-
Notifications
You must be signed in to change notification settings - Fork 0
/
glCanvas.cpp
517 lines (460 loc) · 14.5 KB
/
glCanvas.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
#include "glCanvas.h"
#include "camera.h"
#if _WIN32
#include <Winsock2.h>
#else
#include <sys/time.h>
#endif
#include "mesh.h"
#include "argparser.h"
#include "matrix.h"
#ifndef M_PI
#define M_PI 3.14159
#endif
// ========================================================
// static variables of GLCanvas class
int GLCanvas::mouseButton;
int GLCanvas::mouseX;
int GLCanvas::mouseY;
//int GLCanvas::display_list_index;
ArgParser* GLCanvas::args;
Mesh* GLCanvas::mesh;
PerspectiveCamera* GLCanvas::camera;
bool GLCanvas::controlPressed;
bool GLCanvas::animate;
GLhandleARB GLCanvas::program;
GLhandleARB GLCanvas::vertex_shader;
GLhandleARB GLCanvas::fragment_shader;
// ========================================================
void GLCanvas::InitLight() {
// Set the last component of the position to 0 to indicate
// a directional light source
GLfloat position[4] = { 60.0f,60.0f,200.0f,1.0f};
GLfloat diffuse[4] = { 0.7f,0.7f,0.7f,1.0f};
GLfloat specular[4] = { 0.0f,0.0f,0.0f,1.0f};
GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f };
/*GLfloat position[4] = { 15.0f,15.0f,50.0f,1.0f};
GLfloat diffuse[4] = { 0.35f,0.35f,0.35f,1.0f};
GLfloat specular[4] = { 0.0f,0.0f,0.0f,1.0f};
GLfloat ambient[4] = { 0.15f, 0.15f, 0.15f, 1.0f };*/
GLfloat zero[4] = {0,0,0,0};
glLightfv(GL_LIGHT1, GL_POSITION, position);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, specular);
glLightfv(GL_LIGHT1, GL_AMBIENT, zero);
glEnable(GL_LIGHT1);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_COLOR_MATERIAL);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
GLfloat spec_mat[4] = {1.0f,1.0f,1.0f,1.0f};
float glexponent = 30;
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &glexponent);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec_mat);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
float back_color[] = { 0.1f,0.1f,0.1f,1.0f};
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, back_color);
glEnable(GL_LIGHT1);
}
void GLCanvas::display(void)
{
// Clear the display buffer, set it to the background color
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the camera parameters
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
InitLight(); // light will be a headlamp!
camera->glPlaceCamera();
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
mesh->drawVBOs();
// Swap the back buffer with the front buffer to display
// the scene
glutSwapBuffers();
}
// ========================================================
// Callback function for window resize
// ========================================================
void GLCanvas::reshape(int w, int h) {
// Set the OpenGL viewport to fill the entire window
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
// Set the camera parameters to reflect the changes
camera->glInit(w, h);
args->width = w;
args->height = h;
}
// ========================================================
// Callback function for mouse click or release
// ========================================================
void GLCanvas::mouse(int button, int state, int x, int y) {
// Save the current state of the mouse. This will be
// used by the 'motion' function
mouseButton = button;
mouseX = x;
mouseY = y;
controlPressed = (glutGetModifiers() & GLUT_ACTIVE_CTRL) != 0;
//std::cout << "mouse: " << state << std::endl;
//mouseButton == GLUT_LEFT_BUTTON && !mesh->editBoard().applySpeculativePiece();
GoBoard* theBoard = &(mesh->editBoard());
if(mouseButton == GLUT_LEFT_BUTTON && state == 0) {
bool success = true;
if(!args->ai_vs_ai) {
success = mesh->editBoard().applySpeculativePiece();
} else {
coord ai1_move = args->theAI->getMove(theBoard);
if(ai1_move == coord(-1,-1)) {
if(theBoard->getJustPassed()) {
theBoard->endOfGame();
success = false;
} else {
theBoard->passTurn();
}
} else {
theBoard->makeMove(theBoard->getTurn(), ai1_move.x, ai1_move.y);
theBoard->nextTurn();
}
}
mouseButton = GLUT_LEFT_BUTTON && !success;
if(success) {
if(args->using_ai) {
coord ai_move = args->theAI->getMove(theBoard);
if(ai_move == coord(-1,-1)) {
if(theBoard->getJustPassed()) {
theBoard->endOfGame();
} else {
theBoard->passTurn();
}
} else {
theBoard->makeMove(theBoard->getTurn(), ai_move.x, ai_move.y);
theBoard->nextTurn();
}
} else if(args->ai_vs_ai) {
coord ai2_move = args->theAI_2->getMove(theBoard);
