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Game/Graphics

OpenGL-Tutorial 18 : Billboards

link : http://www.opengl-tutorial.org/kr/intermediate-tutorials/billboards-particles/billboards/


이번 튜토리얼은 한글로 번역이 되어있다! 개꿀~~~



Billboards


빌보드는 3D공간에서 표현되는 2D 요소다. 화면 내 모든 것을 가리는 2D 메뉴 같은 것도 아니고,


회전시키는 3D 평면도 아니다. 대부분의 게임에서 체력바를 표시할 때 사용하는 것이라고 생각하면 된다.


빌보드가 다른 요소들과 다른 점은 공간에서 위치를 가지되 회전은 자동으로 계산되어 항상 카메라를


바라보게 만든다는 점이다.




Solution #1 : 2D 방식


이 방법은 매우 쉽다. 단순히 화면 내 위치를 계산하고, 이 위치에 2D 텍스트를 표시한다. (튜토리얼 11을 참고)

// 여기에서 설명한 모든 것들은 튜토리얼 3을 참고하도록 하자!
// 새로운 것은 전혀 없다.
glm::vec4 BillboardPos_worldspace(x,y,z, 1.0f);
glm::vec4 BillboardPos_screenspace = ProjectionMatrix * ViewMatrix * BillboardPos_worldspace;
BillboardPos_screenspace /= BillboardPos_screenspace.w;

if (BillboardPos_screenspace.z < 0.0f){
    // 오브젝트가 카메라 뒤쪽에 있다면, 표시하지 않는다.
}

이 방법의 좋은 점은 매우 쉽다는 점이며 카메라의 거리에 상관없이 항상 같은 크기를 가진다.


하지만 2D 텍스트는 다른 요소들보다 무조건 위쪽에 나타나며 경우에 따라 다른 오브젝트를 위쪽에 표시하고 싶을 때 문제가 된다.





Solution #2 : 3D 방식


이 방법이 보통 더 괜찮고 생각보다 복잡하지 않다. 목표는 카메라가 움직인다고 하더라도 메시를 카메라에 정렬하는 것이다.


이 문제는 적절한 모델 행렬(Model Matrix)을 생성하는 것이라고 생각하면 된다.


기본적인 아이디어는 빌보드의 각 코너 부분을 센터 포지션을 기준으로 카메라의 Up, Right 벡터를 사용해 표시하는 것이다.




현재 우리가 알고 있는 것은 월드 공간에서의 빌보드 센터 포지션과 카메라의 Up, RIght 벡터이다.


카메라 공간에서 카메라의 Up 벡터의 값은 (0,1,0)이다. 월드 공간에서 값을 얻으려면 카메라 공간 -> 월드 공간 행려을 곱하면 된다.


그리고, 이 행렬은 뷰 행렬(View Matrix)의 역행렬이다. 간단하게 수학적으로 표현하면 다음과 같다.

CameraRight_worldspace = {ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]}
CameraUp_worldspace = {ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]}

이제 최종적으로 정점의 position을 계산하는 것은 매우 쉽다.

vec3 vertexPosition_worldspace =
    particleCenter_wordspace
    + CameraRight_worldspace * squareVertices.x * BillboardSize.x
    + CameraUp_worldspace * squareVertices.y * BillboardSize.y;

1) particleCenter_worldspace는 이름에서 알 수 있듯이 빌보드의 센터 포지션이다. 이것은 uniform vec3로 지정되어 있다.

2) squareVertices는 오리지널 메시다. 왼쪽 버텍스의 squareVertices.x는 -0.5로 설정되어 있으며,

   카메라의 왼쪽을 의미한다. (이 값에 CameraRight_worldspace를 곱하는걸 눈여겨 보자)

3) BillboardSIze는 빌보드의 크기이며 단위는 월드 단위다. 이것 역시 uniform으로 지정되어 있다.



실제 squareVertices는 아래와 같이 만들어 진다.

// VBO는 파티클의 4개 버텍스를 가지고 있다.
 static const GLfloat g_vertex_buffer_data[] = {
 -0.5f, -0.5f, 0.0f,
 0.5f, -0.5f, 0.0f,
 -0.5f, 0.5f, 0.0f,
 0.5f, 0.5f, 0.0f,
 };







Solution #3 : 고정 사이즈 3D 방식


앞서 보았듯이 빌보드의 사이즈는 카메라의 거리에 따라 바뀐다. 물론 이렇게 변화하는 것이 의도에 맞는 결과일 수 있지만


체력 바와 같은 경우에 카메라 거리에 상관없이 고정된 크기로 나오길 원할 수도 있다.


지금은 센터와 코너의 위치가 스크린 공간에서 고정되길 원하므로 센터 포지션과 오프셋을 스크린 공간에서 계산하도록 하자.

vertexPosition_worldspace = particleCenter_wordspace;
// 스크린 공간의 파티클 센터 포지션을 얻는다.
gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
// 원근 나누기(Perspective division)를 우리가 직접 해야만 한다.
gl_Position /= gl_Position.w;

// 버텍스를 스크린 공간에서 직접 욺직인다. Camera의 월드 공간에서 Up/Right를 필요하지 않다.
gl_Position.xy += squareVertices.xy * vec2(0.2, 0.05);

기억할 것은 지금 렌더링 파이프라인의 스테이지가 NDC(Normalized Device Coordinates)라는 것이다.


그러므로 값의 범위는 -1~1이 된다. (픽셀이 아니다)


픽셀 단위에서의 크기를 알고 싶다면 BillboardSizeInScreenPercentage를 사용하지 말고


ScreenSizeInPixels / BillboardSizeInPixels 를 사용하면 된다.




이번에는 코드가 너무 길어져서 주석 다 지워버렸다. 혹시 이전 코드가 필요하면 전 글들을 참조해주길!


그리고 자꾸 fragmentshader를 쓸때 frgmentshader로 써서 오류를 못찾는다.


철자 틀려도 코드가 그냥 돌아가는데 그림은 하나씩 삐뚤어져있음...


빨리 튜토리얼 끝내고 게임 하나 만들면서 복습해야지!


