This repository has been archived by the owner on Mar 12, 2023. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathSkeleton.cpp
766 lines (637 loc) · 21.6 KB
/
Skeleton.cpp
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
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
//=============================================================================================
// Mintaprogram: Zöld háromszög. Ervenyes 2019. osztol.
//
// A beadott program csak ebben a fajlban lehet, a fajl 1 byte-os ASCII karaktereket tartalmazhat, BOM kihuzando.
// Tilos:
// - mast "beincludolni", illetve mas konyvtarat hasznalni
// - faljmuveleteket vegezni a printf-et kiveve
// - Mashonnan atvett programresszleteket forrasmegjeloles nelkul felhasznalni es
// - felesleges programsorokat a beadott programban hagyni!!!!!!!
// - felesleges kommenteket a beadott programba irni a forrasmegjelolest kommentjeit kiveve
// ---------------------------------------------------------------------------------------------
// A feladatot ANSI C++ nyelvu forditoprogrammal ellenorizzuk, a Visual Studio-hoz kepesti elteresekrol
// es a leggyakoribb hibakrol (pl. ideiglenes objektumot nem lehet referencia tipusnak ertekul adni)
// a hazibeado portal ad egy osszefoglalot.
// ---------------------------------------------------------------------------------------------
// A feladatmegoldasokban csak olyan OpenGL fuggvenyek hasznalhatok, amelyek az oran a feladatkiadasig elhangzottak
// A keretben nem szereplo GLUT fuggvenyek tiltottak.
//
// NYILATKOZAT
// ---------------------------------------------------------------------------------------------
// Nev : Vörös Asztrik
// Neptun : WYZJ90
// ---------------------------------------------------------------------------------------------
// ezennel kijelentem, hogy a feladatot magam keszitettem, es ha barmilyen segitseget igenybe vettem vagy
// mas szellemi termeket felhasznaltam, akkor a forrast es az atvett reszt kommentekben egyertelmuen jeloltem.
// A forrasmegjeloles kotelme vonatkozik az eloadas foliakat es a targy oktatoi, illetve a
// grafhazi doktor tanacsait kiveve barmilyen csatornan (szoban, irasban, Interneten, stb.) erkezo minden egyeb
// informaciora (keplet, program, algoritmus, stb.). Kijelentem, hogy a forrasmegjelolessel atvett reszeket is ertem,
// azok helyessegere matematikai bizonyitast tudok adni. Tisztaban vagyok azzal, hogy az atvett reszek nem szamitanak
// a sajat kontribucioba, igy a feladat elfogadasarol a tobbi resz mennyisege es minosege alapjan szuletik dontes.
// Tudomasul veszem, hogy a forrasmegjeloles kotelmenek megsertese eseten a hazifeladatra adhato pontokat
// negativ elojellel szamoljak el es ezzel parhuzamosan eljaras is indul velem szemben.
//=============================================================================================
#include "framework.h"
template<class T> struct Dnum {
float f;
T d;
Dnum(float f0 = 0, T d0 = T(0)) { f = f0, d = d0; }
Dnum operator+(Dnum r) { return Dnum(f + r.f, d + r.d); }
Dnum operator-(Dnum r) { return Dnum(f - r.f, d - r.d); }
Dnum operator*(Dnum r) {
return Dnum(f * r.f, f * r.d + d * r.f);
}
Dnum operator/(Dnum r) {
return Dnum(f / r.f, (r.f * d - r.d * f) / r.f / r.f);
}
};
template<class T> Dnum<T> Exp(Dnum<T> g) { return Dnum<T>(expf(g.f), expf(g.f)*g.d); }
