6 #define GLM_ENABLE_EXPERIMENTAL
\r
8 #include <glm/glm.hpp>
\r
9 #include <glm/gtx/rotate_vector.hpp>
\r
10 #include <glm/gtc/matrix_transform.hpp>
\r
11 #include <glm/gtc/type_ptr.hpp>
\r
13 #include <SFML/OpenGL.hpp>
\r
14 #include <SFML/Graphics.hpp>
\r
17 #include <imgui-SFML.h>
\r
19 #include <assimp/Importer.hpp>
\r
20 #include <assimp/postprocess.h>
\r
21 #include <assimp/scene.h>
\r
24 std::vector<float> vertices;
\r
25 std::vector<GLuint> indices;
\r
28 if (VAO == 0) initVAO();
\r
29 glBindVertexArray(VAO);
\r
30 glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
\r
31 glBindVertexArray(0);
\r
37 glGenBuffers(1, &VBO);
\r
40 glGenBuffers(1, &EBO);
\r
42 glGenVertexArrays(1, &VAO);
\r
44 glBindVertexArray(VAO);
\r
46 glBindBuffer(GL_ARRAY_BUFFER, VBO);
\r
47 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(),
\r
48 vertices.data(), GL_STATIC_DRAW);
\r
50 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
\r
51 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * indices.size(),
\r
52 indices.data(), GL_STATIC_DRAW);
\r
54 glEnableVertexAttribArray(0);
\r
55 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(0));
\r
56 glEnableVertexAttribArray(1);
\r
57 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));
\r
59 glBindVertexArray(0);
\r
66 glm::vec3 pos = glm::vec3(0, 0, -1);
\r
67 glm::vec2 rot = glm::vec2(0, 0);
\r
69 void update(sf::Window &window) {
\r
70 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
\r
71 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
\r
73 rot.x += mouseDeltaX;
\r
74 rot.y += mouseDeltaY;
\r
76 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
\r
77 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
79 glm::vec3 left = glm::rotate(glm::vec3(0, 0, 1), -rot.x / angleFactor + glm::radians(90.0f), glm::vec3(0, 1, 0));
\r
81 if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::LShift))
\r
86 if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
\r
87 pos += forward / moveFactor;
\r
88 if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
\r
89 pos -= forward / moveFactor;
\r
90 if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
\r
91 pos += left / moveFactor;
\r
92 if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
\r
93 pos -= left / moveFactor;
\r
99 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
\r
100 rot.y = fmod(rot.y, glm::radians(360.0f) * angleFactor);
\r
103 glm::mat4 getViewMatrix() {
\r
104 forward = glm::rotate(glm::vec3(0, 0, 1), rot.y / angleFactor, glm::vec3(1, 0, 0));
\r
105 forward = glm::rotate(forward, -rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
106 glm::mat4 result = glm::lookAt(pos, pos + forward, up);
\r
111 glm::vec3 forward = glm::vec3(0, 0, 1);
\r
112 glm::vec3 up = glm::vec3(0, 1, 0);
\r
114 const float angleFactor = 200;
\r
115 float moveFactor = 20;
\r
120 glm::vec2 rot = glm::vec2(0, 0);
\r
123 void update(sf::Window &window) {
\r
124 int mouseDeltaX = sf::Mouse::getPosition(window).x - window.getSize().x / 2;
\r
125 int mouseDeltaY = sf::Mouse::getPosition(window).y - window.getSize().y / 2;
\r
127 rot.x += mouseDeltaX;
\r
128 rot.y += mouseDeltaY;
\r
133 void limit(float minY, float maxY) {
\r
134 float angleX = rot.x / angleFactor;
\r
135 float angleY = rot.y / angleFactor;
\r
