Add source files for scene (graph + frustum culling) guest article.

This commit is contained in:
Joey de Vries
2021-09-02 15:27:27 +02:00
parent 0d538f002d
commit 54dd372518
7 changed files with 996 additions and 0 deletions

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#ifndef ENTITY_H
#define ENTITY_H
#include <glm/glm.hpp> //glm::mat4
#include <list> //std::list
#include <array> //std::array
#include <memory> //std::unique_ptr
class Transform
{
protected:
//Local space information
glm::vec3 m_pos = { 0.0f, 0.0f, 0.0f };
glm::vec3 m_eulerRot = { 0.0f, 0.0f, 0.0f }; //In degrees
glm::vec3 m_scale = { 1.0f, 1.0f, 1.0f };
//Global space informaiton concatenate in matrix
glm::mat4 m_modelMatrix = glm::mat4(1.0f);
//Dirty flag
bool m_isDirty = true;
protected:
glm::mat4 getLocalModelMatrix()
{
const glm::mat4 transformX = glm::rotate(glm::mat4(1.0f), glm::radians(m_eulerRot.x), glm::vec3(1.0f, 0.0f, 0.0f));
const glm::mat4 transformY = glm::rotate(glm::mat4(1.0f), glm::radians(m_eulerRot.y), glm::vec3(0.0f, 1.0f, 0.0f));
const glm::mat4 transformZ = glm::rotate(glm::mat4(1.0f), glm::radians(m_eulerRot.z), glm::vec3(0.0f, 0.0f, 1.0f));
// Y * X * Z
const glm::mat4 roationMatrix = transformY * transformX * transformZ;
// translation * rotation * scale (also know as TRS matrix)
return glm::translate(glm::mat4(1.0f), m_pos) * roationMatrix * glm::scale(glm::mat4(1.0f), m_scale);
}
public:
void computeModelMatrix()
{
m_modelMatrix = getLocalModelMatrix();
}
void computeModelMatrix(const glm::mat4& parentGlobalModelMatrix)
{
m_modelMatrix = parentGlobalModelMatrix * getLocalModelMatrix();
}
void setLocalPosition(const glm::vec3& newPosition)
{
m_pos = newPosition;
m_isDirty = true;
}
void setLocalRotation(const glm::vec3& newRotation)
{
m_eulerRot = newRotation;
m_isDirty = true;
}
void setLocalScale(const glm::vec3& newScale)
{
m_scale = newScale;
m_isDirty = true;
}
const glm::vec3& getGlobalPosition() const
{
return m_modelMatrix[3];
}
const glm::vec3& getLocalPosition() const
{
return m_pos;
}
const glm::vec3& getLocalRotation() const
{
return m_eulerRot;
}
const glm::vec3& getLocalScale() const
{
return m_scale;
}
const glm::mat4& getModelMatrix() const
{
return m_modelMatrix;
}
glm::vec3 getRight() const
{
return m_modelMatrix[0];
}
glm::vec3 getUp() const
{
return m_modelMatrix[1];
}
glm::vec3 getBackward() const
{
return m_modelMatrix[2];
}
glm::vec3 getForward() const
{
return -m_modelMatrix[2];
}
glm::vec3 getGlobalScale() const
{
return { glm::length(getRight()), glm::length(getUp()), glm::length(getBackward()) };
}
bool isDirty() const
{
return m_isDirty;
}
};
struct Plan
{
glm::vec3 normal = { 0.f, 1.f, 0.f }; // unit vector
float distance = 0.f; // Distance with origin
Plan() = default;
Plan(const glm::vec3& p1, const glm::vec3& norm)
: normal(glm::normalize(norm)),
distance(glm::dot(normal, p1))
{}
float getSignedDistanceToPlan(const glm::vec3& point) const
{
return glm::dot(normal, point) - distance;
}
};
struct Frustum
{
Plan topFace;
Plan bottomFace;
Plan rightFace;
Plan leftFace;
Plan farFace;
Plan nearFace;
};
struct BoundingVolume
{
virtual bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const = 0;
virtual bool isOnOrForwardPlan(const Plan& plan) const = 0;
bool isOnFrustum(const Frustum& camFrustum) const
{
return (isOnOrForwardPlan(camFrustum.leftFace) &&
isOnOrForwardPlan(camFrustum.rightFace) &&
isOnOrForwardPlan(camFrustum.topFace) &&
isOnOrForwardPlan(camFrustum.bottomFace) &&
isOnOrForwardPlan(camFrustum.nearFace) &&
isOnOrForwardPlan(camFrustum.farFace));
};
};
struct Sphere : public BoundingVolume
{
glm::vec3 center{ 0.f, 0.f, 0.f };
float radius{ 0.f };
Sphere(const glm::vec3& inCenter, float inRadius)
: BoundingVolume{}, center{ inCenter }, radius{ inRadius }
{}
bool isOnOrForwardPlan(const Plan& plan) const final
{
