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JRenderEngine.cpp
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280 lines (241 loc) · 10.2 KB
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader.h"
#include "camera.h"
#include "model.h"
#include "skybox.h"
#include "BRDFLUT.h"
#include "shadowmap.h"
#include <iostream>
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void mouse_callback(GLFWwindow *window, double xpos, double ypos);
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
void drawLight(Shader &shader);
// settings
const unsigned int SCR_WIDTH = 1024;
const unsigned int SCR_HEIGHT = 1024;
// camera
Camera camera(glm::vec3(0.0f, 173.852f, 0.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// lights
// ------
glm::vec3 lightPositions[] = {
glm::vec3(0, 173.852, -30),
};
glm::vec3 lightColors[] = {
glm::vec3(10.0f, 10.0f, 10.0f),
};
glm::vec3 mainLightLookAt = glm::vec3(0, 30, 0);
int main() {
Camera mainLightCamera(lightPositions[0]);
mainLightCamera.SetTarget(mainLightLookAt);
glm::mat4 mainLightProjection = glm::ortho(-300.0f, 300.0f, -300.0f, 300.0f, 0.1f, 1000.0f);
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// tell stb_image.h to flip loaded texture's on the y-axis (before loading model).
stbi_set_flip_vertically_on_load(true);
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// build and compile shaders
// -------------------------
BRDFLUT LUT(512);
LUT.SetupGL();
LUT.CalculateLUT();
Shader modelPBRShader("./shaders/PBR_IBL_ShadowMap.vert", "./shaders/PBR_IBL_ShadowMap.frag");
Shader lightShader("./shaders/light.vert", "./shaders/light.frag");
// Shader debugDepthQuad("./shaders/debugQuad.vert", "./shaders/debugQuadDepth.frag");
// debugDepthQuad.use();
// debugDepthQuad.setInt("depthMap", 0);
// debugDepthQuad.setFloat("near_plane", 0.1f);
// debugDepthQuad.setFloat("far_plane",1000.0f);
// load models
// -----------
Model sceneModel("./models/sponza/Sponza.gltf");
// Model sceneModel("./models/DamagedHelmet/DamagedHelmet.gltf");
// Model sceneModel("./models/MetalRoughSpheres/MetalRoughSpheres.gltf");
sceneModel.SetupGL();
ShadowMap shadow_map(1024, 1024);
shadow_map.SetupGL();
//
shared_ptr<CubeMap> skyboxCubeMap = make_shared<CubeMap>(1024);
skyboxCubeMap->SetupGL();
skyboxCubeMap->GenerateFromHDRTex("./skyboxes/Barcelona_Rooftops/Barce_Rooftop_C_3k.hdr");
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxCubeMap->id);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// calculate diffuse irrandiance map from skybox
shared_ptr<CubeMap> diffuseIrradiance = make_shared<CubeMap>(32);
diffuseIrradiance->SetupGL();
diffuseIrradiance->DiffuseIrradianceCalFrom(skyboxCubeMap);
shared_ptr<CubeMap> prefilterMap = make_shared<CubeMap>(128);
prefilterMap->SetupGL(true);
prefilterMap->PrefilterEnvMap(skyboxCubeMap);
Skybox skybox(skyboxCubeMap);
int scrWidth, scrHeight;
glfwGetFramebufferSize(window, &scrWidth, &scrHeight);
glViewport(0, 0, scrWidth, scrHeight);
// render loop
// -----------
while (!glfwWindowShouldClose(window)) {
// per-frame time logic
// --------------------
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// render the loaded model
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's at the center of the scene
model = glm::scale(model, glm::vec3(0.1F)); // it's a bit too big for our scene, so scale it down
// view/projection transformations
glm::mat4
projection = glm::perspective(glm::radians(camera.Zoom), (float) SCR_WIDTH / (float) SCR_HEIGHT, 0.1f, 1000.0f);
glm::mat4 view = camera.GetViewMatrix();
shadow_map.depthShader.use();
shadow_map.depthShader.setMat4("model", model);
shadow_map.depthShader.setMat4("lightSpaceMatrix", mainLightProjection * mainLightCamera.GetViewMatrix());
shadow_map.BeforeDraw();
sceneModel.PureDraw();
shadow_map.EndDraw();
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// debugDepthQuad.use();
// debugDepthQuad.setFloat("near_plane", 0.1f);
// debugDepthQuad.setFloat("far_plane",1000.0f);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, shadow_map.glResourceID);
// Mesh::GetUnitQuadInstance()->Draw();
// don't forget to enable shader before setting uniforms
modelPBRShader.use();
modelPBRShader.setVec3("camPos", camera.Position);
for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i) {
modelPBRShader.setVec3("lightPositions[" + std::to_string(i) + "]", lightPositions[i]);
modelPBRShader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
}
modelPBRShader.setMat4("projection", projection);
modelPBRShader.setMat4("view", view);
modelPBRShader.setMat4("model", model);
modelPBRShader.setMat4("lightSpaceMatrix", mainLightProjection * mainLightCamera.GetViewMatrix());
sceneModel.Draw(modelPBRShader, diffuseIrradiance->id, prefilterMap->id, LUT.glResourceID, shadow_map.glResourceID);
// //render the lights
drawLight(lightShader);
skybox.Draw(projection, view);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
void drawLight(Shader &shader) {
glm::mat4
projection = glm::perspective(glm::radians(camera.Zoom), (float) SCR_WIDTH / (float) SCR_HEIGHT, 0.1f, 1000.0f);
glm::mat4 view = camera.GetViewMatrix();
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
shader.setVec3("camPos", camera.Position);
// render the loaded model
for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, lightPositions[i]); // translate it down so it's at the center of the scene
model = glm::scale(model, glm::vec3(10.0f)); // it's a bit too big for our scene, so scale it down
shader.setMat4("model", model);
shader.setVec3("lightColor", lightColors[i]);
glEnable(GL_CULL_FACE);
Mesh::GetUnitSphereInstance()->Draw();
// always good practice to set everything back to defaults once configured.
glBindVertexArray(0);
}
glDisable(GL_CULL_FACE);
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
cout << camera.Position.x << " " << camera.Position.y << " " << camera.Position.z << " " << endl;
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn) {
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}