asteroidgen/src/Application.cpp

468 lines
13 KiB
C++

#include "Application.h"
#include "Mesh.h"
#include "Shader.h"
#include "gl.h"
#include <glm/mat4x4.hpp>
#include <glm/mat3x3.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <imgui.h>
#include <imgui_impl_glfw_gl3.h>
#include <stb_image.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <map>
#include <vector>
using glm::vec3;
using glm::uvec3;
using std::map;
using std::vector;
static void error_callback(int error, const char* description) {
fprintf(stderr, "Error: %s\n", description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action,
int mods) {
Application::instance().KeyCallback(window, key, scancode, action, mods);
}
static void cursor_callback(GLFWwindow* window, double x, double y) {
Application::instance().CursorCallback(window, x, y);
}
static void mouse_button_callback(GLFWwindow* window, int button, int action,
int mods) {
Application::instance().MouseButtonCallback(window, button, action, mods);
}
static void scroll_callback(GLFWwindow* window, double xoffset,
double yoffset) {
Application::instance().ScrollCallback(window, xoffset, yoffset);
}
static void char_callback(GLFWwindow* window, unsigned int c) {
Application::instance().CharCallback(window, c);
}
Application::Application() :
window(0), density(), densityIsolevel(0.2), polygonizer(density,
densityIsolevel), textureSize(512), texturemapper(density,
textureSize), programId(0), meteoridCount(1000), meteroidMinRadius(
0.005), meteroidMaxRadius(0.2), meteroidSizeExponent(2048), densityFrequency(
2), densityOctave(2), densityScale(1.0f), resolution(0.1), smoothMesh(
true), viewDistance(3.0f), fpsMode(false), meshUploadRequest(
false), textureUploadRequest(false) {
init();
}
Application::~Application() {
shutdown();
}
Application &Application::instance() {
static Application app;
return app;
}
void Application::init() {
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
window = glfwCreateWindow(1200, 800, "Procedural Asteroid Generator", NULL,
NULL);
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
GLFWimage icon;
int n;
icon.pixels = stbi_load("assets/icon.png", &icon.width, &icon.height, &n, 4);
if (icon.pixels) {
glfwSetWindowIcon(window, 1, &icon);
stbi_image_free(icon.pixels);
} else
std::cout << "Failed to load icon.png" << std::endl;
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetCharCallback(window, char_callback);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(1);
glfwGetCursorPos(window, &lastMouseX, &lastMouseY);
std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
std::cout << "GLSL version: " << glGetString(GL_SHADING_LANGUAGE_VERSION)
<< std::endl;
std::cout << "Vendor: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "Renderer: " << glGetString(GL_RENDERER) << std::endl;
ImGui_ImplGlfwGL3_Init(window, false);
GLCK(glGenTextures(1, &tAlbedoId))
GLCK(glGenTextures(1, &tNormalId))
GLCK(glGenTextures(1, &tRoughnessId))
GLCK(glGenTextures(1, &tMetalicId))
loadShader();
glMesh.create();
glMesh.update(programId);
generateAsteroid();
skybox.Load("background");
}
void Application::shutdown() {
ImGui_ImplGlfwGL3_Shutdown();
glfwDestroyWindow(window);
glfwTerminate();
}
void Application::KeyCallback(GLFWwindow* window, int key, int scancode,
int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, GLFW_TRUE);
if (ImGui::IsMouseHoveringAnyWindow())
ImGui_ImplGlfwGL3_KeyCallback(window, key, scancode, action, mods);
else {
if (key == GLFW_KEY_TAB && action == GLFW_RELEASE) {
toogleFpsMode();
}
}
}
void Application::CursorCallback(GLFWwindow* window, double x, double y) {
}
void Application::MouseButtonCallback(GLFWwindow* window, int button,
int action, int mods) {
ImGui_ImplGlfwGL3_MouseButtonCallback(window, button, action, mods);
}
void Application::ScrollCallback(GLFWwindow* window, double xoffset,
double yoffset) {
if (ImGui::IsMouseHoveringAnyWindow())
ImGui_ImplGlfwGL3_ScrollCallback(window, xoffset, yoffset);
else
viewDistance -= yoffset * viewDistance * 0.1;
