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scene.cpp
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scene.cpp
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#include "scene.h"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/string_cast.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <cmath>
#include <map>
#include <iostream>
#include "stb_image.h"
static const glm::vec3 color1(1.0f, 1.0f, 1.0f);
static const glm::vec3 color2(0.2f, 0.2f, 0.2f);
void Scene::selectModel(int index) {
selected_model = index;
vao_selected = true;
}
void Scene::unselect() {
vao_selected = false;
}
void Scene::initScene(int width, int height)
{
selectTex = 0;
initLights();
initModels();
for (unsigned int i = 0; i < lights.size(); ++i)
initShadow(i);
selection_color = glm::vec3(1.0, 1.0, 0.0);
projection_matrix = glm::mat4(1.0f);
camera = Camera(width, height);
initSkyBox();
}
void Scene::initLights()
{
lights.push_back(Light(glm::vec3(400.f, 400.f, 400.f), glm::vec3(0.2f, 0.2f, 0.2f), glm::vec3(0.5f, 0.5f, 0.5f)));
lights.push_back(Light(glm::vec3(-400.f, 400.f, -400.f), glm::vec3(0.2f, 0.2f, 0.2f), glm::vec3(0.5f, 0.5f, 0.5f)));
}
void Scene::initShadow(int light_index)
{
shadow_size = 4096;
// shadow map
Light ¤t_light = lights[light_index];
glGenTextures(1, ¤t_light.getShadowTextureId());
glBindTexture(GL_TEXTURE_2D , current_light.getShadowTextureId());
glTexImage2D(GL_TEXTURE_2D , 0, GL_DEPTH_COMPONENT, shadow_size, shadow_size, 0, GL_DEPTH_COMPONENT , GL_FLOAT , NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER , GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER , GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D , 0);
// shadow frame buffer
glGenFramebuffers(1, ¤t_light.getShadowBufferId());
glBindFramebuffer(GL_FRAMEBUFFER , current_light.getShadowBufferId());
glFramebufferTexture2D(GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , current_light.getShadowTextureId(), 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
GLenum FBOstatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(FBOstatus != GL_FRAMEBUFFER_COMPLETE)
printf("GL_FRAMEBUFFER_COMPLETE_EXT failed, CANNOT use FBO\n");
glBindFramebuffer(GL_FRAMEBUFFER , 0);
shadow_projection_matrix = glm::perspective<float>(1.4f, 1.f, 20.f, 10000.f);
bias_matrix = glm::mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
}
void Scene::initModels()
{
//###########A COMMENTER SI INITIALISATION PAR LE MODULE DE JEU
glm::mat4 rotation_180(1.f);
rotation_180 = glm::rotate(rotation_180, (float)M_PI, glm::vec3(0.f, 1.f, 0.f));
loadedModeles["models/bishop.obj"] = Vao::loadObj("models/bishop.obj", glm::vec3(1.0));
loadedModeles["models/king.obj"] = Vao::loadObj("models/king.obj", glm::vec3(1.0));
loadedModeles["models/knight.obj"] = Vao::loadObj("models/knight.obj", glm::vec3(1.0));
loadedModeles["models/pawn.obj"] = Vao::loadObj("models/pawn.obj", glm::vec3(1.0));
loadedModeles["models/queen.obj"] = Vao::loadObj("models/queen.obj", glm::vec3(1.0));
loadedModeles["models/rook.obj"] = Vao::loadObj("models/rook.obj", glm::vec3(1.0));
Vao plateau = Vao::loadObj("models/plane.obj", glm::vec3(0.f, 0.f, 0.f), "textures/board.tga");
vao_list.push_back(plateau);
}
void Scene::setPerspective(int width, int height)
{
projection_matrix = glm::mat4(1.0f);
projection_matrix = glm::perspective(FOV, (float)width/height, ZNEAR, ZFAR);
}
void Scene::setView() {
view_matrix = glm::mat4 (1.0f);
view_matrix = glm::lookAt(camera.getPosition(), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 1.f, 0.f));
}
