Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add Primitives SceneGraph Examples #82

Open
wants to merge 7 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from 3 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,7 @@ cmake_dependent_option(WITH_MOTIONBLUR_EXAMPLE "Build Motion Blur example" OFF "
option(WITH_OVR_EXAMPLE "Build OVR example" OFF)
option(WITH_PICKING_EXAMPLE "Build Picking example" OFF)
option(WITH_PRIMITIVES_EXAMPLE "Build Primitives example" OFF)
option(WITH_PRIMITIVES_SCENEGRAPH_EXAMPLE "Build Primitives SceneGraph example" OFF)
option(WITH_SHADOWS_EXAMPLE "Build Shadow Mapping example" OFF)
option(WITH_TEXT_EXAMPLE "Build Text example (requires some TTF font plugin)" OFF)
cmake_dependent_option(WITH_TEXTUREDTRIANGLE_EXAMPLE "Build TexturedTriangle example (requires some TGA importer plugin)" OFF "NOT MAGNUM_TARGET_GLES" OFF)
Expand Down
4 changes: 4 additions & 0 deletions src/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -107,6 +107,10 @@ if(WITH_PRIMITIVES_EXAMPLE)
add_subdirectory(primitives)
endif()

if(WITH_PRIMITIVES_SCENEGRAPH_EXAMPLE)
add_subdirectory(primitives-scenegraph)
endif()

if(WITH_SHADOWS_EXAMPLE)
add_subdirectory(shadows)
endif()
Expand Down
64 changes: 64 additions & 0 deletions src/primitives-scenegraph/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,64 @@
#
# This file is part of Magnum.
#
# Original authors — credit is appreciated but not required:
#
# 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 —
# Vladimír Vondruš <mosra@centrum.cz>
#
# This is free and unencumbered software released into the public domain.
#
# Anyone is free to copy, modify, publish, use, compile, sell, or distribute
# this software, either in source code form or as a compiled binary, for any
# purpose, commercial or non-commercial, and by any means.
#
# In jurisdictions that recognize copyright laws, the author or authors of
# this software dedicate any and all copyright interest in the software to
# the public domain. We make this dedication for the benefit of the public
# at large and to the detriment of our heirs and successors. We intend this
# dedication to be an overt act of relinquishment in perpetuity of all
# present and future rights to this software under copyright law.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
# THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
# IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
# CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#

cmake_minimum_required(VERSION 3.4)

project(MagnumPrimitivesSceneGraphExample CXX)

# Add module path in case this is project root
if(PROJECT_SOURCE_DIR STREQUAL CMAKE_SOURCE_DIR)
set(CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/../../modules/" ${CMAKE_MODULE_PATH})
endif()

find_package(Corrade REQUIRED Main)
find_package(Magnum REQUIRED
GL
MeshTools
Primitives
Shaders
SceneGraph
Sdl2Application)

set_directory_properties(PROPERTIES CORRADE_USE_PEDANTIC_FLAGS ON)

add_executable(magnum-primitives-scenegraph WIN32 PrimitivesSceneGraphExample.cpp)
target_link_libraries(magnum-primitives-scenegraph PRIVATE
Corrade::Main
Magnum::Application
Magnum::GL
Magnum::Magnum
Magnum::MeshTools
Magnum::Primitives
Magnum::SceneGraph
Magnum::Shaders)

install(TARGETS magnum-primitives-scenegraph DESTINATION ${MAGNUM_BINARY_INSTALL_DIR})

# Make the executable a default target to build & run in Visual Studio
set_property(DIRECTORY ${PROJECT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT magnum-primitives-scenegraph)
209 changes: 209 additions & 0 deletions src/primitives-scenegraph/PrimitivesSceneGraphExample.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,209 @@
/*
This file is part of Magnum.

Original authors — credit is appreciated but not required:

2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 —
Vladimír Vondruš <mosra@centrum.cz>
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Feel free to list yourself here :)


This is free and unencumbered software released into the public domain.

Anyone is free to copy, modify, publish, use, compile, sell, or distribute
this software, either in source code form or as a compiled binary, for any
purpose, commercial or non-commercial, and by any means.

