27 #include <Eigen/Dense> 42 "out vec4 out_Color;\n" 43 "uniform mat4 lightViewMatrix;\n" 46 " vec3 lightDirection = (lightViewMatrix * vec4(0.0, 0.0, 1.0, 0.0)).xyz;\n" 47 " lightDirection = normalize(lightDirection);\n" 48 " vec3 lightReflection = reflect(-lightDirection, normal);\n" 49 " vec3 eyeDirection = -normalize(vert.xyz);\n" 50 " float shininess = 100.0;\n" 51 " vec4 ambientLight = color * 0.4;\n" 52 " vec4 diffuseLight = color * 0.6 * max(dot(lightDirection, normal),0.0);\n" 53 " vec4 specularLight = vec4(1.0) * max(pow(dot(lightReflection, eyeDirection), shininess),0.0);\n" 54 " out_Color = vec4(ambientLight.xyz + diffuseLight.xyz + specularLight.xyz, color.w);\n" 60 "in vec4 in_Position;\n" 61 "in vec4 in_Normal;\n" 65 "uniform mat4 modelMatrix;\n" 66 "uniform mat4 viewMatrix;\n" 67 "uniform mat4 projectionMatrix;\n" 68 "uniform vec4 in_Color;\n" 71 " mat4 modelViewMatrix = viewMatrix * modelMatrix;\n" 72 " mat4 normalMatrix = transpose(inverse(modelViewMatrix));\n" 73 " normal = normalize(vec3(normalMatrix * vec4(in_Normal.xyz,0.0)).xyz);\n" 74 " vert = modelViewMatrix * in_Position;\n" 75 " gl_Position = projectionMatrix * modelViewMatrix * in_Position;\n" 76 " color = in_Color;\n" 112 Arrow(
float rcyl = 0.05,
float hcyl = 1.0,
float rcon = 0.1,
float hcon = 0.15,
int subs = 32 )
122 setColor(Eigen::Vector4f(0.0, 0.7, 0.7, 1.0));
127 cout <<
"created arrow" << endl;
145 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
157 glEnable(GL_DEPTH_TEST);
178 vector< Eigen::Vector4f > vert;
179 vector< Eigen::Vector3f > norm;
180 vector< GLuint > faces;
184 for (
int i = 0; i < subdivisions; ++i)
186 theta = 2.0*M_PI*i/(float)subdivisions;
189 vert.push_back(Eigen::Vector4f(x, y, body_height, 1.0) );
190 vert.push_back(Eigen::Vector4f(x, y, 0.0, 1.0));
191 norm.push_back(Eigen::Vector3f(x, y, 0.0));
192 norm.push_back(Eigen::Vector3f(x, y, 0.0));
196 for (
int i = 0; i < subdivisions*2; ++i)
199 faces.push_back((i+1)%(subdivisions*2));
200 faces.push_back((i+2)%(subdivisions*2));
204 vert.push_back(Eigen::Vector4f(0.0, 0.0, 0.0, 1.0));
205 norm.push_back(Eigen::Vector3f(0.0, 0.0, -1.0));
206 int center_index = vert.size()-1;
207 int offset = vert.size();
208 for (
int i = 0; i < subdivisions; ++i)
210 theta = 2.0*M_PI*i/(float)subdivisions;
213 vert.push_back(Eigen::Vector4f(x, y, 0.0, 1.0));
214 norm.push_back(Eigen::Vector3f(0.0, 0.0, -1.0));
217 for (
int i = 0; i < subdivisions; ++i)
219 faces.push_back(i+offset);
220 faces.push_back((i+1)%(subdivisions) + offset);
221 faces.push_back(center_index);
225 offset = vert.size();
226 for (
int i = 0; i < subdivisions; ++i)
228 theta = 2.0*M_PI*i/(float)subdivisions;
231 vert.push_back(Eigen::Vector4f(x, y, body_height, 1.0));
232 norm.push_back(Eigen::Vector3f(x, y, 0.0));
236 vert.push_back(Eigen::Vector4f(0.0, 0.0, body_height+head_height, 1.0));
237 norm.push_back(Eigen::Vector3f(0.0, 0.0, 1.0));
241 for (
int i = 0; i < subdivisions; ++i)
243 faces.push_back(i+offset);
244 faces.push_back((i+1)%(subdivisions) + offset);
245 faces.push_back(vert.size()-1);
249 vert.push_back(Eigen::Vector4f(0.0, 0.0, body_height, 1.0));
250 norm.push_back(Eigen::Vector3f(0.0, 0.0, -1.0));
251 center_index = vert.size()-1;
252 offset = vert.size();
253 for (
int i = 0; i < subdivisions; ++i)
255 theta = 2.0*M_PI*i/(float)subdivisions;
258 vert.push_back(Eigen::Vector4f(x, y, body_height, 1.0));
259 norm.push_back(Eigen::Vector3f(0.0, 0.0, -1.0));
262 for (
int i = 0; i < subdivisions; ++i)
264 faces.push_back(i+offset);
265 faces.push_back((i+1)%(subdivisions) + offset);
266 faces.push_back(center_index);
void setColor(const Eigen::Vector4f c)
Sets the arrow color.
