201 lines
6.7 KiB
C++
201 lines
6.7 KiB
C++
#include "MyGlWindow.h"
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//Getting the projection matrix
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glm::mat4x4 perspective(float fovy, float aspect, float near, float far)
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{
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float fovy2 = glm::tan(fovy / 2);
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glm::mat4x4 pmat{ { 1 / (aspect * fovy2), 0, 0, 0},
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{ 0, 1 / fovy2, 0, 0},
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{ 0, 0, -((far + near) / (far - near)), -1},
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{ 0, 0, -((2 * far * near) / (far - near)), 0} };
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return pmat;
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}
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// Getting the view matrix
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glm::mat4x4 lookAt(glm::vec3 campos, glm::vec3 look, glm::vec3 up)
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{
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glm::vec3 ZCam(glm::normalize(campos - look));
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glm::vec3 XCam(glm::normalize(glm::cross(up, ZCam)));
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glm::vec3 YCam(glm::normalize(glm::cross(ZCam, XCam)));
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glm::mat4x4 cam_mat{ {XCam.x, YCam.x, ZCam.x, 0},
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{XCam.y, YCam.y, ZCam.y, 0},
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{XCam.z, YCam.z, ZCam.z, 0},
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{0, 0, 0 ,1} };
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glm::mat4x4 norm_mat{ {1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{-campos.x, -campos.y, -campos.z, 1} };
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return cam_mat * norm_mat;
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}
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MyGlWindow::MyGlWindow(int w, int h) :
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viewer(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), 45.0f, (w / (float)h))
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{
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m_width = w;
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m_height = h;
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_scnctx.height = m_height;
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_scnctx.width = m_width;
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setup();
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}
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MyGlWindow::~MyGlWindow()
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{
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shaders.clear();
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}
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void MyGlWindow::setBgColor(float bgColor[3])
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{
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_scnctx.bg = glm::vec4(bgColor[0], bgColor[1], bgColor[2], 1);
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}
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void MyGlWindow::textureSetup()
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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_scnctx.textures.emplace("BrickTex", Texture("brick1.jpg"));
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_scnctx.textures.emplace("MossTex", Texture("moss.png"));
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_scnctx.textures.emplace("EarthTex", Texture("earth.jpg"));
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_scnctx.textures.emplace("OgreTex", Texture("Models/ogre/ogre_diffuse.png"));
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_scnctx.textures["OgreTex"].mat.shininess = 3.0f;
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_scnctx.textures["OgreTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
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_scnctx.textures["OgreTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
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_scnctx.textures["OgreTex"].mat.enabled = true;
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_scnctx.textures.emplace("OgreNmap", Texture("Models/ogre/ogre_normalmap.png"));
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_scnctx.textures["OgreNmap"].isNmap = true;
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_scnctx.textures.emplace("CubeTex", Texture("Models/cube/color_map.jpg"));
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_scnctx.textures["CubeTex"].mat.shininess = 3.0f;
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_scnctx.textures["CubeTex"].mat.ks = glm::vec3(0.1f, 0.1f, 0.1f);
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_scnctx.textures["CubeTex"].mat.ka = glm::vec3(0.3f, 0.3f, 0.3f);
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_scnctx.textures["CubeTex"].mat.enabled = true;
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_scnctx.textures.emplace("CubeNmap", Texture("Models/cube/normal_map.jpg"));
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_scnctx.textures["CubeNmap"].isNmap = true;
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}
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void MyGlWindow::lightSetup()
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{
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_scnctx.lights.emplace("Spotlight1", Light(glm::vec3(0.8f), glm::vec4(10, 10, 10, 1)));
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}
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void MyGlWindow::multipassSetup()
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{
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_multipassManager.addTexture("position_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_FLOAT, false, _scnctx);
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_multipassManager.addTexture("normal_buffer", GL_NEAREST, GL_RGB16F, GL_RGB, GL_UNSIGNED_BYTE, false, _scnctx);
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_multipassManager.addTexture("color_buffer", GL_NEAREST, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false, _scnctx);
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_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, "position_buffer");
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_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, "normal_buffer");
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_multipassManager.bindToFrameBuffer(GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, "color_buffer");
