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main.cpp
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#include "glitter.hpp"
#include <GLFW/glfw3.h>
#include <jsoncpp/json/json.h>
#include <glm/gtc/matrix_transform.hpp>
#include "Shader.h"
#include "Camera.h"
#include "Track.h"
#include <Model.h>
using namespace std;
int SCR_WIDTH = 1020;
int SCR_HEIGHT = 800;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
void drawStereoTracks(glm::mat4 transform, Shader shader, Track track);
void drawStereoDetector(glm::mat4 transform, Shader shader, Model ourModel);
Camera camera(glm::vec3(0.0f, 0.0f, 2.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
const char* tracksVertexShaderPath = "/home/agata/Documents/tracks/Shaders/tracks.vert";
const char* tracksFragmentShaderPath = "/home/agata/Documents/tracks/Shaders/tracks.frag";
const char* tracksGeometryShaderPath = "/home/agata/Documents/tracks/Shaders/tracks.geom";
const char* materialsVertexShaderPath = "/home/agata/Documents/tracks/Shaders/materials.vert";
const char* materialsFragmentShaderPath = "/home/agata/Documents/tracks/Shaders/materials.frag";
const char* modelPath = "/home/agata/Documents/tracks/detector.dae";
float rotateY = 0.0f;
float rotateX = 0.0f;
float IOD = 0.0001f;
float depthZ = -1000.0f;
bool stereo = false;
bool tracks =true;
int main()
{
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 8);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Tracks", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glEnable(GL_MULTISAMPLE);
Shader shader(tracksVertexShaderPath, tracksFragmentShaderPath, tracksGeometryShaderPath );
Shader materialShader(materialsVertexShaderPath, materialsFragmentShaderPath);
Track track;
track.init();
Model ourModel(modelPath);
GLuint program_id = glCreateProgram();
GLuint matrix_id = glGetUniformLocation(program_id,"MVP");
while (!glfwWindowShouldClose(window)) {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
glClearColor(0.0f, 0.0f, 0.1f, 0.4f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//shader.use();
if (stereo) {
glm::mat4 transform;
glViewport(0, 0, SCR_WIDTH / 2, SCR_HEIGHT);
camera.computeStereoView((float) SCR_WIDTH / (float) SCR_HEIGHT, IOD, depthZ, true);
if(tracks)
drawStereoTracks(transform, shader, track);
else
drawStereoDetector(transform, materialShader, ourModel);
//Draw the RIGHT eye, right half of the screen
glViewport(SCR_WIDTH / 2, 0, SCR_WIDTH / 2, SCR_HEIGHT);
camera.computeStereoView((float) SCR_WIDTH / (float) SCR_HEIGHT, IOD, depthZ, false);
if(tracks)
drawStereoTracks(transform, shader, track);
else
drawStereoDetector(transform, materialShader, ourModel);
}
else {
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
if(tracks) {
shader.use();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
(float) SCR_WIDTH / (float) SCR_HEIGHT, 0.1f, 100.0f);
shader.setMat4("projection", projection);
glm::mat4 view = camera.GetViewMatrix();
shader.setMat4("view", view);
glm::mat4 transform;
transform = glm::scale(transform, glm::vec3(0.01, 0.01, 0.01));
GLint transformLoc = glGetUniformLocation(shader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
track.draw();
}
else {
materialShader.use();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
materialShader.setMat4("projection", projection);
glm::mat4 view = camera.GetViewMatrix();
materialShader.setMat4("view", view);
glm::mat4 model;
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's
// at the center of the scene
model = glm::scale(model, glm::vec3(0.001f, 0.001f, 0.001f)); // it's a bit too big for our scene,
// so scale it down
materialShader.setMat4("model", model);
ourModel.Draw(materialShader);
}
}
glfwSwapBuffers(window);
glfwPollEvents();
}
track.cleanUp();
glfwTerminate();
return 0;
}
void drawStereoDetector (glm::mat4 transform, Shader materialShader, Model ourModel) {
materialShader.use();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
materialShader.setMat4("projection", projection);
glm::mat4 view = camera.GetViewMatrix();
materialShader.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0);
transform = glm::scale(transform, glm::vec3(0.001, 0.001, 0.001));
transform = glm::translate(model, glm::vec3(0.0f, 0.0f, -depthZ));
transform = glm::rotate(model, glm::pi<float>() * rotateY, glm::vec3(0.0f, 1.0f, 0.0f));
transform = glm::rotate(model, glm::pi<float>() * rotateX, glm::vec3(1.0f, 0.0f, 0.0f));
GLint transformLoc = glGetUniformLocation(materialShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
ourModel.Draw(materialShader);
}
void drawStereoTracks(glm::mat4 transform, Shader shader, Track track) {
shader.use();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom),
(float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.setMat4("projection", projection);
glm::mat4 view = camera.GetViewMatrix();
shader.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0);
transform = glm::translate(model, glm::vec3(0.0f, 0.0f, -depthZ));
transform = glm::rotate(model, glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
transform = glm::rotate(model, glm::pi<float>(), glm::vec3(1.0f, 0.0f, 0.0f));
transform = glm::scale(model, glm::vec3(0.01f, 0.01f, 0.01f));
GLint transformLoc = glGetUniformLocation(shader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
track.draw();
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
stereo=true;
if (glfwGetKey(window, GLFW_KEY_U) == GLFW_PRESS)
stereo= false;
if (glfwGetKey(window, GLFW_KEY_T) == GLFW_PRESS)
tracks= true;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
tracks= false;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
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);
}