terravisor/source/scene.cpp

252 lines
7.2 KiB
C++

#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 <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#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<float>(width) / static_cast<float>(height)),
near_z_(0.1f), far_z_(100.0f),
fov_(glm::pi<float>() / 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_);
}