#include #include #include #include #include #include #include #include #include #include #define GLM_FORCE_RADIANS #include #include #include #include #include #include "common.hh" #include "shaders.hh" #include "texture.hh" #include "VBOManager.hh" #include "objectParser.hh" #include "Object.hh" #include "font.hh" #include "Overlay.hh" using namespace gl; void glAfterCallback(glbinding::FunctionCall const& fc) { glbinding::setCallbackMask(glbinding::CallbackMask::None); GLenum error = glGetError(); glbinding::setCallbackMask(glbinding::CallbackMask::After); if (error != GL_NO_ERROR) throw GLException(error); } int main(int argc, char *argv[]) { SDL_Window *window; int retcode = 0; glbinding::Binding::initialize(); if (SDL_Init(SDL_INIT_VIDEO) < 0) { std::printf("Could not init SDL: %s\n", SDL_GetError()); return 1; } if (IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG) == 0) { std::printf("Could not init SDL_image: %s\n", SDL_GetError()); SDL_Quit(); return 1; } if(TTF_Init() == -1) { printf("Could not init SDL_ttf: %s\n", TTF_GetError()); IMG_Quit(); SDL_Quit(); return 1; } SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); window = SDL_CreateWindow("SDL2 Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1680, 1050, /*SDL_WINDOW_FULLSCREEN_DESKTOP |*/ SDL_WINDOW_OPENGL); if (!window) { std::printf("Could not create window: %s\n", SDL_GetError()); SDL_Quit(); return 1; } SDL_GLContext glcontext = SDL_GL_CreateContext(window); if (!glcontext) { std::printf("Could not create GL context: %s\n", SDL_GetError()); SDL_DestroyWindow(window); SDL_Quit(); return 1; } // Clear GL errors while(glGetError() != GL_NO_ERROR); try { glbinding::setCallbackMask(glbinding::CallbackMask::After); glbinding::setAfterCallback(glAfterCallback); { int depth, stencil, aa, major, minor; SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth); SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencil); SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &aa); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor); std::printf("Depth: %d, Stencil: %d, AA: %d, GL %d.%d\n", depth, stencil, aa, major, minor); } int width, height; SDL_GetWindowSize(window, &width, &height); glm::mat4 proj = glm::perspectiveFov(75.0f, static_cast(width), static_cast(height), 0.1f, 100.0f); glm::mat4 view = glm::lookAt(glm::vec3(2.0f, 2.0f, 10), glm::vec3(0.0f, 0.0f, 0), glm::vec3(0, 1, 0)); Font font{"DejaVuSans.ttf", 12}; // sf::Font font; // if (!font.loadFromFile("DejaVuSans.ttf")) { // std::printf("Error loading font\n"); // return 1; // } // sf::Text fpsText{"0", font, 12}; // fpsText.setPosition({200, 200}); // window.setFramerateLimit(60); // sf::Clock clock; // sf::Time last = clock.getElapsedTime(); auto last = SDL_GetTicks(); VBOManager vboManager; Texture2D cubeTex("textures/Wood_Box_Texture.jpg"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, static_cast(GL_LINEAR_MIPMAP_LINEAR)); if (SDL_GL_ExtensionSupported("GL_EXT_texture_filter_anisotropic")) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 4.0f); else std::printf("Warning: extension GL_EXT_texture_filter_anisotropic not supported\n"); Texture2D redTex("textures/red.png"); Texture2D whiteTex("textures/white.png"); const unsigned lights = 2; const unsigned shadowMapSize = 512; glm::mat4 shadowProj = glm::perspectiveFov(90.0f, static_cast(shadowMapSize), static_cast(shadowMapSize), 1.0f, 128.0f); //glm::mat4 shadowProj = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, 1.0f, 128.0f); std::vector shadowMaps; for(unsigned i = 0;i < lights;++i) { shadowMaps.emplace_back(shadowMapSize); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, static_cast(GL_LESS)); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, static_cast(GL_COMPARE_REF_TO_TEXTURE)); } const glm::vec3 lightPos[lights] = {glm::vec3(2.0, -2.0, 10.0), glm::vec3(2.0, 2.0, 10.0)}; // const glm::vec3 lightColor[lights] = {glm::vec3(1.0, 0.9, 0.8), // glm::vec3(0.0, 1.0, 0.0)}; // const float lightIntensity[lights] = {75.0f, 25.0f}; Framebuffer shadowFB; VertexShader vs{fileToString("shaders/textured.vs")}; FragmentShader fs{fileToString("shaders/textured.fs")}; Program prog{vs, fs}; VertexShader shadowVs{fileToString("shaders/shadow.vs")}; FragmentShader shadowFs{fileToString("shaders/shadow.fs")}; Program shadowProg{shadowVs, shadowFs}; VertexShader ovlVs{fileToString("shaders/overlay.vs")}; FragmentShader ovlFs{fileToString("shaders/overlay.fs")}; Program ovlProg{ovlVs, ovlFs}; prog.use(); glUniformMatrix4fv(prog.getUniformLocation("projection_matrix"), 1, GL_FALSE, glm::value_ptr(proj)); glUniformMatrix4fv(prog.getUniformLocation("view_matrix"), 