268 lines
7.9 KiB
C++
268 lines
7.9 KiB
C++
#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <string>
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#include "scene.h"
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#include "Uniforms.h"
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#include "InitShader.h" //Functions for loading shaders from text files
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#include "DebugCallback.h"
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#include "PlatformUtils.h"
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namespace {
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const std::string kVertexShaderPath = "shaders/vertex.glsl";
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const std::string kTessellationCtrlPath = "shaders/tessellation_ctrl.glsl";
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const std::string kTessellationEvalPath = "shaders/tessellation_eval.glsl";
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const std::string kFragmentShaderPath = "shaders/fragment.glsl";
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const std::string kQuadVertexPath = "shaders/quad_vertex.glsl";
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const std::string kQuadFragmentPath = "shaders/quad_fragment.glsl";
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} // namespace
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Scene::Scene(int width, int height)
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: window_width(width),
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window_height(height),
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shader_program_(-1),
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quad_shader_program_(-1),
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vao_(-1),
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quad_vao_(-1),
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angle_(0.0f),
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scale_(1.0f),
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aspect_(static_cast<float>(width) / static_cast<float>(height)),
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near_z_(0.1f), far_z_(100.0f),
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fov_(glm::pi<float>() / 4.0f)
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{}
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Scene::~Scene() {
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glDeleteProgram(shader_program_);
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glDeleteVertexArrays(1, &vao_);
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fbo_.~FBO();
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post_fbo_.~FBO();
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}
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void Scene::Init() {
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glewInit();
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// GL_DEPTH_TEST causes artifacts in meshes made up of multiple triangles
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// disabling for now
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//glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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fbo_.Init(window_width, window_height);
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post_fbo_.Init(window_width, window_height);
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InitBuffers();
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ReloadShader();
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InitQuadBuffers();
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quad_shader_program_ = InitShader(kQuadVertexPath.c_str(), kQuadFragmentPath.c_str());
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UpdateCamera();
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Uniforms::Init();
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}
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// Currently creates a test triangle and initializes its buffers
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void Scene::InitBuffers() {
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GLuint patch_vbo;
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// Quad vertices in 3D space
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float patchVertices[] = {
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-0.5f, -0.5f, 0.0f, // Bottom-left
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0.5f, -0.5f, 0.0f, // Bottom-right
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0.5f, 0.5f, 0.0f, // Top-right
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-0.5f, 0.5f, 0.0f // Top-left
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};
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glGenVertexArrays(1, &vao_);
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glGenBuffers(1, &patch_vbo);
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glBindVertexArray(vao_);
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glBindBuffer(GL_ARRAY_BUFFER, patch_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(patchVertices), &patchVertices, GL_STATIC_DRAW);
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// Position attribute
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glBindVertexArray(0);
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}
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void Scene::InitQuadBuffers() {
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GLuint quad_vbo;
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// Full-screen quad vertices (position and texture coordinates)
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float quadVertices[] = {
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// positions // texCoords
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-1.0f, 1.0f, 0.0f, 1.0f, // Top-left
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-1.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
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1.0f, 1.0f, 1.0f, 1.0f, // Top-right
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1.0f, -1.0f, 1.0f, 0.0f // Bottom-right
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};
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glGenVertexArrays(1, &quad_vao_);
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glGenBuffers(1, &quad_vbo);
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glBindVertexArray(quad_vao_);
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glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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glBindVertexArray(0);
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}
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// Allows for runtime shader updates
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void Scene::ReloadShader() {
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GLuint new_shader = InitShader(kVertexShaderPath.c_str(), kTessellationCtrlPath.c_str(), kTessellationEvalPath.c_str(), kFragmentShaderPath.c_str());
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if (new_shader == -1) {
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DEBUG_BREAK();
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glClearColor(1.0f, 0.0f, 1.0f, 0.0f);
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} else {
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glClearColor(0.35f, 0.35f, 0.35f, 0.0f);
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if (shader_program_ != -1) {
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glDeleteProgram(shader_program_);
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}
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shader_program_ = new_shader;
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}
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}
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void Scene::Display(GLFWwindow* window) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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fbo_.Bind();
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glUseProgram(shader_program_);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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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));
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Uniforms::SceneData.PV = projection_matrix_ * view_matrix_; // Projection-View matrix
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Uniforms::BufferSceneData();
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glm::mat4 model_matrix = glm::rotate(angle_, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale(glm::vec3(scale_));
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glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(model_matrix));
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glBindVertexArray(vao_);
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glPatchParameteri(GL_PATCH_VERTICES, 4);
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glDrawArrays(GL_PATCHES, 0, 4);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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fbo_.Unbind();
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post_fbo_.Bind();
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glDisable(GL_DEPTH_TEST);
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glUseProgram(quad_shader_program_);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fbo_.GetColorTexture());
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GLint screenTextureLoc = glGetUniformLocation(quad_shader_program_, "screenTexture");
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glUniform1i(screenTextureLoc, 0); // Texture unit 0
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// Render the full-screen quad
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glBindVertexArray(quad_vao_);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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post_fbo_.Unbind();
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glEnable(GL_DEPTH_TEST);
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DrawGui(window);
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glfwSwapBuffers(window);
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}
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void Scene::DrawGui(GLFWwindow* window) {
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// Begin ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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// Enable docking
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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ImGui::NewFrame();
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static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
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// Add menu bar
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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// Style windows
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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window_flags |= ImGuiWindowFlags_NoBackground;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::Begin("TerraVisor", nullptr, window_flags);
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ImGui::PopStyleVar(3);
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// Submit the DockSpace
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if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) {
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ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
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ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
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}
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if (ImGui::BeginMenuBar()) {
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if (ImGui::BeginMenu("Options")) {
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ImGui::Text("Nothing Here Yet, Check Back Later!");
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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ImGui::End();
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// Draw Gui
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ImGui::Begin("Terrain Controls");
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if (ImGui::Button("Quit")) {
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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// Draw FBO to ImGui window
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ImGui::Begin("Scene Window");
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ImVec2 windowSize = ImGui::GetContentRegionAvail();
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ImGui::Image((void*)(intptr_t)post_fbo_.GetColorTexture(), windowSize, ImVec2(0, 1), ImVec2(1, 0));
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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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void Scene::Idle() {
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}
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void Scene::UpdateCamera() {
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projection_matrix_ = glm::perspective(fov_, aspect_, near_z_, far_z_);
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} |