}
void Application::CharCallback(GLFWwindow* window, unsigned int c) {
ImGui_ImplGlfwGL3_CharCallback(window, c);
}
void Application::toogleFpsMode() {
if (fpsMode) {
fpsMode = false;
} else {
fpsMode = true;
fpsTrafo = glm::lookAt(vec3(0, 0, viewDistance), vec3(0, 0, 0),
vec3(0, 1, 0));
}
}
void Application::generateAsteroid() {
if (meshProgress.begin("Random Impacts", 1)) {
if (density.getImpacts().size() == 0)
density.addRandomImpacts(1000, densityIsolevel, 0.01, 0.005, 0.2,
256);
//density.saveCrossSection("density.png", 512);
}
polygonizer.polygonize(resolution, meshProgress);
if (smoothMesh && meshProgress.begin("Smooth", 1)) {
polygonizer.mesh.smooth();
// {
// std::ofstream out("stage2.obj");
// saveAttrib(out, "v ", polygonizer.vertices);
// saveFaces(out, polygonizer.indices, 1);
// }
}
if (meshProgress.begin("Generate Edges", 1)) {
polygonizer.mesh.generateEdges();
}
if (meshProgress.begin("Generate Adjacent", 1)) {
polygonizer.mesh.generateAdjacent();
}
if (meshProgress.begin("Generate Face Normals", 1)) {
polygonizer.mesh.generateFaceNormals();
}
if (meshProgress.begin("Generate Vertex Normals", 1)) {
polygonizer.mesh.generateNormals();
}
if (meshProgress.begin("Generate Patched", 1)) {
mesh = polygonizer.mesh.createPatched(0.8);
}
if (meshProgress.begin("Save Patched", 1)) {
mesh.save("patched.obj");
}
if (meshProgress.begin("Map Textures", 1)) {
texturemapper.map(mesh.positions, mesh.normals, mesh.indices);
}
if (meshProgress.begin("Move To Mean", 1)) {
mesh.moveToMean();
}
if (meshProgress.begin("Save", 4)) {
mesh.save("final.obj");
}
meshProgress.finish();
if (!meshProgress.isCanceled()) {
meshUploadRequest = true;
textureUploadRequest = true;
}
}
void Application::loadShader() {
if (programId >= 0)
GLCK(glDeleteProgram(programId))
programId = loadProgram("standard");
GLCK(MVPloc = glGetUniformLocation(programId, "MVP"))
GLCK(Mloc = glGetUniformLocation(programId, "M"))
GLCK(Vloc = glGetUniformLocation(programId, "V"))
GLCK(
LightPosition_worldspaceloc = glGetUniformLocation(programId, "LightPosition_worldspace"))
GLCK(tAlbedoLoc = glGetAttribLocation(programId, "tAlbedo"))
GLCK(tNormalLoc = glGetAttribLocation(programId, "tNormal"))
GLCK(tRoughnessLoc = glGetAttribLocation(programId, "tRoughness"))
GLCK(tMetalicLoc = glGetAttribLocation(programId, "tMetalic"))
}
void Application::uploadTexture() {
printf("upload texture\n");
glBindTexture(GL_TEXTURE_2D, tAlbedoId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturemapper.getTextureSize(),
texturemapper.getTextureSize(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
texturemapper.albedo.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
void Application::renderMesh() {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
glMesh.render();
}
void Application::updateMatrices() {
double mouseX, mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
if (fpsMode) {
glm::mat4 fpsTrafoInv = glm::inverse(fpsTrafo);
glm::vec4 movement(0.0);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
movement += glm::vec4(0.0, 0.0, 0.1, 0.0);
} else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
movement -= glm::vec4(0.0, 0.0, 0.1, 0.0);
}
if (glfwGetMouseButton(window, 0) == GLFW_PRESS) {
glm::vec3 up = fpsTrafoInv * glm::vec4(0.0, 1.0, 0.0, 0.0);
glm::vec3 side = fpsTrafoInv * glm::vec4(1.0, 0.0, 0.0, 0.0);
glm::vec3 front = fpsTrafoInv * glm::vec4(0.0, 0.0, 1.0, 0.0);
fpsTrafo = glm::rotate(fpsTrafo,
(float) (mouseX - lastMouseX) * 0.01f, up);
fpsTrafo = glm::rotate(fpsTrafo,
(float) (mouseY - lastMouseY) * 0.01f, side);
}
//fpsTrafo = glm::rotate(fpsTrafo, mouseX - lastMouseX, up);
glm::vec3 absolute = fpsTrafoInv * movement;
fpsTrafo = glm::translate(fpsTrafo, absolute);
view = fpsTrafo;
} else {
if (!ImGui::IsMouseHoveringAnyWindow() && glfwGetMouseButton(window, 0) == GLFW_PRESS) {
glm::mat4 modelTrafoInv = glm::inverse(modelTrafo);
modelTrafo = glm::rotate(modelTrafo,
(float) (mouseX - lastMouseX) * 0.01f,
vec3(modelTrafoInv * glm::vec4(0.0, 1.0, 0.0, 0.0)));
