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World.cpp
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741 lines (661 loc) · 24.1 KB
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#include "World.h"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <cstdint>
#include <cmath>
#include <utility>
//consts
const glm::mat4 B=
glm::scale(glm::translate(glm::mat4{1.0f},glm::vec3{0.5}), glm::vec3{0.5});
/*{
0.5f,0.0f,0.0f,0.0f,
0.0f,0.5f,0.0f,0.0f,
0.0f,0.0f,0.5f,0.0f,
0.5f,0.5f,0.5f,1.0f,
};*/
const GLuint flatDisabled = 8;
const GLuint cubeDisabled = 9;
const GLuint tuOff = 10;
const GLsizei shadRes=1024;//all opengl GPUs are guaranteed to support 1024x1024 textures
//dirty hack global var
GLint currentShadowLight=-1;
glm::mat4 drawvMat;
glm::mat4 drawpMat;
void World::init()
{
glGenVertexArrays(VAOcnt, vao);
for(int i=0; i<MAX_LIGHTS; ++i)
{
lights[i]={.enabled=false,.type=LightType::NO_LIGHT};
shadowTextures[i]=0;
}
glGenFramebuffers(1,&framebuffer);
ambient={.ambient=glm::vec4{0.1,0.1,0.1,1},.enabled=true,.type=LightType::AMBIENT};
replaceLight(ambient,0);
directional={.ambient=glm::vec4{0,0,0,1}, .diffuse=glm::vec4{1,1,1,1},
.specular=glm::vec4{1,1,1,1},.direction=glm::vec3{0,0,1},
.enabled=true,.type=LightType::DIRECTIONAL};
replaceLight(directional,1);
//create a cubemap for all the disabled cubes to access
glGenTextures(1, &sinkCM);
glBindTexture(GL_TEXTURE_CUBE_MAP, sinkCM);
for(GLuint i = 0; i<6; ++i)
glTexImage2D(cubemapFaces[i], 0, GL_DEPTH_COMPONENT, shadRes, shadRes,
0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
//and bind it
glActiveTexture(GL_TEXTURE0+cubeDisabled);
glBindTexture(GL_TEXTURE_CUBE_MAP, sinkCM);
//create a 2dmap for all the disabled flats to access
glGenTextures(1, &sinkFM);
glBindTexture(GL_TEXTURE_2D, sinkFM);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
shadRes, shadRes, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//and bind it
glActiveTexture(GL_TEXTURE0+flatDisabled);
glBindTexture(GL_TEXTURE_2D, sinkFM);
}
void World::draw(glm::mat4 vMat)
{
// glClear(GL_DEPTH_BUFFER_BIT);
// glClearColor(bgColor.x,bgColor.y,bgColor.z,1.0);
// glClear(GL_COLOR_BUFFER_BIT);
drawvMat=vMat;
std::stack<glm::mat4> mst;
mst.push(glm::mat4{1});
//draw absolutely positioned objects
for(int i=0;i<objects.size();++i)
{
std::unique_ptr<Object>& obj = objects[i];
if (obj->posType == PosType::ABSOLUTE)
{
//add translation for the absolute positioning
mst.push(mst.top()*glm::translate(glm::mat4{1.0f}, obj->p.a.pos));
obj->walk<&Object::drawAction>(mst);
//remove translation for the absolute positioning
mst.pop();
}
}
}
void World::relight()
{
std::stack<glm::mat4> mst;
mst.push(glm::mat4{1});
//relight absolutely positioned objects
for(int i=0;i<objects.size();++i)
{
std::unique_ptr<Object>& obj = objects[i];
if (obj->posType == PosType::ABSOLUTE)
{
//add translation for the absolute positioning
mst.push(mst.top()*glm::translate(glm::mat4{1.0f}, obj->p.a.pos));
obj->walk<&Object::relightAction>(mst);
//remove translation for the absolute positioning
mst.pop();
}
}
}
void World::buildShadowBuffers(GLint viewMap, GLint viewFace)
{
for(GLint i=0;i<MAX_LIGHTS;++i)
{
Light l = lights[i];
//no shadows for empth light slots, ambient lights, or disabled lights
if(l.type==LightType::NO_LIGHT||l.type==LightType::AMBIENT||!l.enabled)
continue;
else if(l.type==LightType::DIRECTIONAL||l.type==LightType::SPOTLIGHT||
l.type==LightType::POSITIONAL)
{
for(int f=0; f<(l.type==LightType::POSITIONAL?6:1);++f)
{
bool view = (viewMap==i&&viewFace==f);
