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main.cpp
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#define __USE_MINGW_ANSI_STDIO 0
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.h"
#include "camera.h"
#include "Surface.h"
#include "Model.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "stb_image.h"
#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);
unsigned int loadTexture(char const * path);
unsigned int loadVAO(unsigned int sizeVertices, glm::vec3* firstVertex, unsigned int sizeEBO, unsigned int* firstEBO);
// settings
const unsigned int SCR_WIDTH = 1280;
const unsigned int SCR_HEIGHT = 1024;
bool wireframeMode = false;
bool colataMode = true;
bool curtiMode = false;
bool albanoMode = false;
Surface* surface;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), 45.0f);
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float factorTimeSpeedCamera = 2.0f;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Surface colata("./data/altitudes.dat","./data/lava.dat", "./data/temperature.dat");
colata.loadTexture("./textures/surface.png");
colata.VAO = loadVAO(colata.vertices.size(), &colata.vertices[0], colata.indicesEBO.size(), &colata.indicesEBO[0]);
Surface albano("./data/DEM_Albano.asc");
albano.loadTexture("./textures/white.png");
albano.VAO = loadVAO(albano.vertices.size(), &albano.vertices[0], albano.indicesEBO.size(), &albano.indicesEBO[0]);
Surface curti("./data/DEM_Curti.asc");
curti.loadTexture("./textures/white.png");
curti.VAO = loadVAO(curti.vertices.size(), &curti.vertices[0], curti.indicesEBO.size(), &curti.indicesEBO[0]);
Shader surfaceShader("./shader/surface.vs", "./shader/surface.fs");
surfaceShader.use();
surfaceShader.setVec3("light.ambient", 0.3f, 0.3f, 0.3f);
surfaceShader.setVec3("light.diffuse", 0.8f, 0.8f, 0.8f);
surfaceShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
surfaceShader.setFloat("light.constant", 1.0f);
surfaceShader.setFloat("light.linear", 0.00007);
surfaceShader.setFloat("light.quadratic", 0.00000035);
surface = &colata;
//camera.setMovementSpeed(std::max(surface.getRows(), surface.getColumns()) * surface.getCellSize()/factorTimeSpeedCamera);
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 40000.0f);
surfaceShader.use();
surfaceShader.setMat4("projection",projection);
surfaceShader.setMat4("view",view);
surfaceShader.setVec3("light.position", camera.Position);
surfaceShader.setVec3("viewPos", camera.Position);
glm::mat4 model = glm::mat4();
if(wireframeMode)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
if(colataMode)
{
surface = &colata;
}
else if(curtiMode)
{
surface = &curti;
}
else if(albanoMode)
{
surface = &albano;
}
model = glm::translate(model, glm::vec3(0.0f,-surface->getDropHeight(),0.0f));
surfaceShader.setMat4("model",model);
//set camera speed accordingly to the scene
camera.setMovementSpeed(std::max(surface->getRows(), surface->getColumns()) * surface->getCellSize()/factorTimeSpeedCamera);
glBindVertexArray(surface->VAO);
glBindTexture(GL_TEXTURE_2D, surface->texture);
glDrawElements(GL_TRIANGLES, surface->indicesEBO.size(), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
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);
if (glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS)
wireframeMode=!wireframeMode;
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
{
colataMode=true;
curtiMode=false;
albanoMode=false;
}
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
{
colataMode=false;
curtiMode=true;
albanoMode=false;
}
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS)
{
colataMode=false;
curtiMode=false;
albanoMode=true;
}
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
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);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
unsigned int loadVAO(unsigned int sizeVertices, glm::vec3* firstVertex, unsigned int sizeEBO, unsigned int* firstEBO)
{
unsigned int VAO, VBO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * sizeVertices, firstVertex, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * sizeEBO, firstEBO, GL_STATIC_DRAW);
//Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 12 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
//Normal attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 12 * sizeof(GLfloat), (GLvoid*) ( 3 * sizeof(GLfloat) ));
glEnableVertexAttribArray(1);
//Red value
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 12 * sizeof(GLfloat), (GLvoid*) ( 6 * sizeof(GLfloat) ));
glEnableVertexAttribArray(2);
//Texture coordinate
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 12 * sizeof(GLfloat), (GLvoid*) ( 9 * sizeof(GLfloat) ));
glEnableVertexAttribArray(3);
return VAO;
}