Added new Exercise 2
This commit is contained in:
parent
af08aa43f8
commit
32e003c875
22 changed files with 473 additions and 10 deletions
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@ -48,3 +48,4 @@ add_subdirectory(exercise1)
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add_subdirectory(exercise2)
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add_subdirectory(exercise3)
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add_subdirectory(exercise4)
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add_subdirectory(exercise5)
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@ -33,7 +33,7 @@ namespace nse {
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Eigen::Matrix4f &proj,
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float customAspectRatio = 0) const;
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//Applies a zoom by scaling the scene. Positive values of amount increase object sizes.
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//Applies a zoom by changing the view distance. Positive values of amount decrease the distance.
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void Zoom(float amount);
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//Sets the extent of the scene, which is kept between znear/zfar.
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@ -64,6 +64,8 @@ namespace nse {
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//Forwarded resize event.
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void resize(const Eigen::Vector2i & s);
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void FixClippingPlanes(float znear, float zfar);
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//Returns the point that the camera focuses on
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const Eigen::Vector3f& GetFocusPoint() const;
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@ -99,6 +101,8 @@ namespace nse {
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Eigen::Vector3f modelTranslation_start = Eigen::Vector3f::Zero();
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Eigen::Vector2i translation_start; //mouse position on the screen where translation started
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float fixedZNear, fixedZFar;
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};
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}
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}
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@ -14,7 +14,7 @@
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using namespace nse::gui;
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Camera::Camera(const nanogui::Widget & parent)
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: parent(parent)
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: parent(parent), fixedZNear(std::numeric_limits<float>::quiet_NaN())
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{
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params.arcball.setSize(parent.size());
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}
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@ -27,8 +27,17 @@ void Camera::ComputeCameraMatrices(Eigen::Matrix4f & view, Eigen::Matrix4f & pro
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float depthOfSceneCenter = (params.sceneCenter - cameraPosition).dot(viewDirection);
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float minZNear = 0.001f * params.sceneRadius;
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float znear = std::max(minZNear, depthOfSceneCenter - params.sceneRadius);
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float zfar = std::max(znear + minZNear, depthOfSceneCenter + params.sceneRadius);
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float znear, zfar;
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if (std::isnan(fixedZNear))
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{
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znear = std::max(minZNear, depthOfSceneCenter - params.sceneRadius);
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zfar = std::max(znear + minZNear, depthOfSceneCenter + params.sceneRadius);
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}
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else
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{
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znear = fixedZNear;
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zfar = fixedZFar;
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}
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float fH = std::tan(params.fovy / 360.0f * (float)M_PI) * znear;
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float aspectRatio = customAspectRatio == 0 ? (float)parent.width() / parent.height() : customAspectRatio;
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@ -46,6 +55,7 @@ void Camera::Zoom(float amount)
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void Camera::SetSceneExtent(const nse::math::BoundingBox<float, 3>& bbox)
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{
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fixedZNear = std::numeric_limits<float>::quiet_NaN();
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params.sceneCenter = 0.5f * (bbox.min + bbox.max);
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params.sceneRadius = bbox.diagonal().norm() / 2.0f;
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}
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@ -175,3 +185,9 @@ void Camera::resize(const Eigen::Vector2i & s)
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{
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params.arcball.setSize(s);
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}
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void Camera::FixClippingPlanes(float znear, float zfar)
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{
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fixedZNear = znear;
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fixedZFar = zfar;
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}
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31
exercise2/CMakeLists.txt
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31
exercise2/CMakeLists.txt
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@ -0,0 +1,31 @@
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set(GLSL_FILES sky.vert sky.frag
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terrain.vert terrain.frag)
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ProcessGLSLFiles(GLSL_FILES)
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set(TEXTURE_FILES grass.jpg rock.jpg roadColor.jpg roadNormals.jpg roadSpecular.jpg alpha.jpg)
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PREPEND(TEXTURE_FILES "${CMAKE_CURRENT_SOURCE_DIR}/resources/" ${TEXTURE_FILES})
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JOIN("${TEXTURE_FILES}" "," texture_string)
