terravisor/source/scene.cpp

382 lines
13 KiB
C++

#include "platform_utils.h"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
#include <cstdint>
#include <algorithm>
#include <FreeImage.h>
#include "scene.h"
#include "camera.h"
#include "uniforms.h"
#include "InitShader.h"
#include "DebugCallback.h"
#include "load_texture.h"
#include "interface.h"
namespace {
const std::string kVertexShaderPath = "shaders/vertex.glsl";
const std::string kTessellationCtrlPath = "shaders/tessellation_ctrl.glsl";
const std::string kTessellationEvalPath = "shaders/tessellation_eval.glsl";
const std::string kFragmentShaderPath = "shaders/fragment.glsl";
const std::string kQuadVertexPath = "shaders/quad_vertex.glsl";
const std::string kQuadFragmentPath = "shaders/quad_fragment.glsl";
const std::string kHGTPath = "hgt/N02E016.hgt";
const std::string kColPath = "hgt/color/N02E16_col.tiff";
GLuint tex_id = 0;
GLuint col_id = 0;
float tessellationFactor = 32.0f;
std::vector<Vertex> vertices;
std::vector<GLuint> indices;
} // 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_(-glm::pi<float>() / 2.0f),
scale_(1.0f),
aspect_(static_cast<float>(width) / static_cast<float>(height)),
near_z_(0.1f),
far_z_(10.0f),
fov_(glm::pi<float>() / 6.0f)
{}
Scene::~Scene() {
glDeleteProgram(shader_program_);
glDeleteVertexArrays(1, &vao_);
FBO::Cleanup(geo_fbo_);
FBO::Cleanup(lht_fbo_);
}
void Scene::Init() {
glewInit();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
geo_fbo_ = FBO::GenerateFramebuffer(window_width, window_height);
lht_fbo_ = FBO::GenerateFramebuffer(window_width, window_height);
std::vector<int16_t> heightData = LoadHGT(kHGTPath, 3601, 3601);
tex_id = CreateHeightmapTexture(heightData, 3601, 3601);
col_id = Texture::LoadTexture(kColPath.c_str());
InitBuffers();
ReloadShader();
InitQuadBuffers();
InitUI();
CameraControls::SetPosition(activeCamera_, glm::vec3(1.4f, 1.4f, 0.0f));
CameraControls::SetRotation(activeCamera_, -glm::normalize(CameraControls::GetPosition(activeCamera_)));
CameraControls::AdjustFocalLength(activeCamera_, 50.0f); // Temporary hardcode focal length
CameraControls::AdjustSensorHeight(activeCamera_, 24.0f); // Temporary hardcode focal length
CameraControls::AdjustNearPlane(activeCamera_, near_z_);
CameraControls::AdjustFarPlane(activeCamera_, far_z_);
UpdateCamera();
Uniforms::Init();
}
void Scene::GenerateGrid(int divisions, std::vector<Vertex>& verts, std::vector<GLuint>& inds) {
float step = 1.0f / static_cast<float>(divisions);
float halfSize = 0.5f;
// Create vertices for patches
for (int i = 0; i <= divisions; i++) {
for (int j = 0; j <= divisions; j++) {
float x = -halfSize + j * step;
float y = -halfSize + i * step;
Vertex vertex;
vertex.position = glm::vec3(x, y, 0.0f);
vertex.texCoord = glm::vec2(static_cast<float>(j) / divisions, static_cast<float>(i) / divisions);
verts.push_back(vertex);
}
}
// Create indices for patches
for (int i = 0; i < divisions; i++) {
for (int j = 0; j < divisions; j++) {
int bottomLeft = i * (divisions + 1) + j;
int bottomRight = bottomLeft + 1;
int topLeft = bottomLeft + (divisions + 1);
int topRight = topLeft + 1;
inds.push_back(topLeft);
inds.push_back(topRight);
inds.push_back(bottomRight);
inds.push_back(bottomLeft);
}
}
}
// Currently creates a test triangle and initializes its buffers
void Scene::InitBuffers() {
int divisions = Uniforms::GeoData.gridDensity; // Number of divisions along one axis of the grid
GenerateGrid(divisions, vertices, indices);
// Create and bind VAO, VBO, and EBO, and pass the data to OpenGL
GLuint vao, vbo, ebo;
glGenVertexArrays(1, &vao_);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao_);
// Bind and fill the vertex buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
// Bind and fill the element buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
// Define vertex position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
// Define texture coordinate attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
glEnableVertexAttribArray(1);
// Unbind VAO
glBindVertexArray(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);
}
void Scene::InitUI() {
Interface::AddWindow(windows_, "Viewport", [this]() {
ImGui::Image((void*)(intptr_t)lht_fbo_.albedoTexture, ImVec2(window_width, window_height), ImVec2(0, 1), ImVec2(1, 0));
});
Interface::AddWindow(windows_, "Scene Settings", [this]() {
// 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::SliderFloat("Tessellation Level", &Uniforms::GeoData.maxTessellation, 1.0f, 64.0f);
ImGui::SliderInt("Patch Grid Density", &Uniforms::GeoData.gridDensity, 1, 24);
ImGui::SliderFloat("Max Height", &Uniforms::GeoData.displacementScale, 0.0f, 1.0f);
Window* viewport = Interface::GetWindowByName(windows_, "Viewport");
