-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain_testing.cpp
More file actions
456 lines (452 loc) · 19.1 KB
/
main_testing.cpp
File metadata and controls
456 lines (452 loc) · 19.1 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
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
//#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>
//
//#define _USE_MATH_DEFINES
//#include <math.h>
//#include "LightDirectional.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 loadTexture(const char* path);
//
//
//// window settings
//const unsigned int SCR_WIDTH = 800;
//const unsigned int SCR_HEIGHT = 600;
//
//int screenWidth = 1001;
//int screenHeight = 1001;
//int cursorPosX = screenWidth / 2;
//int cursorPosY = screenHeight / 2;
//
//
//// 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;
//
//// timing
//float deltaTime = 0.0f;
//float lastFrame = 0.0f;
//
//LightDirectional lightD(glm::vec3(10.0f, 30.0f, 20.0f), glm::vec3(glm::radians(110.0f), glm::radians(30.0f), 0), glm::vec3(1.0f, 0.95f, 0.8f));
//
//
//#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 shader_blinnPhong("assets/shaders/Animation/kinematic/VertexShader_blinnPhong.vert", "assets/shaders/Animation/kinematic/FragmentShader_blinnPhong.frag");
//
// Shader dShader("assets/shaders/shader_ani.vs", "assets/shaders/shader_ani.fs");
// //Shader sShader("assets/shaders/shader.vs", "assets/shaders/shader.fs");
// //Shader sShader("assets/shaders/normal_map.vs", "assets/shaders/normal_map.fs");
// Shader sShader("assets/shaders/BPhong.vs", "assets/shaders/BPhong.fs");
// Shader sShader2("assets/shaders/normal_map.vs", "assets/shaders/normal_map.fs");
// unsigned int diffuseMap = loadTexture("assets/models/bone/bone2/Blank image.jpg");
//
// sShader.use();
// sShader.setVec3("lightD.pos", glm::vec3(lightD.position.x, lightD.position.y, lightD.position.z));
// sShader.setVec3("lightD.color", glm::vec3(lightD.color.x, lightD.color.y, lightD.color.z));
// sShader.setVec3("lightD.dirToLight", glm::vec3(lightD.direction.x, lightD.direction.y, lightD.direction.z));
//
//
//
// //sShader.use();
// //sShader.setInt("diffuseMap", 0);
// //Model ufoModel("assets/models/plane/plane.obj"); // load ufo model
// Model ufoModel("assets/models/bone/bone2/bone.obj");
// Model ufoModel2("assets/models/bone/bone2/bone.obj");
//
// //float angle = 0.0f; // 初始化角度变量
// //float radius = 50.0f; // 圆形轨迹的半径
//
//
// stbi_set_flip_vertically_on_load(true); // other models flip
//
// glm::mat4 boneScale;
// glm::mat4 trans;
// glm::mat4 modelMat;
// //modelMat = glm::rotate(modelMat, glm::radians(0.0f), glm::vec3(1.0f, 0, 0));
// glm::mat4 viewMat;
// glm::mat4 projMat;
// projMat = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, -5.0f, 5.0f);
//
// // bone setting
// glm::vec3 bone1_position = glm::vec3(0.0f);
// glm::vec3 bone2_position = glm::vec3(0.0f);
//
// //float bone1_length = 1.5;
// //float bone2_length = 1.5;
//
// glm::quat bone1_quat = glm::angleAxis(glm::radians(0.0f), glm::vec3(1., 0., 0.));
// glm::quat bone2_quat = glm::angleAxis(glm::radians(0.0f), glm::vec3(1., 0., 0.));
//
// glm::quat rot1 = glm::angleAxis(glm::radians(1.0f), glm::vec3(0.0f, 0.0f, 1.0f));
// glm::quat rot2 = glm::angleAxis(glm::radians(1.1f), glm::vec3(0.0f, 0.0f, 1.0f));
//
// bone1_quat = rot1 * bone1_quat;
// bone2_quat = rot2 * bone2_quat;
//
// glm::vec3 rotAxis;
// glm::quat rot;
//
//
//
// // draw in wireframe
// //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//#pragma endregion
//// ========================================init shaders & models (end) ===========================================================
//
//
// // ========================================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);
//
// //float positionX = (lastX - (SCR_WIDTH / 2)) / float(SCR_WIDTH / 2) * 10.0f;
// //float positionY = -(lastY - (SCR_HEIGHT / 2)) / float(SCR_HEIGHT / 2) * 10.0f;
//
//
// float positionX = (cursorPosX - (screenWidth / 2)) / float(screenWidth / 2) * 10.0f;
// float positionY = -(cursorPosY - (screenHeight / 2)) / float(screenHeight / 2) * 10.0f;
//
//
// glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
// viewMat = camera.GetViewMatrix();
//
// // 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 ufo model (start)==========================================================
//#pragma region
//
// glm::vec3 bone1_position = glm::vec3(0.0f, 0.0f, 0.0f);
// float bone1_length = 4;
// float bone2_length = 2;
//
// float angle_T;
// float angle_1;
// float bone1_angle;
// float bone2_angle;
//
// glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10000.0f);
// glm::mat4 view = camera.GetViewMatrix();
// glm::mat4 model = glm::mat4(1.0f);
//
//
// // 2D analytical solution
// // when the target is over the distance the two bones can reach to
// if (std::sqrt(positionX * positionX + positionY * positionY) > (bone1_length + bone2_length))
// {
// if (positionY > 0) bone1_angle = std::acos(positionX / std::sqrt(positionX * positionX + positionY * positionY));
// else bone1_angle = -std::acos(positionX / std::sqrt(positionX * positionX + positionY * positionY));
//
// bone2_angle = 0; // ?
