Saxum/graphics.cc

272 lines
12 KiB
C++
Raw Normal View History

2014-10-20 16:49:10 +00:00
#include "graphics.hh"
#include "lodepng.h"
2014-10-20 15:31:26 +00:00
#include <iomanip>
#include <sstream>
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
using namespace ACGL::OpenGL;
const int Graphics::cube_size = 1024;
const double lightUpdateDelay = 0.5f;
Graphics::Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane) {
this->windowSize = windowSize;
this->nearPlane = nearPlane;
this->farPlane = farPlane;
}
Graphics::Graphics() {
}
2014-10-20 15:31:26 +00:00
void Graphics::init(Level* level) {
// save Level
this->level = level;
// update lights on creation
lastUpdate = -lightUpdateDelay;
// 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();
depthShader = ShaderProgramCreator("depth")
2014-12-04 16:19:58 +00:00
.attributeLocations(vao->getAttributeLocations()).create();
depthTexture = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16));
depthTexture->setMinFilter(GL_NEAREST);
depthTexture->setMagFilter(GL_NEAREST);
depthTexture->setWrapS(GL_CLAMP_TO_EDGE);
depthTexture->setWrapT(GL_CLAMP_TO_EDGE);
depthTexture->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
framebuffer = SharedFrameBufferObject(new FrameBufferObject());
framebuffer->setDepthTexture(depthTexture);
framebuffer->validate();
/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(std::min(int(level->getLights()->size()), 1));
for (unsigned int i = 0; i<1 && i<depth_cubeMaps.size(); i++) {
depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
depth_cubeMaps.at(i)->setWrapS(GL_CLAMP_TO_EDGE);
depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE);
depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
}
framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
depthTexture_cube = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16));
depthTexture_cube->setMinFilter(GL_NEAREST);
depthTexture_cube->setMagFilter(GL_NEAREST);
depthTexture_cube->setWrapS(GL_CLAMP_TO_EDGE);
depthTexture_cube->setWrapT(GL_CLAMP_TO_EDGE);
depthTexture_cube->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
saveDepthBufferBool = false;
}
glm::uvec2 Graphics::getWindowSize() {
return windowSize;
}
void Graphics::saveDepthBuffer() {
saveDepthBufferBool = true;
}
void Graphics::render(double time)
2014-10-20 15:31:26 +00:00
{
// At first render shadows
depthShader->use();
// render depth textures for point lights
glViewport(0, 0, cube_size, cube_size);
glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
glm::vec3 looking_directions[6] = {glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0001f, 1.0f, 0.0f),
glm::vec3(0.0001f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
framebuffer_cube->bind();
static bool printed = false;
//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlight<level->getLights()->size(); i_pointlight++) {
// render each side of the cube
for (int i_face = 0; i_face<6; i_face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
glClear(GL_DEPTH_BUFFER_BIT);
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
if (!printed) {
printf("\n\nView matrix:\n %2.2f, %2.2f, %2.2f, %2.2f\n%2.2f, %2.2f, %2.2f, %2.2f\n%2.2f, %2.2f, %2.2f, %2.2f\n%2.2f, %2.2f, %2.2f, %2.2f\n\n\n",
depthViewProjectionMatrix_face[0][0], depthViewProjectionMatrix_face[0][1], depthViewProjectionMatrix_face[0][2], depthViewProjectionMatrix_face[0][3],
depthViewProjectionMatrix_face[1][0], depthViewProjectionMatrix_face[1][1], depthViewProjectionMatrix_face[1][2], depthViewProjectionMatrix_face[1][3],
depthViewProjectionMatrix_face[2][0], depthViewProjectionMatrix_face[2][1], depthViewProjectionMatrix_face[2][2], depthViewProjectionMatrix_face[2][3],
depthViewProjectionMatrix_face[3][0], depthViewProjectionMatrix_face[3][1], depthViewProjectionMatrix_face[3][2], depthViewProjectionMatrix_face[3][3]
);
}
level->render(depthShader, false, &depthViewProjectionMatrix_face);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
if (saveDepthBufferBool && i_face == 2) {
printf("Doing stuff...\n");
saveDepthBufferToDisk(framebuffer_cube, "face2.png");
saveDepthBufferBool = false;
}
}
if (!printed) {
printed = true;
}
}
// render depth texture for sun
glViewport(0, 0, windowSize.x, windowSize.y);
2014-12-04 16:19:58 +00:00
// far pass
framebuffer->bind();
2014-12-04 16:19:58 +00:00
glClear(GL_DEPTH_BUFFER_BIT);
glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
glm::mat4 depthViewProjectionMatrix = glm::ortho<float>(-farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f) *
glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
level->render(depthShader, false, &depthViewProjectionMatrix);
if (!framebuffer->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
// final render pass
glBindFramebuffer(GL_FRAMEBUFFER, 0);
2014-10-20 15:31:26 +00:00
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
lightingShader->use();
if (level->getLights()->size() > 0) {
lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
}
//set lighting parameters
// TODO look into doing this less often, offload to another thread?
