#include #include #define GLM_ENABLE_EXPERIMENTAL #include #include #include #include #include #include #include #include #include #include #include #include "scene.h" #include "Uniforms.h" #include "InitShader.h" //Functions for loading shaders from text files #include "DebugCallback.h" #include "PlatformUtils.h" namespace { const std::string kVertexShaderPath = "shaders/vertex.glsl"; const std::string kFragmentShaderPath = "shaders/fragment.glsl"; const std::string kQuadVertexPath = "shaders/quad_vertex.glsl"; const std::string kQuadFragmentPath = "shaders/quad_fragment.glsl"; } // namespace Scene::Scene(int width, int height) : window_width(width), window_height(height), shader_program_(-1), quad_shader_program_(-1), vao_(-1), quad_vao_(-1), angle_(0.0f), scale_(1.0f), aspect_(static_cast(width) / static_cast(height)), near_z_(0.1f), far_z_(100.0f), fov_(glm::pi() / 4.0f) {} Scene::~Scene() { glDeleteProgram(shader_program_); glDeleteVertexArrays(1, &vao_); fbo_.~FBO(); post_fbo_.~FBO(); } void Scene::Init() { glewInit(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); fbo_.Init(window_width, window_height); post_fbo_.Init(window_width, window_height); InitBuffers(); ReloadShader(); InitQuadBuffers(); quad_shader_program_ = InitShader(kQuadVertexPath.c_str(), kQuadFragmentPath.c_str()); UpdateCamera(); Uniforms::Init(); } // Currently creates a test triangle and initializes its buffers void Scene::InitBuffers() { GLuint vbo; float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenVertexArrays(1, &vao_); glBindVertexArray(vao_); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); } void Scene::InitQuadBuffers() { GLuint quad_vbo; // Full-screen quad vertices (position and texture coordinates) float quadVertices[] = { // positions // texCoords -1.0f, 1.0f, 0.0f, 1.0f, // Top-left -1.0f, -1.0f, 0.0f, 0.0f, // Bottom-left 1.0f, 1.0f, 1.0f, 1.0f, // Top-right 1.0f, -1.0f, 1.0f, 0.0f // Bottom-right }; glGenVertexArrays(1, &quad_vao_); glGenBuffers(1, &quad_vbo); glBindVertexArray(quad_vao_); glBindBuffer(GL_ARRAY_BUFFER, quad_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); glBindVertexArray(0); } // Allows for runtime shader updates void Scene::ReloadShader() { GLuint new_shader = InitShader(kVertexShaderPath.c_str(), kFragmentShaderPath.c_str()); if (new_shader == -1) { DEBUG_BREAK(); glClearColor(1.0f, 0.0f, 1.0f, 0.0f); } else { glClearColor(0.35f, 0.35f, 0.35f, 0.0f); if (shader_program_ != -1) { glDeleteProgram(shader_program_); } shader_program_ = new_shader; } } void Scene::Display(GLFWwindow* window) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); fbo_.Bind(); glUseProgram(shader_program_); view_matrix_ = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); Uniforms::SceneData.PV = projection_matrix_ * view_matrix_; // Projection-View matrix Uniforms::BufferSceneData(); glm::mat4 model_matrix = glm::rotate(angle_, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale(glm::vec3(scale_)); glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(model_matrix)); glBindVertexArray(vao_); glDrawArrays(GL_TRIANGLES, 0, 3); fbo_.Unbind(); post_fbo_.Bind(); glDisable(GL_DEPTH_TEST); glUseProgram(quad_shader_program_); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, fbo_.GetColorTexture()); GLint screenTextureLoc = glGetUniformLocation(quad_shader_program_, "screenTexture"); glUniform1i(screenTextureLoc, 0); // Texture unit 0 // Render the full-screen quad glBindVertexArray(quad_vao_); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); post_fbo_.Unbind(); glEnable(GL_DEPTH_TEST); DrawGui(window); glfwSwapBuffers(window); } void Scene::DrawGui(GLFWwindow* window) { // Begin ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); // Enable docking ImGuiIO& io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; ImGui::NewFrame(); static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode; // Add menu bar ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; // Style windows const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; window_flags |= ImGuiWindowFlags_NoBackground; ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::Begin("TerraVisor", nullptr, window_flags); ImGui::PopStyleVar(3); // Submit the DockSpace if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Options")) { ImGui::Text("Nothing Here Yet, Check Back Later!"); ImGui::EndMenu(); } ImGui::EndMenuBar(); } ImGui::End(); // Draw Gui ImGui::Begin("Terrain Controls"); if (ImGui::Button("Quit")) { glfwSetWindowShouldClose(window, GLFW_TRUE); } ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); // Draw FBO to ImGui window ImGui::Begin("Scene Window"); ImVec2 windowSize = ImGui::GetContentRegionAvail(); ImGui::Image((void*)(intptr_t)post_fbo_.GetColorTexture(), windowSize, ImVec2(0, 1), ImVec2(1, 0)); ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } void Scene::Idle() { } void Scene::UpdateCamera() { projection_matrix_ = glm::perspective(fov_, aspect_, near_z_, far_z_); }