//switch to the shadow framebuffer and connect it to the shadow texture
glBindFramebuffer(GL_FRAMEBUFFER,!view?framebuffer:0);
if(!view)
{
if(l.type!=LightType::POSITIONAL)
glFramebufferTexture(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,
shadowTextures[i],0);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
cubemapFaces[f], shadowTextures[i], 0);
}
glViewport(0,0,shadRes,shadRes);
//drawing setting depends on if we are debugging this texture, depth on
glDrawBuffer(view?GL_FRONT:GL_NONE);
glEnable(GL_DEPTH_TEST);
//clean out the old color and depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
glClearColor(bgColor.x,bgColor.y,bgColor.z,1.0);
glClear(GL_COLOR_BUFFER_BIT);
//setup the matrices
glm::mat4 pMat, vMat;
if(l.type==LightType::DIRECTIONAL)
{
GLfloat hShadRes=shadRes/10.0f;
pMat = glm::ortho(-hShadRes,hShadRes,-hShadRes,hShadRes,-hShadRes*2,hShadRes*2);
vMat = glm::lookAt(glm::normalize(-l.direction)*hShadRes,
glm::vec3{0},glm::vec3{0,1,0});
}
else if(l.type==LightType::SPOTLIGHT)
{
pMat = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 1000.0f);
vMat = glm::lookAt(l.position,l.position+l.direction,glm::vec3{0,1,0});
}
else if(l.type==LightType::POSITIONAL)
{
pMat = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 1000.0f);
switch(cubemapFaces[f])
{
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
vMat = glm::lookAt(l.position,l.position+faceDirv[f],glm::vec3{0,0,1});
break;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
vMat = glm::lookAt(l.position,l.position+faceDirv[f],glm::vec3{0,0,-1});
break;
default:
vMat = glm::lookAt(l.position,l.position+faceDirv[f],glm::vec3{0,-1,0});
}
}
vpMats[i]=pMat*vMat;
drawvMat=vMat;
drawpMat=pMat;
currentShadowLight=i;
//setup matrix stack and start walking the world
std::stack<glm::mat4> mst;
mst.push(glm::mat4{1});
//draw absolutely positioned objects
for(int o=0;o<objects.size();++o)
{
std::unique_ptr<Object>& obj = objects[o];
if (obj->posType == PosType::ABSOLUTE)
{
//add translation for the absolute positioning
mst.push(mst.top()*glm::translate(glm::mat4{1.0f}, obj->p.a.pos));
obj->walk<&Object::shadowAction>(mst);
//remove translation for the absolute positioning
mst.pop();
}
}
}
}
}
}
void World::update(double timePassed)
{
for(int i=0;i<objects.size();++i)
objects[i]->updatePos(timePassed);
}
void World::replaceLight(Light lNew, GLuint indx)
{
Light lOld = lights[indx];
int oldTexType=0;
oldTexType+=(lOld.type!=LightType::NO_LIGHT&lOld.type!=LightType::AMBIENT);
oldTexType+=(lOld.type==LightType::POSITIONAL);
int newTexType=0;
newTexType+=(lNew.type!=LightType::NO_LIGHT&lNew.type!=LightType::AMBIENT);
newTexType+=(lNew.type==LightType::POSITIONAL);
if(oldTexType>0 && oldTexType!=newTexType)
glDeleteTextures(1,&shadowTextures[indx]);
if(newTexType>0 && oldTexType!=newTexType)
{
if(lNew.type==LightType::POSITIONAL)
{
//create the cudemap texture
glGenTextures(1, &shadowTextures[indx]);
glBindTexture(GL_TEXTURE_CUBE_MAP, shadowTextures[indx]);
for(GLuint i = 0; i<6; ++i)
glTexImage2D(cubemapFaces[i], 0, GL_DEPTH_COMPONENT, shadRes, shadRes,
0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE,
GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
else if(lNew.type==LightType::DIRECTIONAL||lNew.type==LightType::SPOTLIGHT)
{
//create a 2d texture
glGenTextures(1, &shadowTextures[indx]);
glBindTexture(GL_TEXTURE_2D, shadowTextures[indx]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
shadRes, shadRes, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
//replace the light entry.
