Files

316 lines
8.2 KiB
C++
Executable File

#include "stb_image.h"
#include "root.h"
#include "node.h"
#include "shader.h"
#include "box.h"
#include "quad.h"
#include "lineRenderer.h"
#include "assetManager.h"
#include "animationController.h"
#include "glad.h"
#include <glfw3.h>
#include <cstdlib>
#include <iostream>
using namespace std;
namespace vb01{
static Root *root = nullptr;
Shader *shader = nullptr;
Root* Root::getSingleton(){
if(!root)
root = new Root();
return root;
}
void foo(GLFWwindow *window, int width, int height){
glViewport(0, 0, width, height);
}
void error_callback(int error, const char* msg) {
std::string s;
s = " [" + std::to_string(error) + "] " + msg + '\n';
std::cerr << s << std::endl;
}
Root::Root(){
rootNode = new Node(Vector3::VEC_ZERO);
guiNode = new Node(Vector3::VEC_ZERO);
camera = new Camera();
}
void Root::start(int width, int height, string libPath, string name){
this->width = width;
this->height = height;
this->libPath = libPath;
AssetManager::getSingleton()->load(Root::getSingleton()->getLibPath());
initWindow(name);
brdfLutPlane = new Quad(Vector3(1, 1, 1) * 2);
iblBox = new Box(Vector3::VEC_IJK);
blurShader = new Shader(libPath + "blur");
shader = new Shader(Root::getSingleton()->getLibPath() + "line3D");
for(int i = 0; i < 2; i++)
pingPongTextures[i] = new Texture(width, height, false);
Texture *fragTexture = new Texture(width, height, false);
Texture *brightTexture = new Texture(width, height, false);
initMainFramebuffer(fragTexture, nullptr);
initGuiPlane(fragTexture, brightTexture);
}
void Root::toggleHDR(bool hdr){
glDeleteFramebuffers((hdr ? 2 : 1), &FBO);
glDeleteRenderbuffers(1, &RBO);
Texture *fragTexture = ((Material::TextureUniform*)guiPlane->getMaterial()->getUniform("frag"))->value;
Texture *brightTexture = ((Material::TextureUniform*)guiPlane->getMaterial()->getUniform("bright"))->value;
initMainFramebuffer(fragTexture, (hdr ? brightTexture : nullptr));
this->hdr = hdr;
}
void Root::initBloomFramebuffer(){
glGenFramebuffers(2, pingpongBuffers);
for(int i = 0; i < 2; i++){
glBindFramebuffer(GL_FRAMEBUFFER, pingpongBuffers[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *(pingPongTextures[i]->getTexture()), 0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "Not complete\n";
}
}
void Root::toggleBloom(bool bloom){
this->bloom = bloom;
if(bloom)
initBloomFramebuffer();
else
glDeleteFramebuffers(2, pingpongBuffers);
}
void Root::initWindow(string name){
glfwSetErrorCallback(error_callback);
if (GL_TRUE != glfwInit())
std::cerr << "Error initialising glfw" << std::endl;
window = glfwCreateWindow(width, height, name.c_str(), NULL, NULL);
if(window == NULL){
cout << "Failed to load window...\n";
exit(-1);
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, foo);
if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
cout << "Failed to load GLAD.\n";
exit(-1);
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void Root::initMainFramebuffer(Texture *fragTexture, Texture *brightTexture){
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
u32 colorAttachments[]{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[0], GL_TEXTURE_2D, *fragTexture->getTexture(), 0);
if(brightTexture){
glFramebufferTexture2D(GL_FRAMEBUFFER, colorAttachments[1], GL_TEXTURE_2D, *brightTexture->getTexture(), 0);
glDrawBuffers(2, colorAttachments);
}
else
glDrawBuffers(1, colorAttachments);
glGenRenderbuffers(1, &RBO);
glBindRenderbuffer(GL_RENDERBUFFER, RBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, RBO);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
cout << "Not complete\n";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Root::initGuiPlane(Texture *fragTexture, Texture *brightTexture){