if(ai2_move == coord(-1,-1)) {
theBoard->passTurn();
} else {
theBoard->makeMove(theBoard->getTurn(), ai2_move.x, ai2_move.y);
theBoard->nextTurn();
}
}
}
} else if(mouseButton == GLUT_RIGHT_BUTTON && state == 0) {
std::cout << "SKIP MY TURN" << std::endl;
if(theBoard->getJustPassed()) {
theBoard->endOfGame();
} else {
theBoard->passTurn();
if(args->using_ai) {
coord ai_move = args->theAI->getMove(theBoard);
if(ai_move == coord(-1,-1)) {
theBoard->endOfGame();
} else {
theBoard->makeMove(theBoard->getTurn(), ai_move.x, ai_move.y);
theBoard->nextTurn();
}
}
}
}
}
// ========================================================
// Callback function for mouse drag
// ========================================================
void GLCanvas::motion(int x, int y) {
// Left button = rotation
// (rotate camera around the up and horizontal vectors)
if (mouseButton == GLUT_LEFT_BUTTON) {
/*
camera->rotateCamera(0.005*(mouseX-x), 0.005*(mouseY-y));
mouseX = x;
mouseY = y;
*/
}
// Middle button = translation
// (move camera perpendicular to the direction vector)
else if (mouseButton == GLUT_MIDDLE_BUTTON) {
camera->truckCamera(mouseX-x, y-mouseY);
mouseX = x;
mouseY = y;
}
// Right button = dolly or zoom
// (move camera along the direction vector)
else if (mouseButton == GLUT_RIGHT_BUTTON) {
/*
if (controlPressed) {
camera->zoomCamera(mouseY-y);
} else {
camera->dollyCamera(mouseY-y);
}
mouseX = x;
mouseY = y;
*/
}
// Redraw the scene with the new camera parameters
glutPostRedisplay();
}
Matrix fromVec3fs(const Vec3f &a, const Vec3f &b, const Vec3f &c) {
Matrix m;
for (int i = 0; i < 3; i++) {
m.set(0, i, a[i]);
m.set(1, i, b[i]);
m.set(2, i, c[i]);
}
m.set(3, 3, 1);
return m;
}
void GLCanvas::mouseRay(int mouseX, int mouseY) {
auto square_hit = std::make_pair(-1, -1);
Vec3f camPos = camera->camera_position;
Vec3f screenCenter = camPos + camera->getDirection();
double screenHeight = 2 * tan(camera->getAngle()/2.0);
Vec3f xAxis = camera->getHorizontal() * screenHeight;
Vec3f yAxis = -camera->getScreenUp() * screenHeight * 0.5;
Vec3f upperLeft = screenCenter - 0.5*xAxis - 0.5*yAxis;
Vec3f screenPoint = upperLeft + float(mouseX)/args->width * xAxis + float(mouseY)/args->height * yAxis;
Vec3f dir = camPos - screenPoint;
Vec3f modifiedDir = dir;
modifiedDir /= modifiedDir.y();
modifiedDir *= camPos.y() - 0.5;
Vec3f intersection = (camPos - modifiedDir);
square_hit = std::make_pair(int(floor((intersection[0]+0.5)*9)), int(floor((intersection[2]+0.5)*9)));
mesh->editBoard().placeSpeculativePiece(1, square_hit.first, square_hit.second);
}
// =============================================================
// =============================================================
// this function gets executed repeatedly and allows us to animate the
// light source. stats on the frames per sec are also printed.
void GLCanvas::idle() {
#if _WIN32
static int last_tick_count;
static int last_fps_count;
static int frames = -1;
if (frames == -1) {
last_fps_count = last_tick_count = GetTickCount();
frames = 0;
}
if (animate) {
frames++;
int this_tick_count = GetTickCount();
// difference in milliseconds
double diff = 0.001*(this_tick_count-last_tick_count);
last_tick_count = this_tick_count;
args->timer += diff;
double diff_fps_time = 0.001*(this_tick_count-last_fps_count);
if (diff_fps_time > 1.00) {
float fps = frames / float(diff_fps_time);
std::cout << "fps: " << fps << std::endl;
frames = 0;
last_fps_count = this_tick_count;
}
mesh->setupVBOs();
glutPostRedisplay();
} else {
last_tick_count = last_fps_count = GetTickCount();
}
#else
static timeval last_time;
static timeval last_fps_time;
static int frames = -1;
if (frames == -1) {
gettimeofday(&last_time,NULL);
last_fps_time = last_time;
frames = 0;
}
if (animate) {
frames++;
timeval this_time;
gettimeofday(&this_time,NULL);
// compute the difference from last time
double diff = this_time.tv_sec - last_time.tv_sec +
0.000001 * (this_time.tv_usec - last_time.tv_usec);
double diff_fps_time = this_time.tv_sec - last_fps_time.tv_sec +
0.000001 * (this_time.tv_usec - last_fps_time.tv_usec);
last_time = this_time;
// print out stats on the FPS occasionally
if (diff_fps_time > 1.00) {
float fps = frames / float(diff_fps_time);
std::cout << "fps: " << fps << std::endl;
frames = 0;
last_fps_time = this_time;
}
args->timer += diff;
mesh->setupVBOs();
glutPostRedisplay();
} else {
// if we aren't animating the light source, avoid busy-waiting!