137 rot.x = fmod(rot.x, glm::radians(360.0f) * angleFactor);
\r
139 if (angleY > glm::radians(maxY))
\r
140 rot.y = glm::radians(maxY) * angleFactor;
\r
141 if (angleY < glm::radians(minY))
\r
142 rot.y = glm::radians(minY) * angleFactor;
\r
145 glm::vec3 getPos() {
\r
146 float angle = rot.y / angleFactor;
\r
148 float camY = sin(angle) * exp(radius);
\r
149 float camZ = cos(angle) * exp(radius);
\r
151 glm::vec3 result(0.0, camY, camZ);
\r
152 return glm::rotate(result, -rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
155 glm::mat4 getViewMatrix() {
\r
156 float angle = rot.y / angleFactor;
\r
158 float camY = sin(angle) * exp(radius);
\r
159 float camZ = cos(angle) * exp(radius);
\r
160 glm::mat4 result = glm::lookAt(glm::vec3(0.0, camY, camZ), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
\r
161 result = glm::rotate(result, rot.x / angleFactor, glm::vec3(0, 1, 0));
\r
167 const float angleFactor = 200;
\r
171 std::string readFile(std::string filename) {
\r
172 std::ifstream ifs(filename, std::ios::binary);
\r
173 std::string result, line;
\r
174 while (std::getline(ifs, line))
\r
175 result += line + "\n";
\r
180 model loadModel(const std::string &filename) {
\r
181 Assimp::Importer importer;
\r
183 const aiScene *scene = importer.ReadFile(
\r
184 filename, aiProcess_CalcTangentSpace | aiProcess_Triangulate |
\r
185 aiProcess_SortByPType | aiProcess_GenSmoothNormals);
\r
189 for (int i = 0; i < scene->mMeshes[0]->mNumVertices; i++) {
\r
190 aiVector3D v = scene->mMeshes[0]->mVertices[i];
\r
191 aiVector3D n = scene->mMeshes[0]->mNormals[i];
\r
192 result.vertices.push_back(v.x);
\r
193 result.vertices.push_back(v.y);
\r
194 result.vertices.push_back(v.z);
\r
195 result.vertices.push_back(n.x);
\r
196 result.vertices.push_back(n.y);
\r
197 result.vertices.push_back(n.z);
\r
200 for (int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {
\r
201 aiFace f = scene->mMeshes[0]->mFaces[i];
\r
202 for (int j = 0; j < f.mNumIndices; j++) {
\r
203 result.indices.push_back(f.mIndices[j]);
\r
210 GLuint compileShaders(const char *vertFilename, const char *fragFilename) {
\r
211 GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
\r
212 std::string vertSource = readFile(vertFilename);
\r
213 const char *vertAddr = vertSource.c_str();
\r
214 glShaderSource(vertShader, 1, &vertAddr, NULL);
\r
215 glCompileShader(vertShader);
\r
219 glGetShaderiv(vertShader, GL_COMPILE_STATUS, &success);
\r
221 glGetShaderInfoLog(vertShader, 512, NULL, infoLog);
\r
222 printf("Error compiling vertex shader(%s): %s\n", vertFilename, infoLog);
\r
225 GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
\r
226 std::string fragSource = readFile(fragFilename);
\r
227 const char *fragAddr = fragSource.c_str();
\r
228 glShaderSource(fragShader, 1, &fragAddr, NULL);
\r
229 glCompileShader(fragShader);
\r
231 glGetShaderiv(fragShader, GL_COMPILE_STATUS, &success);
\r
233 glGetShaderInfoLog(fragShader, 512, NULL, infoLog);
\r
234 printf("Error compiling fragment shader(%s): %s\n", fragFilename, infoLog);
\r
237 // Link Shader Program
\r
239 GLuint shaderProgram = glCreateProgram();
\r
240 glAttachShader(shaderProgram, vertShader);
\r
241 glAttachShader(shaderProgram, fragShader);
\r
242 glLinkProgram(shaderProgram);
\r
244 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
\r