1) Billboard.vertexshader


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#version 330 core
 
// 이 쉐이더의 모든 실행에 대해 다른 정점 데이터를 입력한다.
layout(location = 0) in vec3 squareVertices;
 
// Output data ; 각 조각마다 보간된다
out vec2 UV;
 
// 전체 메쉬에 대해 일정하게 유지되는 값
uniform vec3 CameraRight_worldspace;
uniform vec3 CameraUp_worldspace;
uniform mat4 VP; // Model-View-Projection matrix, but without the Model (the position is in BillboardPos; the orientation depends on the camera)
uniform vec3 BillboardPos; // Position of the center of the billboard
uniform vec2 BillboardSize; // Size of the billboard, in world units (probably meters)
 
void main()
{
    vec3 particleCenter_wordspace = BillboardPos;
    
    vec3 vertexPosition_worldspace = 
        particleCenter_wordspace
        + CameraRight_worldspace * squareVertices.x * BillboardSize.x
        + CameraUp_worldspace * squareVertices.y * BillboardSize.y;
 
 
    // Output position of the vertex
    gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
 
 
 
    // Or, if BillboardSize is in percentage of the screen size (1,1 for fullscreen) :
    vertexPosition_worldspace = particleCenter_wordspace;
    gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f); // Get the screen-space position of the particle's center
    gl_Position /= gl_Position.w; // Here we have to do the perspective division ourselves.
    gl_Position.xy += squareVertices.xy * vec2(0.2, 0.05); // Move the vertex in directly screen space. No need for CameraUp/Right_worlspace here.
    
    // Or, if BillboardSize is in pixels : 
    // Same thing, just use (ScreenSizeInPixels / BillboardSizeInPixels) instead of BillboardSizeInScreenPercentage.
 
 
    // UV of the vertex. No special space for this one.
    UV = squareVertices.xy + vec2(0.5, 0.5);
}
cs


2) Billboard.fragmentshader


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#version 330 core
 
// 정점쉐이더부터 보간된 값
in vec2 UV;
 
// Ouput data
out vec4 color;
 
uniform sampler2D myTextureSampler;
 
uniform float LifeLevel;
 
void main(){
    // Output color = 명시된 UV의 텍스처의 색
    color = texture( myTextureSampler, UV );
    
    // 하드 코드된 life level, 별도의 질감이 있어야한다.
    if (UV.x < LifeLevel && UV.y > 0.3 && UV.y < 0.7 && UV.x > 0.04 )
        color = vec4(0.2, 0.8, 0.2, 1.0); // Opaque green
}
cs


3) source.cpp


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#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <vector>
#include <map>
#include <GL/glew.h>
#include <glfw3.h>
#include <GL/glew.h>
GLFWwindow* window;
 
//로테이션
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/norm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/norm.hpp>
 
#include <AntTweakBar.h>
 
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
using namespace glm;
 
#define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII
#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII
#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII
 
#define DRAW_CUBE
 
GLuint LoadShaders(const char *const char *);
GLuint loadBMP_custom(const char *);
GLuint loadDDS(const char *);
bool loadOBJ(
    const char *,
    std::vector<glm::vec3> &,
    std::vector<glm::vec2> &,
    std::vector<glm::vec3> &);
 
void indexVBO(
    std::vector<glm::vec3> &,
    std::vector<glm::vec2> &,
    std::vector<glm::vec3> &,
 
    std::vector<unsigned short> &,
    std::vector<glm::vec3> &,
    std::vector<glm::vec2> &,
    std::vector<glm::vec3> &
);
void indexVBO_TBN(
    std::vector<glm::vec3> &,
    std::vector<glm::vec2> &,
    std::vector<glm::vec3> &,
    std::vector<glm::vec3> &,
    std::vector<glm::vec3> &,
 
    std::vector<unsigned short> &,
    std::vector<glm::vec3> &,
    std::vector<glm::vec2> &,
    std::vector<glm::vec3> &,
    std::vector<glm::vec3> &,
    std::vector<glm::vec3> &
);
 
 
//mouse-keyboard input
void computeMatricesFromInputs();
glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix();
 
glm::mat4 ViewMatrix;
glm::mat4 ProjectionMatrix;
 
glm::mat4 getViewMatrix() {
    return ViewMatrix;
}
glm::mat4 getProjectionMatrix() {
    return ProjectionMatrix;
}
 
struct PackedVertex {
    glm::vec3 position;
    glm::vec2 uv;
    glm::vec3 normal;
    bool operator<(const PackedVertex that) const {
        return memcmp((void*)this, (void*)&that, sizeof(PackedVertex)) > 0;
    };
};
 
bool is_near(float v1, float v2) {
    return fabs(v1 - v2) < 0.01f;
}
 
bool getSimilarVertexIndex_fast(
    PackedVertex & packed,
    std::map<PackedVertex, unsigned short> & VertexToOutIndex,
    unsigned short & result
) {
    std::map<PackedVertex, unsigned short>::iterator it = VertexToOutIndex.find(packed);
    if (it == VertexToOutIndex.end()) {
        return false;
    }
    else {
        result = it->second;
        return true;
    }
}
 
bool getSimilarVertexIndex(
    glm::vec3 & in_vertex,
    glm::vec2 & in_uv,
    glm::vec3 & in_normal,
    std::vector<glm::vec3> & out_vertices,
    std::vector<glm::vec2> & out_uvs,
    std::vector<glm::vec3> & out_normals,
    unsigned short & result
) {
    // Lame linear search
    for (unsigned int i = 0; i < out_vertices.size(); i++) {
        if (
            is_near(in_vertex.x, out_vertices[i].x) &&
            is_near(in_vertex.y, out_vertices[i].y) &&
            is_near(in_vertex.z, out_vertices[i].z) &&
            is_near(in_uv.x, out_uvs[i].x) &&
            is_near(in_uv.y, out_uvs[i].y) &&
            is_near(in_normal.x, out_normals[i].x) &&
            is_near(in_normal.y, out_normals[i].y) &&
            is_near(in_normal.z, out_normals[i].z)
            ) {
            result = i;
            return true;
        }
    }
    // No other vertex could be used instead.
    // Looks like we'll have to add it to the VBO.
    return false;
}
 
 
void computeTangentBasis(
    //inputs
    std::vector<glm::vec3> &,
    std::vector<glm::vec2> &,
    std::vector<glm::vec3> &,
    //outputs
    std::vector<glm::vec3> &,
    std::vector<glm::vec3> &
);
 
//text2D
unsigned int Text2DTextureID;
unsigned int Text2DVertexBufferID;
unsigned int Text2DUVBufferID;
unsigned int Text2DShaderID;
unsigned int Text2DUniformID;
 
void initText2D(const char *);
void printText2D(const char *intintint);
void cleanupText2D();
 