gettimeofday(&last_time, NULL);
last_fps_time = last_time;
frames = 0;
usleep (100);
}
#endif
}
// ========================================================
// Callback function for keyboard events
// ========================================================
void GLCanvas::keyboard(unsigned char key, int /*x*/, int /*y*/) {
switch (key) {
case 'c': case 'C':
args->board_control = !args->board_control;
mesh->setupVBOs();
break;
case 'b': case 'B':
args->bounding_box = !args->bounding_box;
mesh->setupVBOs();
break;
case 'g': case 'G':
args->geometry = !args->geometry;
mesh->setupVBOs();
break;
case 'm': case 'M':
args->mirror = !args->mirror;
mesh->setupVBOs();
break;
case 'r': case 'R':
mesh->resetBoard();
mesh->setupVBOs();
break;
case 's': case 'S':
args->shadow = !args->shadow;
mesh->setupVBOs();
break;
case 'e': case 'E':
{
if(args->using_evaluator)
{
GoBoard* theBoard = &(mesh->editBoard());
std::pair<coord, int> speculation;
speculation = theBoard->getSpeculativePiece();
coord spec_loc;
spec_loc = speculation.first;
int playa;
playa = theBoard->getTurn();
std::cout << "Evaluate position: " << spec_loc.x << ", " << spec_loc.y << " for player: " << playa << std::endl;
double res = 0;
res = ((AI_Monte_Carlo*)args->evaluator)->evaluateMove(theBoard, playa, spec_loc);
std::cout << "\t" << res << std::endl;
}
}
break;
case 'p': case 'P':
args->shadow_polygons = !args->shadow_polygons;
mesh->setupVBOs();
break;
case 'a': case 'A':
animate = !animate;
break;
case ' ':
args->timer += 0.1f;
mesh->setupVBOs();
break;
case 'n': case 'N':
args->gouraud_normals = !args->gouraud_normals;
mesh->setupVBOs();
break;
case 'x': case 'X':
args->glsl_enabled = !args->glsl_enabled;
if (args->glsl_enabled) {
if (!args->glsl_initialized) {
// initialize the shaders
InitShaders();
args->glsl_initialized = true;
}
mesh->generateShadowFBO();
mesh->shadowMapUniform = LoadCompileLinkShaders();
}
else
{
glDisable(GL_CULL_FACE);
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glClearColor(0,0,0,1.0f);
}
mesh->setupVBOs();
break;
case 'l' : case 'L':
if (args->glsl_enabled) {
assert (args->glsl_initialized);
LoadCompileLinkShaders();
mesh->setupVBOs();
}
break;
case 'q': case 'Q':
exit(0);
break;
default:
printf("UNKNOWN KEYBOARD INPUT '%c'\n", key);
}
glutPostRedisplay();
}
// ========================================================
// Initialize all appropriate OpenGL variables, set
// callback functions, and start the main event loop.
// This function will not return but can be terminated
// by calling 'exit(0)'
// ========================================================
void GLCanvas::initialize(ArgParser *_args, Mesh *_mesh) {
args = _args;
mesh = _mesh;
Vec3f camera_position = Vec3f(0,10,10);
Vec3f point_of_interest = Vec3f(0,0,0);
Vec3f up = Vec3f(0,1,0);
camera = new PerspectiveCamera(camera_position, point_of_interest, up, 20 * M_PI/180.0);
mesh->camera = camera;
// Set window parameters
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB | GLUT_STENCIL );
glutInitWindowSize(args->width, args->height);
glutInitWindowPosition(100,100);
glutCreateWindow("OpenGL Viewer");
int num_bits;
glGetIntegerv(GL_STENCIL_BITS,&num_bits);
if (num_bits < 8) {
std::cout << "WARNING: stencil buffer is only " << num_bits << " bits." << std::endl;
}
#ifdef _WIN32
GLenum err = glewInit();
if (err != GLEW_OK) {
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
exit(1);
}
#endif
glEnable(GL_DEPTH_TEST);
// Set global lighting parameters
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glEnable(GL_NORMALIZE);
// Ambient light
Vec3f ambColor = Vec3f(0.2,0.2,0.2);
GLfloat ambArr[] = { float(ambColor.x()), float(ambColor.y()), float(ambColor.z()), 1.0 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambArr);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
//display_list_index = glGenLists(1);
// Initialize callback functions
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutPassiveMotionFunc(mouseRay);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(display);
mesh->initializeVBOs();
mesh->setupVBOs();
// Enter the main rendering loop
glutMainLoop();
}
// ========================================================
// ========================================================
void HandleGLError(std::string msg) {
GLenum error;
int i = 0;
while ((error = glGetError()) != GL_NO_ERROR) {
printf ("GL ERROR(%d): %s\n", i, gluErrorString(error));
i++;
}
if (i != 0) {
std::cout << msg << std::endl;
exit(0);
}
}