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generate_projected_tiles.cpp
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generate_projected_tiles.cpp
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#include <iostream>
#include <tuple>
#include <unordered_map>
#include <functional>
#include <climits>
#include <type_traits>
#include <array>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "utils/gl_utils.h"
#include "utils/interactive_window.h"
#include "geometry/tile_mesh.h"
using namespace std;
using namespace glm;
using namespace geometry;
using namespace utils;
using RenderMesh = TileMesh<TEXTURED, QuadPlanarTileSet>;
class App: public InteractiveGLWindow {
GLProgramBuilder programBuilder;
GLuint renderProgram = 0;
GLuint solidColorProgram = 0;
unique_ptr<RenderMesh> tileMesh;
Mode mode;
class Config {
size_t mirrorViewId = 0;
std::array<Quad4, 4> mirrorFaces = RenderMesh::edgeFaces();
public:
bool showWireFrame = false;
Quad4 currentMirror() {
return mirrorFaces[mirrorViewId];
}
void nextMirror() {
mirrorViewId = (mirrorViewId + 1) % 4;
}
} config;
public:
App(unsigned w, unsigned h, Mode mode = TEXTURED) : InteractiveGLWindow(w, h), mode(mode) {}
void onCreate(Renderer& rndr) {
rndr.setClearColor(vec4(0.1, 0.1, 0.1, 1.0));
rndr.enableFaceCulling();
programBuilder.addIncludeDir("shaders/glsl330");
programBuilder.addIncludeDir("shaders");
if(mode == IDENTIFIED) {
rndr.enableDepthBuffer();
renderProgram = programBuilder.buildFromFiles(
"shaders/tile_color_vert.glsl",
"shaders/tile_color_frag.glsl");
} else if(mode == TEXTURED) {
rndr.enableAlphaBlending();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderProgram = programBuilder.buildFromFiles(
"shaders/solid_texture_vert.glsl",
"shaders/solid_texture_frag.glsl");
}
solidColorProgram = programBuilder.buildFromFiles(
"shaders/solid_color_vert.glsl",
"shaders/solid_color_frag.glsl");
tileMesh = make_unique<RenderMesh>(5);
}
void onUpdate() {
vec4 p[2] {config.currentMirror().p1, config.currentMirror().p3};
for(size_t i = 0; i < 2; i++) {
p[i] = camera().getViewMatrix() * p[i];
p[i] /= 2.0;
}
camera().setPerspectiveProjection(p[0].x, p[1].x, p[1].y, p[0].y, 1.0 - p[0].z, 10000.0);
}
void onEvent(const SDL_Event& evt) {
if(isKeyDownEvent(evt, SDLK_t)) {
config.showWireFrame = !config.showWireFrame;
}
if(isKeyDownEvent(evt, SDLK_v)) {
config.nextMirror();
// Rotate the camera to face the mirror
Quad4 q = config.currentMirror();
float angle = acos(dot(vec3(0.0, 0.0, 1.0), q.normal())); // angle between the z axis (default view) and mirror plane
if(dot(cross(vec3(0.0, 0.0, 1.0), q.normal()), vec3(0.0, 1.0, 0.0)) > 0) { angle = -angle; } // Add sign to the angle
camera().transformView(rotate(mat4(1.0), angle, vec3(0.0, 1.0, 0.0))); // Transform the view
}
}
void onDraw(Renderer& rndr) {
rndr.clearViewport();
rndr.setProgram(renderProgram);
float f = 1.0; // TODO: I think this is a problem and we should have an f for each mirror
vec3 c = camera().getPosition();
float fMinusZc = f - c.z;
mat4 reprojectionMat = mat4(vec4(fMinusZc, 0, 0, 0),
vec4(0, fMinusZc, 0, 0),
vec4(c.x, c.y, f, 1),
vec4(-f*c, -c.z));
// mat4 reprojectionMat = mat4(vec4(fMinusZc, 0, c.x, -f*c.x),
// vec4(0, fMinusZc, c.y, -f*c.y),
// vec4(0, 0, f, -f*c.z),
// vec4(0, 0, 1, -c.z));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, tileMesh->tileTextureArray());
glUniform1i(glGetUniformLocation(renderProgram, "texid"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D_ARRAY, tileMesh->tileDepthTextureArray());
glUniform1i(glGetUniformLocation(renderProgram, "depthId"), 1);
glUniformMatrix4fv(glGetUniformLocation(renderProgram, "reprojMat"), 1, GL_FALSE, value_ptr(reprojectionMat));
rndr.draw(tileMesh->geometry(), mat4(1.0), PrimitiveType::TRIANGLES);
if(config.showWireFrame) {
glLineWidth(3.0);
rndr.setProgram(solidColorProgram);
glUniform4fv(glGetUniformLocation(solidColorProgram, "color"), 1, value_ptr(vec4(0.0, 1.0, 0.0, 1.0)));
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
rndr.draw(tileMesh->geometry(), scale(mat4(1.0), vec3(1.0)), PrimitiveType::TRIANGLES);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
};
int main(int argc, char** argv) {
if(argc > 2 && strcmp(argv[1], "-p") == 0) {
size_t radius = atoi(argv[2]);
RenderMesh tileMesh(radius);
tileMesh.printTextureNames();
} else {
App w(800, 600);
w.mainLoop();
}
}