return plan.getSignedDistanceToPlan(center) > -radius;
}
bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const final
{
//Get global scale thanks to our transform
const glm::vec3 globalScale = transform.getGlobalScale();
//Get our global center with process it with the global model matrix of our transform
const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(center, 1.f) };
//To wrap correctly our shape, we need the maximum scale scalar.
const float maxScale = std::max(std::max(globalScale.x, globalScale.y), globalScale.z);
//Max scale is assuming for the diameter. So, we need the half to apply it to our radius
Sphere globalSphere(globalCenter, radius * (maxScale * 0.5f));
//Check Firstly the result that have the most chance to faillure to avoid to call all functions.
return (globalSphere.isOnOrForwardPlan(camFrustum.leftFace) &&
globalSphere.isOnOrForwardPlan(camFrustum.rightFace) &&
globalSphere.isOnOrForwardPlan(camFrustum.farFace) &&
globalSphere.isOnOrForwardPlan(camFrustum.nearFace) &&
globalSphere.isOnOrForwardPlan(camFrustum.topFace) &&
globalSphere.isOnOrForwardPlan(camFrustum.bottomFace));
};
};
struct SquareAABB : public BoundingVolume
{
glm::vec3 center{ 0.f, 0.f, 0.f };
float extent{ 0.f };
SquareAABB(const glm::vec3& inCenter, float inExtent)
: BoundingVolume{}, center{ inCenter }, extent{ inExtent }
{}
bool isOnOrForwardPlan(const Plan& plan) const final
{
// Compute the projection interval radius of b onto L(t) = b.c + t * p.n
const float r = extent * (std::abs(plan.normal.x) + std::abs(plan.normal.y) + std::abs(plan.normal.z));
return -r <= plan.getSignedDistanceToPlan(center);
}
bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const final
{
//Get global scale thanks to our transform
const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(center, 1.f) };
// Scaled orientation
const glm::vec3 right = transform.getRight() * extent;
const glm::vec3 up = transform.getUp() * extent;
const glm::vec3 forward = transform.getForward() * extent;
const float newIi = std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, right)) +
std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, up)) +
std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, forward));
const float newIj = std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, right)) +
std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, up)) +
std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, forward));
const float newIk = std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, right)) +
std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, up)) +
std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, forward));
const SquareAABB globalAABB(globalCenter, std::max(std::max(newIi, newIj), newIk));
return (globalAABB.isOnOrForwardPlan(camFrustum.leftFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.rightFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.topFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.bottomFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.nearFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.farFace));
};
};
struct AABB : public BoundingVolume
{
glm::vec3 center{ 0.f, 0.f, 0.f };
glm::vec3 extents{ 0.f, 0.f, 0.f };
AABB(const glm::vec3& min, const glm::vec3& max)
: BoundingVolume{}, center{ (max + min) * 0.5f }, extents{ max.x - center.x, max.y - center.y, max.z - center.z }
{}
AABB(const glm::vec3& inCenter, float iI, float iJ, float iK)
: BoundingVolume{}, center{ inCenter }, extents{ iI, iJ, iK }
{}
std::array<glm::vec3, 8> getVertice() const
{
std::array<glm::vec3, 8> vertice;
vertice[0] = { center.x - extents.x, center.y - extents.y, center.z - extents.z };
vertice[1] = { center.x + extents.x, center.y - extents.y, center.z - extents.z };
vertice[2] = { center.x - extents.x, center.y + extents.y, center.z - extents.z };