 
//포지션 초기화
glm::vec3 position = glm::vec3(005);
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float initialFoV = 45.0f;
 
float speed = 3.0f;
float mouseSpeed = 0.005f;
 
void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) {
 
    printf("OpenGL Debug Output message : ");
 
    if (source == GL_DEBUG_SOURCE_API_ARB) printf("Source : API; ");
    else if (source == GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB)    printf("Source : WINDOW_SYSTEM; ");
    else if (source == GL_DEBUG_SOURCE_SHADER_COMPILER_ARB)    printf("Source : SHADER_COMPILER; ");
    else if (source == GL_DEBUG_SOURCE_THIRD_PARTY_ARB)        printf("Source : THIRD_PARTY; ");
    else if (source == GL_DEBUG_SOURCE_APPLICATION_ARB)        printf("Source : APPLICATION; ");
    else if (source == GL_DEBUG_SOURCE_OTHER_ARB)            printf("Source : OTHER; ");
 
    if (type == GL_DEBUG_TYPE_ERROR_ARB)                        printf("Type : ERROR; ");
    else if (type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)    printf("Type : DEPRECATED_BEHAVIOR; ");
    else if (type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)    printf("Type : UNDEFINED_BEHAVIOR; ");
    else if (type == GL_DEBUG_TYPE_PORTABILITY_ARB)            printf("Type : PORTABILITY; ");
    else if (type == GL_DEBUG_TYPE_PERFORMANCE_ARB)            printf("Type : PERFORMANCE; ");
    else if (type == GL_DEBUG_TYPE_OTHER_ARB)                printf("Type : OTHER; ");
 
    if (severity == GL_DEBUG_SEVERITY_HIGH_ARB)                printf("Severity : HIGH; ");
    else if (severity == GL_DEBUG_SEVERITY_MEDIUM_ARB)        printf("Severity : MEDIUM; ");
    else if (severity == GL_DEBUG_SEVERITY_LOW_ARB)            printf("Severity : LOW; ");
 
    //break point를 여기에 설정해라, 당신의 디버거는 프로그램을 멈출 것이다
    //callstack은 바로 너에게 offending call을 보여줄 것이다
    printf("Mesage : %s\n", message);
}
 
//로테이션
vec3 gPosition1(-1.5f, 0.0f, 0.0f);
vec3 gOrientation1;
 
vec3 gPosition2(1.5f, 0.05f, 0.0f);
quat gOrientation2;
 
bool gLookAtOther = true;
 
//quaternion such that q*start = dest 리턴
quat RotationBetweenVectors(vec3, vec3);
 
//"direction"을 바라보는 개체를 만드는 쿼터니언을 반환한다.
//RotationBetweenVectors와 유사하지만 수직 방향을 제어한다.
//이것은 정지 상태에서 객체가 +Z를 향하고 있다고 가정한다.
//첫번째 매개 변수는 목표 지점이 아닌 방향이다.
quat LookAt(vec3, vec3);
 
//SLERP와 비슷하지만 maxAngle보다 큰 회전을 금지한다 (라디안 단위).
//LookAt과 함께 문자를 만들 수 있다.
quat RotateTowards(quat, quat, float);
 
int main() {
 
    // Initialise GLFW
    if (!glfwInit())
    {
        fprintf(stderr, "Failed to initialize GLFW\n");
        getchar();
        return -1;
    }
 
    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 
    // Open a window and create its OpenGL context
    window = glfwCreateWindow(1024768"QBOT_opengl"NULLNULL);
    if (window == NULL) {
        fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
        getchar();
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
 
    // Initialize GLEW
    glewExperimental = true;
    if (glewInit() != GLEW_OK) {
        fprintf(stderr, "Failed to initialize GLEW\n");
        getchar();
        glfwTerminate();
        return -1;
    }
 
    glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
 
    // Set the mouse at the center of the screen
    glfwPollEvents();
    glfwSetCursorPos(window, 1024 / 2768 / 2);
 
    // Dark blue background
    glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
 
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
 
    GLuint VertexArrayID;
    glGenVertexArrays(1&VertexArrayID);
    glBindVertexArray(VertexArrayID);
 
    GLuint programID = LoadShaders("Billboard.vertexshader""Billboard.fragmentshader");
 
    GLuint CameraRight_worldspace_ID = glGetUniformLocation(programID, "CameraRight_worldspace");
    GLuint CameraUp_worldspace_ID = glGetUniformLocation(programID, "CameraUp_worldspace");
    GLuint ViewProjMatrixID = glGetUniformLocation(programID, "VP");
    GLuint BillboardPosID = glGetUniformLocation(programID, "BillboardPos");
    GLuint BillboardSizeID = glGetUniformLocation(programID, "BillboardSize");
    GLuint LifeLevelID = glGetUniformLocation(programID, "LifeLevel");
 
    GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
 
    GLuint Texture = loadDDS("ExampleBillboard.DDS");
 
    // 파티클의 4 정점을 포함하는 VBO
    static const GLfloat g_vertex_buffer_data[] = {
        -0.5f, -0.5f, 0.0f,
        0.5f, -0.5f, 0.0f,
        -0.5f,  0.5f, 0.0f,
        0.5f,  0.5f, 0.0f,
    };
    GLuint billboard_vertex_buffer;
    glGenBuffers(1&billboard_vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, billboard_vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_DYNAMIC_DRAW);
 