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_multipassManager.setDrawBuffers();
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}
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void MyGlWindow::setup()
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_BUFFER);
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glEnable(GL_TEXTURE_2D);
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_scnctx.bg = glm::vec4(0.7, 0.7, 0.9, 1);
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textureSetup();
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lightSetup();
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multipassSetup();
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Dataset moddata;
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//Scene for GBuffer Testing
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/*Mesh *nanosuit_A = new Mesh("nanosuit/nanosuit.obj", shaders["DSGeometryPass"]);
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Mesh *nanosuit_B = new Mesh("nanosuit/nanosuit.obj", shaders["DSGeometryPass"]);
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Mesh *nanosuit_C = new Mesh("nanosuit/nanosuit.obj", shaders["DSGeometryPass"]);
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nanosuit_A->addStartScaling(glm::vec4(0.2, 0.2, 0.2, 1));
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nanosuit_B->addStartScaling(glm::vec4(0.2, 0.2, 0.2, 1));
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nanosuit_C->addStartScaling(glm::vec4(0.2, 0.2, 0.2, 1));
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nanosuit_A->addStartTranslation(glm::vec4(-10, 0, 0, 1));
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nanosuit_C->addStartTranslation(glm::vec4(10, 0, 0, 1));
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meshes.emplace("Nanosuit_A", nanosuit_A);
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meshes.emplace("Nanosuit_B", nanosuit_B);
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meshes.emplace("Nanosuit_C", nanosuit_C);
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*/
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//Scene for light testing
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moddata.simpleCube();
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//Hardcoded seed for easy scene replication
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std::srand(18);
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int zob = std::rand();
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for (int i = 0; i < 1; i++)
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{
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std::string cube_name = "Cube" + std::to_string(i);
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meshes.emplace(cube_name, new Mesh(moddata, "DSGeometryPass.vert", "DSGeometryPass.frag"));
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/*meshes[cube_name]->textures["cube_tex"] = Texture("./Models/cube/color_map.png");
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float pos_x = std::rand() % 100 + 50;
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float pos_z = std::rand() % 100 + 50;
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meshes[cube_name]->addStartTranslation(glm::vec4(0, 1, 0, 0));
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meshes[cube_name]->addStartTranslation(glm::vec4(pos_x, 0, 0, 0));
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meshes[cube_name]->addStartTranslation(glm::vec4(0, 0, pos_z, 0));
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meshes[cube_name]->addStartRotation(glm::vec4(1, 0, 0, std::rand() % 360));
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meshes[cube_name]->addStartRotation(glm::vec4(0, 1, 0, std::rand() % 360));
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meshes[cube_name]->addStartRotation(glm::vec4(0, 0, 1, std::rand() % 360));*/
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//float light_r = (40 + std::rand() % 60) / 100.f;
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//float light_g = (40 + std::rand() % 60) / 100.f;
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//float light_b = (40 + std::rand() % 60) / 100.f;
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//_scnctx.lights.emplace("RandLight" + i,
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// Light(glm::vec3(light_r, light_g, light_b), glm::vec4(pos_x, 2, pos_z, 1)));
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}
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}
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void MyGlWindow::draw()
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{
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_scnctx.height = m_height;
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_scnctx.width = m_width;
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glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z);
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glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z);
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glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z);
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glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer
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glm::mat4 projection = perspective(45.0f, (float)_scnctx.width / (float)_scnctx.height, 0.1f, 1000.0f);
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_scnctx.viewMatrix = view;
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_scnctx.projectionMatrix = projection;
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glClearColor(_scnctx.bg.r, _scnctx.bg.g, _scnctx.bg.b, _scnctx.bg.a);
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glViewport(0, 0, _scnctx.width, _scnctx.height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//_multipassManager.enableFrameBufferTexture("position_buffer");
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for (auto it = meshes.begin(); it != meshes.end(); it++)
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(*it).second->draw(_scnctx);
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//_multipassManager.drawResultToScreen(_scnctx);
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}
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void MyGlWindow::resize(int w, int h)
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{
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m_width = w;
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m_height = h;
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viewer.setAspectRatio(w / float(h));
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}
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