lights[indx]=lNew;
}
void World::glTransferLights(glm::mat4 vMat, GLuint shader, std::string name)
{
ambient.type=LightType::AMBIENT;
directional.type=LightType::DIRECTIONAL;
replaceLight(ambient,0);
replaceLight(directional,1);
for(GLuint i=0; i<World::MAX_LIGHTS; ++i)
{
lights[i].glTransfer(vMat, shader, name, i);
}
//transfer the shadow textures
for(GLuint i=0; i<World::MAX_LIGHTS; ++i)
{
Light l = lights[i];
GLuint flatSamp =
glGetUniformLocation(shader, ("flats["+std::to_string(i)+"]").c_str());
GLuint cubeSamp =
glGetUniformLocation(shader, ("cubes["+std::to_string(i)+"]").c_str());
if(l.type==LightType::NO_LIGHT||l.type==LightType::AMBIENT)
{
glUniform1i(flatSamp, flatDisabled);
glUniform1i(cubeSamp, cubeDisabled);
}
else if(l.type==LightType::DIRECTIONAL||l.type==LightType::SPOTLIGHT)
{
//set the samplers to the appropriate TUs
glUniform1i(flatSamp, tuOff+i);
glUniform1i(cubeSamp, cubeDisabled);
glActiveTexture(GL_TEXTURE0+i+tuOff);
glBindTexture(GL_TEXTURE_2D, shadowTextures[i]);
}
else if(l.type==LightType::POSITIONAL)
{
glUniform1i(flatSamp, flatDisabled);
glUniform1i(cubeSamp, tuOff+i);
glActiveTexture(GL_TEXTURE0+i+tuOff);
glBindTexture(GL_TEXTURE_CUBE_MAP, shadowTextures[i]);
}
}
}
void World::drawLightVecs(glm::mat4 pMat, glm::mat4 vMat)
{
for(int i=0;i<MAX_LIGHTS;++i)
{
Light l = lights[i];
if(l.type==LightType::POSITIONAL||l.type==LightType::SPOTLIGHT)
LineDrawer::draw(pMat, vMat, glm::vec3{0}, l.position, glm::vec3{1,0,1});
if(l.type==LightType::SPOTLIGHT)
{
glm::vec3 sp = l.position;
glm::vec3 ep = sp+glm::normalize(l.direction)*5.0f;
LineDrawer::draw(pMat, vMat, sp, ep, glm::vec3{1,1,0});
}
}
}
void Light::glTransfer(glm::mat4 vMat, GLuint shader, std::string name, GLuint indx)
{
GLuint ambLOC, diffLOC, specLOC, posLOC, absPosLOC, dirLOC, cutLOC, expLOC, enLOC, typeLOC;
glm::vec3 viewPos = glm::vec3{vMat * glm::vec4{position,1}};
std::string fName = name+"["+std::to_string(indx)+"]";
ambLOC = glGetUniformLocation(shader, (fName+".ambient").c_str());
diffLOC = glGetUniformLocation(shader, (fName+".diffuse").c_str());
specLOC = glGetUniformLocation(shader, (fName+".specular").c_str());
posLOC = glGetUniformLocation(shader, (fName+".position").c_str());
absPosLOC = glGetUniformLocation(shader, (fName+".absPosition").c_str());
dirLOC = glGetUniformLocation(shader, (fName+".direction").c_str());
cutLOC = glGetUniformLocation(shader, (fName+".cutoff").c_str());
expLOC = glGetUniformLocation(shader, (fName+".exponent").c_str());
enLOC = glGetUniformLocation(shader, (fName+".enabled").c_str());
typeLOC = glGetUniformLocation(shader, (fName+".type").c_str());
glProgramUniform4fv(shader, ambLOC, 1, glm::value_ptr(ambient));
glProgramUniform4fv(shader, diffLOC, 1, glm::value_ptr(diffuse));
glProgramUniform4fv(shader, specLOC, 1, glm::value_ptr(specular));
glProgramUniform3fv(shader, posLOC, 1, glm::value_ptr(viewPos));
glProgramUniform3fv(shader, absPosLOC, 1, glm::value_ptr(position));
glProgramUniform3fv(shader, dirLOC, 1, glm::value_ptr(direction));
glProgramUniform1f (shader, cutLOC, (GLfloat)cutoff);
glProgramUniform1f (shader, expLOC, (GLfloat)exponent);
glProgramUniform1ui(shader, enLOC, (GLuint) enabled);
glProgramUniform1ui(shader, typeLOC, (GLuint) type);
}
Object::~Object()
{
if(lightIndx!=-1)
w->replaceLight({.type=LightType::NO_LIGHT},lightIndx);
}
Object::