#ifdef DRAW_CUBE
    GLuint cubeProgramID = LoadShaders("../tutorial04_colored_cube/TransformVertexShader.vertexshader""../tutorial04_colored_cube/ColorFragmentShader.fragmentshader");
    GLuint cubeMatrixID = glGetUniformLocation(cubeProgramID, "MVP");
    static const GLfloat g_cube_vertex_buffer_data[] = { -1.0f,-1.0f,-1.0f,-1.0f,-1.0f, 1.0f,-1.0f, 1.0f, 1.0f,1.0f, 1.0f,-1.0f,-1.0f,-1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f,-1.0f, 1.0f,-1.0f,-1.0f,-1.0f,1.0f,-1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f,-1.0f, 1.0f,1.0f,-1.0f, 1.0f,1.0f, 1.0f, 1.0f,1.0f,-1.0f,-1.0f,1.0f, 1.0f,-1.0f,1.0f,-1.0f,-1.0f,1.0f, 1.0f, 1.0f,1.0f,-1.0f, 1.0f,1.0f, 1.0f, 1.0f,1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f,1.0f,-1.0f, 1.0f };
    static const GLfloat g_cube_color_buffer_data[] = { 0.583f,  0.771f,  0.014f,0.609f,  0.115f,  0.436f,0.327f,  0.483f,  0.844f,0.822f,  0.569f,  0.201f,0.435f,  0.602f,  0.223f,0.310f,  0.747f,  0.185f,0.597f,  0.770f,  0.761f,0.559f,  0.436f,  0.730f,0.359f,  0.583f,  0.152f,0.483f,  0.596f,  0.789f,0.559f,  0.861f,  0.639f,0.195f,  0.548f,  0.859f,0.014f,  0.184f,  0.576f,0.771f,  0.328f,  0.970f,0.406f,  0.615f,  0.116f,0.676f,  0.977f,  0.133f,0.971f,  0.572f,  0.833f,0.140f,  0.616f,  0.489f,0.997f,  0.513f,  0.064f,0.945f,  0.719f,  0.592f,0.543f,  0.021f,  0.978f,0.279f,  0.317f,  0.505f,0.167f,  0.620f,  0.077f,0.347f,  0.857f,  0.137f,0.055f,  0.953f,  0.042f,0.714f,  0.505f,  0.345f,0.783f,  0.290f,  0.734f,0.722f,  0.645f,  0.174f,0.302f,  0.455f,  0.848f,0.225f,  0.587f,  0.040f,0.517f,  0.713f,  0.338f,0.053f,  0.959f,  0.120f,0.393f,  0.621f,  0.362f,0.673f,  0.211f,  0.457f,0.820f,  0.883f,  0.371f,0.982f,  0.099f,  0.879f };
    GLuint cubevertexbuffer;
    glGenBuffers(1&cubevertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, cubevertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_cube_vertex_buffer_data), g_cube_vertex_buffer_data, GL_DYNAMIC_DRAW);
    GLuint cubecolorbuffer;
    glGenBuffers(1&cubecolorbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, cubecolorbuffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_cube_color_buffer_data), g_cube_color_buffer_data, GL_DYNAMIC_DRAW);
#endif
 
    //speed computation
    double lastTime = glfwGetTime();
    double lastFrameTime = lastTime;
    int nbFrames = 0;
 
    do {
        //Clear the Screen
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
        //속도 측정
        double currentTime = glfwGetTime();
        float deltaTime = (float)(currentTime - lastFrameTime);
        nbFrames++;
        if (currentTime - lastTime >= 1.0) {
            printf("%f ms/frame\n"1000.0 / double(nbFrames));
            nbFrames = 0;
            lastTime += 1.0;
        }
 
        computeMatricesFromInputs();
        glm::mat4 ProjectionMatrix = getProjectionMatrix();
        glm::mat4 ViewMatrix = getViewMatrix();
 
#ifdef DRAW_CUBE
        glDisable(GL_BLEND);
        glUseProgram(cubeProgramID);
        glm::mat4 cubeModelMatrix(1.0f);
        cubeModelMatrix = glm::scale(cubeModelMatrix, glm::vec3(0.2f, 0.2f, 0.2f));
        glm::mat4 cubeMVP = ProjectionMatrix * ViewMatrix * cubeModelMatrix;
        glUniformMatrix4fv(cubeMatrixID, 1, GL_FALSE, &cubeMVP[0][0]);
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, cubevertexbuffer);
        glVertexAttribPointer(03, GL_FLOAT, GL_FALSE, 0, (void*)0);
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER, cubecolorbuffer);
        glVertexAttribPointer(13, GL_FLOAT, GL_FALSE, 0, (void*)0);
        glDrawArrays(GL_TRIANGLES, 012 * 3);
        glDisableVertexAttribArray(0);
        glDisableVertexAttribArray(1);
#endif
 
        //입자를 정렬하려면 카메라의 위치가 필요하다
        //카메라의 거리 w.r.t
        glm::vec3 CameraPosition(glm::inverse(ViewMatrix)[3]);
        glm::mat4 ViewProjectionMatrix = ProjectionMatrix * ViewMatrix;
 
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
        glUseProgram(programID);
 
        // Bind our texture in Texture Unit 0
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, Texture);
        // Set our "myTextureSampler" sampler to user Texture Unit 0
        glUniform1i(TextureID, 0);
 
        // 튜토리얼의 흥미로운 부분이다.
        // 이것은 inverse (ViewMatrix)에 의한 mlutiplying (1,0,0)과 (0,1,0)과 같습니다.
        // ViewMatrix는 직각 (이 방법으로 만들었습니다)입니다.
        // 그래서 그것의 역함수 역시 그것의 전치이고,
        // 행렬을 조 변경하는 것이 "자유"입니다 (반전은 느림)
        glUniform3f(CameraRight_worldspace_ID, ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
        glUniform3f(CameraUp_worldspace_ID, ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
 
        glUniform3f(BillboardPosID, 0.0f, 0.5f, 0.0f); // The billboard will be just above the cube
        glUniform2f(BillboardSizeID, 1.0f, 0.125f);     // and 1m*12cm, because it matches its 256*32 resolution =)
 
        // Generate some fake life level and send it to glsl
        float LifeLevel = sin(currentTime)*0.1f + 0.7f;
        glUniform1f(LifeLevelID, LifeLevel);
 
        glUniformMatrix4fv(ViewProjMatrixID, 1, GL_FALSE, &ViewProjectionMatrix[0][0]);
 
        // 1rst attribute buffer : vertices
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, billboard_vertex_buffer);
        glVertexAttribPointer(
            0,                  // attribute. No particular reason for 0, but must match the layout in the shader.
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            0,                  // stride
            (void*)0            // array buffer offset
        );
 
        glDrawArrays(GL_TRIANGLE_STRIP, 04);
 
        glDisableVertexAttribArray(0);
 
        glfwSwapBuffers(window);
        glfwPollEvents();
 
    } // Check if the ESC key was pressed or the window was closed
    while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
        glfwWindowShouldClose(window) == 0);
 
    // Cleanup VBO and shader
    glDeleteBuffers(1&billboard_vertex_buffer);
    glDeleteProgram(programID);
    glDeleteTextures(1&TextureID);
    glDeleteVertexArrays(1&VertexArrayID);
#ifdef DRAW_CUBE
    glDeleteProgram(cubeProgramID);
    glDeleteVertexArrays(1&cubevertexbuffer);
    glDeleteVertexArrays(1&cubecolorbuffer);
#endif
    // Close OpenGL window and terminate GLFW
    glfwTerminate();
 
    return 0;
}
 
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
 
    //쉐이더 생성
    GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
    GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
 
