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Copy pathMerryGoRound.cpp
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MerryGoRound.cpp
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/*******************************************************************
*
* Computer Graphics Project 2015
*
* by Stefan Kuhnert, Philipp Pobitzer, Felix Putz
*
*******************************************************************/
/* Standard includes */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <vector>
/* OpenGL includes */
#include <GL/glew.h>
#include <GL/freeglut.h>
/* Local includes */
#include "GraphicsObject.h"
#include "objloader.h"
#include "camera.h"
#include "InitClass.h"
#include "InputManager.h"
#include "LightSource.h"
#include "glm/gtx/string_cast.hpp"
//set to 1 when using the opensource intel or amd driver
#define USES_MESA_DRIVER 0
//storage for all the modles loaded from the obj
std::vector<GraphicsObject> allObjs;
std::vector<LightSource> lightSources;
/******************************************************************
*
* Display
*
* This function is called when the content of the window needs to be
* drawn/redrawn. It has been specified through 'glutDisplayFunc()';
* Enable vertex attributes, create binding between C program and
* attribute name in shader
*
*******************************************************************/
void Display()
{
/* Clear window; color specified in 'Initialize()' */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for(int i = 0; i < allObjs.size(); i ++)
{
allObjs[i].Draw(InitClass::ShaderProgram, lightSources);
}
/* Swap between front and back buffer */
glutSwapBuffers();
}
int currentTime;
int previousTime;
int frameCount;
void calcFps()
{
// Increase frame count
frameCount++;
// Get the number of milliseconds since glutInit called
// (or first call to glutGet(GLUT ELAPSED TIME)).
int currentTime = glutGet(GLUT_ELAPSED_TIME);
// Calculate time passed
int timeInterval = currentTime - previousTime;
if(timeInterval > 1000)
{
// calculate the number of frames per second
std::cout << frameCount / (timeInterval / 1000.0f) << std::endl;
// Set time
previousTime = currentTime;
// Reset frame count
frameCount = 0;
}
}
/******************************************************************
*
* OnIdle
*
*******************************************************************/
void OnIdle()
{
for(int i = 0; i < allObjs.size(); i++)
{
if(allObjs[i].name[0] == 'h')
{
allObjs[i].IdleWork(true);
continue;
}
allObjs[i].IdleWork(false);
}
for(int i = 0; i < lightSources.size(); i++)
{
if(lightSources[i].moving)
{
lightSources[i].move();
}
}
InputManager::onIdle();
calcFps();
glutPostRedisplay();
}
/******************************************************************
*
* Initialize
*
* This function is called to initialize rendering elements, setup
* vertex buffer objects, and to setup the vertex and fragment shader
*
*******************************************************************/
void Initialize(void)
{
/* Set background (clear) color to grey */
glClearColor(0.4, 0.4, 0.4, 0.0);
/* Enable depth testing */
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
/*Intel troubleshooting*/
InitClass::setupArrayObject();
/* Setup shaders and shader program */
InitClass::CreateShaderProgram();
/* Init all Objects in the Obj file */
for(int i = 0; i < allObjs.size(); i ++)
{
allObjs[i].initobj(0,0,0);
if(allObjs[i].name.compare("Light1") == 0)
{
LightSource tmp(glm::vec3(allObjs[i].position.x,allObjs[i].position.y,allObjs[i].position.z) , glm::vec3(1,1,1), false);
lightSources.push_back(tmp);
}
if(allObjs[i].name.compare("Light2") == 0)
{
LightSource tmp(glm::vec3(allObjs[i].position.x,allObjs[i].position.y,allObjs[i].position.z), glm::vec3(1,1,1), true);
lightSources.push_back(tmp);
}
if(allObjs[i].name.compare("Light3") == 0)
{
LightSource tmp(glm::vec3(allObjs[i].position.x,allObjs[i].position.y,allObjs[i].position.z), glm::vec3(1,1,1), true);
lightSources.push_back(tmp);
}
}
}
/******************************************************************
*
* main
*
* Main function to setup GLUT, GLEW, and enter rendering loop
*
*******************************************************************/
int main(int argc, char** argv)
{
/* Initialize GLUT; set double buffered window and RGBA color model */
glutInit(&argc, argv);
InitClass::USES_MESA = USES_MESA_DRIVER;
allObjs = ObjLoader::loadObj("../res/merry.obj", "../res/");
InitClass::setupIntelMesaConfiguration();
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
glutInitWindowSize(900, 900);
glutInitWindowPosition(400, 400);
glutCreateWindow("CG Proseminar - MerryGoRound");
//enable FSAA
glEnable(GL_MULTISAMPLE);
/* Initialize GL extension wrangler */
GLenum res = glewInit();
if (res != GLEW_OK)
{
std::cerr << "Error: " << glewGetErrorString(res) << std::endl;
return 1;
}
/* Setup scene and rendering parameters */
Initialize();
/* Specify callback functions;enter GLUT event processing loop,
* handing control over to GLUT */
glutIdleFunc(OnIdle);
glutDisplayFunc(Display);
glutKeyboardFunc(InputManager::keyboard);
glutKeyboardUpFunc(InputManager::keyboardUp);
glutMouseFunc(InputManager::mouse);
glutPassiveMotionFunc(InputManager::mouseMovement);
glutMotionFunc(InputManager::acMouseMovement);
glutMainLoop();
return EXIT_SUCCESS;
}