Object(World* w, Model m, ShaderPair shader, GLuint texture, Material mat, double scale,
glm::vec3 axisOfRot, double rotationPeriod, double rotationProgress)
{
//initialize vars
this->w=w;
this->m=m;
this->shader=shader;
this->texture=texture;
this->mat=mat;
this->scale=scale;
this->axisOfRotation=glm::normalize(axisOfRot);
this->rotRate=(rotationPeriod==0)?0:1/rotationPeriod;
this->rotProgress=fmod(rotationProgress,1);
//add to world
this->w->objects.push_back(std::unique_ptr<Object>(this));
this->id=this->w->objects.size()-1;
//generate/setup VBOs
glBindVertexArray(w->vao[0]);
glGenBuffers(5, vbo);
int iCnt = m.getNumIndices();
int vCnt = m.getNumVertices();
//load vertices
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER,vCnt*3*sizeof(float),&m.getVertices()[0],GL_STATIC_DRAW);
//load texture coords
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER,vCnt*2*sizeof(float),&m.getTexCoords()[0],GL_STATIC_DRAW);
//load normals
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glBufferData(GL_ARRAY_BUFFER,vCnt*3*sizeof(float),&m.getNormals()[0],GL_STATIC_DRAW);
//load tangent
glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
glBufferData(GL_ARRAY_BUFFER,vCnt*3*sizeof(float),&m.getTangents()[0],GL_STATIC_DRAW);
//load indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,iCnt*sizeof(GLuint),&m.getIndices()[0],GL_STATIC_DRAW);
}
Object*
Object::
makeOrbiter(World* w, Model m, ShaderPair shader, GLuint texture, Material mat, double scale,
double orbitPeriod, double revProgress,
double incline, double intercept, double dist,
glm::vec3 axisOfRot, double rotationPeriod, double rotationProgress)
{
Object* obj = new Object(w, m, shader, texture, mat, scale,
axisOfRot, rotationPeriod, rotationProgress);
//set positioning type
obj->posType = PosType::ORBITING;
//calculate axis of revolution
glm::vec4 aor {0,1,0,1};
aor = glm::rotate<float>(glm::mat4{1.0f}, incline, glm::vec3{1,0,0}) * aor;
aor = glm::rotate<float>(glm::mat4{1.0f}, intercept, glm::vec3{0,1,0}) * aor;
obj->p.o.orbitRate=(orbitPeriod==0)?0:1/orbitPeriod;
obj->p.o.revProgress=fmod(revProgress,1);
obj->p.o.axisOfRevolution=glm::normalize(aor);
obj->p.o.ecIntercept=intercept;
obj->p.o.orbitDist=dist;
return obj;
}
Object*
Object::
makeAbsolute(World* w, Model m, ShaderPair shader, GLuint texture, Material mat, double scale,
glm::vec3 pos,
glm::vec3 axisOfRot, double rotationPeriod, double rotationProgress)
{
Object* obj = new Object(w, m, shader, texture, mat, scale,
axisOfRot, rotationPeriod, rotationProgress);
//set positioning type
obj->posType = PosType::ABSOLUTE;
obj->p.a.pos=pos;
return obj;
}
Object*
Object::
makeRelative(World* w, Model m, ShaderPair shader, GLuint texture, Material mat, double scale,
glm::vec3 rPos,
glm::vec3 axisOfRot, double rotationPeriod, double rotationProgress)
{
Object* obj = new Object(w, m, shader, texture, mat, scale,
axisOfRot, rotationPeriod, rotationProgress);
//set positioning type
obj->posType = PosType::RELATIVE;
obj->p.r.rPos=rPos;
return obj;
}
bool Object::addChild(Object& child)
{
//children must be in same world and not absolutely positioned
if(child.w!=w || child.posType==PosType::ABSOLUTE) return false;
children.push_back(child.id);
return true;
}
bool Object::attachLight(Light& light)
{
//deal with removing lights
if(light.type==LightType::NO_LIGHT)
{