246 glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
\r
247 printf("Error linking shader program: %s\n", infoLog);
\r
250 glDeleteShader(vertShader);
\r
251 glDeleteShader(fragShader);
\r
253 return shaderProgram;
\r
260 const int width = 1600, height = 900;
\r
262 sf::ContextSettings settings;
\r
263 settings.depthBits = 24;
\r
264 settings.antialiasingLevel = 0;
\r
265 settings.majorVersion = 4;
\r
266 settings.minorVersion = 6;
\r
268 sf::RenderWindow window(sf::VideoMode(1600, 900), "Subsurface Scattering",
\r
269 sf::Style::Default, settings);
\r
270 window.setVerticalSyncEnabled(true);
\r
272 ImGui::SFML::Init(window);
\r
276 if (glewInit() != GLEW_OK) {
\r
279 GLuint shaderProgram = compileShaders("shaders/vert.glsl", "shaders/frag.glsl");
\r
281 model m = loadModel("models/Isotrop-upperjaw.ply");
\r
286 glm::vec3 lightPos(1.2f, 5.0f, 2.0f);
\r
290 glm::mat4 model = glm::scale(glm::mat4(1.0f), glm::vec3(0.01f, 0.01f, 0.01f));
\r
294 glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)window.getSize().x / window.getSize().y, 0.001f, 1000.0f);
\r
298 glGenFramebuffers(1, &fbo);
\r
299 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
\r
301 GLuint renderTexture;
\r
302 glGenTextures(1, &renderTexture);
\r
303 glBindTexture(GL_TEXTURE_2D, renderTexture);
\r
304 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
\r
305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
\r
306 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
\r
307 //glBindTexture(GL_TEXTURE_2D, 0);
\r
308 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
\r
311 glGenRenderbuffers(1, &rbo);
\r
312 glBindRenderbuffer(GL_RENDERBUFFER, rbo);
\r
313 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
\r
314 //glBindRenderbuffer(GL_RENDERBUFFER, 0);
\r
315 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
\r
317 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
\r
318 printf("Successfully created framebuffer\n");
\r
320 glBindFramebuffer(GL_FRAMEBUFFER, 0);
\r
322 GLuint screenShaderProgram = compileShaders("shaders/fbo_vert.glsl", "shaders/fbo_frag.glsl");
\r
323 glUseProgram(screenShaderProgram);
\r
324 glUniform1i(glGetUniformLocation(screenShaderProgram, "screenTexture"), 0);
\r
329 glGenBuffers(1, &screenVBO);
\r
332 glGenVertexArrays(1, &screenVAO);
\r
334 glBindVertexArray(screenVAO);
\r
336 float screenVerts[] = {
\r
337 -1.0f, +1.0f, +0.0f, +1.0f,
\r
338 -1.0f, -1.0f, +0.0f, +0.0f,
\r
339 +1.0f, -1.0f, +1.0f, +0.0f,
\r
341 -1.0f, +1.0f, +0.0f, +1.0f,
\r
342 +1.0f, -1.0f, +1.0f, +0.0f,
\r
343 +1.0f, +1.0f, +1.0f, +1.0f,
\r
346 glBindBuffer(GL_ARRAY_BUFFER, screenVBO);
\r
347 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4,
\r
348 screenVerts, GL_STATIC_DRAW);
\r
350 glEnableVertexAttribArray(0);
\r
351 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(0));
\r
352 glEnableVertexAttribArray(1);
\r
353 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
\r
355 glBindVertexArray(0);
\r
360 bool wireframe = false;
\r
361 bool freecam = false;
\r
364 sf::Clock deltaClock;
\r
366 bool prevMouse = false;
\r
368 bool running = true;
\r
373 while (window.pollEvent(event)) {
\r
374 ImGui::SFML::ProcessEvent(event);
\r
376 if (event.type == sf::Event::EventType::Closed) {
\r
378 } else if (event.type == sf::Event::EventType::Resized) {