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set(bin2c_cmdline
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-DOUTPUT_C=textures.cpp
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-DOUTPUT_H=textures.h
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"-DINPUT_FILES=${texture_string}"
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-P "${NANOGUI_DIR}/resources/bin2c.cmake")
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add_custom_command(
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OUTPUT textures.cpp textures.h
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COMMAND ${CMAKE_COMMAND} ARGS ${bin2c_cmdline}
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DEPENDS ${TEXTURE_FILES}
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COMMENT "Running bin2c"
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PRE_BUILD VERBATIM)
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include_directories( ${CMAKE_CURRENT_BINARY_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/include )
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add_executable(Exercise2 MACOSX_BUNDLE
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glsl.cpp
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textures.cpp
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src/main.cpp
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src/Viewer.cpp include/Viewer.h
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${GLSL_FILES})
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target_link_libraries(Exercise2 CG1Common ${LIBS})
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21
exercise2/glsl/sky.frag
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exercise2/glsl/sky.frag
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@ -0,0 +1,21 @@
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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out vec4 color;
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in vec4 clipPos;
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const vec4 horizon = vec4(0.85, 0.85, 0.8, 1.0);
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const vec4 floor = vec4(0.1, 0.1, 0.1, 1.0);
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const vec4 sky = vec4(0.5, 0.6, 0.8, 1.0);
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void main()
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{
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float h = normalize(clipPos.xyz).y;
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if(h < 0)
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color = mix(horizon, floor, pow(-h, 0.5));
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else
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color = mix(horizon, sky, pow(h, 0.9));
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}
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19
exercise2/glsl/sky.vert
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19
exercise2/glsl/sky.vert
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@ -0,0 +1,19 @@
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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uniform mat4 mvp;
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out vec4 clipPos;
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void main()
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{
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clipPos = vec4( float((gl_VertexID << 1) & 2) - 1.0,
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float((gl_VertexID + 1) & 2) - 1.0,
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float( gl_VertexID & 2) - 1.0,
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1.0);
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gl_Position = mvp * clipPos;
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gl_Position.z = 0.5 * gl_Position.w;
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}
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49
exercise2/glsl/terrain.frag
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49
exercise2/glsl/terrain.frag
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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out vec4 color;
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uniform vec3 cameraPos;
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uniform sampler2D background;
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uniform vec2 screenSize;
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const vec3 dirToLight = normalize(vec3(1, 3, 1));
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//Calculates the visible surface color based on the Blinn-Phong illumination model
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vec4 calculateLighting(vec4 materialColor, float specularIntensity, vec3 normalizedNormal, vec3 directionToViewer)
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{
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vec4 color = materialColor;
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vec3 h = normalize(dirToLight + directionToViewer);
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color.xyz *= 0.9 * max(dot(normalizedNormal, dirToLight), 0) + 0.1;
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color.xyz += specularIntensity * pow(max(dot(h, normalizedNormal), 0), 50);
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return color;
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}
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vec4 getBackgroundColor()
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{
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return texture(background, gl_FragCoord.xy / screenSize);
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}
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void main()
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{
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//surface geometry
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vec3 n = vec3(0, 1, 0);
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vec3 dirToViewer = vec3(0, 1, 0);
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//material properties
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color = vec4(0.6, 0.6, 0.6, 1);
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float specular = 0;
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//Calculate light
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color = calculateLighting(color, specular, n, dirToViewer);
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}
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58
exercise2/glsl/terrain.vert
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exercise2/glsl/terrain.vert
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 330
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in vec4 position;
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uniform mat4 mvp;