    //버텍스 쉐이더 코드를 파일에서 읽기
    std::string VertexShaderCode;
    std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
    if (VertexShaderStream.is_open()) {
        std::stringstream sstr;
        sstr << VertexShaderStream.rdbuf();
        VertexShaderCode = sstr.str();
        VertexShaderStream.close();
    }
    else {
        printf("파일 %s를 읽을 수 없음. 정확한 디렉토리를 사용 중입니까?\n", vertex_file_path);
        getchar();
        return 0;
    }
 
    //프래그먼트 쉐이더 코드를 파일에서 읽기
    std::string FragmentShaderCode;
    std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
    if (FragmentShaderStream.is_open()) {
        std::stringstream sstr;
        sstr << FragmentShaderStream.rdbuf();
        FragmentShaderCode = sstr.str();
        FragmentShaderStream.close();
    }
 
    GLint Result = GL_FALSE;
    int InfoLogLength;
 
    //버텍스 쉐이더를 컴파일
    printf("Compiling shader : %s\n", vertex_file_path);
    char const * VertexSourcePointer = VertexShaderCode.c_str();
    glShaderSource(VertexShaderID, 1&VertexSourcePointer, NULL);
    glCompileShader(VertexShaderID);
 
    //버텍스 쉐이더를 검사
    glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
    glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if (InfoLogLength > 0) {
        std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
        glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL&VertexShaderErrorMessage[0]);
        printf("%s\n"&VertexShaderErrorMessage[0]);
    }
 
    //프래그먼트 쉐이더를 컴파일
    printf("Compiling shader : %s", fragment_file_path);
    char const * FragmentSourcePointer = FragmentShaderCode.c_str();
    glShaderSource(FragmentShaderID, 1&FragmentSourcePointer, NULL);
    glCompileShader(FragmentShaderID);
 
    //프래그먼트 쉐이더를 검사
    glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
    glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if (InfoLogLength > 0) {
        std::vector<char> FragmentShaderErrorMessage(InfoLogLength + 1);
        glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL&FragmentShaderErrorMessage[0]);
        printf("%s\n"&FragmentShaderErrorMessage[0]);
    }
 
    //프로그램에 링크
    printf("Linking program\n");
    GLuint ProgramID = glCreateProgram();
    glAttachShader(ProgramID, VertexShaderID);
    glAttachShader(ProgramID, FragmentShaderID);
    glLinkProgram(ProgramID);
 
    //프로그램 검사
    glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
    glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
    if (InfoLogLength > 0) {
        std::vector<char> ProgramErrorMessage(InfoLogLength + 1);
        glGetProgramInfoLog(ProgramID, InfoLogLength, NULL&ProgramErrorMessage[0]);
        printf("%s\n"&ProgramErrorMessage[0]);
    }
 
    glDetachShader(ProgramID, VertexShaderID);
    glDetachShader(ProgramID, FragmentShaderID);
 
    glDeleteShader(VertexShaderID);
    glDeleteShader(FragmentShaderID);
 
    return ProgramID;
}
 
GLuint loadBMP_custom(const char * imagepath) {
 
    printf("Reading image %s\n", imagepath);
 
    //BMP파일의 헤더에서 데이터를 읽는다
    unsigned char header[54];
    unsigned int dataPos;
    unsigned int imageSize;
    unsigned int width, height;
    //실제 RGB 데이터
    unsigned char * data;
 
    //파일을 연다
    FILE * file = fopen(imagepath, "rb");
    if (!file) {
        printf("%s는 열수 없다. 경로가 맞는지 확인해라.\n", imagepath);
        getchar();
        return 0;
    }
 
    //헤더를 읽는다, i.e. the 54 first bytes
 
    //만약 54 bytes보다 적게 읽혔으면 문제 발생
    if (fread(header, 154, file) != 54) {
        printf("BMP 파일이 아니다\n");
        return 0;
    }
    //A BMP 파일은 항상 "BM"으로 시작한다.
    if (header[0!= 'B' || header[1!= 'M') {
        printf("BMP 파일이 아니다\n");
        return 0;
    }
    //24pp file임을 확인한다.
    if (*(int*)&(header[0x1e]) != 0 || *(int*)&(header[0x1C]) != 24) {
        printf("BMP 파일이 아니다\n");
        return 0;
    }
 
    //이미지에 대한 정보를 읽는다.
    dataPos = *(int*)&(header[0x0A]);
    imageSize = *(int*)&(header[0x22]);
    width = *(int*)&(header[0x12]);
    height = *(int*)&(header[0x16]);
 
    //몇몇 BMP 파일들은 포맷이 놓쳐졌다, 놓쳐진 정보를 추측해라
    if (imageSize == 0) imageSize = width*height * 3// 3 : one byte for each Red-Green-Blue component
    if (dataPos == 0) dataPos = 54//BMP 헤더는 항상 이 형식
 
    //버퍼를 생성한다
    data = new unsigned char[imageSize];
 
    //파일의 버퍼에 있는 실제 데이터를 읽는다
    fread(data, 1, imageSize, file);
 
    //모든 것은 현재 메모리에 있다, 파일을 닫는다
    fclose(file);
 
    //openGL 텍스처를 만든다
    GLuint textureID;
    glGenTextures(1&textureID);
 
    //새로이 만들어진 텍스처를 바인딩한다.
    glBindTexture(GL_TEXTURE_2D, textureID);
 
    //이미지를 OpenGL에게 넘긴다
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
 
    delete[] data;
 
    // trilinear(삼선형) 필터링
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glGenerateMipmap(GL_TEXTURE_2D);
 
    return textureID;
}
 
GLuint loadDDS(const char * imagepath) {
 
    unsigned char header[124];
 
    FILE *fp;
 
    //파일을 연다
    fp = fopen(imagepath, "rb");
    if (fp == NULL) {
        printf("%s는 열 수 없다. 경로를 확인해라\n", imagepath);
        getchar();
        return 0;
    }
 
    //파일의 타입을 확인한다
    char filecode[4];
    fread(filecode, 14, fp);
    if (strncmp(filecode, "DDS "4!= 0) {
        fclose(fp);
        return 0;
    }
 