if(lightIndx!=-1)
w->replaceLight({.type=LightType::NO_LIGHT},lightIndx);
lightIndx=-1;
return true;
}
//find an index for the light (if it does not have one)
if(lightIndx==-1)
for(int i=0;i<World::MAX_LIGHTS;++i)
if(w->lights[i].type==LightType::NO_LIGHT)
{
lightIndx=i;
break;
}
else if(i==World::MAX_LIGHTS-1)
return false;
//copy light return true
w->replaceLight(light,lightIndx);
return true;
}
void Object::setLightEnabled(bool en)
{
if(lightIndx!=-1)
w->lights[lightIndx].enabled=en;
}
bool Object::getLightEnabled(){ return lightIndx!=-1 && w->lights[lightIndx].enabled; }
template<void (Object::*action)(std::stack<glm::mat4>& mstack)>
void Object::walk(std::stack<glm::mat4>& mstack)
{
//account for scale
mstack.push(mstack.top()*glm::scale<float>(glm::mat4{1.0f},glm::vec3{scale,scale,scale}));
//account for rotation
glm::mat4 rotation{1.0f};
glm::vec3& arot=axisOfRotation;
rotation *= glm::rotate<float>(glm::mat4{1.0f}, rotProgress*2*glm::pi<float>(), arot);
mstack.push(mstack.top()*rotation);
//perform the node action draw/relight
(this->*action)(mstack);
//undo accounting for scale and rotation
mstack.pop();
mstack.pop();
//Draw children
for (std::size_t indx : children)
{
Object& child = *this->w->objects[indx];
//if the child is relatively positioned put the rotation back
//and translate by the relative position
if(child.posType==PosType::RELATIVE)
{
mstack.push(mstack.top()*rotation*glm::translate(glm::mat4{1.0f},(float)scale*child.p.r.rPos));
}
else if(child.posType==PosType::ORBITING)
{
glm::mat4 revolution{1.0f};
//rotate around the axis of revolution
revolution *= glm::rotate<float>(glm::mat4{1.0f}, child.p.o.revProgress*2*glm::pi<float>(),
child.p.o.axisOfRevolution);
glm::vec3 planetPos{child.p.o.orbitDist,0,0};
planetPos =
glm::vec3(glm::rotate<float>(glm::mat4{1.0f}, child.p.o.ecIntercept,
glm::vec3{0,1,0}) * glm::vec4{planetPos,1});
planetPos = glm::vec3(revolution * glm::vec4(planetPos,1));
mstack.push(mstack.top()*glm::translate(glm::mat4(1.0f),planetPos));
}
child.walk<action>(mstack);
//remove the top matrix whether it cam from the relative or orbiting properties
if(child.posType==PosType::RELATIVE||child.posType==PosType::ORBITING)
mstack.pop();
}
}
void Object::drawAction(std::stack<glm::mat4>& mstack)
{
GLuint rShader = shader.renderProgram;
//Draw self
glUseProgram(rShader);
glBindVertexArray(w->vao[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(3);
glm::mat4 mvMat= drawvMat * mstack.top();
//send the uniforms to the GPU
GLuint mvHandle = glGetUniformLocation(rShader, "mv_matrix");
glUniformMatrix4fv(mvHandle, 1, GL_FALSE, glm::value_ptr(mvMat));
GLuint normHandle = glGetUniformLocation(rShader, "norm_matrix");
glm::mat4 normMat = glm::transpose(glm::inverse(mvMat));
glUniformMatrix4fv(normHandle, 1, GL_FALSE, glm::value_ptr(normMat));
GLuint atLightHandle = glGetUniformLocation(rShader, "atLight");
glProgramUniform1i(rShader, atLightHandle, lightIndx);
mat.glTransfer(rShader, "material");
GLuint texEnHandle = glGetUniformLocation(rShader, "texEn");
glProgramUniform1i(rShader, texEnHandle, !!texture);
GLuint dMapEnHandle = glGetUniformLocation(rShader, "dMapEn");
glProgramUniform1i(rShader, dMapEnHandle, !!depthMap);
GLuint nMapEnHandle = glGetUniformLocation(rShader, "nMapEn");
glProgramUniform1i(rShader, nMapEnHandle, !!normalMap);