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//Returns the height of the procedural terrain at a given xz position
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float getTerrainHeight(vec2 p);
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void main()
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{
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gl_Position = mvp * position;
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}
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//source: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
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float rand(vec2 c)
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{
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return 2 * fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453) - 1;
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}
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float perlinNoise(vec2 p )
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{
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vec2 ij = floor(p);
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vec2 xy = p - ij;
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//xy = 3.*xy*xy-2.*xy*xy*xy;
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xy = .5*(1.-cos(3.1415926 * xy));
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float a = rand((ij+vec2(0.,0.)));
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float b = rand((ij+vec2(1.,0.)));
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float c = rand((ij+vec2(0.,1.)));
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float d = rand((ij+vec2(1.,1.)));
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float x1 = mix(a, b, xy.x);
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float x2 = mix(c, d, xy.x);
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return mix(x1, x2, xy.y);
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}
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//based on https://www.seedofandromeda.com/blogs/58-procedural-heightmap-terrain-generation
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float getTerrainHeight(vec2 p)
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{
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float total = 0.0;
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float maxAmplitude = 0.0;
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float amplitude = 1.0;
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float frequency = 0.02;
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for (int i = 0; i < 11; i++)
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{
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total += ((1.0 - abs(perlinNoise(p * frequency))) * 2.0 - 1.0) * amplitude;
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frequency *= 2.0;
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maxAmplitude += amplitude;
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amplitude *= 0.45;
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}
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return 15 * total / maxAmplitude;
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}
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42
exercise2/include/Viewer.h
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exercise2/include/Viewer.h
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#pragma once
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#include <gui/AbstractViewer.h>
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#include <gui/GLShader.h>
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#include <gui/GLBuffer.h>
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#include <gui/GLVertexArray.h>
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class Viewer : public nse::gui::AbstractViewer
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{
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public:
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Viewer();
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void LoadShaders();
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void CreateGeometry();
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void drawContents();
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bool resizeEvent(const Eigen::Vector2i&);
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private:
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void RenderSky();
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Eigen::Matrix4f view, proj;
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nse::gui::GLShader skyShader;
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nse::gui::GLVertexArray emptyVAO;
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nse::gui::GLShader terrainShader;
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nse::gui::GLVertexArray terrainVAO;
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nse::gui::GLBuffer terrainPositions;
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nse::gui::GLBuffer terrainIndices;
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GLuint grassTexture, rockTexture, roadColorTexture, roadNormalMap, roadSpecularMap, alphaMap;
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nse::gui::GLBuffer offsetBuffer;
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GLuint backgroundFBO, backgroundTexture;
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};
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BIN
exercise2/resources/alpha.jpg
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BIN
exercise2/resources/alpha.jpg
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After Width: | Height: | Size: 30 KiB |
BIN
exercise2/resources/grass.jpg
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exercise2/resources/grass.jpg
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Binary file not shown.
After Width: | Height: | Size: 1,016 KiB |
BIN
exercise2/resources/roadColor.jpg
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exercise2/resources/roadColor.jpg
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After Width: | Height: | Size: 403 KiB |
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exercise2/resources/roadNormals.jpg
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exercise2/resources/roadNormals.jpg
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Binary file not shown.
After Width: | Height: | Size: 672 KiB |
BIN
exercise2/resources/roadSpecular.jpg
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BIN
exercise2/resources/roadSpecular.jpg
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Binary file not shown.
After Width: | Height: | Size: 572 KiB |
BIN
exercise2/resources/rock.jpg
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BIN
exercise2/resources/rock.jpg
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Binary file not shown.
