292 lines
12 KiB
C++
292 lines
12 KiB
C++
#include "graphics.hh"
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#include "lodepng.h"
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#include <iomanip>
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#include <sstream>
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#include <functional>
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#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
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using namespace ACGL::OpenGL;
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const int Graphics::cube_size = 1024;
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const double lightUpdateDelay = 0.5f;
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Graphics::Graphics(glm::uvec2 windowSize, float nearPlane, float farPlane) {
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this->windowSize = windowSize;
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this->nearPlane = nearPlane;
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this->farPlane = farPlane;
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}
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Graphics::Graphics() {
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}
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void Graphics::init(Level* level) {
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// save Level
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this->level = level;
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// update lights on creation
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lastUpdate = -lightUpdateDelay;
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// construct VAO to give shader correct Attribute locations
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SharedArrayBuffer ab = SharedArrayBuffer(new ArrayBuffer());
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ab->defineAttribute("aPosition", GL_FLOAT, 3);
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ab->defineAttribute("aTexCoord", GL_FLOAT, 2);
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ab->defineAttribute("aNormal", GL_FLOAT, 3);
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SharedVertexArrayObject vao = SharedVertexArrayObject(new VertexArrayObject());
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vao->attachAllAttributes(ab);
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// look up all shader files starting with 'phong' and build a ShaderProgram from it:
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lightingShader = ShaderProgramCreator("phong").attributeLocations(
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vao->getAttributeLocations()).create();
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depthShader = ShaderProgramCreator("depth")
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.attributeLocations(vao->getAttributeLocations()).create();
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depthCubeShader = ShaderProgramCreator("depth_cube")
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.attributeLocations(vao->getAttributeLocations()).create();
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depthTexture = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT24));
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depthTexture->setMinFilter(GL_NEAREST);
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depthTexture->setMagFilter(GL_NEAREST);
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depthTexture->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture->setWrapT(GL_CLAMP_TO_EDGE);
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depthTexture->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer = SharedFrameBufferObject(new FrameBufferObject());
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framebuffer->setDepthTexture(depthTexture);
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framebuffer->validate();
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
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printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
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// Exit if we need more texture units
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if (number_of_texture_units < 12) {
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printf("You need at least 12 texture units to run this application. Exiting\n");
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exit(-1);
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}
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// always generate and bind 32 cube maps, because otherwise the shader won't work
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(10);
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT24));
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setWrapS(GL_CLAMP_TO_EDGE);
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depth_cubeMaps.at(i)->setWrapT(GL_CLAMP_TO_EDGE);
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depth_cubeMaps.at(i)->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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}
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framebuffer_cube = SharedFrameBufferObject(new FrameBufferObject());
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lightingShader->use();
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lightingShader->setTexture("shadowMap", depthTexture, 1);
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if (level->getLights()->size() > 0) {
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for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
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// start with texture unit 2 because the first two are used by the texture and the directional shadow map
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lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), i+2);
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}
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}
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updateClosestLights();
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}
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glm::uvec2 Graphics::getWindowSize() {
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return windowSize;
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}
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void Graphics::render(double time)
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{
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// At first render shadows
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depthCubeShader->use();
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depthCubeShader->setUniform("farPlane", farPlane);
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// render depth textures for point lights
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glViewport(0, 0, cube_size, cube_size);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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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),
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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glm::vec3 upvectors[6] = {glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, 0.0f, -1.0f),
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glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<closestLights->size(); i_pointlight++) {
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// render each side of the cube
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for (int i_face = 0; i_face<6; i_face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::mat4 viewMatrix = glm::lookAt(closestLights->at(i_pointlight).getPosition(),
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closestLights->at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
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glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
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std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
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viewMatrixVector.push_back(viewMatrix);
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level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
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if (!framebuffer_cube->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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}
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}
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// render depth texture for sun
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depthShader->use();
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glViewport(0, 0, windowSize.x, windowSize.y);
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// far pass
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framebuffer->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
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glm::mat4 depthViewProjectionMatrix = glm::ortho<float>(-farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f, -farPlane/2.0f, farPlane/2.0f) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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level->render(depthShader, false, &depthViewProjectionMatrix);
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if (!framebuffer->isFrameBufferObjectComplete()) {
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printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
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}
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// final render pass
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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lightingShader->use();
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//set lighting parameters
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// TODO look into doing this less often, offload to another thread?
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// TODO figure out how to deal with bigger numbers of lights. load the nearest on demand?