template<class T> Dnum<T> Sin(Dnum<T> g) { return Dnum<T>(sinf(g.f), cosf(g.f)*g.d); }
template<class T> Dnum<T> Cos(Dnum<T> g) { return Dnum<T>(cosf(g.f), -sinf(g.f)*g.d); }
template<class T> Dnum<T> Tan(Dnum<T> g) { return Sin(g) / Cos(g); }
template<class T> Dnum<T> Sinh(Dnum<T> g) { return Dnum<T>(sinh(g.f), cosh(g.f)*g.d); }
template<class T> Dnum<T> Cosh(Dnum<T> g) { return Dnum<T>(cosh(g.f), sinh(g.f)*g.d); }
template<class T> Dnum<T> Tanh(Dnum<T> g) { return Sinh(g) / Cosh(g); }
template<class T> Dnum<T> Log(Dnum<T> g) { return Dnum<T>(logf(g.f), g.d / g.f); }
template<class T> Dnum<T> Pow(Dnum<T> g, float n) {
return Dnum<T>(powf(g.f, n), n * powf(g.f, n - 1) * g.d);
}
typedef Dnum<vec2> Dnum2;
std::pair<float,float> quardratic(float a, float b, float c) {
float discr = b*b-4.0f*a*c;
if (discr < 0) return std::make_pair(nanf(""),nanf(""));
float sqrtDiscr = sqrtf(discr);
float t1 = (-b+sqrtDiscr)/2.0f/a;
float t2 = (-b-sqrtDiscr)/2.0f/a;
return std::make_pair(t1,t2);
}
float floatEqual(float subject, float number) {
float eps = 0.00001;
return subject > number - eps && subject < number + eps;
}
mat4 Identity() {
return mat4(
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
);
}
const int tessellationLevel = 150;
struct Camera {
vec3 wEye, wLookat, wVup;
float fov, asp, fp, bp;
public:
Camera() {
asp = (float)windowWidth / windowHeight;
fov = 53.0f * (float)M_PI / 180.0f;
fp = 1; bp = 20;
}
mat4 V() {
vec3 w = normalize(wEye - wLookat);
vec3 u = normalize(cross(wVup, w));
vec3 v = cross(w, u);
return TranslateMatrix(wEye * (-1)) * mat4(u.x, v.x, w.x, 0,
u.y, v.y, w.y, 0,
u.z, v.z, w.z, 0,
0, 0, 0, 1);
}
mat4 P() {
return mat4(1 / (tan(fov / 2)*asp), 0, 0, 0,
0, 1 / tan(fov / 2), 0, 0,
0, 0, -(fp + bp) / (bp - fp), -1,
0, 0, -2 * fp*bp / (bp - fp), 0);
}
};
struct Material {
vec3 kd, ks, ka;
float shininess;
};
struct Light {
vec3 Le;
vec3 wPosition;
};
struct RenderState {
mat4 MVP, M, Minv, V, P;
Material* material;
std::vector<Light> lights;
vec3 wEye;
vec3 paraDir;
float paraAngle;
vec3 paraF, paraN, paraP;
vec3 La;
};
struct Shader : public GPUProgram {
virtual void Bind(RenderState state) = 0;
void setUniformMaterial(const Material& material, const std::string& name) {
setUniform(material.kd, name + ".kd");
setUniform(material.ks, name + ".ks");
setUniform(material.ka, name + ".ka");
setUniform(material.shininess, name + ".shininess");
}
void setUniformLight(const Light& light, const std::string& name) {
setUniform(light.Le, name + ".Le");
setUniform(light.wPosition, name + ".wPosition");
}
};
class PhongShader : public Shader {
const char * vertexSource = R"(
#version 330
precision highp float;
struct Light {
vec3 Le;
vec3 wPosition;
};
uniform mat4 MVP, M, Minv;
uniform Light[8] lights;
uniform int nLights;
uniform vec3 wEye;
layout(location = 0) in vec3 vtxPos;
layout(location = 1) in vec3 vtxNorm;
out vec3 wNormal;
out vec3 wView;
out vec3 wLight[8];
out vec3 wPos;
void main() {
gl_Position = vec4(vtxPos, 1) * MVP;
vec4 wPosition = vec4(vtxPos, 1) * M;
wPos = wPosition.xyz / wPosition.w;
for(int i = 0; i < nLights; i++) {
wLight[i] = lights[i].wPosition - wPos;
}
wView = wEye - wPos;
wNormal = (Minv * vec4(vtxNorm, 0)).xyz;
}
)";
const char * fragmentSource = R"(
#version 330
precision highp float;
struct Light {
