#include "scene.hpp" #include "tree.hpp" #include "interpolation.hpp" #include "ball.hpp" #include "bird.hpp" #include "bat.hpp" #include "terrain.hpp" #include "projectile.hpp" using namespace cgp; int num_trees = 200; int num_grass = 200; std::vector<vec3> tree_position; std::vector<vec3> grass_position; float terrain_length = 250; void scene_structure::initialize() { camera_control.initialize(inputs, window); // Give access to the inputs and window global state to the camera controler //for orbit camera //camera_control.set_rotation_axis_z(); //camera_control.look_at({ 20.0f,15.0f,15.0f }, {0,0,0}); //for first person camera camera_control.camera_model.position_camera = { 0,0,evaluate_terrain_height(0,0,terrain_length)+10}; camera_control.camera_model.set_rotation_axis({ 0,0,1 }); //custum function we added to ..first_person_euler global_frame.initialize_data_on_gpu(mesh_primitive_frame()); //skybox_debug.png for debugging image_structure image_skybox_template = image_load_file("assets/skybox2.jpg"); std::vector<image_structure> image_grid = image_split_grid(image_skybox_template, 4, 3); skybox.initialize_data_on_gpu(); //x neg, x pos, y neg, y pos, z neg, z pos skybox.texture.initialize_cubemap_on_gpu(image_grid[7].rotate_90_degrees_counterclockwise(), image_grid[1].rotate_90_degrees_clockwise(), image_grid[4].rotate_90_degrees_clockwise().rotate_90_degrees_clockwise(), image_grid[10], image_grid[3], image_grid[5].rotate_90_degrees_clockwise().rotate_90_degrees_clockwise()); int N_terrain_samples = 500; mesh const terrain_mesh = create_terrain_mesh(N_terrain_samples, terrain_length); terrain.initialize_data_on_gpu(terrain_mesh); // terrain.material.color = { 0.6f,0.85f,0.5f }; terrain de couleur de base verte terrain.material.color = { 1,1,1 }; terrain.material.phong.specular = 0.0f; // non-specular terrain material terrain.shader.load(project::path + "shaders/mesh_multi_texture/mesh_multi_texture.vert.glsl", project::path + "shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl"); terrain.texture.load_and_initialize_texture_2d_on_gpu(project::path + "assets/texture_grass.jpg", GL_REPEAT, GL_MIRRORED_REPEAT); terrain.supplementary_texture["image_texture_2"].load_and_initialize_texture_2d_on_gpu(project::path + "assets/snow.jpg", GL_REPEAT, GL_MIRRORED_REPEAT); int r = 1; int h = 5; mesh cyl_mesh = create_cylinder_mesh(r, h); cyl.initialize_data_on_gpu(cyl_mesh); cyl.material.color = { 0.58f,0.294f,0.0f }; cyl.material.phong.specular = 0.0f; r = 3; h = 2; int z = 3; mesh cone_mesh = create_cone_mesh(r, h, z); cone.initialize_data_on_gpu(cone_mesh); cone.material.color = { 0.0f,0.8f,0.0f }; cone.material.phong.specular = 0.0f; mesh tree_mesh = create_tree(); tree.initialize_data_on_gpu(tree_mesh); float x = 1.0; float y = 2.0; tree.model.translation = { x, y, evaluate_terrain_height(x,y, terrain_length) }; tree_position = generate_positions_on_terrain(num_trees, terrain_length-1); grass_position = generate_positions_on_terrain(num_grass, terrain_length-1); mesh quadrangle_mesh; quadrangle_mesh.position = { {0,0,0},{1, 0, 0}, {1,0,1}, {0, 0,1} }; quadrangle_mesh.uv = { {0,0},{1,0}, {1,1}, {0,1} }; quadrangle_mesh.connectivity = { {0,1,2}, {0,2,3} }; quadrangle_mesh.fill_empty_field(); // (fill with some default values the other buffers (colors, normals) that we didn't filled before) // Convert the mesh structure into a mesh_drawable structure grass.initialize_data_on_gpu(quadrangle_mesh); grass.texture.load_and_initialize_texture_2d_on_gpu(project::path + "assets/grass.png", GL_CLAMP_TO_BORDER, GL_CLAMP_TO_BORDER); bird1.initialize_bird(); initialize_mvt(); chain1.initialize(); bouncing.initialize(10); //10 balls bat1.initialize_bat(); projectiles.initialize(); } void scene_structure::initialize_mvt() { // Definition of the initial data //--------------------------------------// // Key 3D positions numarray<vec3> key_positions = { {-1,1,0}, {0,1,0}, {1,1,0}, {1,2,0}, {2,2,0}, {2,2,1}, {2,0,1.5}, {1.5,-1,1}, {1.5,-1,0}, {1,-1,0}, {0,-0.5,0}, {-1,1,0} }; float h = 20+evaluate_terrain_height(0,0,terrain_length); for (int i = 0; i < key_positions.size(); i++) key_positions[i][2] += h; // Key times (time at which the position must pass in the corresponding position) numarray<float> key_times = { 0.0f, 1.0f, 2.0f, 2.5f, 3.0f, 3.5f, 3.75f, 4.5f, 5.0f, 6.0f, 7.0f, 8.0f }; // Initialize the helping structure to display/interact with these positions