;
|
||||
bool firstMouse = true;
|
||||
|
||||
// timing
|
||||
float deltaTime = 0.0f;
|
||||
float lastFrame = 0.0f;
|
||||
|
||||
int main()
|
||||
{
|
||||
// glfw: initialize and configure
|
||||
// ------------------------------
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
#ifdef __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
|
||||
// glfw window creation
|
||||
// --------------------
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
glfwSetScrollCallback(window, scroll_callback);
|
||||
|
||||
// tell GLFW to capture our mouse
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
// ---------------------------------------
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// tell stb_image.h to flip loaded texture's on the y-axis (before loading model).
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
// configure global opengl state
|
||||
// -----------------------------
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
camera.MovementSpeed = 20.f;
|
||||
|
||||
// build and compile shaders
|
||||
// -------------------------
|
||||
Shader ourShader("1.model_loading.vs", "1.model_loading.fs");
|
||||
|
||||
// load entities
|
||||
// -----------
|
||||
Model model(FileSystem::getPath("resources/objects/planet/planet.obj"));
|
||||
Entity ourEntity(model);
|
||||
ourEntity.transform.setLocalPosition({ 0, 0, 0 });
|
||||
const float scale = 1.0;
|
||||
ourEntity.transform.setLocalScale({ scale, scale, scale });
|
||||
|
||||
{
|
||||
Entity* lastEntity = &ourEntity;
|
||||
|
||||
for (unsigned int x = 0; x < 20; ++x)
|
||||
{
|
||||
for (unsigned int z = 0; z < 20; ++z)
|
||||
{
|
||||
ourEntity.addChild(model);
|
||||
lastEntity = ourEntity.children.back().get();
|
||||
|
||||
//Set tranform values
|
||||
lastEntity->transform.setLocalPosition({ x * 10.f - 100.f, 0.f, z * 10.f - 100.f });
|
||||
}
|
||||
}
|
||||
}
|
||||
ourEntity.updateSelfAndChild();
|
||||
|
||||
// draw in wireframe
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// render loop
|
||||
// -----------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = glfwGetTime();
|
||||
deltaTime = currentFrame - lastFrame;
|
||||
lastFrame = currentFrame;
|
||||
|
||||
// input
|
||||
// -----
|
||||
processInput(window);
|
||||
|
||||
// render
|
||||
// ------
|
||||
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// don't forget to enable shader before setting uniforms
|
||||
ourShader.use();
|
||||
|
||||
// view/projection transformations
|
||||
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
||||
const Frustum camFrustum = createFrustumFromCamera(camera, (float)SCR_WIDTH / (float)SCR_HEIGHT, glm::radians(camera.Zoom), 0.1f, 100.0f);
|
||||
|
||||
cameraSpy.ProcessMouseMovement(2, 0);
|
||||
//static float acc = 0;
|
||||
//acc += deltaTime * 0.0001;
|
||||
//cameraSpy.Position = { cos(acc) * 10, 0.f, sin(acc) * 10 };
|
||||
glm::mat4 view = camera.GetViewMatrix();
|
||||
|
||||
ourShader.setMat4("projection", projection);
|
||||
ourShader.setMat4("view", view);
|
||||
|
||||
// draw our scene graph
|
||||
unsigned int total = 0, display = 0;
|
||||
ourEntity.drawSelfAndChild(camFrustum, ourShader, display, total);
|
||||
std::cout << "Total process in CPU : " << total << " / Total send to GPU : " << display << std::endl;
|
||||
|
||||
//ourEntity.transform.setLocalRotation({ 0.f, ourEntity.transform.getLocalRotation().y + 20 * deltaTime, 0.f });
|
||||
ourEntity.updateSelfAndChild();
|
||||
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||
// ------------------------------------------------------------------
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
void processInput(GLFWwindow* window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||
{
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
float xoffset = xpos - lastX;
|
||||
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
|
||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||
// ----------------------------------------------------------------------
|
||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
camera.ProcessMouseScroll(yoffset);
|
||||
}
|
||||
Reference in New Issue
Block a user