void Scene::move(int fps) {
camera.move(fps);
}
GLfloat* Scene::getNormalMatrixArray(unsigned int vao_index)
{
const glm::mat4 &model_matrix = vao_list[vao_index].getModelMatrix();
//(1.0f);
normal_matrix = glm::transpose(glm::inverse(view_matrix * model_matrix));
return glm::value_ptr(normal_matrix);
}
void Scene::initSkyBox(){
float points[] = {
-4000.0f, 4000.0f, -4000.0f,
-4000.0f, -4000.0f, -4000.0f,
4000.0f, -4000.0f, -4000.0f,
4000.0f, -4000.0f, -4000.0f,
4000.0f, 4000.0f, -4000.0f,
-4000.0f, 4000.0f, -4000.0f,
-4000.0f, -4000.0f, 4000.0f,
-4000.0f, -4000.0f, -4000.0f,
-4000.0f, 4000.0f, -4000.0f,
-4000.0f, 4000.0f, -4000.0f,
-4000.0f, 4000.0f, 4000.0f,
-4000.0f, -4000.0f, 4000.0f,
4000.0f, -4000.0f, -4000.0f,
4000.0f, -4000.0f, 4000.0f,
4000.0f, 4000.0f, 4000.0f,
4000.0f, 4000.0f, 4000.0f,
4000.0f, 4000.0f, -4000.0f,
4000.0f, -4000.0f, -4000.0f,
-4000.0f, -4000.0f, 4000.0f,
-4000.0f, 4000.0f, 4000.0f,
4000.0f, 4000.0f, 4000.0f,
4000.0f, 4000.0f, 4000.0f,
4000.0f, -4000.0f, 4000.0f,
-4000.0f, -4000.0f, 4000.0f,
-4000.0f, 4000.0f, -4000.0f,
4000.0f, 4000.0f, -4000.0f,
4000.0f, 4000.0f, 4000.0f,
4000.0f, 4000.0f, 4000.0f,
-4000.0f, 4000.0f, 4000.0f,
-4000.0f, 4000.0f, -4000.0f,
-4000.0f, -4000.0f, -4000.0f,
-4000.0f, -4000.0f, 4000.0f,
4000.0f, -4000.0f, -4000.0f,
4000.0f, -4000.0f, -4000.0f,
-4000.0f, -4000.0f, 4000.0f,
4000.0f, -4000.0f, 4000.0f
};
glGenVertexArrays (1, &skyBox);
glBindVertexArray (skyBox);
GLuint vbo;
glGenBuffers (1, &vbo);
glBindBuffer (GL_ARRAY_BUFFER, vbo);
glBufferData (GL_ARRAY_BUFFER, 3 * 36 * sizeof (float), points, GL_STATIC_DRAW);
glVertexAttribPointer ((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray (0);
std::string textName = "sky";
std::string path = "textures/" + textName + "_";
std::string right = path + "right.jpg";
std::string left = path + "left.jpg";
std::string top = path + "top.jpg";
std::string bottom = path + "bottom.jpg";
std::string back = path + "back.jpg";
std::string front = path + "front.jpg";
std::vector<const GLchar*> faces;
faces.push_back(right.c_str());
faces.push_back(left.c_str());
faces.push_back(top.c_str());
faces.push_back(bottom.c_str());
faces.push_back(back.c_str());
faces.push_back(front.c_str());
texCube = loadCubemap(faces);
textName = "yellow_sky";
path = "textures/" + textName + "_";
right = path + "right.jpg";
left = path + "left.jpg";
top = path + "top.jpg";
bottom = path + "bottom.jpg";
back = path + "back.jpg";
front = path + "front.jpg";
std::vector<const GLchar*> facesY;
facesY.push_back(right.c_str());
facesY.push_back(left.c_str());
facesY.push_back(top.c_str());
facesY.push_back(bottom.c_str());
facesY.push_back(back.c_str());
facesY.push_back(front.c_str());
texCubeYellow = loadCubemap(facesY);
textName = "red_sky";
path = "textures/" + textName + "_";
right = path + "right.jpg";
left = path + "left.jpg";
top = path + "top.jpg";
bottom = path + "bottom.jpg";
back = path + "back.jpg";
front = path + "front.jpg";
std::vector<const GLchar*> facesR;
facesR.push_back(right.c_str());
facesR.push_back(left.c_str());
facesR.push_back(top.c_str());
facesR.push_back(bottom.c_str());
facesR.push_back(back.c_str());
facesR.push_back(front.c_str());
texCubeRed = loadCubemap(facesR);
//create_cube_map((path +"front.jpg").c_str(), (path +"back.jpg").c_str(), (path +"top.jpg").c_str(), (path +"bottom.jpg").c_str(), (path +"left.jpg").c_str(), (path +"right.jpg").c_str(), &texCube);
}
GLuint Scene::loadCubemap(std::vector<const GLchar*> faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
glActiveTexture(GL_TEXTURE5);