After Width: | Height: | Size: 1.2 MiB |
186
exercise2/src/Viewer.cpp
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186
exercise2/src/Viewer.cpp
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#include "Viewer.h"
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#include <nanogui/window.h>
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#include <nanogui/layout.h>
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#include <nanogui/checkbox.h>
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#include <gui/SliderHelper.h>
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#include <iostream>
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#include <stb_image.h>
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#include "glsl.h"
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#include "textures.h"
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const uint32_t PATCH_SIZE = 256; //number of vertices along one side of the terrain patch
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Viewer::Viewer()
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: AbstractViewer("CG1 Exercise 2"),
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terrainPositions(nse::gui::VertexBuffer), terrainIndices(nse::gui::IndexBuffer),
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offsetBuffer(nse::gui::VertexBuffer)
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{
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LoadShaders();
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CreateGeometry();
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//Create a texture and framebuffer for the background
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glGenFramebuffers(1, &backgroundFBO);
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glGenTextures(1, &backgroundTexture);
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//Align camera to view a reasonable part of the terrain
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camera().SetSceneExtent(nse::math::BoundingBox<float, 3>(Eigen::Vector3f(0, 0, 0), Eigen::Vector3f(PATCH_SIZE - 1, 0, PATCH_SIZE - 1)));
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camera().FocusOnPoint(0.5f * Eigen::Vector3f(PATCH_SIZE - 1, 15, PATCH_SIZE - 1));
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camera().Zoom(-30);
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camera().RotateAroundFocusPointLocal(Eigen::AngleAxisf(-0.5f, Eigen::Vector3f::UnitY()) * Eigen::AngleAxisf(-0.05f, Eigen::Vector3f::UnitX()));
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camera().FixClippingPlanes(0.1, 1000);
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}
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bool Viewer::resizeEvent(const Eigen::Vector2i&)
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{
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//Re-generate the texture and FBO for the background
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glBindFramebuffer(GL_FRAMEBUFFER, backgroundFBO);
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glBindTexture(GL_TEXTURE_2D, backgroundTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width(), height(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, backgroundTexture, 0);
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auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (fboStatus != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Warning: Background framebuffer is not complete: " << fboStatus << std::endl;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return false;
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}
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void Viewer::LoadShaders()
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{
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skyShader.init("Sky Shader", std::string((const char*)sky_vert, sky_vert_size), std::string((const char*)sky_frag, sky_frag_size));
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terrainShader.init("Terrain Shader", std::string((const char*)terrain_vert, terrain_vert_size), std::string((const char*)terrain_frag, terrain_frag_size));
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}
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GLuint CreateTexture(const unsigned char* fileData, size_t fileLength, bool repeat = true)
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{
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GLuint textureName;
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int textureWidth, textureHeight, textureChannels;
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auto pixelData = stbi_load_from_memory(fileData, fileLength, &textureWidth, &textureHeight, &textureChannels, 3);
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textureName = 0;
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stbi_image_free(pixelData);
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return textureName;
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}
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void Viewer::CreateGeometry()
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{
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//empty VAO for sky
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emptyVAO.generate();
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//terrain VAO
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terrainVAO.generate();
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terrainVAO.bind();
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std::vector<Eigen::Vector4f> positions;
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std::vector<uint32_t> indices;
