166 lines
6.3 KiB
C++
166 lines
6.3 KiB
C++
/*************************************************************************************
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* Copyright (c) 2016, Miguel Angel Astor Romero *
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* All rights reserved. *
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* *
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* Redistribution and use in source and binary forms, with or without *
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* modification, are permitted provided that the following conditions are met: *
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* *
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* 1. Redistributions of source code must retain the above copyright notice, this *
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* list of conditions and the following disclaimer. *
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* 2. Redistributions in binary form must reproduce the above copyright notice, *
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* this list of conditions and the following disclaimer in the documentation *
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* and/or other materials provided with the distribution. *
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* *
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND *
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED *
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE *
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR *
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES *
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND *
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT *
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS *
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *
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*************************************************************************************/
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#include <iostream>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <pnglite.h>
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#include "ogl.hpp"
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#include "GLSLProgram.hpp"
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namespace ogl
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{
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// Variables
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static CGLSLProgram m_program;
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static ias_ss::PheromoneMap * m_phero_map = NULL;
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static GLuint m_textureHandle;
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static GLuint m_sensorTextureHandle;
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static GLuint m_colorMapHandle;
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// Quad definition
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static glm::vec4 vec_points[6];
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static glm::vec2 vec_tex_coords[6];
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static inline void quad() {
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vec_tex_coords[0] = glm::vec2( 0.0f, 1.0f); vec_points[0] = glm::vec4( -0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[1] = glm::vec2( 0.0f, 0.0f); vec_points[1] = glm::vec4( -0.5f, 0.5f, 0.0f, 1.0f );
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vec_tex_coords[2] = glm::vec2( 1.0f, 1.0f); vec_points[2] = glm::vec4( 0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[3] = glm::vec2( 1.0f, 1.0f); vec_points[3] = glm::vec4( 0.5f, -0.5f, 0.0f, 1.0f );
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vec_tex_coords[4] = glm::vec2( 0.0f, 0.0f); vec_points[4] = glm::vec4( -0.5f, 0.5f, 0.0f, 1.0f );
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vec_tex_coords[5] = glm::vec2( 1.0f, 0.0f); vec_points[5] = glm::vec4( 0.5f, 0.5f, 0.0f, 1.0f );
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}
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void build_color_map() {
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png_t tex;
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png_init(0, 0);
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png_open_file_read(&tex, "shaders/color_map.png");
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unsigned char * data = new unsigned char[tex.width * tex.height * tex.bpp];
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png_get_data(&tex, data);
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glEnable(GL_TEXTURE_1D);
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glGenTextures(1, &m_colorMapHandle);
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glEnable(GL_TEXTURE_1D);
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glBindTexture(GL_TEXTURE_1D, m_colorMapHandle);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, tex.width, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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png_close_file(&tex);
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delete data;
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}
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void initialize(ias_ss::PheromoneMap * phero_map) {
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glEnable(GL_TEXTURE_1D);
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glEnable(GL_TEXTURE_2D);
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glewInit();
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quad();
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m_phero_map = phero_map;
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build_color_map();
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m_program.loadShader("shaders/basic.vert", CGLSLProgram::VERTEX);
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m_program.loadShader("shaders/basic.frag", CGLSLProgram::FRAGMENT);
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m_program.create_link();
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m_program.enable();
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m_program.addUniform("sTexture");
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m_program.addUniform("sColorMap");
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m_program.disable();
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std::cout << "OpenGL Version: " << (char*)glGetString(GL_VERSION) << std::endl;
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std::cout << "OpenGL Vendor: " << (char*)glGetString(GL_VENDOR) << std::endl;
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}
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void display() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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if(m_phero_map != NULL)
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m_textureHandle = m_phero_map->s_build_texture();
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m_program.enable();
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_textureHandle);
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glUniform1i(m_program.getLocation("sTexture"), 0);
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_1D);
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glBindTexture(GL_TEXTURE_1D, m_colorMapHandle);
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glUniform1i(m_program.getLocation("sColorMap"), 1);
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glActiveTexture(GL_TEXTURE0);
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glBegin(GL_TRIANGLES); {
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for(int i = 0; i < 6; i++) {
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glTexCoord2f(vec_tex_coords[i].s, vec_tex_coords[i].t);
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glVertex4f(vec_points[i].x, vec_points[i].y, vec_points[i].z, vec_points[i].w);
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}
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} glEnd();
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m_program.disable();
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}
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void display_sensor_map() {
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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if(m_phero_map != NULL)
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m_sensorTextureHandle = m_phero_map->s_build_sensor_texture();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_sensorTextureHandle);
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glBegin(GL_TRIANGLES); {
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for(int i = 0; i < 6; i++) {
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glTexCoord2f(vec_tex_coords[i].s, vec_tex_coords[i].t);
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glVertex4f(vec_points[i].x, vec_points[i].y, vec_points[i].z, vec_points[i].w);
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}
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} glEnd();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void reshape(int w, int h) {
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if(h == 0)
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h = 1;
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(-0.5, 0.5, -0.5, 0.5);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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}
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