\r
379 glViewport(0, 0, event.size.width, event.size.height);
\r
380 } else if (event.type == sf::Event::EventType::KeyReleased) {
\r
381 using keys = sf::Keyboard;
\r
382 switch (event.key.code) {
\r
387 } else if (event.type == sf::Event::EventType::MouseWheelScrolled) {
\r
388 if (! options.freecam) {
\r
389 arcCam.radius -= event.mouseWheelScroll.delta / 5.0f;
\r
396 if (sf::Mouse::isButtonPressed(sf::Mouse::Right)) {
\r
397 window.setMouseCursorVisible(false);
\r
400 if (options.freecam)
\r
401 freeCam.update(window);
\r
403 arcCam.update(window);
\r
407 sf::Mouse::setPosition(sf::Vector2i(
\r
408 window.getSize().x / 2,
\r
409 window.getSize().y / 2
\r
412 window.setMouseCursorVisible(true);
\r
415 prevMouse = sf::Mouse::isButtonPressed(sf::Mouse::Right);
\r
419 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
\r
420 glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
\r
421 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
\r
422 glEnable(GL_DEPTH_TEST);
\r
424 if (options.wireframe)
\r
425 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
427 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
\r
429 glUseProgram(shaderProgram);
\r
431 if (options.freecam)
\r
432 view = freeCam.getViewMatrix();
\r
434 view = arcCam.getViewMatrix();
\r
436 glUniformMatrix4fv(
\r
437 glGetUniformLocation(shaderProgram, "model"),
\r
438 1, GL_FALSE, glm::value_ptr(model));
\r
439 glUniformMatrix4fv(
\r
440 glGetUniformLocation(shaderProgram, "view"),
\r
441 1, GL_FALSE, glm::value_ptr(view));
\r
442 glUniformMatrix4fv(
\r
443 glGetUniformLocation(shaderProgram, "projection"),
\r
444 1, GL_FALSE, glm::value_ptr(proj));
\r
447 glGetUniformLocation(shaderProgram, "objectColor"),
\r
448 1.0f, 0.5f, 0.31f);
\r
450 glGetUniformLocation(shaderProgram, "lightColor"),
\r
453 glGetUniformLocation(shaderProgram, "lightPos"),
\r
454 1, glm::value_ptr(lightPos));
\r
456 glGetUniformLocation(shaderProgram, "viewPos"),
\r
457 1, glm::value_ptr(options.freecam ? freeCam.pos : arcCam.getPos()));
\r
461 // Render fbo to screen
\r
463 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
\r
465 glBindFramebuffer(GL_FRAMEBUFFER, 0);
\r
466 glDisable(GL_DEPTH_TEST);
\r
467 glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
\r
468 glClear(GL_COLOR_BUFFER_BIT);
\r
469 glUseProgram(screenShaderProgram);
\r
471 glBindVertexArray(screenVAO);
\r
472 glBindTexture(GL_TEXTURE_2D, renderTexture);
\r
473 glDrawArrays(GL_TRIANGLES, 0, 6);
\r
474 glBindVertexArray(0);
\r
476 ImGui::SFML::Update(window, deltaClock.restart());
\r
478 ImGui::Begin("Options");
\r
479 ImGui::Checkbox("Wireframe", &options.wireframe);
\r
480 ImGui::Checkbox("Free Cam", &options.freecam);
\r
481 if (options.freecam) {
\r
482 ImGui::LabelText("Position", "%f %f %f", freeCam.pos.x, freeCam.pos.y, freeCam.pos.z);
\r
483 ImGui::LabelText("Rotation", "%f %f", freeCam.rot.x, freeCam.rot.y);
\r
484 if (ImGui::Button("Reset")) {
\r
485 freeCam.pos = glm::vec3(0, 0, -1);
\r
486 freeCam.rot = glm::vec2(0);
\r
489 ImGui::LabelText("Rotation", "%f %f", arcCam.rot.x, arcCam.rot.y);
\r
490 ImGui::DragFloat("Radius", &arcCam.radius, 0.01f, -1.0f, 1.0f);
\r
491 if (ImGui::Button("Reset")) {
\r
492 arcCam.rot = glm::vec2(0);
\r
498 ImGui::SFML::Render(window);
\r
503 glDeleteFramebuffers(1, &fbo);
\r