-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain_Building_3D_Stereo.cpp
More file actions
440 lines (370 loc) · 15 KB
/
main_Building_3D_Stereo.cpp
File metadata and controls
440 lines (370 loc) · 15 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
#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>
#include "gui.h"
// ========================================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);
void render(Model buildingModel, Shader sShader, float scaleY, glm::mat4 projMat, glm::mat4 viewMat);
void twoPassRender(Model buildingModel, Shader sShader, float scaleY, glm::mat4 leftViewMat, glm::mat4 rightViewMat, glm::mat4 LeftProjMat, glm::mat4 RightProjMat = glm::mat4(1.0f), bool isFrustum = false);
static float randomFloat() {
float r = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
return r;
}
// UI
bool isNone(true);
bool isToeIn(false);
bool isFrustum(false);
float convergeDistance = 500.0f;
bool isRotate(false);
// 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;
static int randomInt() {
return rand();
}
static glm::vec3 randomVec3() {
return glm::vec3(randomFloat(), randomFloat(), randomFloat());
}
#pragma endregion
// ========================================initialize (end) ===========================================================
int main()
{
// ========================================init (start)==========================================================
#pragma region
// glfw: initialize and configure
// ------------------------------
camera.setMovementSpeed(50.0f);
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();
// ========================================init render loop (start)==========================================================
#pragma region
myGUI myGui(window);
// render loop
while (!glfwWindowShouldClose(window))
{
processInput(window);
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glm::mat4 projMat = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 1000000000.0f);
glm::mat4 viewMat = camera.GetViewMatrix();
// update camera parameters
glm::vec3 cameraRight = camera.Position - glm::vec3(ipd / 2, 0.0f, 0.0f);
glm::vec3 cameraLeft = camera.Position + glm::vec3(ipd / 2, 0.0f, 0.0f);
glm::mat4 leftViewMat = glm::lookAt(cameraLeft, cameraLeft + camera.Front, camera.Up);
glm::mat4 rightViewMat = glm::lookAt(cameraRight, cameraRight + camera.Front, camera.Up);
if (isNone)
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render(buildingModel, sShader, scaleY, projMat, viewMat);
}
else if (isToeIn) // Toe-in
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
twoPassRender(buildingModel, sShader, scaleY, leftViewMat, rightViewMat, projMat);
}
else if (isFrustum) // Frustum
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float aspectRatio = static_cast<float>(SCR_WIDTH) / static_cast<float>(SCR_HEIGHT);
float frustumShift = (zNear * ipd / 2) / convergeDistance;
// Create asymmetric frustum for the left eye
float left = -aspectRatio * zNear * tan(glm::radians(FoV) / 2.0f) + frustumShift;
float right = aspectRatio * zNear * tan(glm::radians(FoV) / 2.0f) + frustumShift;
float top = zNear * tan(glm::radians(FoV) / 2.0f);
float bottom = -top;
glm::mat4 leftProjMat = glm::frustum(left, right, bottom, top, zNear, zFar);
// Create asymmetric frustum for the right eye
left = -aspectRatio * zNear * tan(glm::radians(FoV) / 2.0f) - frustumShift;
right = aspectRatio * zNear * tan(glm::radians(FoV) / 2.0f) - frustumShift;
glm::mat4 rightProjMat = glm::frustum(left, right, bottom, top, zNear, zFar);
twoPassRender(buildingModel, sShader, scaleY, leftViewMat, rightViewMat, leftProjMat, rightProjMat, true);
}
#pragma endregion
// ========================================draw building model (end) ===========================================================
// ========================================IMGUI (start)==========================================================
#pragma region
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("IMGUI Editor");
// ====== UI content start ======
if (ImGui::Checkbox("Model Rotating", &isRotate)) {
if (isRotate) {
isRotate = true;
}
else {
isRotate = false;
}
}
if (ImGui::RadioButton("None", isNone))
{
isNone = true;
isToeIn = false;
isFrustum = false;
}
ImGui::SameLine();
if (ImGui::RadioButton("Toe-in", isToeIn))
{
isNone = false;
isToeIn = true;
isFrustum = false;
}
ImGui::SameLine();
if (ImGui::RadioButton("Frustum", isFrustum))
{
isNone = false;
isToeIn = false;
isFrustum = true;
}
if (isFrustum)
{
ImGui::SliderFloat("Converge Distance", &convergeDistance, 10.0f, 800.0f);
ImGui::SliderFloat("FOV", &FoV, 0.0f, 100.0f);
}
// ====== UI content end ======
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
#pragma endregion
// ========================================IMGUI (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) ===========================================================
void render(Model buildingModel, Shader sShader, float scaleY, glm::mat4 projMat, glm::mat4 viewMat)
{
glm::mat4 modelBuilding = glm::mat4(1.0f);
if (isRotate)
{
float time = glfwGetTime();
modelBuilding = glm::rotate(modelBuilding, time * glm::radians(10.0f), glm::vec3(0.0f, 1.0f, 0.0f));
}
sShader.use();
sShader.setMat4("projection", projMat);
sShader.setMat4("view", viewMat);
// 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
modelBuilding = glm::translate(modelBuilding, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's at the center of the scene
modelBuilding = glm::scale(modelBuilding, glm::vec3(1.5f, 2.5f, 1.5f));
sShader.setMat4("model", modelBuilding);
buildingModel.Draw(sShader);
}
else {
modelBuilding = glm::translate(modelBuilding, glm::vec3(10 * x + 50.0f, 0.0f, 10 * z + 30.0f)); // translate it down so it's at the center of the scene
modelBuilding = glm::scale(modelBuilding, glm::vec3(1.5f, scaleY, 1.5f));
sShader.setMat4("model", modelBuilding);
buildingModel.Draw(sShader);
}
}
}
}
void twoPassRender(Model buildingModel, Shader sShader, float scaleY, glm::mat4 leftViewMat, glm::mat4 rightViewMat, glm::mat4 LeftProjMat, glm::mat4 RightProjMat, bool isFrustum)
{
// 1.red channel
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render(buildingModel, sShader, scaleY, LeftProjMat, leftViewMat);
// 2.green channel
if (!isFrustum)
{
// Toe-in
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render(buildingModel, sShader, scaleY, LeftProjMat, rightViewMat);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
else
{
// Frustum
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render(buildingModel, sShader, scaleY, RightProjMat, rightViewMat);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
}