vec3 Le;
vec3 wPosition;
};
struct Material {
vec3 kd, ks, ka;
float shininess;
};
uniform Material material;
uniform Light[8] lights;
uniform int nLights;
uniform vec3 paraDir;
uniform float paraAngle;
uniform vec3 paraF;
uniform vec3 paraN;
uniform vec3 paraP;
uniform vec3 La;
in vec3 wNormal;
in vec3 wView;
in vec3 wLight[8];
in vec3 wPos;
out vec4 fragmentColor;
float paraImplicit(vec3 r) {
return length(paraF-r) - abs(dot(paraN,r-paraP));
}
void main() {
vec3 N = normalize(wNormal);
vec3 V = normalize(wView);
if (dot(N, V) < 0) N = -N;
bool inPara = paraImplicit(wPos) <= 0.0f;
vec3 radiance = material.ka * La;
for(int i = 0; i < nLights; i++) {
vec3 L = normalize(wLight[i]);
vec3 H = normalize(L + V);
vec3 Le = lights[i].Le;
Le = Le / pow(length(wPos - lights[i].wPosition),2);
if (i != 0 || inPara || acos(dot(-L,paraDir)) < paraAngle) {
float cosTheta = max(dot(N,L), 0), cosDelta = max(dot(N,H), 0);
radiance += (material.kd * cosTheta + material.ks * pow(cosDelta, material.shininess)) * Le;
}
}
fragmentColor = vec4(radiance, 1);
}
)";
public:
PhongShader() { create(vertexSource, fragmentSource, "fragmentColor"); }
void Bind(RenderState state) {
Use();
setUniform(state.MVP, "MVP");
setUniform(state.M, "M");
setUniform(state.Minv, "Minv");
setUniform(state.wEye, "wEye");
setUniform(state.paraDir, "paraDir");
setUniform(state.paraAngle, "paraAngle");
setUniform(state.paraF, "paraF");
setUniform(state.paraN, "paraN");
setUniform(state.paraP, "paraP");
setUniformMaterial(*state.material, "material");
setUniform(state.La, "La");
setUniform((int)state.lights.size(), "nLights");
for (unsigned int i = 0; i < state.lights.size(); i++) {
setUniformLight(state.lights[i], std::string("lights[") + std::to_string(i) + std::string("]"));
}
}
};
class Geometry {
protected:
unsigned int vao, vbo;
public:
Geometry() {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
}
virtual void Draw() = 0;
~Geometry() {
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
}
};
class Circle: public Geometry {
struct VertexData {
vec3 position, normal;
};
void create() {
std::vector<VertexData> vtxData;
for (int i = 0; i < tessellationLevel; i++) {
float angle = i / ((float)tessellationLevel - 1);
angle *= 2*M_PI;
VertexData vtx;
vtx.position = vec3(cosf(angle), sinf(angle), 0);
vtx.normal = vec3(0,0,1);
vtxData.push_back(vtx);
}
glBufferData(GL_ARRAY_BUFFER, vtxData.size() * sizeof(VertexData), &vtxData[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, position));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, normal));
}
public:
Circle() {
create();
}
void Draw() {
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLE_FAN, 0, tessellationLevel);
}
};
class ParamSurface : public Geometry {
struct VertexData {
vec3 position, normal;
};
unsigned int nVtxPerStrip, nStrips;
public:
ParamSurface() { nVtxPerStrip = nStrips = 0; }
virtual void eval(Dnum2& U, Dnum2& V, Dnum2& X, Dnum2& Y, Dnum2& Z) = 0;
VertexData GenVertexData(float u, float v) {
VertexData vtxData;
Dnum2 X, Y, Z;
Dnum2 U(u, vec2(1, 0)), V(v, vec2(0, 1));
eval(U, V, X, Y, Z);
vtxData.position = vec3(X.f, Y.f, Z.f);
vec3 drdU(X.d.x, Y.d.x, Z.d.x), drdV(X.d.y, Y.d.y, Z.d.y);
vtxData.normal = cross(drdU, drdV);
return vtxData;
}
void create(int N = tessellationLevel, int M = tessellationLevel) {