    //surface desc를 얻는다
    fread(&header, 1241, fp);
 
    unsigned int height = *(unsigned int*)&(header[8]);
    unsigned int width = *(unsigned int*)&(header[12]);
    unsigned int linearSize = *(unsigned int*)&(header[16]);
    unsigned int mipMapCount = *(unsigned int*)&(header[24]);
    unsigned int fourCC = *(unsigned int*)&(header[80]);
 
    unsigned char * buffer;
    unsigned int bufsize;
 
    bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize;
    buffer = (unsigned char*)malloc(bufsize * sizeof(unsigned char));
    fread(buffer, 1, bufsize, fp);
    fclose(fp);
 
    unsigned int components = (fourCC == FOURCC_DXT1) ? 3 : 4;
    unsigned int format;
    switch (fourCC)
    {
    case FOURCC_DXT1:
        format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
        break;
    case FOURCC_DXT3:
        format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
        break;
    case FOURCC_DXT5:
        format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
        break;
    default:
        free(buffer);
        return 0;
    }
 
    //하나의 OpenGL 텍스처를 생성한다
    GLuint textureID;
    glGenTextures(1&textureID);
 
    //새로이 만들어진 텍스처를 바인딩한다
    glBindTexture(GL_TEXTURE_2D, textureID);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
    unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
    unsigned int offset = 0;
 
    //밉맵을 불러온다
    for (unsigned int level = 0; level < mipMapCount && (width || height); ++level)
    {
        unsigned int size = ((width + 3/ 4)*((height + 3/ 4)*blockSize;
        glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,
            0size, buffer + offset);
 
        offset += size;
        width /= 2;
        height /= 2;
 
        //Non-Power-Of-Two 텍스처를 사용합니다.
        //이 코드는 혼란을 줄이기 위해 웹 페이지에는 포함되어 있지 않습니다.
        if (width < 1)width = 1;
        if (height < 1) height = 1;
    }
 
    free(buffer);
 
    return textureID;
}
 
bool loadOBJ(
    const char * path,
    std::vector<glm::vec3> & out_vertices,
    std::vector<glm::vec2> & out_uvs,
    std::vector<glm::vec3> & out_normals
) {
    printf("OBJ 파일 로딩중 %s...\n", path);
 
    std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
    std::vector<glm::vec3> temp_vertices;
    std::vector <glm::vec2> temp_uvs;
    std::vector<glm::vec3> temp_normals;
 
    FILE * file = fopen(path, "r");
    if (file == NULL) {
        printf("파일 경로를 확인하세요!\n");
        getchar();
        return false;
    }
 
    while (1) {
 
        char lineHeader[128];
 
        //첫번째 라인의 첫번째 단어를 읽는다
        int res = fscanf(file, "%s", lineHeader);
        if (res == EOF)
            break;
 
        //else : 라인의 헤더를 parse
        if (strcmp(lineHeader, "v"== 0) {
            glm::vec3 vertex;
            fscanf(file, "%f %f %f\n"&vertex.x, &vertex.y, &vertex.z);
            temp_vertices.push_back(vertex);
        }
        else if (strcmp(lineHeader, "vt"== 0) {
            glm::vec2 uv;
            fscanf(file, "%f %f\n"&uv.x, &uv.y);
            uv.y = -uv.y; //우리가 DDS texture만을 이용할 것이므로 V의 좌표를 반대로 바꾸어준다. 만약 TGA or BMP 로더를 사용하면 이 것을 제거해라.
            temp_uvs.push_back(uv);
        }
        else if (strcmp(lineHeader, "vn"== 0) {
            glm::vec3 normal;
            fscanf(file, "%f %f %f\n"&normal.x, &normal.y, &normal.z);
            temp_normals.push_back(normal);
        }
        else if (strcmp(lineHeader, "f"== 0) {
            std::string vertex1, vertex2, vertex3;
            unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
            int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n"&vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
            if (matches != 9) {
                printf("파일을 읽을수없다.");
                return false;
            }
            vertexIndices.push_back(vertexIndex[0]);
            vertexIndices.push_back(vertexIndex[1]);
            vertexIndices.push_back(vertexIndex[2]);
            uvIndices.push_back(uvIndex[0]);
            uvIndices.push_back(uvIndex[1]);
            uvIndices.push_back(uvIndex[2]);
            normalIndices.push_back(normalIndex[0]);
            normalIndices.push_back(normalIndex[1]);
            normalIndices.push_back(normalIndex[2]);
        }
        else {
            //나머지 라인을 먹는다.
            char stupidBuffer[1000];
            fgets(stupidBuffer, 1000, file);
        }
    }
 
    //각 삼각형의 각 꼭지점
    for (unsigned int i = 0; i < vertexIndices.size(); i++) {
 
        //속성의 인덱스를 가져온다
        unsigned int vertexIndex = vertexIndices[i];
        unsigned int uvIndex = uvIndices[i];
        unsigned int normalIndex = normalIndices[i];
 
        //인덱스에서 속성을 가져온다
        glm::vec3 vertex = temp_vertices[vertexIndex - 1];
        glm::vec2 uv = temp_uvs[uvIndex - 1];
        glm::vec3 normal = temp_normals[normalIndex - 1];
 
        //버퍼에 속성을 넣는다
        out_vertices.push_back(vertex);
        out_uvs.push_back(uv);
        out_normals.push_back(normal);
 
    }
 
    return true;
 
}
 
void indexVBO(
    std::vector<glm::vec3> & in_vertices,
    std::vector<glm::vec2> & in_uvs,
    std::vector<glm::vec3> & in_normals,
 
    std::vector<unsigned short> & out_indices,
    std::vector<glm::vec3> & out_vertices,
    std::vector<glm::vec2> & out_uvs,
    std::vector<glm::vec3> & out_normals
) {
    std::map<PackedVertex, unsigned short> VertexToOutIndex;
 
    //각 input vertex를 위해
    for (unsigned int i = 0; i < in_vertices.size(); i++) {
        PackedVertex packed = { in_vertices[i], in_uvs[i], in_normals[i] };
 
        //out_XXXX에서 비슷한 vertex를 찾는다
        unsigned short index;
        bool found = getSimilarVertexIndex_fast(packed, VertexToOutIndex, index);
 
        if (found) { //비슷한 vertex가 VBO에 이미 있다면 대신 사용한다
            out_indices.push_back(index);
        }
        else {         //아니라면 이것은 아웃풋 데이터 추가가 필요하다
            out_vertices.push_back(in_vertices[i]);
            out_uvs.push_back(in_uvs[i]);
            out_normals.push_back(in_normals[i]);
            unsigned short newindex = (unsigned short)out_vertices.size() - 1;
            out_indices.push_back(newindex);
            VertexToOutIndex[packed] = newindex;
        }
 
