Saxum/graphics.cc

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#include "graphics.hh"
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#include <iomanip>
#include <sstream>
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
using namespace ACGL::OpenGL;
Graphics::Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane) {
this->windowSize = windowSize;
this->nearPlane = nearPlane;
this->farPlane = farPlane;
}
Graphics::Graphics() {
}
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void Graphics::init() {
// construct VAO to give shader correct Attribute locations
SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
ab->defineAttribute("aPosition", GL_FLOAT, 3);
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
ab->defineAttribute("aNormal", GL_FLOAT, 3);
SharedVertexArrayObject vao = SharedVertexArrayObject(new VertexArrayObject());
vao->attachAllAttributes(ab);
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
lightingShader = ShaderProgramCreator("phong").attributeLocations(
vao->getAttributeLocations()).create();
depthTexture = SharedTexture2D( new Texture2D(glm::vec2(windowSize.x, windowSize.y), GL_DEPTH24_STENCIL8));
depthTexture->setMinFilter(GL_LINEAR);
depthTexture->setMagFilter(GL_LINEAR);
depthTexture->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
framebuffer = SharedFrameBufferObject(new FrameBufferObject());
framebuffer->setDepthTexture(depthTexture);
framebuffer->validate();
depthShader = ShaderProgramCreator("depth")
.attributeLocations(vao->getAttributeLocations())
.fragmentDataLocations(framebuffer->getAttachmentLocations())
.create();
}
GLFWwindow* Graphics::getWindow() {
return window;
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}
glm::uvec2 Graphics::getWindowSize() {
return windowSize;
}
void Graphics::render(Level* level)
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{
// render depth texture for sun
framebuffer->bind();
glClear(GL_DEPTH_BUFFER_BIT);
depthShader->use();
glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
glm::mat4 depthViewProjectionMatrix = glm::ortho<float>(-20, 20, -20, 20, -20, 40) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
depthShader->setUniform("viewProjectionMatrix", depthViewProjectionMatrix);
level->render(depthShader, false);
if (!framebuffer->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
// final render pass
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
lightingShader->use();
//set view and projection matrix
glm::mat4 lightingViewProjectionMatrix = buildFrustum(75.0f, 0.1f, farPlane, (float)windowSize.x/(float)windowSize.y) * buildViewMatrix(level);
lightingShader->setUniform("lightingViewProjectionMatrix", lightingViewProjectionMatrix);
// convert texture to homogenouse coordinates
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthBiasMVP = biasMatrix*depthViewProjectionMatrix;
lightingShader->setUniform("shadowMVP", depthBiasMVP);
lightingShader->setTexture("shadowMap", depthTexture, 1);
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//set lighting parameters
if (level->getLights().size() > 0) {
lightingShader->setUniform("lightCount", (int) level->getLights().size());
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// TODO look into doing this less often
// Build light position array
glm::vec3 lightSources[level->getLights().size()];
for(unsigned int i = 0; i<level->getLights().size(); i++) {
lightSources[i] = level->getLights()[i].getPosition();
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}
glUniform3fv(lightingShader->getUniformLocation("lightSources"),
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sizeof(lightSources), (GLfloat*) lightSources);
// Build light colour array
glm::vec3 lightColours[level->getLights().size()];
for(unsigned int i = 0; i<level->getLights().size(); i++) {
lightColours[i] = level->getLights()[i].getColour();
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}
glUniform3fv(lightingShader->getUniformLocation("lightColors"),
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sizeof(lightColours), (GLfloat*) lightColours);
// Build light attenuation array
float lightIntensities[level->getLights().size()];
for(unsigned int i = 0; i<level->getLights().size(); i++) {
lightIntensities[i] = level->getLights()[i].getIntensity();
}
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
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// set directional Light
if(level->getDirectionalLight()) {
lightingShader->setUniform("directionalLightVector",
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level->getDirectionalLight()->getPosition());
lightingShader->setUniform("directionalColor",
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level->getDirectionalLight()->getColour());
lightingShader->setUniform("directionalIntensity",
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level->getDirectionalLight()->getIntensity());
}
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// set fog Parameters
lightingShader->setUniform("fogEnd", (farPlane)-35.0f);
lightingShader->setUniform("fogColor", level->getFogColor());
lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
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// set Material Parameters
lightingShader->setUniform("ambientColor", level->getAmbientLight());
lightingShader->setUniform("camera", level->getCameraPosition());
// render the level
level->render(lightingShader, true);
}
void Graphics::resize(glm::uvec2 windowSize) {
this->windowSize = windowSize;
depthTexture->resize(glm::vec2(windowSize.x, windowSize.y));
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}
glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, float aspectRatio) {
float phiHalfInRadians = 0.5*phiInDegree * (M_PI/180.0);
float top = _near * tan( phiHalfInRadians );
float bottom = -top;
float left = bottom * aspectRatio;
float right = -left;
return glm::frustum(left, right, bottom, top, _near, _far);
}
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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//construct lookAt (cameraPosition = cameraCenter + cameraVector
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return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
float Graphics::getFarPlane() {
return farPlane;
}
void Graphics::setGLFWHintsForOpenGLVersion( unsigned int _version )
{
#ifdef __APPLE__
#if (ACGL_OPENGL_VERSION >= 30)
// request OpenGL 3.2, will return a 4.1 context on Mavericks
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2 );
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
#else
// non-apple
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, _version / 10 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, _version % 10 );
#ifdef ACGL_OPENGL_PROFILE_CORE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
#endif
}
bool Graphics::createWindow()
{
// Initialise GLFW
if ( !glfwInit() )
{
ACGL::Utils::error() << "Failed to initialize GLFW" << std::endl;
exit( -1 );
}
// Configure OpenGL context
setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
// activate multisampling (second parameter is the number of samples):
//glfwWindowHint( GLFW_SAMPLES, 8 );
// request an OpenGL debug context:
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
// define whether the window can get resized:
glfwWindowHint(GLFW_RESIZABLE, true);
// try to create an OpenGL context in a window and check the supported OpenGL version:
// R,G,B,A, Depth,Stencil
window = glfwCreateWindow(windowSize.x, windowSize.y, "SWP MarbleGame Group C", NULL, NULL);
if (!getWindow()) {
ACGL::Utils::error() << "Failed to open a GLFW window - requested OpenGL: " << ACGL_OPENGL_VERSION << std::endl;
return false;
}
glfwMakeContextCurrent(window);
ACGL::init();
return true;
}