vertice[3] = { center.x + extents.x, center.y + extents.y, center.z - extents.z };
vertice[4] = { center.x - extents.x, center.y - extents.y, center.z + extents.z };
vertice[5] = { center.x + extents.x, center.y - extents.y, center.z + extents.z };
vertice[6] = { center.x - extents.x, center.y + extents.y, center.z + extents.z };
vertice[7] = { center.x + extents.x, center.y + extents.y, center.z + extents.z };
return vertice;
}
//see https://gdbooks.gitbooks.io/3dcollisions/content/Chapter2/static_aabb_plan.html
bool isOnOrForwardPlan(const Plan& plan) const final
{
// Compute the projection interval radius of b onto L(t) = b.c + t * p.n
const float r = extents.x * std::abs(plan.normal.x) + extents.y * std::abs(plan.normal.y) +
extents.z * std::abs(plan.normal.z);
return -r <= plan.getSignedDistanceToPlan(center);
}
bool isOnFrustum(const Frustum& camFrustum, const Transform& transform) const final
{
//Get global scale thanks to our transform
const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(center, 1.f) };
// Scaled orientation
const glm::vec3 right = transform.getRight() * extents.x;
const glm::vec3 up = transform.getUp() * extents.y;
const glm::vec3 forward = transform.getForward() * extents.z;
const float newIi = std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, right)) +
std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, up)) +
std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, forward));
const float newIj = std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, right)) +
std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, up)) +
std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, forward));
const float newIk = std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, right)) +
std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, up)) +
std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, forward));
const AABB globalAABB(globalCenter, newIi, newIj, newIk);
return (globalAABB.isOnOrForwardPlan(camFrustum.leftFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.rightFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.topFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.bottomFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.nearFace) &&
globalAABB.isOnOrForwardPlan(camFrustum.farFace));
};
};
Frustum createFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar)
{
Frustum frustum;
const float halfVSide = zFar * tanf(fovY * .5f);
const float halfHSide = halfVSide * aspect;
const glm::vec3 frontMultFar = zFar * cam.Front;
frustum.nearFace = { cam.Position + zNear * cam.Front, cam.Front };
frustum.farFace = { cam.Position + frontMultFar, -cam.Front };
frustum.rightFace = { cam.Position, glm::cross(cam.Up, frontMultFar + cam.Right * halfHSide) };
frustum.leftFace = { cam.Position, glm::cross(frontMultFar - cam.Right * halfHSide, cam.Up) };
frustum.topFace = { cam.Position, glm::cross(cam.Right, frontMultFar - cam.Up * halfVSide) };
frustum.bottomFace = { cam.Position, glm::cross(frontMultFar + cam.Up * halfVSide, cam.Right) };
return frustum;
}
AABB generateAABB(const Model& model)
{
glm::vec3 minAABB = glm::vec3(std::numeric_limits<float>::max());
glm::vec3 maxAABB = glm::vec3(std::numeric_limits<float>::min());
for (auto&& mesh : model.meshes)
{
for (auto&& vertex : mesh.vertices)
{
minAABB.x = std::min(minAABB.x, vertex.Position.x);
minAABB.y = std::min(minAABB.y, vertex.Position.y);
minAABB.z = std::min(minAABB.z, vertex.Position.z);
maxAABB.x = std::max(maxAABB.x, vertex.Position.x);
maxAABB.y = std::max(maxAABB.y, vertex.Position.y);
maxAABB.z = std::max(maxAABB.z, vertex.Position.z);
}
}
return AABB(minAABB, maxAABB);
}
Sphere generateSphereBV(const Model& model)
{
glm::vec3 minAABB = glm::vec3(std::numeric_limits<float>::max());
glm::vec3 maxAABB = glm::vec3(std::numeric_limits<float>::min());
for (auto&& mesh : model.meshes)
{