    }
 
 
}
 
void indexVBO_TBN(
    std::vector<glm::vec3> & in_vertices,
    std::vector<glm::vec2> & in_uvs,
    std::vector<glm::vec3> & in_normals,
    std::vector<glm::vec3> & in_tangents,
    std::vector<glm::vec3> & in_bitangents,
 
    std::vector<unsigned short> & out_indices,
    std::vector<glm::vec3> & out_vertices,
    std::vector<glm::vec2> & out_uvs,
    std::vector<glm::vec3> & out_normals,
    std::vector<glm::vec3> & out_tangents,
    std::vector<glm::vec3> & out_bitangents
) {
    //각 input vertex를 위해
    for (unsigned int i = 0; i < in_vertices.size(); i++) {
 
        //out_XXXX 에서 비슷한 vertex를 찾는다
        unsigned short index;
        bool found = getSimilarVertexIndex(in_vertices[i], in_uvs[i], in_normals[i], out_vertices, out_uvs, out_normals, index);
 
        if (found) { //비슷한 vertex가 이미 VBO에 있으면, 이것을 대신 사용
            out_indices.push_back(index);
 
            //tangents와 bitangents의 평균을 한다
            out_tangents[index] += in_tangents[i];
            out_bitangents[index] += in_bitangents[i];
        }
        else { // 만약 아니라면, output data에서 추가한다
            out_vertices.push_back(in_vertices[i]);
            out_uvs.push_back(in_uvs[i]);
            out_normals.push_back(in_normals[i]);
            out_tangents.push_back(in_tangents[i]);
            out_bitangents.push_back(in_bitangents[i]);
            out_indices.push_back((unsigned short)out_vertices.size() - 1);
        }
    }
 
 
}
 
void computeMatricesFromInputs() {
 
    //glfwGetTime은 한번만 호출된다.
    static double lastTime = glfwGetTime();
 
    //현재와 마지막 프레임의 시간 차를 계산한다.
    double currentTime = glfwGetTime();
    float deltaTime = float(currentTime - lastTime);
 
    //마우스의 위치를 얻는다.
    double xpos, ypos;
    glfwGetCursorPos(window, &xpos, &ypos);
 
    //다음 프레임의 마우스 위치를 리셋한다.
    glfwSetCursorPos(window, 1024 / 2768 / 2);
 
    horizontalAngle += mouseSpeed * float(1024 / 2 - xpos);
    verticalAngle += mouseSpeed * float(768 / 2 - ypos);
 
    //Direction : Spherical 좌표 to Cartesian 좌표 변환
    glm::vec3 direction(
        cos(verticalAngle)*sin(horizontalAngle),
        sin(verticalAngle),
        cos(verticalAngle)*cos(horizontalAngle)
    );
 
    //Right vector
    glm::vec3 right = glm::vec3(
        sin(horizontalAngle - 3.14f / 2.0f),
        0,
        cos(horizontalAngle - 3.14f / 2.0f)
    );
 
    //Up vector
    glm::vec3 up = glm::cross(right, direction);
 
    //앞으로 이동
    if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
        position += direction*deltaTime*speed;
    }
    //뒤로 이동
    if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
        position -= direction*deltaTime*speed;
    }
    //오른쪽로 Strafe
    if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
        position += right*deltaTime*speed;
    }
    //왼쪽으로 Strafe
    if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
        position -= right*deltaTime*speed;
    }
 
    float FoV = initialFoV;
 
    ProjectionMatrix = glm::perspective(FoV, 4.0f / 3.0f, 0.1f, 100.0f);
 
    ViewMatrix = glm::lookAt(
        position,                //camera here
        position + direction,        //and looks here
        up                        // Head is up
    );
 
    //다음 프레임을 위해
    lastTime = currentTime;
}
 
void computeTangentBasis(
    //inputs
    std::vector<glm::vec3> & vertices,
    std::vector<glm::vec2> & uvs,
    std::vector<glm::vec3> & normals,
    //outputs
    std::vector<glm::vec3> & tangents,
    std::vector<glm::vec3> & bitangents
) {
    for (unsigned int i = 0; i < vertices.size(); i += 3) {
 
        //shortcuts for vertices
        glm::vec3 & v0 = vertices[i + 0];
        glm::vec3 & v1 = vertices[i + 1];
        glm::vec3 & v2 = vertices[i + 2];
 
        //shortcuts for UVs
        glm::vec2 & uv0 = uvs[i + 0];
        glm::vec2 & uv1 = uvs[i + 1];
        glm::vec2 & uv2 = uvs[i + 2];
 
        //edges of the triangle : position delta
        glm::vec3 deltaPos1 = v1 - v0;
        glm::vec3 deltaPos2 = v2 - v0;
 
        //UV delta
        glm::vec2 deltaUV1 = uv1 - uv0;
        glm::vec2 deltaUV2 = uv2 - uv0;
 
        float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
        glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r;
        glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1*deltaUV2.x)*r;
 
        //삼각형의 모든 세개의 정점을 위해 같은 tangent를 세팅한다.
        //그것들은 곧 병합될겉이다
        tangents.push_back(tangent);
        tangents.push_back(tangent);
        tangents.push_back(tangent);
 
        //binormals를 위한 같은 것
        bitangents.push_back(bitangent);
        bitangents.push_back(bitangent);
        bitangents.push_back(bitangent);
 
    }
 
    // "Going Further" 봐라
    for (unsigned int i = 0; i < vertices.size(); i += 1) {
        glm::vec3 & n = normals[i];
        glm::vec3 & t = tangents[i];
        glm::vec3 & b = bitangents[i];
 
        //Gram-Schmidt orthogonalize
        t = glm::normalize(t - n*glm::dot(n, t));
 
        //handedness 계산
        if (glm::dot(glm::cross(n, t), b) < 0.0f) {
            t = t*-1.0f;
        }
    }
}
 
void initText2D(const char * texturePath) {
 
    //텍스쳐 초기화
    Text2DTextureID = loadDDS(texturePath);
 
    //VBO 초기화
    glGenBuffers(1&Text2DVertexBufferID);
    glGenBuffers(1&Text2DUVBufferID);
 
    //Shader 초기화
    Text2DShaderID = LoadShaders("TextVertexShader.vertexshader""TextVertexShader.fragmentshader");
 
    //uniforms' IDs 초기화
    Text2DUniformID = glGetUniformLocation(Text2DShaderID, "myTextureSampler");
 
}
void printText2D(const char * text, int x, int y, int size) {
 
    unsigned int length = strlen(text);
 