modelTrafo = glm::rotate(modelTrafo,
(float) (mouseY - lastMouseY) * 0.01f,
vec3(modelTrafoInv * glm::vec4(1.0, 0.0, 0.0, 0.0)));
}
//model = glm::rotate(model, (float) glfwGetTime(), vec3(0.f, 1.f, 0.f));
view = glm::lookAt(vec3(0, 0, viewDistance), // Camera is at (4,3,3), in World Space
vec3(0, 0, 0), // and looks at the origin
vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down)
);
}
lastMouseX = mouseX;
lastMouseY = mouseY;
perspective = glm::perspective(glm::radians(45.0f),
(float) width / (float) height, 0.1f, 100.0f);
mvp = perspective * view * modelTrafo;
}
void Application::prepareShader() {
GLCK(glUseProgram(programId))
if (MVPloc >= 0) {
GLCK(glUniformMatrix4fv(MVPloc, 1, GL_FALSE, glm::value_ptr(mvp)))
}
if (Mloc >= 0) {
GLCK(glUniformMatrix4fv(Mloc, 1, GL_FALSE, glm::value_ptr(modelTrafo)))
}
if (Vloc >= 0) {
GLCK(glUniformMatrix4fv(Vloc, 1, GL_FALSE, glm::value_ptr(view)))
}
if (LightPosition_worldspaceloc >= 0) {
vec3 LightPosition_worldspace(10.0f, 10.0f, 10.0f);
GLCK(
glUniform3fv(LightPosition_worldspaceloc, 1, glm::value_ptr(LightPosition_worldspace)))
}
int idx = 0;
if (tAlbedoLoc >= 0) {
glUniform1i(tAlbedoLoc, idx);
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(GL_TEXTURE_2D, tAlbedoId);
idx++;
}
if (tNormalLoc >= 0) {
glUniform1i(tNormalLoc, idx);
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(GL_TEXTURE_2D, tNormalId);
idx++;
}
if (tRoughnessLoc >= 0) {
glUniform1i(tRoughnessLoc, idx);
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(GL_TEXTURE_2D, tRoughnessId);
idx++;
}
if (tMetalicLoc >= 0) {
glUniform1i(tMetalicLoc, idx);
glActiveTexture(GL_TEXTURE0 + idx);
glBindTexture(GL_TEXTURE_2D, tMetalicId);
idx++;
}
}
void Application::gui() {
ImGui::Begin("Mesh Generation");
ImGui::Text("Vertices: %lu, Triangles: %lu", mesh.positions.size(),
mesh.indices.size());
//ImGui::InputFloat("Resolution", &resolution);
ImGui::SliderFloat("Resolution", &resolution, 0.1, 0.001, "%.3f", 0.1);
if (ImGui::SliderFloat("Frequency", &densityFrequency, 1, 10, "%.0f", 1))
density.setFrequency(densityFrequency);
if (ImGui::SliderFloat("Octave", &densityOctave, 1, 10, "%.0f", 1))
density.setOctave(densityOctave);
ImGui::Checkbox("Smooth", &smoothMesh);
// if (ImGui::InputFloat("Frequency", &densityFrequency))
// if (ImGui::InputFloat("Octave", &densityOctave))
// density.setOctave(densityOctave);
static const char *textureSizesStrings[] = { "512", "1024", "2048", "4096" };
static const int textureSizes[] = { 512, 1024, 2048, 4096 };
static int currentTextureSize = 0;
if (ImGui::Combo("Texture Size", &currentTextureSize, textureSizesStrings,
4, -1)) {
texturemapper.setTextureSize(textureSizes[currentTextureSize]);
}
if (meshProgress.isRunning()) {
if (ImGui::Button("Cancel"))
meshProgress.cancel();
ImGui::Text("Task: %s", meshProgress.getTask().c_str());
ImGui::ProgressBar(meshProgress.getProgress());
} else {
if (meshProgress.isFinished() && meshThread.joinable())
meshThread.join();
if (ImGui::Button("Generate"))
meshThread = std::thread(&Application::generateAsteroid, this);
}
ImGui::End();
ImGui::Begin("Rendering");
if (ImGui::Button("Reload Shader")) {
loadShader();
glMesh.update(programId);
}
if (ImGui::Button("Wireframe"))
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (ImGui::Button("Fill"))
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
ImGui::Begin("Textures");
ImGui::Image((ImTextureID) (intptr_t) tAlbedoId,
ImVec2(ImGui::GetWindowContentRegionMax().x,
ImGui::GetWindowContentRegionMax().x));
ImGui::End();
}
void Application::run() {
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glfwGetFramebufferSize(window, &width, &height);
ImGui_ImplGlfwGL3_NewFrame();
gui();
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (meshUploadRequest) {
glMesh.upload(mesh);
meshUploadRequest = false;
}
if (textureUploadRequest) {
uploadTexture();
textureUploadRequest = false;
}
updateMatrices();
prepareShader();
renderMesh();
skybox.Render(mvp);
ImGui::Render();
glfwSwapBuffers(window);
}
}