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/*Generate positions and indices for a terrain patch with a
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single triangle strip */
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terrainShader.bind();
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terrainPositions.uploadData(positions).bindToAttribute("position");
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terrainIndices.uploadData(indices.size() * sizeof(uint32_t), indices.data());
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//textures
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grassTexture = CreateTexture((unsigned char*)grass_jpg, grass_jpg_size);
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rockTexture = CreateTexture((unsigned char*)rock_jpg, rock_jpg_size);
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roadColorTexture = CreateTexture((unsigned char*)roadcolor_jpg, roadcolor_jpg_size);
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roadNormalMap = CreateTexture((unsigned char*)roadnormals_jpg, roadnormals_jpg_size);
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roadSpecularMap = CreateTexture((unsigned char*)roadspecular_jpg, roadspecular_jpg_size);
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alphaMap = CreateTexture((unsigned char*)alpha_jpg, alpha_jpg_size, false);
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}
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void Viewer::RenderSky()
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{
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Eigen::Matrix4f skyView = view;
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for (int i = 0; i < 3; ++i)
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skyView.col(i).normalize();
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skyView.col(3).head<3>().setZero();
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Eigen::Matrix4f skyMvp = proj * skyView;
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glDepthMask(GL_FALSE);
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glEnable(GL_DEPTH_CLAMP);
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emptyVAO.bind();
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skyShader.bind();
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skyShader.setUniform("mvp", skyMvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);
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glDisable(GL_DEPTH_CLAMP);
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glDepthMask(GL_TRUE);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, backgroundFBO);
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glBlitFramebuffer(0, 0, width(), height(), 0, 0, width(), height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void CalculateViewFrustum(const Eigen::Matrix4f& mvp, Eigen::Vector4f* frustumPlanes, nse::math::BoundingBox<float, 3>& bbox)
|
||||
{
|
||||
frustumPlanes[0] = (mvp.row(3) + mvp.row(0)).transpose();
|
||||
frustumPlanes[1] = (mvp.row(3) - mvp.row(0)).transpose();
|
||||
frustumPlanes[2] = (mvp.row(3) + mvp.row(1)).transpose();
|
||||
frustumPlanes[3] = (mvp.row(3) - mvp.row(1)).transpose();
|
||||
frustumPlanes[4] = (mvp.row(3) + mvp.row(2)).transpose();
|
||||
frustumPlanes[5] = (mvp.row(3) - mvp.row(2)).transpose();
|
||||
|
||||
Eigen::Matrix4f invMvp = mvp.inverse();
|
||||
bbox.reset();
|
||||
for(int x = -1; x <= 1; x += 2)
|
||||
for(int y = -1; y <= 1; y += 2)
|
||||
for (int z = -1; z <= 1; z += 2)
|
||||
{
|
||||
Eigen::Vector4f corner = invMvp * Eigen::Vector4f(x, y, z, 1);
|
||||
corner /= corner.w();
|
||||
bbox.expand(corner.head<3>());
|
||||
}
|
||||
}
|
||||
|
||||
bool IsBoxCompletelyBehindPlane(const Eigen::Vector3f& boxMin, const Eigen::Vector3f& boxMax, const Eigen::Vector4f& plane)
|
||||
{
|
||||
return
|
||||
plane.dot(Eigen::Vector4f(boxMin.x(), boxMin.y(), boxMin.z(), 1)) < 0 &&
|
||||
plane.dot(Eigen::Vector4f(boxMin.x(), boxMin.y(), boxMax.z(), 1)) < 0 &&
|
||||
plane.dot(Eigen::Vector4f(boxMin.x(), boxMax.y(), boxMin.z(), 1)) < 0 &&
|
||||
plane.dot(Eigen::Vector4f(boxMin.x(), boxMax.y(), boxMin.z(), 1)) < 0 &&
|
||||
plane.dot(Eigen::Vector4f(boxMax.x(), boxMin.y(), boxMin.z(), 1)) < 0 &&
|
||||
plane.dot(Eigen::Vector4f(boxMax.x(), boxMin.y(), boxMax.z(), 1)) < 0 &&
|
||||
plane.dot(Eigen::Vector4f(boxMax.x(), boxMax.y(), boxMin.z(), 1)) < 0 &&
|
||||
plane.dot(Eigen::Vector4f(boxMax.x(), boxMax.y(), boxMin.z(), 1)) < 0;
|
||||
}
|
||||
|
||||
void Viewer::drawContents()
|
||||
{
|
||||
camera().ComputeCameraMatrices(view, proj);
|
||||
|
||||
Eigen::Matrix4f mvp = proj * view;
|
||||
Eigen::Vector3f cameraPosition = view.inverse().col(3).head<3>();
|
||||
int visiblePatches = 0;
|
||||
|
||||
RenderSky();
|
||||
|
||||
//render terrain
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
terrainVAO.bind();
|
||||
terrainShader.bind();
|
||||
|
||||
terrainShader.setUniform("screenSize", Eigen::Vector2f(width(), height()), false);
|
||||
terrainShader.setUniform("mvp", mvp);
|
||||
terrainShader.setUniform("cameraPos", cameraPosition, false);
|
||||
|
||||
/* Task: Render the terrain */
|
||||
|
||||
|
||||
//Render text
|
||||
nvgBeginFrame(mNVGContext, width(), height(), mPixelRatio);
|
||||
std::string text = "Patches visible: " + std::to_string(visiblePatches);
|
||||
nvgText(mNVGContext, 10, 20, text.c_str(), nullptr);
|
||||
nvgEndFrame(mNVGContext);
|
||||
}
|
36
exercise2/src/main.cpp
Normal file
36
exercise2/src/main.cpp
Normal file
|
@ -0,0 +1,36 @@
|
|||
// This source code is property of the Computer Graphics and Visualization
|
||||
// chair of the TU Dresden. Do not distribute!
