forkkmuopengl/BaseGLProject/MyGLWindow.cpp
2019-05-27 15:53:55 +09:00

234 lines
8.7 KiB
C++

#include "MyGlWindow.h"
//Getting the projection matrix
glm::mat4x4 perspective(float fovy, float aspect, float near, float far)
{
float fovy2 = glm::tan(fovy / 2);
glm::mat4x4 pmat{ { 1 / (aspect * fovy2), 0, 0, 0},
{ 0, 1 / fovy2, 0, 0},
{ 0, 0, -((far + near) / (far - near)), -1},
{ 0, 0, -((2 * far * near) / (far - near)), 0} };
return pmat;
}
// Getting the view matrix
glm::mat4x4 lookAt(glm::vec3 campos, glm::vec3 look, glm::vec3 up)
{
glm::vec3 ZCam(glm::normalize(campos - look));
glm::vec3 XCam(glm::normalize(glm::cross(up, ZCam)));
glm::vec3 YCam(glm::normalize(glm::cross(ZCam, XCam)));
glm::mat4x4 cam_mat{ {XCam.x, YCam.x, ZCam.x, 0},
{XCam.y, YCam.y, ZCam.y, 0},
{XCam.z, YCam.z, ZCam.z, 0},
{0, 0, 0 ,1} };
glm::mat4x4 norm_mat{ {1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{-campos.x, -campos.y, -campos.z, 1} };
return cam_mat * norm_mat;
}
MyGlWindow::MyGlWindow(int w, int h) :
viewer(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), 45.0f, (w / (float)h))
{
m_width = w;
m_height = h;
_scnctx.height = m_height;
_scnctx.width = m_width;
setup();
}
MyGlWindow::~MyGlWindow()
{
shaders.clear();
}
void MyGlWindow::setBgColor(float bgColor[3])
{
_scnctx.bg = glm::vec4(bgColor[0], bgColor[1], bgColor[2], 1);
}
void MyGlWindow::textureSetup()
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
_scnctx.textures.emplace("BrickTex", Texture("brick1.jpg"));
_scnctx.textures.emplace("MossTex", Texture("moss.png"));
_scnctx.textures.emplace("EarthTex", Texture("earth.jpg"));
_scnctx.textures.emplace("OgreTex", Texture("Models/ogre/ogre_diffuse.png"));
_scnctx.textures["OgreTex"].mat.shininess = 3.0f;
_scnctx.textures["OgreTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
_scnctx.textures["OgreTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
_scnctx.textures["OgreTex"].mat.enabled = true;
_scnctx.textures.emplace("OgreNmap", Texture("Models/ogre/ogre_normalmap.png"));
_scnctx.textures["OgreNmap"].isNmap = true;
_scnctx.textures.emplace("CubeTex", Texture("Models/cube/color_map.jpg"));
_scnctx.textures["CubeTex"].mat.shininess = 3.0f;
_scnctx.textures["CubeTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
_scnctx.textures["CubeTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
_scnctx.textures["CubeTex"].mat.enabled = true;
_scnctx.textures.emplace("CubeNmap", Texture("Models/cube/normal_map.jpg"));
_scnctx.textures["CubeNmap"].isNmap = true;
}
void MyGlWindow::shaderSetup()
{
shaders["Simple"] = new Shader("simple.vert", "simple.frag");
shaders["Simple"]->uniformFlags = ShaderFlags::MVP_FLAG;
shaders["BaseLight"] = new Shader("base_light.vert", "base_light.frag");
shaders["ShadowLight"] = new Shader("shadow_light.vert", "shadow_light.frag");
shaders["LightPOV"] = new Shader("light_pov.vert", "light_pov.frag");
shaders["LightPOV"]->uniformFlags = 0;
shaders["Fog"] = new Shader("fog.vert", "fog.frag");
shaders["TexBaseLight"] = new Shader("tex_base_light.vert", "tex_base_light.frag");
shaders["TexNmapLight"] = new Shader("nmap.vert", "nmap.frag");
shaders["TexNmapLight"]->uniformFlags &= ~ShaderFlags::KD_FLAG;
shaders["SpotLight"] = new Shader("spotlight.vert", "spotlight.frag");
shaders["SpotLight"]->light_type = Light::LightType::SPOT;
shaders["TexSpotLight"] = new Shader("tex_spotlight.vert", "tex_spotlight.frag");
shaders["TexSpotLight"]->light_type = Light::LightType::SPOT;
shaders["Silhouette"] = new Shader("silhouette.vert", "silhouette.frag");
shaders["Silhouette"]->uniformFlags = ShaderFlags::MVP_FLAG;
shaders["Silhouette"]->addUniform("fColor", glm::vec3(237 / 255, 229 / 255, 194 / 255));
shaders["Silhouette"]->addUniform("sil_offset", 0.1f);
shaders["Toon"] = new Shader("base_light.vert", "toon.frag");
//Removing useless specular component
shaders["Toon"]->uniformFlags &= ~ShaderFlags::KS_FLAG;
shaders["Toon"]->uniformFlags &= ~ShaderFlags::SHINE_FLAG;
shaders["Skybox"] = new Shader("skybox.vert", "skybox.frag");
shaders["Skybox"]->uniformFlags = MVP_FLAG | MODEL_MATRIX_FLAG | SKYBOX_TEX_FLAG;
shaders["Skybox"]->addUniform("RefractionIndex", glm::vec3(0.65, 0.67, 0.69));
