//
// ProceduralBuildings.cpp
// Procedural Buildings
//
// Created by John Ryland on 1/10/17.
// Copyright © 2017 John Ryland. All rights reserved.
//
#include "../Framework/Framework.h"
DECLARE_PROGRAM_UNIFORMS(TexturedProgram)
DECLARE_UNIFORM(mat4, modelViewProjectionMatrix)
DECLARE_UNIFORM(sampler2D, textureId)
DECLARE_PROGRAM_UNIFORMS_END
DECLARE_VERTEX(TexturedVertex)
DECLARE_ATTRIB(vec3, pos, GL_FALSE)
DECLARE_ATTRIB(vec3, uv, GL_FALSE)
DECLARE_VERTEX_END
DECLARE_PROGRAM_UNIFORMS(ScreenQuadProgram)
DECLARE_UNIFORM(vec2f, invScreen)
DECLARE_UNIFORM(sampler2D, textureId)
DECLARE_PROGRAM_UNIFORMS_END
DECLARE_ATTRIB_TYPE(vt2i, vec4, int16_t, x, y, u, v)
DECLARE_VERTEX(ScreenQuadVertex)
DECLARE_ATTRIB(vt2i, posAndTex, GL_FALSE)
DECLARE_VERTEX_END
DECLARE_PROGRAM_UNIFORMS(ScreenLineProgram)
DECLARE_UNIFORM(vec2f, invScreen)
DECLARE_PROGRAM_UNIFORMS_END
DECLARE_ATTRIB_TYPE(v2i, vec2, int16_t, x, y)
DECLARE_VERTEX(ScreenLineVertex)
DECLARE_ATTRIB(v2i, pos, GL_FALSE)
DECLARE_ATTRIB(col4i, col, GL_TRUE)
DECLARE_VERTEX_END
#include "ProceduralBuildings.h"
const char* s_texturedVertexShader =
R"(
void main()
{
gl_TexCoord[0] = vec4(uv, 1.0);
gl_Position = modelViewProjectionMatrix * vec4(pos, 1.0);
}
)";
const char* s_texturedFragmentShader =
R"(
void main()
{
gl_FragColor = texture2D(textureId, gl_TexCoord[0].xy);
}
)";
ProceduralBuildings::~ProceduralBuildings()
{
m_demoModelContext.shutdown();
}
void addSizedCube(std::vector<TexturedVertex>& a_vertexArray, float a_x, float a_y, float a_z, float a_width, float a_height, float a_depth)
{
std::vector<vec3f> vertexes;
CreateTexturedCube(vertexes);
a_vertexArray.reserve(a_vertexArray.size() + vertexes.size() / 2);
bool odd = false;
vec3f last;
for (const vec3f& v : vertexes)
{
if (odd)
a_vertexArray.push_back(TexturedVertex{ {a_x + (last.x*a_width), a_y + (last.y*a_height), a_z + (last.z*a_depth)}, {v.x, v.y, v.z} });
else
last = v;
odd = !odd;
}
}
void ProceduralBuildings::prepare()
{
OptionsType options;
m_demoModelContext.setup(s_texturedVertexShader, s_texturedFragmentShader, Medium, options, 1);
m_demoModelContext.m_vertexArray.m_vertexData.clear();
addSizedCube(m_demoModelContext.m_vertexArray.m_vertexData, 0.0f, -0.30f, 0.0f, 0.5f, 0.60f, 0.5f);
addSizedCube(m_demoModelContext.m_vertexArray.m_vertexData, 0.0f, 0.30f, 0.0f, 0.4f, 0.75f, 0.4f);
addSizedCube(m_demoModelContext.m_vertexArray.m_vertexData, 0.0f, 0.70f, 0.0f, 0.3f, 0.50f, 0.3f);
m_demoModelContext.update();
m_demoModelContext.setFlag(clearColor | clearDepth | enableCullFace | enableDepthTest);
m_demoModelContext.setBackgroundColor(0.0f, 0.0f, 0.0f);
std::vector<uint8_t> rawImageData;
std::vector<uint8_t> decodedImageData;
uint32_t imageW, imageH;
loadFile("cube-map-test-no-border.png", rawImageData);
decodePNG(decodedImageData, imageW, imageH, rawImageData.data(), rawImageData.size());
m_demoModelContext.m_uniforms.m_textureId = 0;
m_demoModelContext.setTextureData(0, imageW, imageH, decodedImageData.data());
}
void ProceduralBuildings::onResize(const vec2f& a_shape)
{
Math::makePerspectiveMatrix4x4(m_projectionMatrix, Math::degreesToRadians(45.0f), a_shape.x / a_shape.y, 0.1f, 100.0f);
}
void ProceduralBuildings::update(float a_seconds)
{
float trans[3] = { 0.0f, 0.0f, -20.0f };
float rotate[3] = { sin(a_seconds*0.5f) * 35.0f + 20.0f, fmod(a_seconds*47.f, 360.0f), 0.0 };
float baseModelViewMatrix[16];
Math::translationRotationScaleToMatrix4x4(baseModelViewMatrix, trans, rotate, 5.0f);
Math::multiplyMatrix4x4(m_demoModelContext.m_uniforms.m_modelViewProjectionMatrix.m[0], m_projectionMatrix, baseModelViewMatrix);
}
void ProceduralBuildings::draw()
{
m_demoModelContext.draw();
}
REGISTER_DEMO_CONTEXT("Procedural Buildings", ProceduralBuildings)