for (auto&& vertex : mesh.vertices)
{
minAABB.x = std::min(minAABB.x, vertex.Position.x);
minAABB.y = std::min(minAABB.y, vertex.Position.y);
minAABB.z = std::min(minAABB.z, vertex.Position.z);
maxAABB.x = std::max(maxAABB.x, vertex.Position.x);
maxAABB.y = std::max(maxAABB.y, vertex.Position.y);
maxAABB.z = std::max(maxAABB.z, vertex.Position.z);
}
}
return Sphere((maxAABB + minAABB) * 0.5f, glm::length(minAABB - maxAABB));
}
class Entity
{
public:
//Scene graph
std::list<std::unique_ptr<Entity>> children;
Entity* parent = nullptr;
//Space information
Transform transform;
Model* pModel = nullptr;
std::unique_ptr<AABB> boundingVolume;
// constructor, expects a filepath to a 3D model.
Entity(Model& model) : pModel{ &model }
{
boundingVolume = std::make_unique<AABB>(generateAABB(model));
//boundingVolume = std::make_unique<Sphere>(generateSphereBV(model));
}
AABB getGlobalAABB()
{
//Get global scale thanks to our transform
const glm::vec3 globalCenter{ transform.getModelMatrix() * glm::vec4(boundingVolume->center, 1.f) };
// Scaled orientation
const glm::vec3 right = transform.getRight() * boundingVolume->extents.x;
const glm::vec3 up = transform.getUp() * boundingVolume->extents.y;
const glm::vec3 forward = transform.getForward() * boundingVolume->extents.z;
const float newIi = std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, right)) +
std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, up)) +
std::abs(glm::dot(glm::vec3{ 1.f, 0.f, 0.f }, forward));
const float newIj = std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, right)) +
std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, up)) +
std::abs(glm::dot(glm::vec3{ 0.f, 1.f, 0.f }, forward));
const float newIk = std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, right)) +
std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, up)) +
std::abs(glm::dot(glm::vec3{ 0.f, 0.f, 1.f }, forward));
return AABB(globalCenter, newIi, newIj, newIk);
}
//Add child. Argument input is argument of any constructor that you create. By default you can use the default constructor and don't put argument input.
template<typename... TArgs>
void addChild(TArgs&... args)
{
children.emplace_back(std::make_unique<Entity>(args...));
children.back()->parent = this;
}
//Update transform if it was changed
void updateSelfAndChild()
{
if (!transform.isDirty())
return;
forceUpdateSelfAndChild();
}
//Force update of transform even if local space don't change
void forceUpdateSelfAndChild()
{
if (parent)
transform.computeModelMatrix(parent->transform.getModelMatrix());
else
transform.computeModelMatrix();
for (auto&& child : children)
{
child->forceUpdateSelfAndChild();
}
}
void drawSelfAndChild(const Frustum& frustum, Shader& ourShader, unsigned int& display, unsigned int& total)
{
if (boundingVolume->isOnFrustum(frustum, transform))
{
ourShader.setMat4("model", transform.getModelMatrix());
pModel->Draw(ourShader);
display++;
}
total++;
for (auto&& child : children)
{
child->drawSelfAndChild(frustum, ourShader, display, total);
}
}
};
#endif

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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
FragColor = texture(texture_diffuse1, TexCoords);
}

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#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);
}

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#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);
}

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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D texture_diffuse1;
void main()
{
FragColor = texture(texture_diffuse1, TexCoords);
}

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#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);
}

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#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);
}