nVtxPerStrip = (M + 1) * 2;
nStrips = N;
std::vector<VertexData> vtxData;
for (int i = 0; i < N; i++) {
for (int j = 0; j <= M; j++) {
vtxData.push_back(GenVertexData((float)j / M, (float)i / N));
vtxData.push_back(GenVertexData((float)j / M, (float)(i + 1) / N));
}
}
glBufferData(GL_ARRAY_BUFFER, nVtxPerStrip * nStrips * sizeof(VertexData), &vtxData[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, position));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, normal));
}
void Draw() {
glBindVertexArray(vao);
for (unsigned int i = 0; i < nStrips; i++)
glDrawArrays(GL_TRIANGLE_STRIP, i * nVtxPerStrip, nVtxPerStrip);
}
};
struct Plane: public ParamSurface {
Plane() { create(1,1); }
void eval(Dnum2& U, Dnum2& V, Dnum2& X, Dnum2& Y, Dnum2& Z) {
U = U - 0.5f;
V = V - 0.5f;
X = U; Y = V; Z = 0;
}
};
struct Sphere : public ParamSurface {
float upperAngle;
Sphere(float _upperAngle = 0.0f) {
upperAngle = _upperAngle;
create();
}
void eval(Dnum2& U, Dnum2& V, Dnum2& X, Dnum2& Y, Dnum2& Z) {
U = U * 2.0f * (float)M_PI, V = V * ((float)M_PI - upperAngle) + upperAngle;
X = Cos(U) * Sin(V); Y = Sin(U) * Sin(V); Z = Cos(V);
}
};
struct Paraboloid : public ParamSurface {
vec3 eNormal = vec3(0,0,1);
vec3 eP;
vec3 start;
float height;
vec3 f;
Paraboloid(float _height, float fDist) {
height = _height;
start = vec3(0,0,0);
eP = start-fDist*eNormal;
f = start+fDist*eNormal;
create();
}
void eval(Dnum2& U, Dnum2& V, Dnum2& X, Dnum2& Y, Dnum2& Z) {
U = U * 2.0f * (float)M_PI;
V = V * V * height;
Dnum2 Dist = V - eP.z;
Dnum2 R = Pow(Pow(Dist,2) - Pow(V-f.z,2), 0.5);
X = R * Cos(U);
Y = R * Sin(U);
Z = V;
}
};
struct Cylinder : public ParamSurface {
Cylinder() { create(); }
void eval(Dnum2& U, Dnum2& V, Dnum2& X, Dnum2& Y, Dnum2& Z) {
U = U * 2.0f * M_PI, V = V * 2 - 1.0f;
X = Cos(U); Y = Sin(U); Z = V;
}
};
struct Object {
Shader* shader;
Material* material;
Geometry* geometry;
vec3 scale = vec3(1,1,1), afterScaleTranslation = vec3(0,0,0), rotationAxis = vec3(0,0,1);
float rotationSpeed = 1;
vec3 translation = vec3(0,0,0);
vec3 dir = vec3(0,0,1);
Object(Shader * _shader, Material * _material, Geometry * _geometry) {
shader = _shader;
material = _material;
geometry = _geometry;
}
virtual void SetModelingTransform(mat4& M, mat4& Minv) {
vec3 baseAxis(0,0,1);
vec3 axis = cross(baseAxis, dir);
float angle = acosf(dot(baseAxis, dir));
mat4 rotation, rotationInv;
if (floatEqual(angle, 0.0f)) {
rotation = rotationInv = Identity();
} else if (floatEqual(angle, M_PI)) {
rotation = rotationInv = RotationMatrix(M_PI, vec3(1,0,0));
} else {
rotation = RotationMatrix(angle, axis);
rotationInv = RotationMatrix(-angle, axis);
}
M = ScaleMatrix(scale);
M = M * TranslateMatrix(afterScaleTranslation);
M = M * rotation;
M = M * TranslateMatrix(translation);
Minv = TranslateMatrix(-translation);
Minv = Minv * rotationInv;
Minv = Minv * TranslateMatrix(-afterScaleTranslation);
Minv = Minv * ScaleMatrix(vec3(1 / scale.x, 1 / scale.y, 1 / scale.z));
}
virtual void Draw(RenderState state) {
mat4 M, Minv;
SetModelingTransform(M, Minv);
state.M = M;
state.Minv = Minv;
state.MVP = state.M * state.V * state.P;
state.material = material;
shader->Bind(state);
geometry->Draw();
}
virtual void Animate(float dt) {
vec4 t;
t = vec4(dir.x, dir.y, dir.z, 1) * RotationMatrix(rotationSpeed*dt, rotationAxis);