guiPlane = new Quad(Vector3(width, height, -1), false);
Material *mat = new Material(libPath + "postProcess");
mat->addTexUniform("frag", fragTexture, false);
mat->addTexUniform("bright", brightTexture, false);
guiPlane->setMaterial(mat);
}
void Root::update(){
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
if(skybox){
glDepthMask(GL_FALSE);
glCullFace(GL_FRONT);
skybox->update();
glDepthMask(GL_TRUE);
glCullFace(GL_BACK);
}
AnimationController::getSingleton()->update();
updateNodeTree(rootNode, false);
LineRenderer::getSingleton()->drawLines();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
if(bloom) updateBloomFramebuffer();
updateGuiPlane();
glEnable(GL_DEPTH_TEST);
updateNodeTree(guiNode, true);
glfwSwapBuffers(window);
glfwPollEvents();
}
//TODO replace sorting algorithm
//TODO specify differentiation of nodes with translucent meshes AND texts
void Root::updateNodeTree(Node *node, bool gui){
vector<Node*> descendants, opaqueNodes, transparentNodes;
node->getDescendants(descendants);
for(Node *desc : descendants){
if(!desc->getMeshes().empty())
for(Mesh *mesh : desc->getMeshes()){
(mesh->getMaterial()->isTransparent() ? transparentNodes : opaqueNodes).push_back(desc);
break;
}
else if(!desc->getTexts().empty())
transparentNodes.push_back(desc);
else
opaqueNodes.push_back(desc);
}
for(Node *node : opaqueNodes)
node->update();
int numNodes = transparentNodes.size();
for(int i = 0; i < numNodes; i++){
float d1 = transparentNodes[i]->getPosition().z;
if(!gui){
Vector3 v1 = transparentNodes[i]->getPosition() - camera->getPosition();
float a1 = v1.norm().getAngleBetween(camera->getDirection());
d1 = v1.getLength() * cos(a1);
}
for(int j = i; j < numNodes; j++){
float d2 = transparentNodes[j]->getPosition().z;
if(!gui){
Vector3 v2 = transparentNodes[j]->getPosition() - camera->getPosition();
float a2 = v2.norm().getAngleBetween(camera->getDirection());
d2 = v2.getLength() * cos(a2);
}
if(d1 > d2)
swap(transparentNodes[i], transparentNodes[j]);
}
}
for(Node *node : transparentNodes)
node->update();
}
void Root::updateBloomFramebuffer(){
bool horizontal = false;
blurShader->use();
blurShader->setVec2(Vector2(width, height), "screen");
for(int i = 0; i < blurLevel; i++){
glBindFramebuffer(GL_FRAMEBUFFER, pingpongBuffers[horizontal]);
blurShader->setBool(horizontal, "horizontal");
if(i == 0)
((Material::TextureUniform*)guiPlane->getMaterial()->getUniform("bright"))->value->select();
else
pingPongTextures[!horizontal]->select();
guiPlane->render();
horizontal = !horizontal;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Root::updateGuiPlane(){
Material *material = guiPlane->getMaterial();
Shader *shader = material->getShader();
shader->use();
shader->setVec2(Vector2(width, height), "screen");
shader->setBool(bloom, "bloom");
shader->setBool(hdr, "hdr");
shader->setFloat(exposure, "exposure");
shader->setFloat(gamma, "gamma");
shader->setInt(0, "frag");
((Material::TextureUniform*)material->getUniform("frag"))->value->select(0);
if(hdr){
shader->setInt(1, "bright");
((Material::TextureUniform*)material->getUniform("bright"))->value->select(1);
}
guiPlane->render();
}
void Root::createSkybox(string paths[6]){
Texture *texture = new Texture(paths, 6, true);
createSkybox(texture);
}
void Root::createSkybox(Texture *texture){
skybox = new Box(Vector3::VEC_IJK * 10);
Material *skyboxMat = new Material(libPath + "skybox");
skyboxMat->addTexUniform("tex", texture, true);
skybox->setMaterial(skyboxMat);
}
void Root::removeSkybox(){
Material *mat = skybox->getMaterial();
delete skybox;
skybox = nullptr;
}
}