In jurisdictions that recognize copyright laws, the author or authors of
this software dedicate any and all copyright interest in the software to
the public domain. We make this dedication for the benefit of the public
at large and to the detriment of our heirs and successors. We intend this
dedication to be an overt act of relinquishment in perpetuity of all
present and future rights to this software under copyright law.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/

#include <Magnum/GL/Buffer.h>
#include <Magnum/GL/DefaultFramebuffer.h>
#include <Magnum/GL/Mesh.h>
#include <Magnum/GL/Renderer.h>
#include <Magnum/Math/Color.h>
#include <Magnum/Math/Matrix4.h>
#include <Magnum/MeshTools/Compile.h>
#include <Magnum/Platform/Sdl2Application.h>
#include <Magnum/Primitives/Cube.h>
#include <Magnum/Primitives/UVSphere.h>
#include <Magnum/Primitives/Plane.h>
#include <Magnum/Shaders/Phong.h>
#include <Magnum/Trade/MeshData.h>
#include <Magnum/SceneGraph/Scene.h>
#include <Magnum/SceneGraph/MatrixTransformation3D.h>
#include <Magnum/SceneGraph/Camera.h>
#include <Magnum/SceneGraph/Drawable.h>

namespace Magnum { namespace Examples {

using namespace Magnum::Math::Literals;

typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D;
typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D;

class DrawableObject : public Object3D, SceneGraph::Drawable3D {
public:
explicit DrawableObject(Shaders::Phong& shader, const Color3& color, GL::Mesh& mesh, Object3D& parent, SceneGraph::DrawableGroup3D& drawables) : Object3D{ &parent }, SceneGraph::Drawable3D{ *this, &drawables }, _shader(shader), _color{ color }, _mesh(mesh) {}

void setColor(Color3 color) { _color = color; }
Color3 getColor() { return _color; }
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Suggested change
Color3 getColor() { return _color; }
Color3 color() const { return _color; }

Just for consistency -- all getters in Magnum are w/o the get prefix :)


private:
virtual void draw(const Matrix4& transformationMatrix, SceneGraph::Camera3D& camera) {
_shader.setTransformationMatrix(transformationMatrix)
.setNormalMatrix(transformationMatrix.normalMatrix())
.setProjectionMatrix(camera.projectionMatrix())
.setAmbientColor(_color*0.3f)
.setDiffuseColor(_color)
/* relative to the camera */
.setLightPosition({ 13.0f, 2.0f, 5.0f })
.draw(_mesh);
}

GL::Mesh& _mesh;
Shaders::Phong& _shader;
Color3 _color;
};


class PrimitivesSceneGraphExample: public Platform::Application {
public:
explicit PrimitivesSceneGraphExample(const Arguments& arguments);

private:
void drawEvent() override;
void mousePressEvent(MouseEvent& event) override;
void mouseReleaseEvent(MouseEvent& event) override;
void mouseMoveEvent(MouseMoveEvent& event) override;

Scene3D _scene;
Object3D* _cameraObject;
SceneGraph::Camera3D* _camera;
SceneGraph::DrawableGroup3D _drawables;

Shaders::Phong _shader;
GL::Mesh _cube, _plane, _sphere, _sphereWireframe;

enum { ObjectCount = 4 };
DrawableObject* _objects[ObjectCount];

Matrix4 _transformation, _projection;
Vector2i _previousMousePosition, _mousePressPosition;
};



PrimitivesSceneGraphExample::PrimitivesSceneGraphExample(const Arguments& arguments):
Platform::Application{arguments, Configuration{}
.setTitle("Magnum Primitives SceneGraph Example")}
{
/* Global renderer configuration */
GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);

/* Set up meshes */
_cube = MeshTools::compile(Primitives::cubeSolid());
_sphere = MeshTools::compile(Primitives::uvSphereSolid(16, 32));
_sphereWireframe = MeshTools::compile(Primitives::uvSphereWireframe(16, 32));
_plane = MeshTools::compile(Primitives::planeSolid());

_projection =
Matrix4::perspectiveProjection(
35.0_degf, Vector2{windowSize()}.aspectRatio(), 0.01f, 100.0f)*
Matrix4::translation(Vector3::zAxis(-10.0f));

