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main.cpp
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436 lines (390 loc) · 16.5 KB
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
#include "Shader.h"
#include "Camera.h"
#include "Fiber.h"
#include "Pattern.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void addControlPoints();
FIBER_TYPE fiberType = COTTON1;
RENDER_TYPE renderType = COMPLETE; // DEBUG
Fiber fiber = Fiber(fiberType, renderType);
Camera camera(glm::vec3(0.0f, 0.f, 2.f));
float lastX = fiber.SCR_WIDTH / 2.0f;
float lastY = fiber.SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f; // Time between current frame and last frame
float lastFrame = 0.0f; // Time of last frame
bool moveCamera = true;
std::vector<ControlPoint> pointsToAdd;
float timeValue;
// NOTE: need to converge on these global OpenGL settings
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 4); // for antialiasing
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(fiber.SCR_WIDTH, fiber.SCR_HEIGHT, "Fiber-Level Cloth Rendering", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetKeyCallback(window, key_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_MULTISAMPLE); // for antialiasing
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
// Setup Dear ImGui context
// ------------------------
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 410");
io.Fonts->AddFontDefault();
io.FontGlobalScale = 1.25f;
// Fiber
// -----
timeValue = glfwGetTime();
fiber.setWindow(window);
fiber.initializeGL();
fiber.initShaders();
fiber.initFrameBuffer();
addControlPoints();
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// ImGUI
// -----
// NOTE: change UI contents depending if simulation or rendering is running
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
fiber.createGUIWindow();
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
// update the mvp matrices
// TODO: change model so that world coordinate system is standardized.
glm::mat4 model;
if (fiber.getRenderType() == CORE)
{
model = glm::translate(glm::mat4(1.0f), glm::vec3(-0.366114f / 4.f, 0, 0));
}
if (fiber.getRenderType() == FIBER || fiber.getRenderType() == COMPLETE)
{
model = glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, 0, 0));
}
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
(float)fiber.SCR_WIDTH / (float)fiber.SCR_HEIGHT, 0.01f, 10.0f);
if (fiber.getRenderType() != COMPLETE)
{
const Shader& shader = fiber.getActiveShader();
shader.use();
shader.setMat4("model", model);
shader.setMat4("view", view);
shader.setMat4("projection", projection);
shader.setVec3("camera_pos", camera.Position);
shader.setVec3("view_dir", camera.Front);
shader.setFloat("u_time", timeValue);
}
else
{
const std::vector<Shader*> shaders = fiber.getActiveShaders();
for (int i = 0; i < 2; i++)
{
shaders.at(i)->use();
shaders.at(i)->setMat4("model", model);
shaders.at(i)->setMat4("view", view);
shaders.at(i)->setMat4("projection", projection);
shaders.at(i)->setVec3("camera_pos", camera.Position);
shaders.at(i)->setVec3("view_dir", camera.Front);
}
}
fiber.render();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (fiber.getFiberType() != fiberType || fiber.getRenderType() != renderType)
{
fiberType = fiber.getFiberType();
renderType = fiber.getRenderType();
pointsToAdd.clear();
fiber = Fiber(fiberType, renderType);
timeValue = glfwGetTime();
fiber.setWindow(window);
fiber.initializeGL();
fiber.initShaders();
fiber.initFrameBuffer();
addControlPoints();
framebuffer_size_callback(window, fiber.SCR_WIDTH, fiber.SCR_HEIGHT);
}
// 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;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, 1);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
camera.ProcessKeyboard(DOWN, deltaTime);
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
camera.ProcessKeyboard(UP, 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);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (!moveCamera)
return;
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;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_LEFT_SHIFT && action == GLFW_PRESS)
{
moveCamera = !moveCamera;
if (!moveCamera)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
else
{
glfwSetCursorPos(window, lastX, lastY);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
}
}
void addControlPoints()
{
// NOTE: control points must be added in the following order: [a b c d] [b c d e] [c d e f]
// to draw the curves from b-c-d-e, where a and f are the end points.