GLuint fadeLvlHandle = glGetUniformLocation(rShader, "fadeLvl");
glProgramUniform1f(rShader, fadeLvlHandle, fadeLvl);
//calculate and send the shadow MVP matrices to the GPU
for(int i=0; i<World::MAX_LIGHTS; ++i)
{
//calculate aspect ratio correction factor
GLfloat res[4];
glGetFloatv(GL_VIEWPORT, res);
glm::mat4 shadMVP = B*w->vpMats[i]*mstack.top();
if(w->lights[i].type==LightType::POSITIONAL)
shadMVP=mstack.top();
GLuint shadMVPLOC =
glGetUniformLocation(rShader,("shadMVP["+std::to_string(i)+"]").c_str());
glUniformMatrix4fv(shadMVPLOC, 1, GL_FALSE, glm::value_ptr(shadMVP));
}
//send the textures to the GPU
if(!!texture)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
}
if(!!depthMap)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthMap);
}
if(!!depthMap)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, normalMap);
}
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]);
if(shader.renderTess)
glPatchParameteri(GL_PATCH_VERTICES, 6);
// glPolygonMode(GL_FRONT_AND_BACK,shader.renderTess?GL_LINE:GL_FILL);
glDrawElements(shader.renderTess?GL_PATCHES:GL_TRIANGLES,
m.getNumIndices(), GL_UNSIGNED_INT, 0);
}
void Object::relightAction(std::stack<glm::mat4>& mstack)
{
//compute light position if this is a lighted object
if(lightIndx!=-1)
{
w->lights[lightIndx].position = glm::vec3{mstack.top() * glm::vec4{0,0,0,1}};
}
}
void Object::shadowAction(std::stack<glm::mat4>& mstack)
{
GLuint sShader = shader.shadowProgram;
//Draw self
glUseProgram(sShader);
glBindVertexArray(w->vao[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(2);
//compute model coords of texture
glm::mat4 mvp = w->vpMats[currentShadowLight] * mstack.top();
glm::mat4 mvMat = drawvMat * mstack.top();
//send the uniforms to the GPU
GLuint mvpHandle = glGetUniformLocation(sShader, "mvp_matrix");
glUniformMatrix4fv(mvpHandle, 1, GL_FALSE, glm::value_ptr(mvp));
GLuint mvHandle = glGetUniformLocation(sShader, "mv_matrix");
glUniformMatrix4fv(mvHandle, 1, GL_FALSE, glm::value_ptr(mvMat));
GLuint pHandle = glGetUniformLocation(sShader, "proj_matrix");
glUniformMatrix4fv(pHandle, 1, GL_FALSE, glm::value_ptr(drawpMat));
GLuint normHandle = glGetUniformLocation(sShader, "norm_matrix");
glm::mat4 normMat = glm::transpose(glm::inverse(mvMat));
glUniformMatrix4fv(normHandle, 1, GL_FALSE, glm::value_ptr(normMat));
GLuint dMapEnHandle = glGetUniformLocation(sShader, "dMapEn");
glProgramUniform1i(sShader, dMapEnHandle, !!depthMap);
//send the texture to the GPU
if(texture!=0)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
}
if(!!depthMap)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthMap);
}
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]);
if(shader.shadowTess)
glPatchParameteri(GL_PATCH_VERTICES, 6);
glDrawElements(shader.shadowTess?GL_PATCHES:GL_TRIANGLES,
m.getNumIndices(), GL_UNSIGNED_INT, 0);
}
void Object::updatePos(double timePassed)
{
if(posType==PosType::ORBITING)
p.o.revProgress = fmod(p.o.revProgress + p.o.orbitRate*timePassed,1);
rotProgress = fmod(rotProgress + rotRate*timePassed,1);
}
void Object::overrideAbsPos(glm::vec3 newPos)
{
if(posType==PosType::ABSOLUTE)
{
p.a.pos=newPos;
}
}
void Object::attachDepthMap(GLuint depthMap)
{
this->depthMap = depthMap;
}
void Object::attachNormalMap(GLuint normalMap)
{
this->normalMap = normalMap;
}
void Object::setFadeLvl(double fadeLvl)
{
this->fadeLvl = fadeLvl;
}