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Copy pathmain_Building.cpp
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346 lines (346 loc) · 12.1 KB
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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 "shader_m.h"
//#include "camera.h"
//#include "animator.h"
//#include "model_animation.h"
//#include <iostream>
//
//// ========================================initialize (start)==========================================================
//#pragma region
//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 loadCubemap(vector<std::string> faces);
//static float randomFloat() {
// float r = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
// return r;
//}
//
//// window settings
//const unsigned int SCR_WIDTH = 800;
//const unsigned int SCR_HEIGHT = 600;
//
//
//// camera
//Camera camera(glm::vec3(0.0f, 0.0f, 100.0f));
//float lastX = SCR_WIDTH / 2.0f;
//float lastY = SCR_HEIGHT / 2.0f;
//bool firstMouse = true;
//bool MouseButton2(false);
//static glm::vec3 originalEyeCenter(0, 0, 100);
//static glm::vec3 eyeCenter = originalEyeCenter;
//static glm::vec3 lookat(0, 0, 0);
//static glm::vec3 up(0, 5, 0);
//
//static glm::float32 FoV = 45;
//static glm::float32 zNear = 0.1f;
//static glm::float32 zFar = 10000.0f;
//
//
//// timing
//float deltaTime = 0.0f;
//float lastFrame = 0.0f;
//
//static float ipd = 10.0f; // Distance between left/right eye.
//glm::mat4 leftViewMatrix;
//glm::mat4 rightViewMatrix;
//
//enum AnaglyphMode {
// None,
// ToeIn,
// Asymmetric,
// AnaglyphModeCount,
//};
//
//static std::string strAnaglyphMode[] = {
// "None",
// "Toe-in",
// "Asymmetric view frustum",
// "Invalid",
//};
//
//static AnaglyphMode anaglyphMode = AnaglyphMode::None;
//
//// Helper functions
//
//static void nextAnaglyphMode() {
// anaglyphMode = (AnaglyphMode)(((int)anaglyphMode + 1) % (int)AnaglyphModeCount);
//}
//
//static int randomInt() {
// return rand();
//}
//
//
//static glm::vec3 randomVec3() {
// return glm::vec3(randomFloat(), randomFloat(), randomFloat());
//}
//
//static void printAnaglyphMode() {
// std::cout << "Anaglyph mode: " << strAnaglyphMode[(int)anaglyphMode] << std::endl;
//}
//
//#pragma endregion
//// ========================================initialize (end) ===========================================================
//
//int main()
//{
// // ========================================init (start)==========================================================
//#pragma region
// // 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);
//
//#pragma endregion
// // ========================================init (end) ===========================================================
//
// // ========================================init shaders & models (start)==========================================================
//#pragma region
//
// // build and compile shaders
// Shader sShader("assets/shaders/shader.vs", "assets/shaders/shader.fs");
// Model buildingModel("assets/models/building/Castle OBJ.obj"); // load ufo model
// stbi_set_flip_vertically_on_load(true); // other models flip
//
// // draw in wireframe
// //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//#pragma endregion
//// ========================================init shaders & models (end) ===========================================================
//
// stbi_set_flip_vertically_on_load(true); // other models flip
//
//#pragma endregion
//// ========================================skybox (end) ===========================================================
// // random scale factor
// float scaleX = randomFloat();
// float scaleY = 2.5 * randomFloat();
// glm::mat4 projectionMatrix = glm::perspective(glm::radians(FoV), (float)SCR_WIDTH / SCR_HEIGHT, zNear, zFar);
// printAnaglyphMode();
//
// // 3D stereo
//
//
//
//
//
//
//
//
//
//
// // ========================================init render loop (start)==========================================================
//#pragma region
//
//
//
// // render loop
// while (!glfwWindowShouldClose(window))
// {
// // per-frame time logic
// // --------------------
// float currentFrame = glfwGetTime();
// deltaTime = currentFrame - lastFrame;
// lastFrame = currentFrame;
//
// // input
// // -----
// processInput(window);
//
// // render
// // ------
// glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//#pragma endregion
// // ========================================init render loop (end) ===========================================================
//
//// ========================================draw building model (start)==========================================================
//#pragma region
// glm::mat4 projection_ufo = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10000000.0f);
// glm::mat4 view_ufo = camera.GetViewMatrix();
// glm::mat4 model_plane = glm::mat4(1.0f);
//
// sShader.use();
// sShader.setMat4("projection", projection_ufo);
// sShader.setMat4("view", view_ufo);
//
// // generate virtual city
// for (int z = -4; z <= 2; ++z) {
// for (int x = -4; x <= 4; ++x) {
// //Building b;
// if (x == 0 && z == 0) {
// // tallest building
// model_plane = glm::translate(model_plane, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's at the center of the scene
// model_plane = glm::scale(model_plane, glm::vec3(1.5f, 2.5f, 1.5f));
// sShader.setMat4("model", model_plane);
// buildingModel.Draw(sShader);
// }
// else {
// model_plane = glm::translate(model_plane, glm::vec3(10 * x + 50.0f, 0.0f, 10 * z + 30.0f)); // translate it down so it's at the center of the scene
// model_plane = glm::scale(model_plane, glm::vec3(1.5f, scaleY, 1.5f));
// sShader.setMat4("model", model_plane);
// buildingModel.Draw(sShader);
// }
// }
// }
//
//
//#pragma endregion
//// ========================================draw building model (end) ===========================================================
//
//// ========================================end render loop (start)==========================================================
//#pragma region
//// 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;
//
//#pragma endregion
// // ========================================end render loop (end) ===========================================================
//}
//
//// ========================================process mouse and keyboard (start)==========================================================
//#pragma region
//
//void processInput(GLFWwindow* window)
//{
// // Basic
// 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 (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS)
// MouseButton2 = true;
// else
// MouseButton2 = false;
//}
//
//// 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;
// //cout << "mouse position: " << "x=" << lastX << ", y=" << lastY << endl;
// if (MouseButton2)
// 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);
//}
//#pragma endregion
//// ========================================process mouse and keyboard (end) ===========================================================
//// ========================================load cube (start)==========================================================
//#pragma region
//unsigned int loadCubemap(vector<std::string> faces)
//{
// unsigned int textureID;
// glGenTextures(1, &textureID);
// glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
//
// int width, height, nrComponents;
// for (unsigned int i = 0; i < faces.size(); i++)
// {
// unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrComponents, 0);
// if (data)
// {
// glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
// stbi_image_free(data);
// cout << "successfully loaded image: " << faces[i].c_str() << endl;
// }
// else
// {
// std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
// stbi_image_free(data);
// }
// }
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
//
// return textureID;
//}
//#pragma endregion
//// ========================================load cube (end) ===========================================================