if (fiber.getRenderType() == COMPLETE)
{
std::cout << "LOGIC ERROR" << std::endl;
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.0f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 0 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.01f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 1 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.99f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 2 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(1.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 3 });
for (const ControlPoint& point : pointsToAdd) {
fiber.addPoint(point, true);
}
fiber.loadPoints(true);
pointsToAdd.clear();
}
else if (fiber.getRenderType() == CORE)
{
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 0 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.01f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 1 });
pointsToAdd.push_back(ControlPoint{ glm::vec3((fiber.getFiberAlpha() - 0.01f) / 2.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 2 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(fiber.getFiberAlpha() / 2.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 3 });
for (const ControlPoint& point : pointsToAdd) {
fiber.addPoint(point, true);
}
fiber.loadPoints(true);
pointsToAdd.clear();
}
// TODO: check algorithm to render multiple strands of yarn before testing pattern weave
enum RENDER{
TEST0,
TEST1,
TEST2,
TEST3,
TEST4,
TEST5,
TEST6,
TEST7,
LIVE
};
RENDER render = TEST6;
std::vector<Strand> strands;
//TODO: Fix height problem between horizontal and vertical yarns
// TODO: implement hair fibers
switch (render)
{
case TEST0:
// Basic yarn along the X-axis
// STATUS: passed
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.0f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 0, 0 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.01f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 1, 0.01f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.99f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 2, 0.99f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(1.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 3, 1.f });
strands.push_back(Strand{ pointsToAdd });
fiber.addStrands(strands);
fiber.loadPoints(false);
break;
case TEST1:
// Additional control point. Should render basic yarn from previous test.
// STATUS: passed
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.0f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 0, 0 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.01f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 1, 0.01f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.25f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 2, 0.25f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.5f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 3, 0.5f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.75f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 4, 0.75f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.99f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 5, 0.99f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(1.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 6, 1.f });
strands.push_back(Strand{ pointsToAdd });
fiber.addStrands(strands);
fiber.loadPoints(false);
break;
case TEST2:
// Additional strand on top of basic yarn.
// STATUS: passed
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.0f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 0, 0 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.01f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 1, 0.01f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.99f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 2, 0.99f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(1.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f), 3, 1.f });
strands.push_back(Strand{ pointsToAdd });
pointsToAdd.clear();
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.0f, 0.2f, 0.f), glm::vec3(0.f, 1.f, 0.f), 4, 0 });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.01f, 0.2f, 0.f), glm::vec3(0.f, 1.f, 0.f), 5, 0.01f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.99f, 0.2f, 0.f), glm::vec3(0.f, 1.f, 0.f), 6, 0.99f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(1.f, 0.2f, 0.f), glm::vec3(0.f, 1.f, 0.f), 7, 1.f });
strands.push_back(Strand{ pointsToAdd });
fiber.addStrands(strands);
fiber.loadPoints(false);
break;
case TEST3:
// Basic yarn along the Y-axis
// STATUS: passed
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 0.f, 0.f), 0, 0.f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.f, 0.01f, 0.f), glm::vec3(1.f, 0.f, 0.f), 1, 0.01f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.f, 0.99f, 0.f), glm::vec3(1.f, 0.f, 0.f), 3, 0.99f });
pointsToAdd.push_back(ControlPoint{ glm::vec3(0.f, 1.f, 0.f), glm::vec3(1.f, 0.f, 0.f), 4, 1.f });
strands.push_back(Strand{ pointsToAdd });
fiber.addStrands(strands);
fiber.loadPoints(false);
break;
case TEST4:
{
// Basic weave pattern - horizontal
// TODO: make fiber_center = yarn_center in fiber_tess_eval.glsl
// TODO: remove texture effect from fiber_fragment.glsl
// TODO: make line height equal to yarn_radius * 2 in fiber_gemoetry.glsl
// STATUS: passed
Pattern pattern = Pattern(&fiber);
strands = pattern._getHorizontalStrand();
fiber.addStrands(strands);
fiber.loadPoints(false);
}
break;
case TEST5:
{
// Basic weave pattern - vertical
// TODO: make fiber_center = yarn_center in fiber_tess_eval.glsl
// TODO: remove texture effect from fiber_fragment.glsl
// TODO: make line height equal to yarn_radius * 2 in fiber_gemoetry.glsl
// STATUS: passed
Pattern pattern = Pattern(&fiber);
strands = pattern._getVerticalStrand();
fiber.addStrands(strands);
fiber.loadPoints(false);
}
break;
case TEST6:
{
// Basic weave pattern
// TODO: make fiber_center = yarn_center in fiber_tess_eval.glsl
// TODO: remove texture effect from fiber_fragment.glsl
// TODO: make line height equal to yarn_radius * 2 in fiber_gemoetry.glsl
// STATUS: passed
Pattern pattern = Pattern(&fiber);
strands = pattern.getBasicWeave(10);
fiber.addStrands(strands);
fiber.loadPoints(false);
}
break;
case TEST7:
{
Pattern pattern = Pattern(&fiber);
strands = pattern.getBasicWeave(50);
fiber.addStrands(strands);
fiber.loadPoints(false);
}
break;
}
}