dir = vec3(t.x, t.y, t.z);
}
};
class LampObject: public Object {
float bigCylinderH = 0.1;
float bigCylinderR = 0.5;
float sphereR = 1.0f/8;
float cylinderR = sphereR / 3;
float paraH = 0.5, paraF = cylinderR + 0.1;
float paraAngle = getParaAngle();
float cylinderH0 = 2;
float cylinderH1 = 1;
vec3 rot0 = normalize(vec3(1,1,1.5));
vec3 rot1 = normalize(vec3(2,1,2));
vec3 joint0 = vec3(0,0,bigCylinderH);
Object* cylinderObjStand;
Object* circleObj;
Object* cylinderObj0;
Object* cylinderObj1;
Object* sphereObj0;
Object* sphereObj1;
Object* sphereObj2;
Object* paraboloidObj;
std::vector<Object*> objects;
public:
LampObject(Shader* shader)
: Object(nullptr, nullptr, nullptr) {
Material * materialLamp = new Material;
materialLamp->kd = vec3(55, 60, 63)/255.0f;
materialLamp->ks = vec3(2,2,2);
materialLamp->ka = materialLamp->kd * M_PI;
materialLamp->shininess = 50;
Geometry* cylinder = new Cylinder();
Geometry* circle = new Circle();
Geometry* sphere = new Sphere();
Geometry* openSphere = new Sphere(getSphereAngle());
Geometry* paraboloid = new Paraboloid(0.5, 0.14);
cylinderObjStand = new Object(shader, materialLamp, cylinder);
circleObj = new Object(shader, materialLamp, circle);
cylinderObj0 = new Object(shader, materialLamp, cylinder);
cylinderObj1 = new Object(shader, materialLamp, cylinder);
sphereObj0 = new Object(shader, materialLamp, sphere);
sphereObj1 = new Object(shader, materialLamp, sphere);
sphereObj2 = new Object(shader, materialLamp, openSphere);
paraboloidObj = new Object(shader, materialLamp, paraboloid);
cylinderObjStand->scale = vec3(bigCylinderR,bigCylinderR,bigCylinderH/2);
circleObj->scale = vec3(bigCylinderR,bigCylinderR,1);
cylinderObj0->scale = vec3(cylinderR,cylinderR,cylinderH0/2);
cylinderObj1->scale = vec3(cylinderR,cylinderR,cylinderH1/2);
sphereObj0->scale = vec3(sphereR,sphereR,sphereR);
sphereObj1->scale = sphereObj0->scale;
sphereObj2->scale = sphereObj0->scale;
cylinderObj0->rotationAxis = rot0;
cylinderObj1->rotationAxis = rot1;
circleObj->translation = vec3(0,0,bigCylinderH);
sphereObj0->translation = joint0;
cylinderObjStand->afterScaleTranslation = vec3(0,0,bigCylinderH/2);
cylinderObj0->afterScaleTranslation = vec3(0,0,cylinderH0/2);
cylinderObj1->afterScaleTranslation = vec3(0,0,cylinderH1/2);
cylinderObj0->rotationSpeed = 3.0f;
cylinderObj1->rotationSpeed = -2.0f;
paraboloidObj->rotationSpeed = -3.0f;
cylinderObj0->dir = normalize(vec3(1,1,2));
cylinderObj1->dir = normalize(vec3(-0.5,-1,2.8));
paraboloidObj->dir = normalize(vec3(-2,-2,1));
objects.push_back(cylinderObjStand);
objects.push_back(circleObj);
objects.push_back(cylinderObj0);
objects.push_back(cylinderObj1);
objects.push_back(sphereObj0);
objects.push_back(sphereObj1);
objects.push_back(sphereObj2);
objects.push_back(paraboloidObj);
Recalc();
}
float getSphereAngle() {
float a = sphereR;
float b = 4*paraF;
float c = -sphereR;
std::pair<float, float> sols = quardratic(a,b,c);
float A = sols.first;
float angle = M_PI/2 - asinf(A);
return angle;
}
vec3 getJoint1() {
vec3 dir0 = cylinderObj0->dir;
vec3 joint1 = joint0+cylinderH0*dir0;
return joint1;
}
vec3 getJoint2() {
vec3 dir0 = cylinderObj0->dir;
vec3 dir1 = cylinderObj1->dir;
vec3 joint1 = joint0+cylinderH0*dir0;
vec3 joint2 = joint1+cylinderH1*dir1;
return joint2;
}