1, GL_FALSE, glm::value_ptr(view)); glUniform1i(prog.getUniformLocation("texBase"), 0); const GLint shadowMapTUs[] = {1, 2}; glUniform1iv(prog.getUniformLocation("texShadowMaps"), 2, shadowMapTUs); shadowProg.use(); glUniformMatrix4fv(shadowProg.getUniformLocation("projection_matrix"), 1, GL_FALSE, glm::value_ptr(shadowProj)); ovlProg.use(); glUniform1i(ovlProg.getUniformLocation("texBase"), 0); Object box(vboManager, "objects/woodbox.obj", prog); Object pyramid(vboManager, "objects/pyramid.obj", prog); Object plane(vboManager, "objects/plane.obj", prog); float px20_width = 2.0f*(20.0f/width); float px20_height = 2.0f*(20.0f/height); std::vector ovlAttribs{ {{glm::packSnorm1x16(1.0-px20_width), glm::packSnorm1x16(1.0)}, {0, 0}}, {{glm::packSnorm1x16(1.0), glm::packSnorm1x16(1.0-px20_height)}, {65535u, 65535u}}, {{glm::packSnorm1x16(1.0), glm::packSnorm1x16(1.0)}, {65535u, 0}}, {{glm::packSnorm1x16(1.0-px20_width), glm::packSnorm1x16(1.0)}, {0, 0}}, {{glm::packSnorm1x16(1.0-px20_width), glm::packSnorm1x16(1.0-px20_height)}, {0, 65535u}}, {{glm::packSnorm1x16(1.0), glm::packSnorm1x16(1.0-px20_height)}, {65535u, 65535u}}}; Overlay ovl{vboManager, ovlAttribs, ovlProg}; glClearColor(0.0f, 0.0f, 0.0f, 0.0f); bool close = false; while (!close) { SDL_Event event; while (SDL_PollEvent(&event)) { switch(event.type) { case SDL_KEYDOWN: close = true; break; case SDL_WINDOWEVENT: if (event.window.event == SDL_WINDOWEVENT_CLOSE) close = true; break; } } // Draw shadow maps GLint origVP[4]; glGetIntegerv(GL_VIEWPORT, origVP); glViewport(0, 0, shadowMapSize, shadowMapSize); shadowProg.use(); shadowFB.bind(); glPolygonOffset(1.1f, 4.0f); glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_POLYGON_OFFSET_POINT); for (unsigned light = 0;light < lights;++light) { for (unsigned i = 0;i < 6;++i) { GLenum const face[6] = {GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}; const glm::vec3 dir[6] = {glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)}; const glm::vec3 up[6] = {glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)}; shadowMaps[light].bind(); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, face[i], shadowMaps[light].getID(), 0); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glm::mat4 view = glm::lookAt(lightPos[light], lightPos[light]+dir[i], up[i]); glUniformMatrix4fv(prog.getUniformLocation("view_matrix"), 1, GL_FALSE, glm::value_ptr(view)); glm::mat4 model = glm::translate(glm::vec3(0.5f, 0.5f, -0.5f)) * glm::rotate(SDL_GetTicks()*0.001f, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::translate(glm::vec3(-0.5f, -0.5f, 0.5f)); box.draw(model, &shadowProg); plane.draw(glm::translate(glm::vec3(2.0f, -2.5f, 0.0f))* glm::rotate(0.35f, glm::vec3(0.0f, 1.0f, 0.0f)), &shadowProg); pyramid.draw(glm::translate(glm::vec3(-2.0f, 0.0f, 0.0f)), &shadowProg); } } GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, UnusedMask()); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glViewport(origVP[0], origVP[1], origVP[2], origVP[3]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_LINE); glDisable(GL_POLYGON_OFFSET_POINT); glActiveTexture(GL_TEXTURE2); shadowMaps[1].bind(); glActiveTexture(GL_TEXTURE1); shadowMaps[0].bind(); glActiveTexture(GL_TEXTURE0); glm::mat4 model = glm::translate(glm::vec3(0.5f, 0.5f, -0.5f)) * glm::rotate(SDL_GetTicks()*0.001f, glm::vec3(1.0f, 0.0f, 0.0f)) * glm::translate(glm::vec3(-0.5f, -0.5f, 0.5f)); cubeTex.bind(); // Shadow maps must be rendered before real drawing can begin glClientWaitSync(fence, SyncObjectMask(), 0xffffffffu); glDeleteSync(fence); box.draw(model); whiteTex.bind(); plane.draw(glm::translate(glm::vec3(2.0f, -2.5f, 0.0f))* glm::rotate(0.35f, glm::vec3(0.0f, 1.0f, 0.0f))); redTex.bind(); pyramid.draw(glm::translate(glm::vec3(-2.0f, 0.0f, 0.0f))); // glUseProgram(0); // sf::Time now = clock.getElapsedTime(); // sf::Time elapsed = now - last; // last = now; // fpsText.setString(std::to_string(static_cast(std::roundf(1.0f/elapsed.asSeconds())))); // fpsText.setPosition({1680-fpsText.getLocalBounds().width, 0}); // window.draw(fpsText); auto now = SDL_GetTicks(); auto elapsed = now - last; last = now; std::string fpsText = std::to_string(static_cast(1000.0/elapsed)); auto fpsTex = font.render(fpsText); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); fpsTex.bind(); //redTex.bind(); ovl.draw(); glDisable(GL_BLEND); SDL_GL_SwapWindow(window); } }catch(Exception &ex) { std::printf("%s\n", ex.toString().c_str()); retcode = 1; } SDL_GL_DeleteContext(glcontext); SDL_DestroyWindow(window); // Clean up IMG_Quit(); SDL_Quit(); return retcode; }