|
||||
// Copyright (C) CGV TU Dresden - All Rights Reserved
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include <util/GLDebug.h>
|
||||
|
||||
#include "Viewer.h"
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
nanogui::init();
|
||||
|
||||
{
|
||||
nanogui::ref<Viewer> viewer = new Viewer();
|
||||
viewer->setVisible(true);
|
||||
|
||||
nse::util::GLDebug::SetupDebugCallback();
|
||||
nse::util::GLDebug::IgnoreGLError(131185); //buffer usage info
|
||||
|
||||
try
|
||||
{
|
||||
nanogui::mainloop();
|
||||
}
|
||||
catch (std::runtime_error& e)
|
||||
{
|
||||
std::cerr << e.what() << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
nanogui::shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
include_directories( ${CMAKE_CURRENT_BINARY_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/include )
|
||||
|
||||
add_executable(Exercise2 MACOSX_BUNDLE
|
||||
add_executable(Exercise3 MACOSX_BUNDLE
|
||||
src/main.cpp
|
||||
src/Viewer.cpp include/Viewer.h
|
||||
src/Primitives.cpp include/Primitives.h
|
||||
|
@ -11,4 +11,4 @@ add_executable(Exercise2 MACOSX_BUNDLE
|
|||
src/Stripification.cpp include/Stripification.h
|
||||
include/sample_set.h)
|
||||
|
||||
target_link_libraries(Exercise2 CG1Common ${LIBS})
|
||||
target_link_libraries(Exercise3 CG1Common ${LIBS})
|
|
@ -1,6 +1,6 @@
|
|||
include_directories( ${CMAKE_CURRENT_BINARY_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/include )
|
||||
|
||||
add_executable(Exercise3 MACOSX_BUNDLE
|
||||
add_executable(Exercise4 MACOSX_BUNDLE
|
||||
src/main.cpp
|
||||
src/Viewer.cpp include/Viewer.h
|
||||
src/AABBTree.cpp include/AABBTree.h
|
||||
|
@ -13,4 +13,4 @@ add_executable(Exercise3 MACOSX_BUNDLE
|
|||
src/GridTraverser.cpp include/GridTraverser.h
|
||||
)
|
||||
|
||||
target_link_libraries(Exercise3 CG1Common ${LIBS})
|
||||
target_link_libraries(Exercise4 CG1Common ${LIBS})
|
|
@ -1,10 +1,10 @@
|
|||
include_directories( ${CMAKE_CURRENT_BINARY_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/include )
|
||||
|
||||
add_executable(Exercise4 MACOSX_BUNDLE
|
||||
add_executable(Exercise5 MACOSX_BUNDLE
|
||||
src/main.cpp
|
||||
src/Viewer.cpp include/Viewer.h
|
||||
src/Parametrization.cpp include/Parametrization.h
|
||||
src/Registration.cpp include/Registration.h
|
||||
)
|
||||
|
||||
target_link_libraries(Exercise4 CG1Common ${LIBS})
|
||||
target_link_libraries(Exercise5 CG1Common ${LIBS})
|
BIN
solution/linux/Exercise2
Normal file
BIN
solution/linux/Exercise2
Normal file
Binary file not shown.
BIN
solution/win/Exercise2.exe
Normal file
BIN
solution/win/Exercise2.exe
Normal file
Binary file not shown.
Loading…
Reference in a new issue