Saxum/graphics.cc

104 lines
3.8 KiB
C++

#include "graphics.hh"
#include "model.hh"
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
using namespace std;
ACGL::OpenGL::SharedShaderProgram shader;
Level level;
// gets called after the OpenGL window is prepared:
void initCustomResources()
{
// define where shaders and textures can be found:
ACGL::Base::Settings::the()->setResourcePath("../");
ACGL::Base::Settings::the()->setShaderPath("Shader/");
ACGL::Base::Settings::the()->setTexturePath("Geometry/");
ACGL::Base::Settings::the()->setGeometryPath("Geometry/");
// load Model to give shader correct Attribute locations
// TODO look up if this is really necessary, since this looks really stupid.
Model model = Model("Bunny.obj");
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
model.getReference()->getAttributeLocations()).create();
shader->use();
// load Level
level.load(shader);
// just in case: check for errors
openGLCriticalError();
}
void deleteCustomResources()
{
// we have memory management via reference counting, so nothing to do here
}
void draw( float runTime )
{
// clear the framebuffer:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set view and projection matrix:
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
shader->setUniform( "uViewMatrix", viewMatrix );
shader->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
//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 Material Parameters
shader->setUniform("ambientColor", level.getAmbientLight());
shader->setUniform("camera", glm::vec3(0.0f, 0.0f, 0.0f));
// render the level(currently only a bunny):
level.render();
}
void resizeCallback( GLFWwindow *, int newWidth, int newHeight )
{
// store the new window size and adjust the viewport:
g_windowSize = glm::uvec2( newWidth, newHeight);
glViewport( 0, 0, g_windowSize.x, g_windowSize.y );
}
glm::mat4 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);
}