keyframe.initialize(key_positions, key_times); // Set timer bounds // The timer must span a time interval on which the interpolation can be conducted // By default, set the minimal time to be key_times[1], and the maximal time to be key_time[N-2] (enables cubic interpolation) int N = key_times.size(); timer_mvt.t_min = key_times[0]; timer_mvt.t_max = key_times[N - 1]; timer_mvt.t = timer_mvt.t_min; } void scene_structure::display_frame() { // Update the current time timer.update(); // Must be called before drawing the other shapes and without writing in the Depth Buffer glDepthMask(GL_FALSE); // disable depth-buffer writing draw(skybox, environment); glDepthMask(GL_TRUE); // re-activate depth-buffer write //Walking on ground if (!gui.fly) { vec3 eye_level = camera_control.camera_model.position_camera; eye_level[2] = evaluate_terrain_height(eye_level[0], eye_level[1], terrain_length) + 0.75; camera_control.camera_model.position_camera = eye_level; } // Set the light to the current position of the camera environment.light = camera_control.camera_model.position(); if (gui.display_frame) draw(global_frame, environment); draw(terrain, environment); if (gui.display_wireframe) draw_wireframe(terrain, environment); for (int i = 0; i < num_trees; i++) { tree.model.translation = tree_position[i]; draw(tree, environment); } vec3 p = display_mvt(); //display_bird(p); display_chain(p); display_ball(); display_bat(p); display_projectiles(); if (gui.display_wireframe) draw_wireframe(tree, environment); display_semiTransparent(); } void scene_structure::display_bird(vec3 p) { // Apply transformation to some elements of the hierarchy bird1.bird["Bird head"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,1,0 }, 0.3 * cos(timer.t)); bird1.bird["Bird wing left1"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0 }, 0.5 * cos(5 * timer.t)); bird1.bird["Bird wing left2"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0 }, 0.7 * cos(5 * timer.t)); bird1.bird["Bird wing right1"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0 }, -0.5 * cos(5 * timer.t)); bird1.bird["Bird wing right2"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0 }, -0.7 * cos(5 * timer.t)); // This function must be called before the drawing in order to propagate the deformations through the hierarchy bird1.bird.update_local_to_global_coordinates(); //Orientation and position of the bird along the path float t = timer_mvt.t; vec3 p2; if(t+0.1f > timer_mvt.t_max) p2 = interpolation(0.01f, keyframe.key_positions, keyframe.key_times, gui.k); else p2 = interpolation((t + 0.1f), keyframe.key_positions, keyframe.key_times, gui.k); bird1.bird["Bird base"].transform_local.rotation = rotation_transform::from_vector_transform({1,0,0}, normalize(p2 - p)); bird1.bird["Bird base"].transform_local.translation = p; /* Exemple TD5 hierarchy["Cylinder1"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,0,1 }, timer.t); hierarchy["Cube1"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0 }, -3 * timer.t); hierarchy["Cyl2"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,0,1 }, 6 * timer.t); hierarchy["Cyl3"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,0,1 }, 6 * timer.t); hierarchy["Cube base"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0 }, 0.8 * cos(3 * timer.t)); hierarchy.update_local_to_global_coordinates(); */ draw(bird1.bird, environment); if (gui.display_wireframe) { //draw_wireframe(hierarchy, environment); draw_wireframe(bird1.bird, environment); } } void scene_structure::display_bat(vec3 p) { // Apply transformation to some elements of the hierarchy bat1.bat["Bat wing left1"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,1,0 }, 0.5 * cos(5 * timer.t)); bat1.bat["Bat wing right1"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,1,0 }, -0.5 * cos(5 * timer.t)); // This function must be called before the drawing in order to propagate the deformations through the hierarchy bat1.bat.update_local_to_global_coordinates(); //Orientation and position of the bird along the path float t = timer_mvt.t; vec3 p2; if (t + 0.1f > timer_mvt.t_max) p2 = interpolation(0.01f, keyframe.key_positions, keyframe.key_times, gui.k); else p2 = interpolation((t + 0.1f), keyframe.key_positions, keyframe.key_times, gui.k); bat1.bat["Bat base"].transform_local.rotation = rotation_transform::from_vector_transform({ 0,-1,0 }, normalize(p2 - p)); bat1.bat["Bat base"].transform_local.translation = p; draw(bat1.bat, environment); if (gui.display_wireframe) { draw_wireframe(bat1.bat, environment); } } void scene_structure::display_semiTransparent() { // Enable use of alpha component as color blending for transparent elements // alpha = current_color.alpha // new color = previous_color * alpha + current_color * (1-alpha) glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Disable depth buffer writing // - Transparent elements cannot use depth buffer // - They are supposed to be display from furest to nearest elements glDepthMask(false); auto const& camera = camera_control.camera_model; // Re-orient the grass shape to always face the camera direction vec3 const right = camera.right(); // Rotation such that the grass follows the right-vector of the camera, while pointing toward the z-direction for (int i = 0; i < num_grass; i++) { grass.model.translation = grass_position[i]; rotation_transform R = rotation_transform::from_frame_transform({ 1,0,0 }, { 0,0,1 }, right, { 0,0,1 }); grass.model.rotation = R; draw(grass, environment); } // Don't forget to re-activate the depth-buffer write glDepthMask(true); glDisable(GL_BLEND); } vec3 scene_structure::display_mvt() { // Basic elements of the scene environment.light = camera_control.camera_model.position(); if (gui.display_frame) draw(global_frame, environment); // Update the current time timer_mvt.update(); float t = timer_mvt.t; // clear trajectory when the timer restart if (t < timer_mvt.t_min + 0.1f) keyframe.trajectory.clear(); // Display the key positions and lines b/w positions keyframe.display_key_positions(environment); // Compute the interpolated position // This is this function that you need to complete return interpolation(t, keyframe.key_positions, keyframe.key_times, gui.k); // Display the interpolated position (and its trajectory) //keyframe.display_current_position(p, environment); } void scene_structure::draw_segment(vec3 const& a, vec3 const& b) { chain1.segment.vbo_position.update(numarray<vec3>{ a, b }); draw(chain1.segment, environment); } void scene_structure::display_chain(vec3 bird_pos) { // Update the current time timer_chain.update(); chain1.simulation_step(timer_chain.scale * 0.01f, bird_pos); for (int i = 0; i < chain1.n; i++) { chain1.particle_sphere.model.translation = chain1.p[i]; chain1.particle_sphere.material.color = { (float)i / chain1.n,(float)i / chain1.n,0 }; draw(chain1.particle_sphere, environment); } for (int i = 0; i < chain1.n - 1; i++) { draw_segment(chain1.p[i], chain1.p[i + 1]); } } void scene_structure::display_gui() { ImGui::Checkbox("Frame", &gui.display_frame); ImGui::Checkbox("Wireframe", &gui.display_wireframe); ImGui::Checkbox("Fly", &gui.fly); ImGui::SliderFloat("Time", &timer_mvt.t, timer_mvt.t_min, timer_mvt.t_max); ImGui::SliderFloat("Time scale", &timer_mvt.scale, 0.0f, 2.0f); ImGui::SliderFloat("K", &gui.k, 0.0f, 10.0f); ImGui::SliderFloat("Speed", &gui.speed, 0.0f, 10.0f); // Display the GUI associated to the key position keyframe.display_gui(); } void scene_structure::display_ball() { bouncing.simulate(timer_chain.scale * 0.01f, terrain_length); for (int i = 0; i < bouncing.N; i++) { bouncing.mesh.model.translation = bouncing.pos[i]; bouncing.mesh.material.color = bouncing.color[i]; draw(bouncing.mesh, environment); } } void scene_structure::display_projectiles() { projectiles.simulate(timer_chain.scale * 0.01f, terrain_length); for (int i = 0; i < projectiles.N; i++) { projectiles.mesh.model.translation = projectiles.pos[i]; projectiles.mesh.material.color = projectiles.color[i]; draw(projectiles.mesh, environment); } } void scene_structure::mouse_move_event() { if (!inputs.keyboard.shift) camera_control.action_mouse_move(environment.camera_view); } void scene_structure::mouse_click_event() { if (camera_control.inputs->mouse.click.left){ //std::cout << "ball created"; projectiles.add_ball(camera_control.camera_model.position_camera + 2*camera_control.camera_model.front(), 20*camera_control.camera_model.front()); } camera_control.action_mouse_click(environment.camera_view); } void scene_structure::keyboard_event() { camera_control.action_keyboard(environment.camera_view); if(camera_control.inputs->keyboard.shift) { projectiles.reset(); } } void scene_structure::idle_frame() { if (camera_control.inputs->keyboard.ctrl) { camera_control.idle_frame(environment.camera_view, 10); } else { camera_control.idle_frame(environment.camera_view, gui.speed); } }