    //buffer 채우기
    std::vector<glm::vec2> vertices;
    std::vector<glm::vec2> UVs;
    for (unsigned int i = 0; i < length; i++) {
        glm::vec2 vertex_up_left = glm::vec2(x + i*size, y + size);
        glm::vec2 vertex_up_right = glm::vec2(x + i*size + size, y + size);
        glm::vec2 vertex_down_right = glm::vec2(x + i*size + size, y);
        glm::vec2 vertex_down_left = glm::vec2(x + i*size, y);
 
        vertices.push_back(vertex_up_left);
        vertices.push_back(vertex_down_left);
        vertices.push_back(vertex_up_right);
 
        vertices.push_back(vertex_down_right);
        vertices.push_back(vertex_up_right);
        vertices.push_back(vertex_down_left);
 
        char character = text[i];
        float uv_x = (character % 16/ 16.0f;
        float uv_y = (character / 16/ 16.0f;
 
        glm::vec2 uv_up_left = glm::vec2(uv_x, uv_y);
        glm::vec2 uv_up_right = glm::vec2(uv_x + 1.0f / 16.0f, uv_y);
        glm::vec2 uv_down_right = glm::vec2(uv_x + 1.0f / 16.0f, (uv_y + 1.0f / 16.0f));
        glm::vec2 uv_down_left = glm::vec2(uv_x, (uv_y + 1.0f / 16.0f));
        UVs.push_back(uv_up_left);
        UVs.push_back(uv_down_left);
        UVs.push_back(uv_up_right);
 
        UVs.push_back(uv_down_right);
        UVs.push_back(uv_up_right);
        UVs.push_back(uv_down_left);
 
        glBindBuffer(GL_ARRAY_BUFFER, Text2DVertexBufferID);
        glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec2), &vertices[0], GL_STATIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, Text2DUVBufferID);
        glBufferData(GL_ARRAY_BUFFER, UVs.size() * sizeof(glm::vec2), &UVs[0], GL_STATIC_DRAW);
 
        // Bind shader
        glUseProgram(Text2DShaderID);
 
        // Bind texture
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, Text2DTextureID);
        // Set our "myTextureSampler" sampler to user Texture Unit 0
        glUniform1i(Text2DUniformID, 0);
 
        // 1rst attribute buffer : vertices
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, Text2DVertexBufferID);
        glVertexAttribPointer(02, GL_FLOAT, GL_FALSE, 0, (void*)0);
 
        // 2nd attribute buffer : UVs
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER, Text2DUVBufferID);
        glVertexAttribPointer(12, GL_FLOAT, GL_FALSE, 0, (void*)0);
 
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
        // Draw call
        glDrawArrays(GL_TRIANGLES, 0, vertices.size());
 
        glDisable(GL_BLEND);
 
        glDisableVertexAttribArray(0);
        glDisableVertexAttribArray(1);
    }
 
}
void cleanupText2D() {
 
    // Delete buffers
    glDeleteBuffers(1&Text2DVertexBufferID);
    glDeleteBuffers(1&Text2DUVBufferID);
 
    // Delete texture
    glDeleteTextures(1&Text2DTextureID);
 
    // Delete shader
    glDeleteProgram(Text2DShaderID);
}
 
quat RotationBetweenVectors(vec3 start, vec3 dest) {
    start = normalize(start);
    dest = normalize(dest);
 
    float cosTheta = dot(start, dest);
    vec3 rotationAxis;
 
    if (cosTheta < -1 + 0.001f) {
        //반대 방향의 벡터인 특별한 경우 :
        //"ideal" rotation 축이 없다
        //그래서 추축해라; 어떤 것도 그것이 시작에 수직일 때만 할 것이다
        //이 구현은 up축을 중심으로 한 회전을 선호하지만
        rotationAxis = cross(vec3(0.0f, 0.0f, 1.0f), start);
        if (length2(rotationAxis) < 0.01//운이 나빠서 평행일때 다시해라!
            rotationAxis = cross(vec3(1.0f, 0.0f, 0.0f), start);
 
        rotationAxis = normalize(rotationAxis);
        return angleAxis(180.0f, rotationAxis);
    }
 
    // Stan Melax의 게임 프로그래밍 Gems 1 구현
    rotationAxis = cross(start, dest);
 
    float s = sqrt((1 + cosTheta) * 2);
    float invs = 1 / s;
 
    return quat(
        s*0.5f,
        rotationAxis.x * invs,
        rotationAxis.y * invs,
        rotationAxis.z * invs
    );
}
 
quat LookAt(vec3 direction, vec3 desiredUp) {
 
    if (length2(direction) < 0.0001f)
        return quat();
 
    // 방향에 수직이 되도록 desiredUp을 재계산한다
    // 원하는 부분을 실제로 강제 실행하려면 해당 부분을 건너 뛸 수 있다
    vec3 right = cross(direction, desiredUp);
    desiredUp = cross(right, direction);
 
    // 객체의 앞면(+Z쪽으로 가정하는 회전)을 찾는다
    // 그러나 이것은 당신의 모델에 달려있다, 그리고 원하는 방향
    quat rot1 = RotationBetweenVectors(vec3(0.0f, 0.0f, 1.0f), direction);
 
    // 1회전 때문에, 위로 올랐을 때 아마 완전히 엉망이 되었다
    // 회전된 객체의 "up"과 원하는 객체 사이의 회전을 찾는다
    vec3 newUp = rot1*vec3(0.0f, 1.0f, 0.0f);
    quat rot2 = RotationBetweenVectors(newUp, desiredUp);
 
    // 적용한다
    return rot2*rot1;
}
 
quat RotateTowards(quat q1, quat q2, float maxAngle) {
 
    if (maxAngle < 0.001f) {
        // 회전은 허용되지 않는다. 나중에 0으로 나누는 것을 방지해라
        return q1;
    }
 
    float cosTheta = dot(q1, q2);
 
    // q1과 q2는 이미 동일하다
    // q2는 옳다
    if (cosTheta > 0.9999f) {
        return q2;
    }
 
    // sphere 주변의 긴 경로를 방지해라
    if (cosTheta < 0) {
        q1 = q1*-1.0f;
        cosTheta *= -1.0f;
    }
 
    float angle = acos(cosTheta);
 
    // 차이가 2개인 경우 5가 허용될까?
    if (angle < maxAngle) {
        return q2;
    }
 
    // 이것은 slerp()와 같지만 사용자 정의 t와 함께 한다
    float t = maxAngle / angle;
    angle = maxAngle;
 
    quat res = (sin((1.0f - t)*angle) * q1 + sin(t*angle)*q2) / sin(angle);
    res = normalize(res);
    return res;
}
cs


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