279 lines
12 KiB
C++
279 lines
12 KiB
C++
#include "graphics.hh"
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#include <iomanip>
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#include <sstream>
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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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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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// 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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depthTexture = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16));
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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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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(std::min(int(level->getLights()->size()), 1));
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for (unsigned int i = 0; i<1 && i<depth_cubeMaps.size(); i++) {
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
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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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depthTexture_cube = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH_COMPONENT16));
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depthTexture_cube->setMinFilter(GL_NEAREST);
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depthTexture_cube->setMagFilter(GL_NEAREST);
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depthTexture_cube->setWrapS(GL_CLAMP_TO_EDGE);
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depthTexture_cube->setWrapT(GL_CLAMP_TO_EDGE);
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depthTexture_cube->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
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framebuffer_cube2 = SharedFrameBufferObject(new FrameBufferObject());
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framebuffer_cube2->setDepthTexture(depthTexture_cube);
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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::render()
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{
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// At first render shadows
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depthShader->use();
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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, 0.01f, 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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framebuffer_cube->bind();
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//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlight<level->getLights()->size(); i_pointlight++) {
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depthShader->setUniform("cameraPosition", level->getLights()->at(i_pointlight).getPosition());
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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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framebuffer_cube2->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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framebuffer_cube->bind();
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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 depthViewProjectionMatrix_face = depthProjectionMatrix_pointlights * glm::lookAt(level->getLights()->at(i_pointlight).getPosition(),
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level->getLights()->at(i_pointlight).getPosition() + looking_directions[i_face], glm::vec3(0.0f, 1.0f, 0.0f));
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level->render(depthShader, false, &depthViewProjectionMatrix_face);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube->getObjectName());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube2->getObjectName());
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glBlitFramebuffer(0, 0, cube_size, cube_size, cube_size, cube_size, 0, 0, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer_cube2->getObjectName());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer_cube->getObjectName());
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glBlitFramebuffer(0, 0, cube_size, cube_size, 0, 0, cube_size, cube_size, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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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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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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if (level->getLights()->size() > 0) {
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lightingShader->setUniform("lightCount", (int) level->getLights()->size());
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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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// 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()->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[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()->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[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()->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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// Calculate light source position in camera screen space
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lightingShader->setTexture("shadowMap_cube", depth_cubeMaps.at(0), 4);
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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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// 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->setTexture("shadowMap", depthTexture, 1);
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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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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->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::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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// Initialise GLFW
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if ( !glfwInit() )
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{
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ACGL::Utils::error() << "Failed to initialize GLFW" << std::endl;
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exit( -1 );
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}
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// Configure OpenGL context
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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, true);
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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 << std::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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