/* Set up objects*/
(*(_objects[0] = new DrawableObject{_shader, 0x3bd267_rgbf, _cube, _scene, _drawables }))
.rotateZ(45.0_degf)
.rotateX(-45.0_degf)
.translate({ 0.5f, 0.0f, -2.0f });

(*(_objects[1] = new DrawableObject{_shader, 0x2f83cc_rgbf, _sphere, _scene, _drawables }))
.scale(Vector3(0.75f))
.translate({ -1.2f, -0.3f, -0.2f });

/* This uvSphereWireframe object has its parent set to the uvSphereSolid object, rather than
the _scene*/
(*(_objects[2] = new DrawableObject{ _shader, 0x2f83cc_rgbf, _sphereWireframe, (*_objects[1]), _drawables }))
.scale(Vector3(1.01f));

(*(_objects[3] = new DrawableObject{_shader, 0xcd3431_rgbf, _plane, _scene, _drawables }))
.rotate(30.0_degf, Vector3(1.0f).normalized())
.rotateX(-30.0_degf)
.scale(Vector3(2.0f))
.translate({ 0.0f, -0.30f, -3.3f });

/* Configure camera */
_cameraObject = new Object3D{ &_scene };
_cameraObject->translate(Vector3::zAxis(8.0f));
_camera = new SceneGraph::Camera3D{ *_cameraObject };
_camera->setAspectRatioPolicy(SceneGraph::AspectRatioPolicy::Extend)
.setProjectionMatrix(Matrix4::perspectiveProjection(35.0_degf, 4.0f / 3.0f, 0.001f, 100.0f))
.setViewport(GL::defaultFramebuffer.viewport().size());
}

void PrimitivesSceneGraphExample::drawEvent() {
GL::defaultFramebuffer.clear(
GL::FramebufferClear::Color|GL::FramebufferClear::Depth);

_camera->draw(_drawables);
swapBuffers();
}

void PrimitivesSceneGraphExample::mousePressEvent(MouseEvent& event) {
if(event.button() != MouseEvent::Button::Left) return;

_previousMousePosition = _mousePressPosition = event.position();
event.setAccepted();
}

void PrimitivesSceneGraphExample::mouseReleaseEvent(MouseEvent& event) {
if (event.button() != MouseEvent::Button::Left || _mousePressPosition != event.position()) return;

//Change the color of each object
for (auto* o : _objects) o->setColor(Color3::fromHsv({ o->getColor().hue() + 50.0_degf, 1.0f, 1.0f }));

event.setAccepted();
redraw();
}

void PrimitivesSceneGraphExample::mouseMoveEvent(MouseMoveEvent& event) {
/* We have to take window size, not framebuffer size, since the position is
in window coordinates and the two can be different on HiDPI systems */
const Vector2 delta = 3.0f*
Vector2{ event.position() - _previousMousePosition } /
Vector2{ windowSize() };

/* Dragging with right mouse button will rotate the camera */
if ((event.buttons() & MouseMoveEvent::Button::Right)) {
(*_cameraObject)
.rotate(Rad{ -delta.y() }, _cameraObject->transformation().right().normalized())
.rotateY(Rad{ -delta.x() });
}

/* Dragging with left mouse button will rotate the objects locally */
if ((event.buttons() & MouseMoveEvent::Button::Left)) {
for (auto* o : _objects) {
(*o).transformLocal(Matrix4::rotationX(Rad{ delta.y() }) * Matrix4::rotationY(Rad{ delta.x() }));
Copy link
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would this be the same as

Suggested change
(*o).transformLocal(Matrix4::rotationX(Rad{ delta.y() }) * Matrix4::rotationY(Rad{ delta.x() }));
(*o).rotateYLocal(Rad{ delta.y() })
.rotateXLocal(Rad{ delta.x() }));

? It's a bit shorter to write.

}
}

_previousMousePosition = event.position();
event.setAccepted();
redraw();
}

}}

MAGNUM_APPLICATION_MAIN(Magnum::Examples::PrimitivesSceneGraphExample)