// TODO figure out how to deal with bigger numbers of lights. load the nearest on demand?
double nextUpdate = lastUpdate + lightUpdateDelay;
if (time >= nextUpdate)
{
updateLights();
lastUpdate = time;
}
// 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 depthBiasVP = biasMatrix*depthViewProjectionMatrix;
lightingShader->setTexture("shadowMap", depthTexture, 1);
lightingShader->setUniform("farPlane", farPlane);
// set fog Parameters
lightingShader->setUniform("fogColor", level->getFogColour());
lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
// set Material Parameters
lightingShader->setUniform("ambientColor", level->getAmbientLight());
lightingShader->setUniform("camera", level->getCameraPosition());
//set view and projection matrix
glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
std::vector<glm::mat4> shadowVPs = std::vector<glm::mat4>();
shadowVPs.push_back(depthBiasVP);
// render the level
level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
}
void Graphics::updateLights() {
if (level->getLights()->size() > 0) {
lightingShader->setUniform("lightCount", (int) level->getLights()->size());
2014-10-31 11:56:09 +00:00
// Build light position array
glm::vec3 lightSources[level->getLights()->size()];
for(unsigned int i = 0; i<level->getLights()->size(); i++) {
lightSources[i] = level->getLights()->at(i).getPosition();
2014-10-31 11:56:09 +00:00
}
glUniform3fv(lightingShader->getUniformLocation("lightSources"),
2014-11-03 22:54:35 +00:00
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()->at(i).getColour();
2014-11-03 22:54:35 +00:00
}
glUniform3fv(lightingShader->getUniformLocation("lightColors"),
2014-11-03 22:54:35 +00:00
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()->at(i).getIntensity();
}
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
2014-11-17 16:51:15 +00:00
// set directional Light
if(level->getDirectionalLight()) {
lightingShader->setUniform("directionalLightVector",
2014-11-17 16:51:15 +00:00
level->getDirectionalLight()->getPosition());
lightingShader->setUniform("directionalColor",
2014-11-17 16:51:15 +00:00
level->getDirectionalLight()->getColour());
lightingShader->setUniform("directionalIntensity",
2014-11-17 16:51:15 +00:00
level->getDirectionalLight()->getIntensity());
}
}
void Graphics::resize(glm::uvec2 windowSize) {
this->windowSize = windowSize;
depthTexture->resize(glm::vec2(windowSize.x, windowSize.y));
2014-10-20 15:31:26 +00:00
}
glm::mat4 Graphics::buildViewMatrix(Level* level) {
2014-12-15 10:53:31 +00:00
//construct lookAt (cameraPosition = cameraCenter + cameraVector)
//return glm::lookAt(level->getCamera()->getPosition(), level->getCamera()->getPosition() + level->getCamera()->getDirection(), glm::vec3(0.0f, 1.0f, 0.0f));
2014-11-17 12:29:41 +00:00
return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
2014-11-13 17:17:58 +00:00
}
float Graphics::getFarPlane() {
return farPlane;
}
void Graphics::saveDepthBufferToDisk(SharedFrameBufferObject fbo, std::string filename) {
printf("Starting saving of depth buffer...\n");
float *depthbuffer = new float[windowSize.x * windowSize.y];
std::vector<unsigned char> image (windowSize.x * windowSize.y * 4);
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, depthbuffer);
for (unsigned int i = 0; i<windowSize.x * windowSize.y; i++) {
image[windowSize.x * windowSize.y * 4 + 0] = depthbuffer[i] * 255;
image[windowSize.x * windowSize.y * 4 + 1] = depthbuffer[i] * 255;
image[windowSize.x * windowSize.y * 4 + 2] = depthbuffer[i] * 255;
image[windowSize.x * windowSize.y * 4 + 3] = 255;
}
unsigned error = lodepng::encode(filename.c_str(), image, windowSize.x, windowSize.y);
if (error) {
std::cout << "Encoder error " << error << ": " << lodepng_error_text(error) << std::endl;
}
else {
printf("Saving complete!\n");
}
delete [] depthbuffer;
}