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main.cpp
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#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <GL/glew.h>
#ifdef _WIN32
#define GLFW_DLL
#endif
#include <GLFW/glfw3.h>
#include <fstream>
#include <iostream>
#include <string>
#include <deque>
#include <util.hpp>
#include <scene.hpp>
#ifndef PI
#define PI 3.14169265358979f
#endif
// Standard glut-based program functions
void init(void);
void resize(GLFWwindow*, int, int);
void keypress(GLFWwindow*, int, int, int, int);
void mousepos(GLFWwindow*, double, double);
void scroll(GLFWwindow*, double, double);
// scene graph
std::deque<std::string> nodeList;
Scene *scene;
int xSize = 640, ySize = 480;
int main(int argc, char** argv)
{
if(argc < 2) {
std::cerr << "usage: " << argv[0] << " " << "config\n";
return EXIT_FAILURE;
}
if(!glfwInit())
exit(EXIT_FAILURE);
GLFWwindow* window = glfwCreateWindow(xSize, ySize, "Scene Graph", NULL, NULL);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
glfwMakeContextCurrent(window);
glewInit();
// Set the color which clears the screen between frames
glClearColor(0, 0, 0, 1);
// Enable and clear the depth buffer
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// initialize the scene
std::ifstream in(argv[1]);
if(!in) {
std::cout << "couldn't open config " << argv[1] << "\n";
return EXIT_FAILURE;
}
Config sceneConf(in);
scene = new Scene(sceneConf);
in.close();
// get the render order
nodeList = scene->nodeList();
if(nodeList.size() > 0) {
std::string sel = nodeList.front();
scene->bindShader(sel, "contour");
}
glfwSetWindowSizeCallback(window, resize);
glfwSetKeyCallback(window, keypress);
glfwSetCursorPosCallback(window, mousepos);
glfwSetScrollCallback(window, scroll);
int nbFrames = 0;
double lastTime = glfwGetTime();
while(!glfwWindowShouldClose(window)) {
// Clear the screen so that we only see newly drawn images
glfwSetCursorPos(window, xSize/2, ySize/2);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
scene->draw("diffuse");
scene->draw("contour");
// Move the rendering we just made onto the screen
glfwSwapBuffers(window);
glfwPollEvents();
double currentTime = glfwGetTime();
nbFrames++;
if (currentTime - lastTime >= 1.0){
printf("%f ms/frame\n", 1000.0/double(nbFrames));
nbFrames = 0;
lastTime += 1.0;
}
// Check for any GL errors that have happened recently
printGLErrorLog();
}
glfwDestroyWindow(window);
glfwTerminate();
delete scene;
return EXIT_SUCCESS;
}
void keypress(GLFWwindow* window, int key, int code, int action, int mods) {
if(!(mods & GLFW_MOD_SHIFT) && isalpha(key))
key += 32;
if(action != GLFW_PRESS && action != GLFW_REPEAT)
return;
std::string sel;
switch(key) {
case 'q':
exit(0);
break;
case 'n':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->unbindShader(sel, "contour");
nodeList.pop_front();
nodeList.push_back(sel);
sel = nodeList.front();
scene->bindShader(sel, "contour");
break;
case 'a':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->translate(sel, glm::vec3(-.5,0,0));
break;
case 'd':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->translate(sel, glm::vec3(.5,0,0));
break;
case 'w':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->translate(sel, glm::vec3(0,.5,0));
break;
case 's':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->translate(sel, glm::vec3(0,-.5,0));
break;
case 'e':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->translate(sel, glm::vec3(0,0,.5));
break;
case 'r':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->translate(sel, glm::vec3(0,0,-.5));
break;
case 'x':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->scale(sel, glm::vec3(.5,0,0));
break;
case 'X':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->scale(sel, glm::vec3(-.5,0,0));
break;
case 'y':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->scale(sel, glm::vec3(0,.5,0));
break;
case 'Y':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->scale(sel, glm::vec3(0,-.5,0));
break;
case 'z':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->scale(sel, glm::vec3(0,0,.5));
break;
case 'Z':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->scale(sel, glm::vec3(0,0,-.5));
break;
case 'j':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->rotate(sel, glm::vec3(PI/18,0,0));
break;
case 'J':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->rotate(sel, glm::vec3(-PI/18,0,0));
break;
case 'k':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->rotate(sel, glm::vec3(0,PI/18,0));
break;
case 'K':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->rotate(sel, glm::vec3(0,-PI/18,0));
break;
case 'l':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->rotate(sel, glm::vec3(0,0,PI/18));
break;
case 'L':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->rotate(sel, glm::vec3(0,0,-PI/18));
break;
case 'f':
scene->moveLight(glm::vec3(.5,0,0));
break;
case 'F':
scene->moveLight(glm::vec3(-.5,0,0));
break;
case 'g':
scene->moveLight(glm::vec3(0,.5,0));
break;
case 'G':
scene->moveLight(glm::vec3(0,-.5,0));
break;
case 'h':
scene->moveLight(glm::vec3(0,0,.5));
break;
case 'H':
scene->moveLight(glm::vec3(0,0,-.5));
break;
case 'u':
if(!nodeList.size())
return;
sel = nodeList.front();
scene->delNode(sel);
nodeList = scene->nodeList();
if(nodeList.size()) {
sel = nodeList.front();
scene->bindShader(sel, "contour");
}
break;
case 'p':
scene->raytrace();
break;
}
}
void resize(GLFWwindow* window, int width, int height)
{
xSize = width;
ySize = height;
scene->resize(width,height);
}
void mousepos(GLFWwindow* window, double xpos, double ypos) {
scene->moveMouse(xpos,ypos);
//glfwSetCursorPos(window, xSize/2, ySize/2);
}
void scroll(GLFWwindow*, double dx, double dy) {
scene->zoom(dy);
}