ImGui::Text("Viewport size: (%.3f, %.3f)", viewport->size.x, viewport->size.y);
});
}
// Allows for runtime shader updates
void Scene::ReloadShader() {
GLuint geo_shader = InitShader(kVertexShaderPath.c_str(), kTessellationCtrlPath.c_str(), kTessellationEvalPath.c_str(), kFragmentShaderPath.c_str());
GLuint lht_shader = InitShader(kQuadVertexPath.c_str(), kQuadFragmentPath.c_str());
if (geo_shader == -1 || lht_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 && quad_shader_program_ != -1) {
glDeleteProgram(shader_program_);
glDeleteProgram(quad_shader_program_);
}
shader_program_ = geo_shader;
quad_shader_program_ = lht_shader;
}
}
void Scene::Display(GLFWwindow* window) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
FBO::Bind(geo_fbo_);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_program_);
// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
Window* viewport = Interface::GetWindowByName(windows_, "Viewport");
if (viewport && viewport->size.x > 0 && viewport->size.y > 0) {
OnScreenResize(viewport);
}
Uniforms::GeoData.PV = projection_matrix_ * CameraControls::GetViewMatrix(activeCamera_); // Projection-View matrix
Uniforms::BufferSceneData();
Uniforms::GeoData.M = glm::rotate(angle_, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::scale(glm::vec3(scale_));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_id);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, col_id);
GLint heightTextureLoc = glGetUniformLocation(shader_program_, "heightTexture");
glUniform1i(heightTextureLoc, 0);
GLint colorTextureLoc = glGetUniformLocation(shader_program_, "colorTexture");
glUniform1i(colorTextureLoc, 1);
GLint tessFactorLoc = glGetUniformLocation(shader_program_, "tessellationFactor");
glUniform1f(tessFactorLoc, tessellationFactor);
glBindVertexArray(vao_);
glPatchParameteri(GL_PATCH_VERTICES, 4);
glDrawElements(GL_PATCHES, indices.size(), GL_UNSIGNED_INT, 0);
FBO::Unbind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
FBO::Bind(lht_fbo_);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(quad_shader_program_);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, geo_fbo_.albedoTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, geo_fbo_.positionTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, geo_fbo_.normalTexture);
GLint albedoTextureLoc = glGetUniformLocation(quad_shader_program_, "albedoGbuffer");
glUniform1i(albedoTextureLoc, 0);
GLint positionTextureLoc = glGetUniformLocation(quad_shader_program_, "positionGbuffer");
glUniform1i(positionTextureLoc, 1);
GLint normalTextureLoc = glGetUniformLocation(quad_shader_program_, "normalGbuffer");
glUniform1i(normalTextureLoc, 2);
// Render the full-screen quad
glBindVertexArray(quad_vao_);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
FBO::Unbind();
//DrawGui(window);
Interface::RenderWindows(windows_);
glfwSwapBuffers(window);
}
void Scene::OnScreenResize(Window* viewport) {
if (window_width != static_cast<int>(viewport->size.x) || window_height != static_cast<int>(viewport->size.y)) {
window_width = static_cast<int>(viewport->size.x);
window_height = static_cast<int>(viewport->size.y);
UpdateCamera();
}
}
void Scene::UpdateViewport() {
window_width = ImGui::GetWindowSize().x;
window_height = ImGui::GetWindowSize().y;
UpdateCamera();
}
void Scene::Idle() {
}
int16_t Scene::SwapEndian(int16_t val) {
return (val << 8) | ((val >> 8) & 0xFF);
}
std::vector<int16_t> Scene::LoadHGT(const std::string& filename, int width, int height) {
std::ifstream file(filename, std::ios::binary);
std::vector<int16_t> elevationData;
if (file) {
for (int i = 0; i < width * height; ++i) {
int16_t value;
file.read(reinterpret_cast<char*>(&value), sizeof(int16_t));
// Handle endianness
value = SwapEndian(value);
if (value == -32768) {
value = -32767; // Clamp no-data values
}
elevationData.push_back(value);
}
} else {
std::cerr << "Failed to open HGT file!" << std::endl;
}
return elevationData;
}
void Scene::UpdateCamera() {
projection_matrix_ = glm::perspective(CameraControls::GetFOV(activeCamera_), static_cast<float>(window_width) / window_height, activeCamera_.nearPlane, activeCamera_.farPlane);
}
GLuint Scene::CreateHeightmapTexture(std::vector<int16_t> data, int width, int height) {
int16_t minVal = *std::min_element(data.begin(), data.end());
int16_t maxVal = *std::max_element(data.begin(), data.end());
std::vector<float> floatData;
for (int16_t &d : data) {
// Normalize the value between 0 and 1 based on the min/max range
d = static_cast<int16_t>(255 * (d - minVal) / (maxVal - minVal));
floatData.push_back(static_cast<float>(d / 255.0f));
}
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, width, height, 0, GL_RED, GL_FLOAT, floatData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return textureID;
}