vec3 getParaF() { return paraboloidObj->translation + paraboloidObj->dir*paraF; }
vec3 getParaP() { return paraboloidObj->translation - paraboloidObj->dir*paraF; }
float getParaAngle() {
float dist = paraH + paraF;
float x = paraH - paraF;
float R = sqrtf(powf(dist,2) - powf(x,2));
vec3 r(R,0,paraH);
r = normalize(r);
float complementerAngle = acosf(r.x);
return M_PI/2 - complementerAngle;
}
void setRenderState(RenderState* state) {
state->paraDir = paraboloidObj->dir;
state->paraAngle = paraAngle;
state->paraF = getParaF();
state->paraN = state->paraDir;
state->paraP = getParaP();
}
void Recalc() {
vec3 joint1 = getJoint1();
vec3 joint2 = getJoint2();
cylinderObj0->translation = joint0;
sphereObj1->translation = joint1;
cylinderObj1->translation = joint1;
sphereObj2->translation = joint2;
paraboloidObj->translation = joint2;
paraboloidObj->rotationAxis = cylinderObj1->dir;
sphereObj2->dir = paraboloidObj->dir;
}
void Draw(RenderState state) {
for (Object* object: objects) {
object->Draw(state);
}
}
void Animate(float dt) {
for (Object* object: objects) {
object->Animate(dt);
}
Recalc();
}
};
class Scene {
std::vector<Object *> objects;
Camera camera;
std::vector<Light> lights;
vec3 viewUp = vec3(0,0,1);
vec3 lookat = vec3(1,0,0);
vec3 eye = vec3(7,0,5);
vec3 sun = vec3(5,5,5);
vec3 La = vec3(0.1f, 0.1f, 0.1f);
LampObject* lampObj;
public:
void Build() {
Shader * phongShader = new PhongShader();
Material * materialPlane = new Material();
materialPlane->kd = vec3(110, 76, 67)/255.0f;
materialPlane->ks = vec3(0.1f,0.1f,0.1f);
materialPlane->ka = materialPlane->kd * M_PI;
materialPlane->shininess = 50;
Plane* plane = new Plane();
Object* planeObj = new Object(phongShader, materialPlane, plane);
planeObj->scale = vec3(200,200,1);
lampObj = new LampObject(phongShader);
objects.push_back(planeObj);
objects.push_back(lampObj);
camera.wEye = eye;
camera.wLookat = lookat;
camera.wVup = viewUp;
lights.resize(2);
lights[0].Le = vec3(20,20,20);
lights[1].wPosition = sun;
lights[1].Le = vec3(10, 10, 10);
Recalc();
}
void Recalc() {
lights[0].wPosition = lampObj->getParaF();
}
void Render() {
RenderState state;
state.wEye = camera.wEye;
state.V = camera.V();
state.P = camera.P();
state.lights = lights;
state.La = La;
lampObj->setRenderState(&state);
for (Object * obj : objects) obj->Draw(state);
}
void Animate(float dt) {
vec4 t;
eye = eye - lookat;
t = vec4(eye.x,eye.y,eye.z,1) * RotationMatrix(dt, vec3(0,0,1));
eye = vec3(t.x, t.y, t.z);
eye = eye+lookat;
camera.wEye = eye;
for (Object * obj : objects) obj->Animate(dt);
Recalc();
}
};
Scene scene;
void onInitialization() {
glViewport(0, 0, windowWidth, windowHeight);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
scene.Build();
}
void onDisplay() {
glClearColor(0.5f, 0.5f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
scene.Render();
glutSwapBuffers();
}
void onKeyboard(unsigned char key, int pX, int pY) { }
void onKeyboardUp(unsigned char key, int pX, int pY) { }
void onMouse(int button, int state, int pX, int pY) { }
void onMouseMotion(int pX, int pY) { }
void onIdle() {
static float tend = 0;
const float dt = 0.1f;
float tstart = tend;
tend = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
for (float t = tstart; t < tend; t += dt) {
float Dt = fmin(dt, tend - t);
scene.Animate(Dt);
}
glutPostRedisplay();
}