172 lines
6.0 KiB
C++
172 lines
6.0 KiB
C++
#include "graphics.hh"
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#include <iostream>
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#include <fstream>
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#include <iomanip>
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#include <sstream>
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#include <ACGL/OpenGL/glloaders/extensions.hh>
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#include <ACGL/Utils/FileHelpers.hh>
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#include <ACGL/Utils/StringHelpers.hh>
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#include "model.hh"
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using namespace std;
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Graphics::Graphics() {
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}
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GLFWwindow* Graphics::getWindow() {
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return window;
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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::setGLFWHintsForOpenGLVersion( unsigned int _version )
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{
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#ifdef __APPLE__
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#if (ACGL_OPENGL_VERSION >= 30)
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// request OpenGL 3.2, will return a 4.1 context on Mavericks
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glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
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glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2 );
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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#else
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// non-apple
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glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, _version / 10 );
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glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, _version % 10 );
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#ifdef ACGL_OPENGL_PROFILE_CORE
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#endif
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#endif
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}
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bool Graphics::createWindow()
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{
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/////////////////////////////////////////////////////////////////////////////////////
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// Initialise GLFW
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//
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if ( !glfwInit() )
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{
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ACGL::Utils::error() << "Failed to initialize GLFW" << endl;
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exit( -1 );
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// Configure OpenGL context
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//
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setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
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// activate multisampling (second parameter is the number of samples):
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//glfwWindowHint( GLFW_SAMPLES, 8 );
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// request an OpenGL debug context:
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glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
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// define whether the window can get resized:
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glfwWindowHint(GLFW_RESIZABLE, false);
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// non-decorated windows can be used as splash screens:
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//glfwWindowHint( GLFW_DECORATED, false );
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/////////////////////////////////////////////////////////////////////////////////////
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// try to create an OpenGL context in a window and check the supported OpenGL version:
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// R,G,B,A, Depth,Stencil
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window = glfwCreateWindow(windowSize.x, windowSize.y, "SWP MarbleGame Group C", NULL, NULL);
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if (!getWindow()) {
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ACGL::Utils::error() << "Failed to open a GLFW window - requested OpenGL: " << ACGL_OPENGL_VERSION << endl;
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return false;
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}
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glfwMakeContextCurrent(window);
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ACGL::init();
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return true;
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}
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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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void Graphics::render(Level* level, ACGL::OpenGL::SharedShaderProgram shader)
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{
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// clear the framebuffer:
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//set view and projection matrix
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shader->setUniform("projectionMatrix", buildFrustum(75.0f, 0.1f, 100.0f, (float)windowSize.x/(float)windowSize.y) );
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shader->setUniform("viewMatrix", buildViewMatrix(level));
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//set lighting parameters
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if (level->getLights().size() > 0) {
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shader->setUniform("lightCount", (int) level->getLights().size());
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// TODO look into doing this less often
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// Build light position array
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glm::vec3 lightSources[level->getLights().size()];
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for(unsigned int i = 0; i<level->getLights().size(); i++) {
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lightSources[i] = level->getLights()[i].getPosition();
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}
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glUniform3fv(shader->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[level->getLights().size()];
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for(unsigned int i = 0; i<level->getLights().size(); i++) {
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lightColours[i] = level->getLights()[i].getColour();
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}
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glUniform3fv(shader->getUniformLocation("lightColors"),
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sizeof(lightColours), (GLfloat*) lightColours);
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// Build light attenuation array
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float lightIntensities[level->getLights().size()];
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for(unsigned int i = 0; i<level->getLights().size(); i++) {
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lightIntensities[i] = level->getLights()[i].getIntensity();
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}
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glUniform1fv(shader->getUniformLocation("lightIntensities"),
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sizeof(lightIntensities), (GLfloat*) lightIntensities);
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}
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// set Material Parameters
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shader->setUniform("ambientColor", level->getAmbientLight());
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shader->setUniform("camera", glm::vec3(0.0f, 0.0f, 0.0f));
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// render the level(currently only a bunny):
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level->render();
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}
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void Graphics::setWindowSize(glm::uvec2 windowSize) {
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this->windowSize = windowSize;
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}
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void resizeCallback(Graphics* graphics, int newWidth, int newHeight)
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{
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// store the new window size and adjust the viewport:
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graphics->setWindowSize(glm::uvec2( newWidth, newHeight));
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glViewport( 0, 0, newWidth, newHeight);
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}
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glm::mat4 Graphics::buildFrustum( float phiInDegree, float _near, float _far, float aspectRatio) {
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float phiHalfInRadians = 0.5*phiInDegree * (M_PI/180.0);
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float top = _near * tan( phiHalfInRadians );
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float bottom = -top;
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float left = bottom * aspectRatio;
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float right = -left;
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return glm::frustum(left, right, bottom, top, _near, _far);
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}
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glm::mat4 Graphics::buildViewMatrix(Level* level) {
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glm::vec4 cameraVector = glm::vec4(0.0f, 0.0f, level->getCamera().getDistance(), 0.0f);
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// rotate vector
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glm::mat4 rotationMatrix =
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glm::rotate<float>(level->getCamera().getRotation()[1], glm::vec3(0.0f, 1.0f, 0.0f)) *glm::rotate<float>(level->getCamera().getRotation()[0], glm::vec3(1.0f, 0.0f, 0.0f));
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cameraVector = rotationMatrix * cameraVector;
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//construct lookAt (cameraPosition = cameraCenter + cameraVector
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return glm::lookAt(level->getCameraCenter()->getPosition() + glm::vec3(cameraVector), level->getCameraCenter()->getPosition(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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