Saxum/graphics.cc
2015-02-13 15:51:49 +01:00

292 lines
12 KiB
C++

#include "graphics.hh"
#include "lodepng.h"
#include <iomanip>
#include <sstream>
#include <functional>
#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() {
}
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")
.attributeLocations(vao->getAttributeLocations()).create();
depthCubeShader = ShaderProgramCreator("depth_cube")
.attributeLocations(vao->getAttributeLocations()).create();
depthTexture = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT24));
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();
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &number_of_texture_units);
printf("Your graphics card supports %d texture units.\n", number_of_texture_units);
// Exit if we need more texture units
if (number_of_texture_units < 12) {
printf("You need at least 12 texture units to run this application. Exiting\n");
exit(-1);
}
// always generate and bind 32 cube maps, because otherwise the shader won't work
depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(10);
for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {
depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT24));
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());
lightingShader->use();
lightingShader->setTexture("shadowMap", depthTexture, 1);
if (level->getLights()->size() > 0) {
for(unsigned int i = 0; i<depth_cubeMaps.size(); i++){
// start with texture unit 2 because the first two are used by the texture and the directional shadow map
lightingShader->setTexture("shadowMap_cube" + std::to_string(i), depth_cubeMaps.at(i), i+2);
}
}
updateClosestLights();
}
glm::uvec2 Graphics::getWindowSize() {
return windowSize;
}
void Graphics::render(double time)
{
// At first render shadows
depthCubeShader->use();
depthCubeShader->setUniform("farPlane", farPlane);
// 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)};
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),
glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
framebuffer_cube->bind();
for (unsigned int i_pointlight = 0; i_pointlight<closestLights->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 viewMatrix = glm::lookAt(closestLights->at(i_pointlight).getPosition(),
closestLights->at(i_pointlight).getPosition() + looking_directions[i_face], upvectors[i_face]);
glm::mat4 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * viewMatrix;
std::vector<glm::mat4> viewMatrixVector = std::vector<glm::mat4>();
viewMatrixVector.push_back(viewMatrix);
level->render(depthCubeShader, false, &depthViewProjectionMatrix_face, &viewMatrixVector);
if (!framebuffer_cube->isFrameBufferObjectComplete()) {
printf("Framebuffer incomplete, unknown error occured during shadow generation!\n");
}
}
}
// render depth texture for sun
depthShader->use();
glViewport(0, 0, windowSize.x, windowSize.y);
// far pass
framebuffer->bind();
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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
lightingShader->use();
//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)
{
updateShaderLights();
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->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);
}
bool Graphics::compareLightDistances(Light a, Light b) {
if (glm::distance(this->level->getCameraCenter()->getPosition(), a.getPosition()) <
glm::distance(this->level->getCameraCenter()->getPosition(), b.getPosition())) {
return true;
}
else {
return false;
}
}
void Graphics::updateClosestLights() {
if (level->getLights()->size() <= 32) {
this->closestLights = level->getLights();
}
else {
closestLightsVector = std::vector<Light>(*level->getLights());
std::sort(closestLightsVector.begin(),
closestLightsVector.end(),
[this](Light a, Light b) {return compareLightDistances(a, b); });
closestLightsVector = std::vector<Light>(&closestLightsVector[0],
&closestLightsVector[31]);
closestLights = &closestLightsVector;
}
}
void Graphics::updateShaderLights() {
updateClosestLights();
if (closestLights->size() > 0) {
lightingShader->setUniform("lightCount", (int) closestLights->size());
// Build light position array
glm::vec3 lightSources[closestLights->size()];
for(unsigned int i = 0; i<closestLights->size(); i++) {
lightSources[i] = closestLights->at(i).getPosition();
}
glUniform3fv(lightingShader->getUniformLocation("lightSources"),
sizeof(lightSources), (GLfloat*) lightSources);
// Build light colour array
glm::vec3 lightColours[closestLights->size()];
for(unsigned int i = 0; i<closestLights->size(); i++) {
lightColours[i] = closestLights->at(i).getColour();
}
glUniform3fv(lightingShader->getUniformLocation("lightColors"),
sizeof(lightColours), (GLfloat*) lightColours);
// Build light attenuation array
float lightIntensities[closestLights->size()];
for(unsigned int i = 0; i<closestLights->size(); i++) {
lightIntensities[i] = closestLights->at(i).getIntensity();
}
glUniform1fv(lightingShader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
// set directional Light
if(level->getDirectionalLight()) {
lightingShader->setUniform("directionalLightVector",
level->getDirectionalLight()->getPosition());
lightingShader->setUniform("directionalColor",
level->getDirectionalLight()->getColour());
lightingShader->setUniform("directionalIntensity",
level->getDirectionalLight()->getIntensity());
}
}
void Graphics::resize(glm::uvec2 windowSize) {
this->windowSize = windowSize;
depthTexture->resize(glm::vec2(windowSize.x, windowSize.y));
}
glm::mat4 Graphics::buildViewMatrix(Level* level) {
//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));
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::saveDepthBufferToDisk(int face, std::string filename) {
printf("Starting saving of depth buffer...\n");
float *depthbuffer = new float[1024*1024];
std::vector<unsigned char> image (1024 * 1024 * 4);
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_DEPTH_COMPONENT, GL_FLOAT, depthbuffer);
for (unsigned int i = 0; i<1024*1024; i++) {
image[i * 4 + 0] = depthbuffer[i] * 255;
image[i * 4 + 1] = depthbuffer[i] * 255;
image[i * 4 + 2] = depthbuffer[i] * 255;
image[i * 4 + 3] = 255;
}
unsigned error = lodepng::encode(filename.c_str(), image, 1024, 1024);
if (error) {
std::cout << "Encoder error " << error << ": " << lodepng_error_text(error) << std::endl;
}
else {
printf("Saving complete!\n");
}
delete [] depthbuffer;
}