// }
// // when the target is inside the area the two bones can reach to
// else if (std::sqrt(positionX * positionX + positionY * positionY) < std::abs(bone1_length - bone2_length))
// {
// if (positionY > 0) bone1_angle = std::acos(positionX / std::sqrt(positionX * positionX + positionY * positionY));
// else bone1_angle = -std::acos(positionX / std::sqrt(positionX * positionX + positionY * positionY));
//
// bone2_angle = M_PI;
// }
// // to avoid the bones flip when go beyond x_axis or y_axis, devide them to 2 cases
// else if (positionY > 0)
// {
// angle_T = std::acos(positionX / std::sqrt(positionX * positionX + positionY * positionY));
// angle_1 = std::acos((bone1_length * bone1_length + positionX * positionX + positionY * positionY - bone2_length * bone2_length) / (2 * bone1_length * std::sqrt(positionX * positionX + positionY * positionY)));
// bone1_angle = angle_1 + angle_T;
// bone2_angle = -std::acos(-(bone1_length * bone1_length + bone2_length * bone2_length - positionX * positionX - positionY * positionY) / (2 * bone1_length * bone2_length));
// }
// else
// {
// angle_T = std::acos((bone1_length * bone1_length + positionX * positionX + positionY * positionY - bone2_length * bone2_length) / (2 * bone1_length * std::sqrt(positionX * positionX + positionY * positionY)));
// angle_1 = std::acos(positionX / std::sqrt(positionX * positionX + positionY * positionY));
// bone1_angle = -(angle_1 - angle_T);
// bone2_angle = -std::acos(-(bone1_length * bone1_length + bone2_length * bone2_length - positionX * positionX - positionY * positionY) / (2 * bone1_length * bone2_length));
// }
//
// //shader_blinnPhong.use();
// //boneScale = glm::scale(glm::mat4(1.0f), glm::vec3(bone1_length, bone1_length, 1.0f));
// //trans = glm::rotate(boneScale, bone1_angle, glm::vec3(0.0f, 0.0f, 1.0f));
// //modelMat = glm::translate(glm::mat4(1.0f), bone1_position);
// //shader_blinnPhong.setMat4("transform", trans);
// //shader_blinnPhong.setMat4("modelMat", modelMat);
// //shader_blinnPhong.setMat4("viewMat", viewMat);
// //shader_blinnPhong.setVec3("viewPos", camera.Position);
//
// //glm::mat4 projection_ufo = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10000.0f);
// //shader_blinnPhong.setMat4("projMat", projection_ufo);
//
// //ufoModel.Draw(shader_blinnPhong);
//
// //glm::vec3 bone2_position = glm::mat3(glm::rotate(glm::mat4(1.0f), bone1_angle, glm::vec3(0.0f, 0.0f, 1.0f)))
// // * (bone1_position + glm::vec3(bone1_length, 0.0f, 0.0f));
// //boneScale = glm::scale(glm::mat4(1.0f), glm::vec3(bone2_length, bone2_length, 1.0f));
// //trans = glm::rotate(trans, bone2_angle, glm::vec3(0.0f, 0.0f, 1.0f));
// //modelMat = glm::translate(glm::mat4(1.0f), bone2_position);
// //shader_blinnPhong->SetMatrix("transform", trans * boneScale);
// //shader_blinnPhong->SetMatrix("modelMat", modelMat);
// //shader_blinnPhong->SetMatrix("viewMat", viewMat);
// //shader_blinnPhong->SetMatrix("projMat", projMat);
//
// //bone.Draw(shader_blinnPhong);
//
// sShader.use();
// boneScale = glm::scale(glm::mat4(1.0f), glm::vec3(bone1_length, bone1_length, 1.0f));
// trans = glm::rotate(glm::mat4(1.0f), bone1_angle, glm::vec3(0.0f, 0.0f, 1.0f));
// //glm::mat4 projection_ufo = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10000.0f);
// //glm::mat4 view_ufo = camera.GetViewMatrix();
// sShader.setMat4("projection", projection);
// sShader.setMat4("view", view);
// sShader.setMat4("transform", trans * boneScale);
// glm::mat4 model_ufo = glm::translate(model, bone1_position);
// sShader.setMat4("model", model_ufo);
// ufoModel.Draw(sShader);
//
//
// ////bone 2
// sShader2.use();
// boneScale = glm::scale(glm::mat4(1.0f), glm::vec3(0.1*bone2_length, 0.1*bone2_length, 1.0f));
// trans = glm::rotate(glm::mat4(1.0f), bone2_angle, glm::vec3(0.0f, 0.0f, 1.0f));