shaders["DSGeometryPass"] = new Shader("DSGeometryPass.vert", "DSGeometryPass.frag");
shaders["DSGeometryPass"]->uniformFlags = MVP_FLAG | KA_FLAG | KD_FLAG | KS_FLAG | SHINE_FLAG;
shaders["DSLightPass"] = new Shader("DSLightPass.vert", "DSLightPass.frag");
shaders["DSLightPass"]->uniformFlags = LIGHTS_FLAG;
}
void MyGlWindow::lightSetup()
{
//Showcase lights
_scnctx.lights.emplace("Spotlight1", Light(glm::vec3(0.8f), glm::vec4(10, 10, 10, 1)));
// 24, 12, 2, glm::vec4(0, 1, 0, 1)));
//Party lights
//_scnctx.lights.emplace("Light1", Light(glm::vec3(0.0f, 0.5f, 0.5f), glm::vec4(10, 10, 0, 1)));
//_scnctx.lights.emplace("Light2", Light(glm::vec3(0.0f, 0.0f, 0.5f), glm::vec4(3.09, 10, 9.51, 1)));
//_scnctx.lights.emplace("Light3", Light(glm::vec3(0.5f, 0.0f, 0.0f), glm::vec4(-8.09, 10, 5.87, 1)));
//_scnctx.lights.emplace("Light4", Light(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec4(-8.09, 10, -5.87, 1)));
//_scnctx.lights.emplace("Light5", Light(glm::vec3(0.5f, 0.5f, 0.5f), glm::vec4(3.09, 10, -9.51, 1)));
}
void MyGlWindow::multipassSetup()
{
//_multipassManager.shader = shaders["ShadowLight"];
_multipassManager.addTexture("render_tex", GL_NEAREST, GL_RGB, GL_RGB, false, _scnctx);
_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, "render_tex");
_multipassManager.addTexture("depth_tex", GL_LINEAR, GL_DEPTH_COMPONENT24,
GL_DEPTH_COMPONENT, true, _scnctx, 1024, 1024);
_multipassManager.bindToFrameBuffer(GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, "depth_tex");
_multipassManager.setDrawBuffers();
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "depthing");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "blurring");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sharpening");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sepia");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "grayscale");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "sobel_filter");
_multipassManager.shader->addSubroutine(GL_FRAGMENT_SHADER, "absolutely_no_postprocess");
}
void MyGlWindow::setup()
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_BUFFER);
glEnable(GL_TEXTURE_2D);
textureSetup();
shaderSetup();
skybox.initialize("Models/Skybox/", shaders["Skybox"]);
skybox.scale = 10;
_scnctx.skybox_tex = skybox.getTexID();
lightSetup();
multipassSetup();
Dataset moddata;
moddata.checkeredFloor(100, 100, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7));
//TODO : replace by specific light shader that supports color channel (and not just materials)
meshes.emplace("Floor", new Mesh(moddata, shaders["BaseLight"]));
moddata.simpleCube();
//Hardcoded seed for easy scene replication
std::srand(18);
int zob = std::rand();
for (int i = 0; i < 100; i++)
{
std::string cube_name = "Cube" + std::to_string(i);
meshes.emplace(cube_name, new Mesh(moddata, shaders["Simple"]));
meshes[cube_name]->addStartTranslation(glm::vec4(0, 1, 0, 0));
meshes[cube_name]->addStartTranslation(glm::vec4(std::rand() % 100 - 50, 0, 0, 0));
meshes[cube_name]->addStartTranslation(glm::vec4(0, 0, std::rand() % 100 - 50, 0));
meshes[cube_name]->addStartRotation(glm::vec4(1, 0, 0, std::rand() % 360));
meshes[cube_name]->addStartRotation(glm::vec4(0, 1, 0, std::rand() % 360));
meshes[cube_name]->addStartRotation(glm::vec4(0, 0, 1, std::rand() % 360));
}
}
void MyGlWindow::draw()
{
_scnctx.height = m_height;
_scnctx.width = m_width;
glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z);
glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z);
glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z);
glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer
glm::mat4 projection = perspective(45.0f, (float)_scnctx.width / (float)_scnctx.height, 0.1f, 1000.0f);
_scnctx.viewMatrix = view;
_scnctx.projectionMatrix = projection;
glClearColor(_scnctx.bg.r, _scnctx.bg.g, _scnctx.bg.b, _scnctx.bg.a);
glViewport(0, 0, _scnctx.width, _scnctx.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (auto it = meshes.begin(); it != meshes.end(); it++)
(*it).second->draw(_scnctx);
//_multipassManager.drawResultToScreen(_scnctx);
}
void MyGlWindow::resize(int w, int h)
{
m_width = w;
m_height = h;
viewer.setAspectRatio(w / float(h));
}