Saxum/graphics.cc

177 lines
6.2 KiB
C++

#include "graphics.hh"
#include <iomanip>
#include <sstream>
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
Graphics::Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane) {
this->windowSize = windowSize;
this->nearPlane = nearPlane;
this->farPlane = farPlane;
}
Graphics::Graphics() {
}
void Graphics::init() {
// construct VAO to give shader correct Attribute locations
ACGL::OpenGL::SharedArrayBuffer ab = std::make_shared<ACGL::OpenGL::ArrayBuffer>();
ab->defineAttribute("aPosition", GL_FLOAT, 3);
ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
ab->defineAttribute("aNormal", GL_FLOAT, 3);
ACGL::OpenGL::SharedVertexArrayObject vao = std::make_shared<ACGL::OpenGL::VertexArrayObject>();
vao->attachAllAttributes(ab);
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
vao->getAttributeLocations()).create();
shader->use();
}
GLFWwindow* Graphics::getWindow() {
return window;
}
glm::uvec2 Graphics::getWindowSize() {
return windowSize;
}
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;
}
void Graphics::render(Level* level)
{
// clear the framebuffer:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//set view and projection matrix
shader->setUniform("projectionMatrix", buildFrustum(75.0f, 0.1f, 100.0f, (float)windowSize.x/(float)windowSize.y) );
shader->setUniform("viewMatrix", buildViewMatrix(level));
//set lighting parameters
if (level->getLights().size() > 0) {
shader->setUniform("lightCount", (int) level->getLights().size());
// 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();
}
glUniform3fv(shader->getUniformLocation("lightSources"),
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();
}
glUniform3fv(shader->getUniformLocation("lightColors"),
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(shader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
// set directional Light
if(level->getDirectionalLight()) {
shader->setUniform("directionalLightVector",
level->getDirectionalLight()->getPosition());
shader->setUniform("directionalColor",
level->getDirectionalLight()->getColour());
shader->setUniform("directionalIntensity",
level->getDirectionalLight()->getIntensity());
}
// set fog Parameters
shader->setUniform("fogEnd", (farPlane/2.0f)-10.0f);
shader->setUniform("fogColor", level->getFogColor());
shader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
// set Material Parameters
shader->setUniform("ambientColor", level->getAmbientLight());
shader->setUniform("camera", level->getCameraPosition());
// render the level
level->render(shader);
}
void Graphics::setWindowSize(glm::uvec2 windowSize) {
this->windowSize = windowSize;
}
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);
}
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;
}