quick backup - everything is going to be changed on vulkan side.
[demo] / src / main.cc
index 7061bb6..6b1050b 100644 (file)
@@ -1,4 +1,5 @@
 #include <GL/glew.h>
+#include <GLFW/glfw3.h>
 
 #include <stdio.h>
 #include <stdlib.h>
 /* TODO: fix those */
 #include "camera.h"
 #include "mesh.h"
+#include "morph_renderer.h"
 #include "object.h"
-#include "renderer.h"
 #include "scene.h"
+#include "terrain.h"
 #include "texture.h"
 
 #include "opengl/opengl.h"
@@ -26,6 +28,7 @@
 static bool init(Gfx_API api);
 static void cleanup();
 static void display();
+static bool gen_poisson(std::vector<Vec2> &points, float min_dist, float radius);
 
 /* glfw callbacks */
 
@@ -42,23 +45,35 @@ GLFWwindow *win;
 int win_w = 800;
 int win_h = 600;
 
-float phi = 25;
-float theta = 0;
-float dist = 4;
-
 ShaderManager *sdr_man;
 
+double time_sec;
+
 /* variables */
+static bool move_camera;
+
+static float cam_phi = 25;
+static float cam_theta = 0;
+static float cam_dist = 16;
+static Vec3 cam_pos;
 
 static float aspect;
 static OrbitCamera *camera;
 
-static Scene *scene_cow;
-static Renderer *rcow;
+static float fog_density;
 
-static Scene *scene_ground;
-static Renderer *rground; // default renderer
-static Texture *gskybox;
+static int num_cows = 400;
+static float cow_gap = 4;
+static Scene *cow_scene;
+static MorphRenderer *cow_rend;
+
+static Terrain terrain;
+static TerrainParams p;
+static Texture *skybox_tex;
+static Texture *irradiance_tex;
+static Texture *terrain_tex;
+static Material terrain_mat;
+static Renderer *terrain_rend;
 
 /* *** */
 
@@ -66,7 +81,7 @@ int main(int argc, char **argv)
 {
        Gfx_API api;
 
-       for(int i=0; i<argc; ++i) {
+       for(int i=1; i<argc; i++) {
                if(strcmp(argv[i], "-opengl") == 0) {
                        api = GFX_GL;
                        printf("Backend: OpenGL.\n");
@@ -86,6 +101,9 @@ int main(int argc, char **argv)
                return 1;
        }
 
+       //TODO
+       return 0;
+
        glfwSetKeyCallback(win, clbk_key);
        glfwSetCursorPosCallback(win, clbk_motion);
        glfwSetMouseButtonCallback(win, clbk_mouse);
@@ -102,7 +120,6 @@ int main(int argc, char **argv)
        }
 
        cleanup();
-       // atexit(cleanup);
        return 0;
 }
 
@@ -111,53 +128,104 @@ static bool init(Gfx_API api)
        if(!gfx_init(api))
                return false;
 
+       fog_density = 0.0037;
+
        sdr_man = new ShaderManager;
 
        camera = new OrbitCamera;
-       camera->set_orbit_params(phi, theta, dist);
 
-       scene_ground = new Scene;
-       if(!scene_ground->load("data/ground.obj")) {
-               fprintf(stderr, "Failed to load scene: ground.obj.\n");
+       terrain_tex = gfx_create_texture();
+       if(!terrain_tex->load("data/grass.jpeg")) {
+               fprintf(stderr, "Failed to load ground texture.\n");
                return false;
        }
 
-       scene_cow = new Scene;
-       if(!scene_cow->load("data/spot/spot.obj")) {
-               fprintf(stderr, "Failed to load scene: spot.obj.\n");
+       Image ter_hmap;
+       if(!ter_hmap.load("data/terhmap.png")) {
+               fprintf(stderr, "Failed to load terrain heightmap.\n");
                return false;
        }
 
