#include "graphics.hh" #include #include #include using namespace ACGL::OpenGL; const int Graphics::cube_size = 1024; Graphics::Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane) { this->windowSize = windowSize; this->nearPlane = nearPlane; this->farPlane = farPlane; } Graphics::Graphics() { } void Graphics::init(Level* level) { // save Level this->level = level; // 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") .attributeLocations(vao->getAttributeLocations()).create(); depthTexture_near = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16)); depthTexture_near->setMinFilter(GL_NEAREST); depthTexture_near->setMagFilter(GL_NEAREST); depthTexture_near->setWrapS(GL_CLAMP_TO_EDGE); depthTexture_near->setWrapT(GL_CLAMP_TO_EDGE); depthTexture_near->setCompareMode(GL_COMPARE_REF_TO_TEXTURE); framebuffer_near = SharedFrameBufferObject(new FrameBufferObject()); framebuffer_near->setDepthTexture(depthTexture_near); framebuffer_near->validate(); depthTexture_middle = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16)); depthTexture_middle->setMinFilter(GL_NEAREST); depthTexture_middle->setMagFilter(GL_NEAREST); depthTexture_middle->setWrapS(GL_CLAMP_TO_EDGE); depthTexture_middle->setWrapT(GL_CLAMP_TO_EDGE); depthTexture_middle->setCompareMode(GL_COMPARE_REF_TO_TEXTURE); framebuffer_middle = SharedFrameBufferObject(new FrameBufferObject()); framebuffer_middle->setDepthTexture(depthTexture_middle); framebuffer_middle->validate(); depthTexture_far = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16)); depthTexture_far->setMinFilter(GL_NEAREST); depthTexture_far->setMagFilter(GL_NEAREST); depthTexture_far->setWrapS(GL_CLAMP_TO_EDGE); depthTexture_far->setWrapT(GL_CLAMP_TO_EDGE); depthTexture_far->setCompareMode(GL_COMPARE_REF_TO_TEXTURE); framebuffer_far = SharedFrameBufferObject(new FrameBufferObject()); framebuffer_far->setDepthTexture(depthTexture_far); framebuffer_far->validate(); /*depth_cubeMaps = std::vector(level->getLights()->size()); for (unsigned int i = 0; i(std::min(int(level->getLights()->size()), 1)); for (unsigned int i = 0; i<1 && isetMinFilter(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()); } GLFWwindow* Graphics::getWindow() { return window; } glm::uvec2 Graphics::getWindowSize() { return windowSize; } void Graphics::render() { // 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(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)}; framebuffer_cube->bind(); //for (unsigned int i_pointlight = 0; i_pointlightgetLights()->size(); i_pointlight++) { for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlightgetLights()->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)); //level->render(depthShader, false, &depthViewProjectionMatrix_face); if (!framebuffer_cube->isFrameBufferObjectComplete()) { printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); } } } // render depth texture for sun glViewport(0, 0, windowSize.x, windowSize.y); // near pass framebuffer_near->bind(); glClear(GL_DEPTH_BUFFER_BIT); glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition()); glm::mat4 depthViewProjectionMatrix_near = glm::ortho(-5, 5, -5, 5, -5, 5) * glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0)); level->render(depthShader, false, &depthViewProjectionMatrix_near); if (!framebuffer_near->isFrameBufferObjectComplete()) { printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); } // middle pass framebuffer_middle->bind(); glClear(GL_DEPTH_BUFFER_BIT); glm::mat4 depthViewProjectionMatrix_middle = glm::ortho(-20, 20, -20, 20, -20, 20) * glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0)); level->render(depthShader, false, &depthViewProjectionMatrix_middle); if (!framebuffer_middle->isFrameBufferObjectComplete()) { printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); } // far pass framebuffer_far->bind(); glClear(GL_DEPTH_BUFFER_BIT); glm::mat4 depthViewProjectionMatrix_far = glm::ortho(-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_far); if (!framebuffer_far->isFrameBufferObjectComplete()) { printf("Framebuffer incomplete, unknown error occured during shadow generation!\n"); } // final render pass glBindFramebuffer(GL_FRAMEBUFFER, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lightingShader->use(); //set lighting parameters if (level->getLights()->size() > 0) { lightingShader->setUniform("lightCount", (int) level->getLights()->size()); // 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? // Build light position array glm::vec3 lightSources[level->getLights()->size()]; for(unsigned int i = 0; igetLights()->size(); i++) { lightSources[i] = level->getLights()->at(i).getPosition(); } glUniform3fv(lightingShader->getUniformLocation("lightSources"), sizeof(lightSources), (GLfloat*) lightSources); // Build light colour array glm::vec3 lightColours[level->getLights()->size()]; for(unsigned int i = 0; igetLights()->size(); i++) { lightColours[i] = level->getLights()->at(i).getColour(); } glUniform3fv(lightingShader->getUniformLocation("lightColors"), sizeof(lightColours), (GLfloat*) lightColours); // Build light attenuation array float lightIntensities[level->getLights()->size()]; for(unsigned int i = 0; igetLights()->size(); i++) { lightIntensities[i] = level->getLights()->at(i).getIntensity(); } glUniform1fv(lightingShader->getUniformLocation("lightIntensities"), sizeof(lightIntensities), (GLfloat*) lightIntensities); lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4); } // set directional Light if(level->getDirectionalLight()) { lightingShader->setUniform("directionalLightVector", level->getDirectionalLight()->getPosition()); lightingShader->setUniform("directionalColor", level->getDirectionalLight()->getColour()); lightingShader->setUniform("directionalIntensity", level->getDirectionalLight()->getIntensity()); } // 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_near = biasMatrix*depthViewProjectionMatrix_near; glm::mat4 depthBiasVP_middle = biasMatrix*depthViewProjectionMatrix_middle; glm::mat4 depthBiasVP_far = biasMatrix*depthViewProjectionMatrix_far; lightingShader->setTexture("shadowMap_near", depthTexture_near, 1); lightingShader->setTexture("shadowMap_middle", depthTexture_middle, 2); lightingShader->setTexture("shadowMap_far", depthTexture_far, 3); 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 shadowVPs = std::vector(); shadowVPs.push_back(depthBiasVP_near); shadowVPs.push_back(depthBiasVP_middle); shadowVPs.push_back(depthBiasVP_far); // render the level level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs); } void Graphics::resize(glm::uvec2 windowSize) { this->windowSize = windowSize; depthTexture_near->resize(glm::vec2(windowSize.x, windowSize.y)); depthTexture_middle->resize(glm::vec2(windowSize.x, windowSize.y)); depthTexture_far->resize(glm::vec2(windowSize.x, windowSize.y)); } glm::mat4 Graphics::buildViewMatrix(Level* level) { //construct lookAt (cameraPosition = cameraCenter + cameraVector) return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()), level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f)); } 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; }