int width,height,n;
unsigned char* image;
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
image = stbi_load (faces[0], &width, &height, &n, 4);
if (!image) { fprintf (stderr, "ERROR: could not load %s\n", faces[0]); }
//std::cout << width << ";" << height << ";" << n << ";" <<faces[0]<< std::endl;
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
image = stbi_load (faces[1], &width, &height, &n, 4);
if (!image) { fprintf (stderr, "ERROR: could not load %s\n", faces[1]); }
//std::cout << width << ";" << height << ";" << n << ";" <<faces[1]<< std::endl;
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
image = stbi_load (faces[2], &width, &height, &n, 4);
if (!image) { fprintf (stderr, "ERROR: could not load %s\n", faces[2]); }
//std::cout << width << ";" << height << ";" << n << ";" <<faces[2]<< std::endl;
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
image = stbi_load (faces[3], &width, &height, &n, 4);
if (!image) { fprintf (stderr, "ERROR: could not load %s\n", faces[3]); }
//std::cout << width << ";" << height << ";" << n << ";" <<faces[3]<< std::endl;
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
image = stbi_load (faces[4], &width, &height, &n, 4);
if (!image) { fprintf (stderr, "ERROR: could not load %s\n", faces[4]); }
//std::cout << width << ";" << height << ";" << n << ";" <<faces[4]<< std::endl;
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
image = stbi_load (faces[5], &width, &height, &n, 4);
if (!image) { fprintf (stderr, "ERROR: could not load %s\n", faces[5]); }
//std::cout << width << ";" << height << ";" << n << ";" <<faces[5]<< std::endl;
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return textureID;
}
int Scene::addVaoPiece(std::string model, int team, glm::vec3 pos){
///Créer un vao, l'ajoute à la liste des vao et retourne son index dans la liste
Vao piece ;
if(team==1) {
piece = Vao::loadObj(model, color1);
}else{
piece = Vao::loadObj(model, color2);
}
piece.translate(pos);
vao_list.push_back(piece);
return ((int)vao_list.size());
}
std::vector<int> Scene::addVaoPieces(std::vector<std::string> model, std::vector<int> team, std::vector<glm::vec3> pos){
///Créer une liste de vao sans avoir à recharger plusieurs fois le meme modèle
Vao plateau = vao_list[0];
vao_list.clear();
vao_list.push_back(plateau);
std::map<std::string, int> loadedModeles;
std::vector<int> indices;
for (int i = 0 ; i < (int) model.size() ; i++){
Vao piece;
std::map<std::string, int>::iterator it = loadedModeles.find(model[i]);
if(it ==loadedModeles.end() ){
if(team[i]==1) {
piece = Vao::loadObj(model[i],color1);
}else{
piece = Vao::loadObj(model[i],color2);
}
loadedModeles[model[i]] = (int)vao_list.size();
}else{
if(team[i]==1) {
piece = Vao(vao_list[it->second], color1);
}else{
piece = Vao(vao_list[it->second], color2);
}
}
piece.translate(pos[i]);
vao_list.push_back(piece);
indices.push_back((int) vao_list.size());
if (team[i] == 2 && (model[i] == "models/cavalier.obj" || model[i] == "models/fou.obj"))
vao_list[i+1].rotate90();
}
return indices;
}
void Scene::slideVAOTo(int vao, glm::vec3 newPos){
vao_list[vao].requestMovement(newPos);
}
void Scene::jumpVAOTo(int vao, glm::vec3 newPos){
vao_list[vao].requestJumpMovement(newPos);
}
void Scene::ejectVAO(int vao) {
vao_list[vao].requestEjectMovement();
}
void Scene::deleteVAO(int vao) {
vao_list.erase(vao_list.begin() + vao);
}
const GLuint& Scene::getTexCube() {
if (selectTex == 0) {
return texCube;
} else if (selectTex == 1) {
return texCubeYellow;
} else if (selectTex == 2) {
return texCubeRed;
}
}