#include "renderlogic.hpp" #include "sceneGraph.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include using glm::vec3; using glm::vec4; using glm::mat4; typedef unsigned int uint; sf::Sound* sound; sf::SoundBuffer* buffer; void mouse_callback(GLFWwindow* window, double x, double y) { static bool mouse_mode = false; int winw, winh; glfwGetWindowSize(window, &winw, &winh); glViewport(0, 0, winw, winh); double mx = (x - winw/2) / double(winh) * 2; // winh instead of winw, like the hudNode space double my = (winh/2 - y) / double(winh) * 2; bool reset_mouse = mouse_position_handler(mx, my, winh/2); if (reset_mouse) glfwSetCursorPos(window, winw/2, winh/2); if (reset_mouse != mouse_mode) { mouse_mode = reset_mouse; glfwSetInputMode(window, GLFW_CURSOR, (reset_mouse) ? GLFW_CURSOR_DISABLED : GLFW_CURSOR_NORMAL); } } void initRenderer(GLFWwindow* window, CommandLineOptions options) { buffer = new sf::SoundBuffer(); if (!buffer->loadFromFile("../res/Hall of the Mountain King.ogg")) { return; } glfwSetCursorPosCallback(window, mouse_callback); init_scene(options); // init getTimeDeltaSeconds(); } // traverses and updates matricies void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4 const& V, mat4 const& P) { mat4 transformationMatrix = glm::translate(mat4(1.0), node->position) * glm::translate(mat4(1.0), node->referencePoint) * glm::rotate(mat4(1.0), node->rotation.z, vec3(0,0,1)) * glm::rotate(mat4(1.0), node->rotation.y, vec3(0,1,0)) * glm::rotate(mat4(1.0), node->rotation.x, vec3(1,0,0)) * glm::scale(mat4(1.0), node->scale) * glm::translate(mat4(1.0), -node->referencePoint); mat4 M = transformationThusFar * transformationMatrix; node->MV = V*M; node->MVP = P*node->MV; node->MVnormal = glm::inverse(glm::transpose(node->MV)); for(SceneNode* child : node->children) updateNodeTransformations(child, M, V, P); } // step void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) { double timeDelta = getTimeDeltaSeconds(); float aspect = float(windowWidth) / float(windowHeight); // main action: step_scene(timeDelta); // calculate camera mat4 projection = glm::perspective( glm::radians(45.0f), // fovy aspect, // aspect 0.1f, 5000.f // near, far ); mat4 cameraTransform = glm::lookAt(cameraPosition, cameraLookAt, cameraUpward); // update scene with camera updateNodeTransformations(rootNode, mat4(1.0), cameraTransform, projection); // We orthographic now, bitches! // set orthographic VP for hud cameraTransform = mat4(1.0); projection = glm::ortho(-aspect, aspect, -1.0f, 1.0f); // update hud updateNodeTransformations(hudNode, mat4(1.0), cameraTransform, projection); // update spots for (SceneNode* node : lightNode) { if (node->nodeType == SPOT_LIGHT && node->spot_target) { node->spot_direction = glm::normalize( vec3(node->spot_target->MV * vec4(0,0,0,1)) - vec3(node->MV * vec4(0,0,0,1))); } } } // traverses and renders one and one node void renderNode(SceneNode* node, Gloom::Shader* parent_shader) { struct Light { // lights as stored in the shader // coordinates in MV space vec3 position; // MV vec3 attenuation; vec3 color; bool is_spot; vec3 spot_direction; // MV, must be normalized float spot_cuttof_cos; void push_to_shader(Gloom::Shader* shader, uint id) { #define L(x) shader->location("light[" + std::to_string(id) + "]." #x) #define V(x) glUniform3fv(L(x), 1, glm::value_ptr(x)) glUniform1i (L(is_spot) , is_spot); glUniform1f (L(spot_cuttof_cos), spot_cuttof_cos); V(position); V(spot_direction); V(attenuation); V(color); #undef V #undef L } }; static Light lights[N_LIGHTS]; static Gloom::Shader* s = nullptr; // The currently active shader // activate the correct shader Gloom::Shader* node_shader = (node->shader != nullptr) ? node->shader : parent_shader; if (s != node_shader) { s = node_shader; s->activate(); uint i = 0; for (Light l : lights) l.push_to_shader(s, i++); } switch(node->nodeType) { case GEOMETRY: if(node->vertexArrayObjectID != -1) { // load uniforms glUniformMatrix4fv(s->location("MVP") , 1, GL_FALSE, glm::value_ptr(node->MVP)); glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV)); glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal)); glUniform2fv(s->location("uvOffset") , 1, glm::value_ptr(node->uvOffset)); glUniform3fv(s->location("diffuse_color") , 1, glm::value_ptr(node->diffuse_color)); glUniform3fv(s->location("emissive_color"), 1, glm::value_ptr(node->emissive_color)); glUniform3fv(s->location("specular_color"), 1, glm::value_ptr(node->specular_color)); glUniform1f( s->location("opacity"), node->opacity); glUniform1f( s->location("shininess"), node->shininess); glUniform1f( s->location("reflexiveness"), node->reflexiveness); glUniform1f( s->location("displacementCoefficient"), node->displacementCoefficient); glUniform1ui(s->location("isTextured"), node->isTextured); glUniform1ui(s->location("isVertexColored"), node->isVertexColored); glUniform1ui(s->location("isNormalMapped"), node->isNormalMapped); glUniform1ui(s->location("isDisplacementMapped"), node->isDisplacementMapped); glUniform1ui(s->location("isReflectionMapped"), node->isReflectionMapped); glUniform1ui(s->location("isIlluminated"), node->isIlluminated); glUniform1ui(s->location("isInverted"), node->isInverted); if (node->isTextured) glBindTextureUnit(0, node->diffuseTextureID); if (node->isNormalMapped) glBindTextureUnit(1, node->normalTextureID); if (node->isDisplacementMapped) glBindTextureUnit(2, node->displacementTextureID); if (node->isReflectionMapped) glBindTextureUnit(3, node->reflectionTextureID); glBindVertexArray(node->vertexArrayObjectID); glDrawElements(GL_TRIANGLES, node->VAOIndexCount, GL_UNSIGNED_INT, nullptr); } break; case SPOT_LIGHT: case POINT_LIGHT: { uint id = node->lightID; lights[id].position = vec3(node->MV * vec4(vec3(0.0), 1.0)); lights[id].is_spot = node->nodeType == SPOT_LIGHT; lights[id].spot_direction = node->spot_direction; // MV space lights[id].spot_cuttof_cos = node->spot_cuttof_cos; lights[id].attenuation = node->attenuation; lights[id].color = node->light_color; lights[id].push_to_shader(s, id); break; } default: break; } for(SceneNode* child : node->children) { renderNode(child, node_shader); } } // draw void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight) { glViewport(0, 0, windowWidth, windowHeight); // externs from scene.hpp, they must have shaders set renderNode(rootNode, nullptr); renderNode(hudNode, nullptr); }