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double nextUpdate = lastUpdate + lightUpdateDelay;
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if (time >= nextUpdate)
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{
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updateShaderLights();
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lastUpdate = time;
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}
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// convert texture to homogenouse coordinates
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glm::mat4 biasMatrix(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0
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);
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glm::mat4 depthBiasVP = biasMatrix*depthViewProjectionMatrix;
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lightingShader->setUniform("farPlane", farPlane);
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// set fog Parameters
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lightingShader->setUniform("fogColor", level->getFogColour());
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lightingShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
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// set Material Parameters
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("camera", level->getCameraPosition());
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//set view and projection matrix
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glm::mat4 lightingViewProjectionMatrix = glm::perspective(1.571f, (float)windowSize.x/(float)windowSize.y, 0.1f, farPlane) * buildViewMatrix(level);
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std::vector<glm::mat4> shadowVPs = std::vector<glm::mat4>();
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shadowVPs.push_back(depthBiasVP);
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// render the level
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &shadowVPs);
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}
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bool Graphics::compareLightDistances(Light a, Light b) {
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if (glm::distance(this->level->getCameraCenter()->getPosition(), a.getPosition()) <
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glm::distance(this->level->getCameraCenter()->getPosition(), b.getPosition())) {
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return true;
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}
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else {
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return false;
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}
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}
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void Graphics::updateClosestLights() {
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if (level->getLights()->size() <= 32) {
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this->closestLights = level->getLights();
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}
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else {
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closestLightsVector = std::vector<Light>(*level->getLights());
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std::sort(closestLightsVector.begin(),
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closestLightsVector.end(),
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[this](Light a, Light b) {return compareLightDistances(a, b); });
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closestLightsVector = std::vector<Light>(&closestLightsVector[0],
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&closestLightsVector[31]);
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closestLights = &closestLightsVector;
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}
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}
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void Graphics::updateShaderLights() {
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updateClosestLights();
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if (closestLights->size() > 0) {
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lightingShader->setUniform("lightCount", (int) closestLights->size());
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// Build light position array
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glm::vec3 lightSources[closestLights->size()];
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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lightSources[i] = closestLights->at(i).getPosition();
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}
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glUniform3fv(lightingShader->getUniformLocation("lightSources"),
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sizeof(lightSources), (GLfloat*) lightSources);
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// Build light colour array
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glm::vec3 lightColours[closestLights->size()];
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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lightColours[i] = closestLights->at(i).getColour();
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}
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glUniform3fv(lightingShader->getUniformLocation("lightColors"),
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sizeof(lightColours), (GLfloat*) lightColours);
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// Build light attenuation array
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float lightIntensities[closestLights->size()];
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for(unsigned int i = 0; i<closestLights->size(); i++) {
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lightIntensities[i] = closestLights->at(i).getIntensity();
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}
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glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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}
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// set directional Light
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if(level->getDirectionalLight()) {
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lightingShader->setUniform("directionalLightVector",
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level->getDirectionalLight()->getPosition());
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lightingShader->setUniform("directionalColor",
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level->getDirectionalLight()->getColour());
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lightingShader->setUniform("directionalIntensity",
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level->getDirectionalLight()->getIntensity());
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}
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}
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void Graphics::resize(glm::uvec2 windowSize) {
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this->windowSize = windowSize;
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depthTexture->resize(glm::vec2(windowSize.x, windowSize.y));
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}
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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->getCamera()->getPosition(), level->getCamera()->getPosition() + level->getCamera()->getDirection(), glm::vec3(0.0f, 1.0f, 0.0f));
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return glm::lookAt((level->getCameraCenter()->getPosition() + level->getCamera()->getVector()),
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level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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float Graphics::getFarPlane() {
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return farPlane;
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}
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void Graphics::saveDepthBufferToDisk(int face, std::string filename) {
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printf("Starting saving of depth buffer...\n");
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float *depthbuffer = new float[1024*1024];
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std::vector<unsigned char> image (1024 * 1024 * 4);
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glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_DEPTH_COMPONENT, GL_FLOAT, depthbuffer);
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for (unsigned int i = 0; i<1024*1024; i++) {
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image[i * 4 + 0] = depthbuffer[i] * 255;
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image[i * 4 + 1] = depthbuffer[i] * 255;
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image[i * 4 + 2] = depthbuffer[i] * 255;
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image[i * 4 + 3] = 255;
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}
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unsigned error = lodepng::encode(filename.c_str(), image, 1024, 1024);
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if (error) {
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std::cout << "Encoder error " << error << ": " << lodepng_error_text(error) << std::endl;
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}
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else {
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printf("Saving complete!\n");
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}
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delete [] depthbuffer;
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}
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