Files
openglplayground/main.cc
2014-11-18 19:00:51 +01:00

308 lines
9.9 KiB
C++

#include <cstdio>
#include <cmath>
#include <string>
#include <unordered_map>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <glbinding/gl/gl.h>
#include <glbinding/Binding.h>
#include <glbinding/callbacks.h>
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
#include "common.hh"
#include "shaders.hh"
#include "texture.hh"
#include "VBOManager.hh"
#include "objectParser.hh"
#include "Object.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;
}
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<float>(width), static_cast<float>(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));
// 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();
VBOManager vboManager;
Texture2D cubeTex("textures/Wood_Box_Texture.jpg");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, static_cast<int>(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<float>(shadowMapSize),
static_cast<float>(shadowMapSize), 1.0f, 128.0f);
std::vector<TextureCubeMap> shadowMaps;
for(unsigned i = 0;i < lights;++i) {
shadowMaps.emplace_back(shadowMapSize);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, static_cast<GLint>(GL_LESS));
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, static_cast<GLint>(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};
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(prog.getUniformLocation("projection_matrix"), 1, GL_FALSE,
glm::value_ptr(shadowProj));
Object box(vboManager, "objects/woodbox.obj", prog);
Object pyramid(vboManager, "objects/pyramid.obj", prog);
Object plane(vboManager, "objects/plane.obj", prog);
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<int>(std::roundf(1.0f/elapsed.asSeconds()))));
// fpsText.setPosition({1680-fpsText.getLocalBounds().width, 0});
// window.draw(fpsText);
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;
}