mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-27 03:43:42 +00:00
176 lines
5.7 KiB
C++
Executable File
176 lines
5.7 KiB
C++
Executable File
#include"model.h"
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#include"light.h"
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#include"node.h"
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#include"root.h"
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#include"shader.h"
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#include"material.h"
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#include"mesh.h"
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#include<glad.h>
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#include<glfw3.h>
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#include<ext.hpp>
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#include<iostream>
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using namespace glm;
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using namespace std;
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namespace vb01{
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Light::Light(Type t){
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this->type=t;
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string basePath="../../vb01/depthMap.";
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glGenFramebuffers(1,&depthmapFBO);
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glBindFramebuffer(GL_FRAMEBUFFER,depthmapFBO);
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if(this->type==POINT){
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depthMap=new Texture(depthMapSize);
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glFramebufferTexture(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,*(depthMap->getTexture()),0);
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depthMapShader=new Shader(basePath+"vert",basePath+"frag",basePath+"geo");
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}
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else{
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depthMap=new Texture(depthMapSize,depthMapSize,true);
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glFramebufferTexture2D(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D,*(depthMap->getTexture()),0);
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depthMapShader=new Shader(basePath+"vert",basePath+"frag");
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}
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER)!=GL_FRAMEBUFFER_COMPLETE)
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cout<<"Not complete\n";
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glBindFramebuffer(GL_FRAMEBUFFER,0);
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}
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Light::~Light(){
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glBindFramebuffer(GL_FRAMEBUFFER,0);
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glDeleteFramebuffers(1,&depthmapFBO);
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delete depthMap;
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delete depthMapShader;
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}
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void Light::update(){
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Root *root=Root::getSingleton();
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Node *rootNode=root->getRootNode();
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std::vector<Node*> descendants;
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rootNode->getDescendants(rootNode, descendants);
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std::vector<Material*> materials;
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Camera *cam=root->getCamera();
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int thisId=-1;
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float fov=cam->getFov(),width=root->getWidth(),height=root->getHeight();
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for(Node *d : descendants){
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std::vector<Light*> lights=d->getLights();
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for(int i=0;i<lights.size();i++){
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if(lights[i]==this)
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thisId=i;
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}
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for(Mesh *m : d->getMeshes())
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materials.push_back(m->getMaterial());
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}
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mat4 proj=mat4(1.), view=mat4(1.);
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renderShadow(descendants, proj, view);
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updateShader(materials, thisId, proj, view);
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}
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void Light::renderShadow(std::vector<Node*> descendants, mat4 &proj, mat4 &view){
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vec3 dirs[]{
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vec3(1,0,0),
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vec3(-1,0,0),
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vec3(0,1,0),
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vec3(0,-1,0),
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vec3(0,0,1),
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vec3(0,0,-1)
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};
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Root *root = Root::getSingleton();
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glViewport(0,0,depthMapSize,depthMapSize);
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glBindFramebuffer(GL_FRAMEBUFFER,depthmapFBO);
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glClear(GL_DEPTH_BUFFER_BIT);
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for(Node *n : descendants){
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vector<Mesh*> meshes=n->getMeshes();
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for(Mesh *mesh : meshes){
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Material *mat=mesh->getMaterial();
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if(n->isVisible()&&mat&&mat->isLightingEnabled()){
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Vector3 pos=n->localToGlobalPosition(Vector3::VEC_ZERO);
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Quaternion rot=n->localToGlobalOrientation(Quaternion::QUAT_W);
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Vector3 rotAxis=rot.norm().getAxis();
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if(rotAxis==Vector3::VEC_ZERO)
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rotAxis=Vector3::VEC_I;
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Vector3 upDir=direction.cross(Vector3(0,1,0));
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if(upDir==Vector3(0,0,0))
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upDir=Vector3::VEC_I;
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vec3 dir=vec3(direction.x,direction.y,direction.z);
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vec3 up=vec3(upDir.x,upDir.y,upDir.z);
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vec3 p=type==DIRECTIONAL?vec3(pos.x,pos.y,pos.z)-.5f*farPlane*dir:vec3(position.x,position.y,position.z);
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view=lookAt(p,p+dir,up);
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proj=(type==DIRECTIONAL?ortho(-10.f,10.f,-10.f,10.f,nearPlane,farPlane):perspective(radians(90.f),1.f,nearPlane,farPlane));
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mat4 model=translate(mat4(1.f),vec3(pos.x,pos.y,pos.z));
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model=rotate(model,rot.getAngle(),vec3(rotAxis.x,rotAxis.y,rotAxis.z));
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if(mesh->isCastShadow()){
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depthMapShader->use();
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depthMapShader->setBool(type==POINT,"point");
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depthMapShader->setMat4(model,"model");
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if(type==POINT){
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depthMapShader->setFloat(farPlane,"farPlane");
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depthMapShader->setVec3(position,"lightPos");
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for(int j=0;j<6;j++)
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depthMapShader->setMat4(proj*lookAt(p,p+dirs[j],1<j&&j<4?vec3(0,0,-1):vec3(0,-1,0)),"shadowMat["+to_string(j)+"]");
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}
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else{
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depthMapShader->setMat4(proj*view,"lightMat");
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}
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mesh->render();
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}
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}
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER,*(root->getFBO()));
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glViewport(0,0,root->getWidth(),root->getHeight());
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}
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void Light::updateShader(vector<Material*> materials, int thisId, mat4 &proj, mat4 &view){
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for(Material *m : materials){
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Shader *shader=m->getShader();
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shader->use();
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shader->setInt((int)type,"light["+to_string(thisId)+"].type");
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shader->setVec3(color,"light["+to_string(thisId)+"].color");
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shader->setFloat(nearPlane,"light["+to_string(thisId)+"].near");
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shader->setFloat(farPlane,"light["+to_string(thisId)+"].far");
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shader->setInt(5,"light["+to_string(thisId)+"].depthMapCube");
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shader->setInt(6,"light["+to_string(thisId)+"].depthMap");
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depthMap->select(type==POINT?5:6);
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switch(type){
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case POINT:
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shader->setVec3(position,"light["+to_string(thisId)+"].pos");
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shader->setFloat(attenuationValues.x,"light["+to_string(thisId)+"].a");
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shader->setFloat(attenuationValues.y,"light["+to_string(thisId)+"].b");
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shader->setFloat(attenuationValues.z,"light["+to_string(thisId)+"].c");
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break;
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case DIRECTIONAL:
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shader->setMat4(proj*view,"light["+to_string(thisId)+"].lightMat");
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shader->setVec3(direction,"light["+to_string(thisId)+"].direction");
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break;
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case SPOT:
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shader->setMat4(proj*view,"light["+to_string(thisId)+"].lightMat");
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shader->setVec3(position,"light["+to_string(thisId)+"].pos");
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shader->setVec3(direction,"light["+to_string(thisId)+"].direction");
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shader->setFloat(attenuationValues.x,"light["+to_string(thisId)+"].a");
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shader->setFloat(attenuationValues.y,"light["+to_string(thisId)+"].b");
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shader->setFloat(attenuationValues.z,"light["+to_string(thisId)+"].c");
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shader->setFloat(innerAngle,"light["+to_string(thisId)+"].innerAngle");
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shader->setFloat(outerAngle,"light["+to_string(thisId)+"].outerAngle");
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break;
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}
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}
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}
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}
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