Files
TDT4230_final_project/src/renderlogic.cpp

273 lines
9.5 KiB
C++

#include "renderlogic.hpp"
#include "sceneGraph.hpp"
#include <GLFW/glfw3.h>
#include <SFML/Audio/Sound.hpp>
#include <SFML/Audio/SoundBuffer.hpp>
#include <chrono>
#include <glad/glad.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/vec3.hpp>
#include <iostream>
#include <string>
#include <algorithm>
#include <utilities/glfont.h>
#include <utilities/shader.hpp>
#include <utilities/timeutils.h>
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 M = (node->has_no_transforms())
? transformationThusFar
: transformationThusFar
* 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);
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
struct NodeDistShader{
SceneNode* node;
Gloom::Shader* s;
float dist;
NodeDistShader(SceneNode* node, Gloom::Shader* s, float dist)
: node(node), s(s), dist(dist) {}
};
void renderNode(SceneNode* node, Gloom::Shader* parent_shader, vector<NodeDistShader>* transparent_nodes=nullptr, bool do_recursive=true) {
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
static Gloom::Shader* prev_s = nullptr; // The last shader to glDrawElements
// 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++);
}
bool shader_changed = s == prev_s;
#define cache(x) static decltype(node->x) cached_ ## x; if (shader_changed && cached_ ## x != node->x) { cached_ ## x = node->x;
#define um4fv(x) cache(x) glUniformMatrix4fv(s->location(#x), 1, GL_FALSE, glm::value_ptr(node->x)); }
#define u2fv(x) cache(x) glUniform2fv( s->location(#x), 1, glm::value_ptr(node->x)); }
#define u3fv(x) cache(x) glUniform3fv( s->location(#x), 1, glm::value_ptr(node->x)); }
#define u1f(x) cache(x) glUniform1f( s->location(#x), node->x); }
#define u1ui(x) cache(x) glUniform1ui( s->location(#x), node->x); }
#define ubtu(n,i,x) if(node->i) { cache(x) glBindTextureUnit(n, node->x); } }
switch(node->nodeType) {
case GEOMETRY:
if (transparent_nodes!=nullptr && node->has_transparancy()) {
// defer to sorted pass later on
//transparent_nodes->emplace_back(node, node_shader, glm::length(vec3(node->MVP[3])));
//transparent_nodes->push_back({node, node_shader, glm::length(vec3(node->MVP[3]))});
transparent_nodes->emplace_back(node, node_shader, glm::length(vec3(node->MVP*vec4(0,0,0,1))));
//transparent_nodes->push_back({node, node_shader, glm::length(vec3(node->MVP*vec4(0,0,0,1)))});
}
else if(node->vertexArrayObjectID != -1) {
// load uniforms
um4fv(MVP); um4fv(MV); um4fv(MVnormal);
u2fv (uvOffset);
u3fv (diffuse_color);
u3fv (emissive_color);
u3fv (specular_color);
u3fv (backlight_color);
u1f (opacity);
u1f (shininess);
u1f (backlight_strength);
u1f (reflexiveness);
u1f (displacementCoefficient);
u1ui (isTextured);
u1ui (isVertexColored);
u1ui (isNormalMapped);
u1ui (isDisplacementMapped);
u1ui (isReflectionMapped);
u1ui (isIlluminated);
u1ui (isInverted);
ubtu(0, isTextured , diffuseTextureID);
ubtu(1, isNormalMapped , normalTextureID);
ubtu(2, isDisplacementMapped, displacementTextureID);
ubtu(3, isReflectionMapped , reflectionTextureID);
glBindVertexArray(node->vertexArrayObjectID);
glDrawElements(GL_TRIANGLES, node->VAOIndexCount, GL_UNSIGNED_INT, nullptr);
prev_s = s;
}
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;
}
#undef um4fv
#undef u2fv
#undef u3fv
#undef u1f
#undef u1ui
#undef ubtu
#undef cache
if (do_recursive)
for(SceneNode* child : node->children) {
renderNode(child, node_shader, transparent_nodes, true);
}
}
// draw
void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
glViewport(0, 0, windowWidth, windowHeight);
static vector<NodeDistShader> transparent_nodes;
transparent_nodes.clear();
// externs from scene.hpp, they must have shaders set
renderNode(rootNode, nullptr, &transparent_nodes);
// sort and render transparent node, sorted by distance from camera
std::sort(
transparent_nodes.begin(),
transparent_nodes.end(),
[](NodeDistShader a, NodeDistShader b) {
return a.dist > b.dist;
});
glDepthMask(GL_FALSE); // read only
//glDisable(GL_DEPTH_TEST);
for (NodeDistShader a : transparent_nodes)
renderNode(a.node, a.s, nullptr, false);
std::cout << transparent_nodes.size() << std::endl;
glDepthMask(GL_TRUE); // read write
//glEnable(GL_DEPTH_TEST);
renderNode(hudNode, nullptr);
}