-       rground = new Renderer;
-       rground->camera = camera;
-       rground->scene = scene_ground;
-
-       if(!rground->create()) {
-               fprintf(stderr, "Failed to create default renderer.\n");
+       p.xsz = 200;
+       p.ysz = 200;
+       p.max_height = 30;
+       p.xtiles = 40;
+       p.ytiles = 40;
+       p.tile_usub = 10;
+       p.tile_vsub = 10;
+       p.num_octaves = 3;
+       p.noise_freq = 5;
+       p.coarse_heightmap = ter_hmap;
+
+       terrain.init();
+       terrain.generate(p);
+
+       terrain_mat.diffuse = Vec3(1, 1, 1);
+       terrain_mat.specular = Vec3(0, 0, 0);
+       terrain_mat.shininess = 40;
+       terrain_mat.dtex = terrain_tex;
+       terrain_mat.name = "tt";
+
+       terrain.material = terrain_mat;
+
+       terrain_rend = new Renderer;
+       terrain_rend->camera = camera;
+       terrain_rend->scene = terrain.get_visible(camera);
+
+       skybox_tex = gfx_create_texture();
+       skybox_tex->load("data/cubemap/cubemap.hdr");
+       terrain_rend->set_sky_tex(skybox_tex);
+
+       irradiance_tex = gfx_create_texture();
+       irradiance_tex->load("data/cubemap/irradiance.hdr");
+       terrain_rend->set_diffuse_sky_tex(irradiance_tex);
+
+       if(!terrain_rend->create()) {
+               fprintf(stderr, "terrain fail\n");
                return false;
        }
+       terrain_rend->fog_density = fog_density;
 
-       gskybox = gfx_create_texture();
-       gskybox->load("data/cubemap/cubemap.jpg");
-       rground->set_sky_tex(gskybox);
+       cow_scene = new Scene;
+       if(!cow_scene->load("data/spot/spot.obj")) {
+               fprintf(stderr, "Failed to load scene: spot.obj.\n");
+               return false;
+       }
 
-       rcow = new Renderer;
-       rcow->camera = camera;
-       rcow->scene = scene_cow;
+       cow_rend = new MorphRenderer;
+       cow_rend->camera = camera;
+       cow_rend->scene = cow_scene;
+       cow_rend->fog_density = fog_density;
 
-       if(!rcow->create()) {
+       if(!cow_rend->create()) {
                fprintf(stderr, "Failed to create renderer for cows.\n");
                return false;
        }
 
-// TODO delete: debugging
-       for(size_t i=0; i<scene_ground->objects.size(); ++i) {
-               printf("object: %d\n", (int)i);
-               printf("mesh: %s\n", scene_ground->objects[i]->mesh->name.c_str());
-               printf("material: %s\n", scene_ground->objects[i]->material->name.c_str());
-               printf("transform:\n");
-               scene_ground->objects[i]->transform.print();
+       /* create cow objects */
+       Object *cow0 = cow_scene->objects[0];
+       cow0->transform.rotation_y(M_PI);
+       cow_scene->objects.clear();
+
+       float disk_radius = std::min(p.xsz, p.ysz) / 2.0 * 0.65;
+       std::vector<Vec2> cow_pos;
+
+       for(int i=0; i<num_cows; i++) {
+               Object *cow = new Object;
+               *cow = *cow0;
+
+               if(!gen_poisson(cow_pos, cow_gap, disk_radius))
+                       goto cowgen_end;
+               Vec2 pos = cow_pos.back();
+               float y = terrain.get_height(Vec3(pos.x, 1, pos.y));
+
+               cow->transform.translate(pos.x, y, pos.y);
+               cow_scene->objects.push_back(cow);
        }
+
+cowgen_end:
+       printf("generated: %d cows from %d\n", (int)cow_pos.size(), num_cows);
+       delete cow0;
        return true;
 }
 
@@ -166,19 +234,50 @@ static void cleanup()
        delete sdr_man;
        delete camera;
 
-       delete scene_cow;
-       delete rcow;
+       delete cow_scene;
+       delete cow_rend;
 