// //glm::mat4 projection_ufo2 = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10000.0f);
// //glm::mat4 view_ufo2 = camera.GetViewMatrix();
// //sShader2.setMat4("projection", projection_ufo2);
// //sShader2.setMat4("view", view_ufo2);
// sShader2.setMat4("transform", trans * boneScale);
//
// glm::mat4 model_ufo2 = glm::mat4(1.0f);
// model_ufo2 = glm::translate(model_ufo2, bone2_position);
//
// sShader2.setMat4("model", model_ufo2);
// ufoModel2.Draw(sShader2);
//
//
//
//
// //sShader.use();
// //glm::vec3 bone2_position = glm::mat3(glm::rotate(glm::mat4(1.0f), bone1_angle, glm::vec3(0.0f, 0.0f, 1.0f))) * (bone1_position + glm::vec3(bone1_length, 0.0f, 0.0f));
// //boneScale = glm::scale(glm::mat4(1.0f), glm::vec3(bone2_length, bone2_length, 1.0f));
// //trans = glm::rotate(trans, bone2_angle, glm::vec3(0.0f, 0.0f, 1.0f));
// //model_ufo = glm::translate(model_ufo, bone2_position);
// //sShader.setMat4("transform", trans * boneScale);
// //sShader.setMat4("model", model_ufo);
// //sShader.setMat4("view", view_ufo);
// //sShader.setMat4("projection", projMat);
// //ufoModel.Draw(sShader);
//
//
//#pragma endregion
// // ========================================draw ufo 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)
//{
// 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);
//}
//
//// 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;
// 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) ===========================================================
//
//// utility function for loading a 2D texture from file
//// ---------------------------------------------------
//unsigned int loadTexture(char const* path)
//{
// unsigned int textureID;
// glGenTextures(1, &textureID);
//
// int width, height, nrComponents;
// unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
// if (data)
// {
// GLenum format;
// if (nrComponents == 1)
// format = GL_RED;
// else if (nrComponents == 3)
// format = GL_RGB;
// else if (nrComponents == 4)
// format = GL_RGBA;
//
// glBindTexture(GL_TEXTURE_2D, textureID);
// glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
// glGenerateMipmap(GL_TEXTURE_2D);
//
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT); // for this tutorial: use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes texels from next repeat
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//
// stbi_image_free(data);
// }
// else
// {
// std::cout << "Texture failed to load at path: " << path << std::endl;
// stbi_image_free(data);
// }
//
// return textureID;
//}
//float IPD = 6.0f; // Typical human IPD in centimeters
//glm::vec3 leftCameraPosition = originalEyeCenter - glm::vec3(IPD / 2, 0.0f, 0.0f); // Calculate left and right camera positions based on IPD
//glm::vec3 rightCameraPosition = originalEyeCenter + glm::vec3(IPD / 2, 0.0f, 0.0f);
//glm::vec3 leftDirection = glm::normalize(eyeCenter - leftCameraPosition); // Direction vectors from cameras to the convergence point (eyeCenter)
//glm::vec3 rightDirection = glm::normalize(eyeCenter - rightCameraPosition);
//glm::vec3 forward(0, 0, -1); // Initial forward vector (assuming no toe-in, cameras are pointing down the Z-axis)
//float leftAngle = acos(limitValue(glm::dot(forward, leftDirection), -1, 1)); // Calculate rotation angles using the dot product, which gives the cosine of the angle
//float rightAngle = acos(limitValue(glm::dot(forward, rightDirection), -1, 1));
//glm::vec3 leftCross = glm::cross(forward, leftDirection); // Correct the angles based on the sign of the cross product to determine if rotation is left or right
//if (glm::dot(leftCross, up) < 0) leftAngle = -leftAngle;
//glm::vec3 rightCross = glm::cross(forward, rightDirection);
//if (glm::dot(rightCross, up) < 0) rightAngle = -rightAngle;