173 lines
5.5 KiB
C++
173 lines
5.5 KiB
C++
#include <GL/glew.h>
|
|
#include <GLFW/glfw3.h>
|
|
#include <GL/gl.h>
|
|
#include <cstdio>
|
|
#include <glm/ext.hpp>
|
|
#include <glm/ext/matrix_float4x4.hpp>
|
|
#include <glm/ext/matrix_transform.hpp>
|
|
#include <glm/glm.hpp>
|
|
#include <glm/trigonometric.hpp>
|
|
#include <memory>
|
|
#include <vector>
|
|
|
|
#include "physics/util.h"
|
|
#include "shader.h"
|
|
#include "mesh.h"
|
|
#include "defaultmeshes.h"
|
|
#include "../camera.h"
|
|
#include "../common.h"
|
|
#include "../objects/part.h"
|
|
#include "skybox.h"
|
|
#include "surface.h"
|
|
#include "texture3d.h"
|
|
|
|
#include "renderer.h"
|
|
|
|
Shader *shader = NULL;
|
|
Shader *skyboxShader = NULL;
|
|
extern Camera camera;
|
|
Skybox* skyboxTexture = NULL;
|
|
Texture3D* studsTexture = NULL;
|
|
|
|
static int viewportWidth, viewportHeight;
|
|
|
|
void renderInit(GLFWwindow* window, int width, int height) {
|
|
viewportWidth = width, viewportHeight = height;
|
|
glViewport(0, 0, width, height);
|
|
|
|
initMeshes();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
skyboxTexture = new Skybox({
|
|
"assets/textures/skybox/null_plainsky512_lf.jpg",
|
|
"assets/textures/skybox/null_plainsky512_rt.jpg",
|
|
"assets/textures/skybox/null_plainsky512_up.jpg",
|
|
"assets/textures/skybox/null_plainsky512_dn.jpg",
|
|
"assets/textures/skybox/null_plainsky512_ft.jpg",
|
|
"assets/textures/skybox/null_plainsky512_bk.jpg",
|
|
}, GL_RGB);
|
|
|
|
studsTexture = new Texture3D("assets/textures/studs.png", 128, 128, 6, GL_RGBA);
|
|
|
|
// Compile shader
|
|
shader = new Shader("assets/shaders/phong.vs", "assets/shaders/phong.fs");
|
|
skyboxShader = new Shader("assets/shaders/skybox.vs", "assets/shaders/skybox.fs");
|
|
}
|
|
|
|
void renderParts() {
|
|
glDepthMask(GL_TRUE);
|
|
|
|
// Use shader
|
|
shader->use();
|
|
// shader->set("objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
|
|
// shader->set("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
|
|
|
|
// view/projection transformations
|
|
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 100.0f);
|
|
glm::mat4 view = camera.getLookAt();
|
|
shader->set("projection", projection);
|
|
shader->set("view", view);
|
|
// shader->set("material", Material {
|
|
// // .ambient = glm::vec3(1.0f, 0.5f, 0.31f),
|
|
// .diffuse = glm::vec3(0.639216f, 0.635294f, 0.647059f),
|
|
// .specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
|
// .shininess = 16.0f,
|
|
// });
|
|
shader->set("sunLight", DirLight {
|
|
.direction = glm::vec3(-0.2f, -1.0f, -0.3f),
|
|
.ambient = glm::vec3(0.2f, 0.2f, 0.2f),
|
|
.diffuse = glm::vec3(0.5f, 0.5f, 0.5f),
|
|
.specular = glm::vec3(1.0f, 1.0f, 1.0f),
|
|
});
|
|
shader->set("numPointLights", 0);
|
|
// shader->set("pointLights[0]", PointLight {
|
|
// .position = lightPos,
|
|
// .ambient = glm::vec3(0.4f, 0.4f, 0.4f),
|
|
// .diffuse = glm::vec3(1.0f, 1.0f, 1.0f),
|
|
// .specular = glm::vec3(1.0f, 1.0f, 1.0f),
|
|
// .constant = 1.0,
|
|
// .linear = 0.9,
|
|
// .quadratic = 0.32,
|
|
// });
|
|
studsTexture->activate(0);
|
|
shader->set("studs", 0);
|
|
// shader->set("surfaces[1]", SurfaceStuds);
|
|
shader->set("surfaces[1]", SurfaceStuds);
|
|
shader->set("surfaces[4]", SurfaceInlets);
|
|
|
|
// Pre-calculate the normal matrix for the shader
|
|
|
|
// Pass in the camera position
|
|
shader->set("viewPos", camera.cameraPos);
|
|
|
|
// TODO: Same as todo in src/physics/simulation.cpp
|
|
for (InstanceRef inst : workspace()->GetChildren()) {
|
|
if (inst->GetClass()->className != "Part") continue;
|
|
std::shared_ptr<Part> part = std::dynamic_pointer_cast<Part>(inst);
|
|
|
|
// if (inst->name == "Target") printf("(%f,%f,%f):(%f,%f,%f;%f,%f,%f;%f,%f,%f)\n",
|
|
// part->cframe.X(),
|
|
// part->cframe.Y(),
|
|
// part->cframe.Z(),
|
|
// part->cframe.RightVector().X(),
|
|
// part->cframe.UpVector().X(),
|
|
// part->cframe.LookVector().X(),
|
|
// part->cframe.RightVector().Y(),
|
|
// part->cframe.UpVector().Y(),
|
|
// part->cframe.LookVector().Y(),
|
|
// part->cframe.RightVector().Z(),
|
|
// part->cframe.UpVector().Z(),
|
|
// part->cframe.LookVector().Z()
|
|
// );
|
|
|
|
glm::mat4 model = part->cframe;
|
|
model = glm::scale(model, part->size);
|
|
shader->set("model", model);
|
|
shader->set("material", Material {
|
|
.diffuse = part->color,
|
|
.specular = glm::vec3(0.5f, 0.5f, 0.5f),
|
|
.shininess = 16.0f,
|
|
});
|
|
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model)));
|
|
shader->set("normalMatrix", normalMatrix);
|
|
shader->set("texScale", part->size);
|
|
|
|
CUBE_MESH->bind();
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
}
|
|
}
|
|
|
|
void renderSkyBox() {
|
|
glDepthMask(GL_FALSE);
|
|
|
|
skyboxShader->use();
|
|
|
|
glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 100.0f);
|
|
// Remove translation component of view, making us always at (0, 0, 0)
|
|
glm::mat4 view = glm::mat4(glm::mat3(camera.getLookAt()));
|
|
|
|
skyboxShader->set("projection", projection);
|
|
skyboxShader->set("view", view);
|
|
|
|
skyboxShader->set("uTexture", 0);
|
|
|
|
CUBE_MESH->bind();
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
}
|
|
|
|
void render(GLFWwindow* window) {
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
renderSkyBox();
|
|
renderParts();
|
|
}
|
|
|
|
void setViewport(int width, int height) {
|
|
viewportWidth = width, viewportHeight = height;
|
|
} |