-       delete scene_ground;
-       delete rground;
+       delete skybox_tex;
+       delete irradiance_tex;
+       delete terrain_tex;
+       delete terrain_rend;
 
        gfx_cleanup();
 }
 
+static float cow_speed = 10;
+static Vec3 cow_pos;
+static bool keystate[256];
+
 static void clbk_key(GLFWwindow *win, int key, int scancode, int action, int mods)
 {
-       if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
-               glfwSetWindowShouldClose(win, GLFW_TRUE);
+       if(action == GLFW_REPEAT) return;
+
+       if(action == GLFW_PRESS) {
+               switch(key) {
+               case GLFW_KEY_ESCAPE:
+                       glfwSetWindowShouldClose(win, GLFW_TRUE);
+                       return;
+
+               case ' ':
+                       move_camera = !move_camera;
+                       break;
+
+               // case 'F':
+               //      fog_density = fog_density < 1 - 0.0009 ? fog_density + 0.0001 : 1;
+               //      break;
+
+               // case 'U':
+               //      fog_density = fog_density > 0.0001 ? fog_density - 0.0001 : 0;
+               //      break;
+
+               default:
+                       break;
+               }
+       }
+
+       if(key < 256) {
+               keystate[key] = action == GLFW_PRESS;
        }
 }
 
@@ -194,19 +293,19 @@ static void clbk_motion(GLFWwindow *win, double x, double y)
        prev_y = y;
 
        if(button[0]) {
-               theta += dx;
-               phi += dy;
+               cam_theta += dx * 0.5;
+               cam_phi += dy * 0.5;
 
-               if(phi < -90)
-                       phi = -90;
-               if(phi > 90)
-                       phi = 90;
+               if(cam_phi < 0)
+                       cam_phi = 0;
+               if(cam_phi > 90)
+                       cam_phi = 90;
        }
 
        if(button[1]) {
-               dist += dy * 0.1;
-               if(dist < 0.0) {
-                       dist = 0.0;
+               cam_dist += dy * 0.1;
+               if(cam_dist < 0.0) {
+                       cam_dist = 0.0;
                }
        }
 }
@@ -227,12 +326,66 @@ static void clbk_reshape(GLFWwindow *win, int width, int height)
        win_w = width;
 }
 
+static void update(float dt)
+{
+       Vec3 dir;
+
+       if(keystate['D'])
+               dir.x += cow_speed * dt;
+       if(keystate['A'])
+               dir.x -= cow_speed * dt;
+       if(keystate['W'])
+               dir.z -= cow_speed * dt;
+       if(keystate['S'])
+               dir.z += cow_speed * dt;
+
+       Vec3 *pos = move_camera ? &cam_pos : &cow_pos;
+       float theta = cam_theta / 180.0 * M_PI;
+       pos->x += dir.x * cos(theta) - dir.z * sin(theta);
+       pos->z += dir.x * sin(theta) + dir.z * cos(theta);
+}
+
 static void display()
 {
-       camera->set_orbit_params(phi, theta, dist);
+       static float prev_tsec;
+       time_sec = glfwGetTime();
+       float dt = time_sec - prev_tsec;
+       prev_tsec = time_sec;
+
+       update(dt);
+
+       cam_pos.y = terrain.get_height(cam_pos) + 0.5;
+       camera->set_orbit_params(cam_theta, cam_phi, cam_dist);
+       camera->set_position(cam_pos.x, cam_pos.y, cam_pos.z);
 
-       gfx_clear(0.76, 0.3, 0.43);
+       gfx_clear(0.1, 0.1, 0.1);
+
+       terrain_rend->draw();
+       cow_rend->draw();
+}
 
-       rground->draw();
-       rcow->draw();
+static bool gen_poisson(std::vector<Vec2> &points, float min_dist, float radius)
+{
+       /* poisson radius */
+       for(int i = 0; i < 1000; i++) {
+               float angle = (float)rand() / (float)RAND_MAX * 2 * M_PI;
+               float r = sqrt((float)rand() / (float)RAND_MAX) * radius;
+
+               Vec2 p;
+               p.x = cos(angle) * r;
+               p.y = sin(angle) * r;
+
+               bool valid = true;
+               for(size_t j=0; j<points.size(); j++) {
+                       if(length_sq(points[j] - p) < min_dist * min_dist) {
+                               valid = false;
+                               break;
+                       }
+               }
+               if(valid) {
+                       points.push_back(p);
+                       return true;
+               }
+       }
+       return false;
 }
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