Definition: arrow.hpp:134
void createGeometry(int subdivisions)
Define arrow geometry.
Definition: arrow.hpp:176
void loadNormals(vector< Eigen::Vector3f > &norm)
Load normals (x,y,z) as a vertex attribute.
Definition: mesh.hpp:384
void getViewMatrix(GLdouble *matrix)
Return the modelview matrix as a GLdouble array.
Definition: camera.hpp:126
void getProjectionMatrix(GLdouble *matrix)
Return the projection matrix as a GLdouble array.
Definition: camera.hpp:142
Definition: bufferobject.hpp:34
const string arrow_fragment_code
Default fragment shader for rendering arrow.
Definition: arrow.hpp:37
float body_height
Height of body.
Definition: arrow.hpp:96
Arrow(float rcyl=0.05, float hcyl=1.0, float rcon=0.1, float hcon=0.15, int subs=32)
Default Constructor.
Definition: arrow.hpp:112
void setShaderName(string name)
Sets the shader name, very useful for debugging.
Definition: shader.hpp:329
float head_radius
Head radius.
Definition: arrow.hpp:105
A Shader object represents one GLSL program.
Definition: shader.hpp:45
Eigen::Vector4f color
Arrow color.
Definition: arrow.hpp:93
void errorCheckFunc(std::string file, int line, std::string message="")
GL error check method.
Definition: misc.hpp:53
void initializeFromStrings(string in_vertex_code, string in_fragment_code, string in_geometry_code="", string in_tessellation_evaluation_code="", string in_tessellation_control_code="")
Initializes shader directly from string, no files.
Definition: shader.hpp:589
Tucano::Shader arrow_shader
Shader to render arrow.
Definition: arrow.hpp:90
void loadIndices(vector< GLuint > &ind)
Load indices into indices array.
Definition: mesh.hpp:448
float head_height
Height of head.
Definition: arrow.hpp:99
const string arrow_vertex_code
Default vertex shader for rendering arrow.
Definition: arrow.hpp:58
void setDefaultAttribLocations(void)
Sets default attribute locations. vertex coords -> location 0 normals -> location 1 colors -> locatio...
Definition: mesh.hpp:474
void resetModelMatrix(void)
Resets the model matrix.
Definition: model.hpp:159
void unbind(void)
Disables the shader program.
Definition: shader.hpp:1184
void render(const Tucano::Camera &camera, const Tucano::Camera &light)
Render arrow.
Definition: arrow.hpp:142
Eigen::Affine3f model_matrix
Model matrix, holds information about the models location and orientation.
Definition: model.hpp:21
virtual void unbindBuffers(void)
Unbinds all buffers.
Definition: mesh.hpp:702
void loadVertices(vector< Eigen::Vector4f > &vert)
Load vertices (x,y,z,w) and creates appropriate vertex attribute. The default attribute name is "in_P...
Definition: mesh.hpp:312
void bind(void)
Enables the shader program for usage.
Definition: shader.hpp:1176
virtual void renderElements(void)
Call the draw method for rendering triangles. This method requires that a index buffer has been creat...
Definition: mesh.hpp:726
float body_radius
Body radius.
Definition: arrow.hpp:102
virtual void bindBuffers(void)
Binds all buffers.
Definition: mesh.hpp:677
A common Mesh, usually containing triagles or points.
Definition: mesh.hpp:194
Defines an abstract camera with a projection and view matrices.
Definition: camera.hpp:37
void setAttributeLocation(Shader *shader)
Automatically sets the attribute locations for a given Shader.
Definition: mesh.hpp:541
Eigen::Vector4f getViewport(void) const
Returns the viewport coordinates.
Definition: camera.hpp:246
A rounded arrow shape defined by a arrow and a cone.
Definition: arrow.hpp:85
void setUniform(GLint location, GLint a, GLint b, GLint c, GLint d)
Sets an uniform integer 4D vector (ivec4) given a location and the vector values. ...
Definition: shader.hpp:1258