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Renderer.cpp
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219 lines (172 loc) · 5.96 KB
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#include "Renderer.h"
#include "EngineFacede.h"
#include "Matrix.h"
#include <vector>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
std::string loadFileToString(const std::string &filename) {
std::fstream f(filename, std::ios::in);
if (!f) {
std::cerr << "Could not open file `" << filename << "'" << std::endl;
exit(0);
}
std::stringstream ss;
ss << f.rdbuf();
return ss.str();
}
GLuint compileShader(GLenum eShaderType, const std::string &shaderFile) {
GLuint shader = glCreateShader(eShaderType);
std::string fileString(loadFileToString(shaderFile));
const char *fileData = fileString.c_str();
glShaderSource(shader, 1, &fileData, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<GLchar> infoLog(infoLogLength + 1, 0);
glGetShaderInfoLog(shader, infoLogLength, NULL, infoLog.data());
std::string shaderType;
switch(eShaderType) {
case GL_VERTEX_SHADER:
shaderType = "Vertex";
break;
case GL_GEOMETRY_SHADER:
shaderType = "Geometry";
break;
case GL_FRAGMENT_SHADER:
shaderType = "Fragment";
break;
}
std::cerr << shaderType << " shader failed to compile with message " << infoLog.data() << std::endl;
exit(0);
}
return shader;
}
GLuint linkShaders(std::vector<GLuint> &shaders) {
GLuint program = glCreateProgram();
for (auto shader = shaders.begin(); shader != shaders.end(); shader++)
glAttachShader(program, *shader);
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<GLchar> infoLog(infoLogLength + 1, 0);
glGetProgramInfoLog(program, infoLogLength, NULL, infoLog.data());
std::cerr << "Shader program failed to link with message " << infoLog.data() << std::endl;
exit(0);
}
for (auto shader = shaders.begin(); shader != shaders.end(); shader++)
glDetachShader(program, *shader);
return program;
}
GLuint buildShaderProgramForModel() {
std::vector<GLuint> shaders;
shaders.push_back(compileShader(GL_VERTEX_SHADER, "transform.vert"));
shaders.push_back(compileShader(GL_GEOMETRY_SHADER, "triangles.geom"));
shaders.push_back(compileShader(GL_FRAGMENT_SHADER, "light.frag"));
return linkShaders(shaders);
}
GLuint buildShaderProgramForBoxes() {
std::vector<GLuint> shaders;
shaders.push_back(compileShader(GL_VERTEX_SHADER, "transform.vert"));
shaders.push_back(compileShader(GL_GEOMETRY_SHADER, "lines.geom"));
shaders.push_back(compileShader(GL_FRAGMENT_SHADER, "light.frag"));
return linkShaders(shaders);
}
Renderer::Renderer() : model(IdentityMatrix()), view(IdentityMatrix()) {
modelProgram = buildShaderProgramForModel();
boxesProgram = buildShaderProgramForBoxes();
fps = 0;
frames = 0;
prevTime = 0;
maxFps = 120;
viewWidth = viewHeight = 1;
}
void Renderer::useModelShader() {
glUseProgram(modelProgram);
}
void Renderer::useBoxesShader() {
glUseProgram(boxesProgram);
}
GLuint program() {
int prog;
glGetIntegerv(GL_CURRENT_PROGRAM, &prog);
return prog;
}
float Renderer::getFps() const {
return fps;
}
int Renderer::countFpsAndReturnWait() {
frames++;
float now = static_cast<float>(glutGet(GLUT_ELAPSED_TIME));
float elaps = 1e-3f * (now - prevTime);
if (frames >= 20) {
fps = frames / elaps;
prevTime = now;
frames = 0;
}
float waitTill = frames / maxFps;
if (elaps < waitTill) {
int ms = static_cast<int>(1e3f * (waitTill - elaps));
return ms;
}
return 0;
}
void Renderer::setModelMatrix(const Matrix &m) {
model = m;
updateModelView();
}
void Renderer::setViewMatrix(const Matrix &m) {
view = m;
updateModelView();
}
void Renderer::updateModelView() {
Matrix tmp(model);
tmp.multWithLeft(view);
GLint modelView = glGetUniformLocation(program(), "modelView");
glUniformMatrix4fv(modelView, /*num*/1, /*row major*/GL_TRUE, tmp.data());
tmp.inverse();
tmp.transpose();
GLint normalMatrix = glGetUniformLocation(program(), "normalMatrix");
glUniformMatrix4fv(normalMatrix, 1, GL_TRUE, tmp.data());
}
void Renderer::setPerspective() {
PerspectiveMatrix m(0.5f, 4.5f, 30, viewWidth / viewHeight);
GLint projMatrix = glGetUniformLocation(program(), "projMatrix");
glUniformMatrix4fv(projMatrix, /*num*/1, /*row major*/GL_TRUE, m.data());
}
void Renderer::setOrtho() {
OrthoMatrix m(0.5f, 4.5f, 1.0f, viewWidth / viewHeight);
GLint projMatrix = glGetUniformLocation(program(), "projMatrix");
glUniformMatrix4fv(projMatrix, /*num*/1, /*row major*/GL_TRUE, m.data());
}
void Renderer::setColor(float r, float g, float b, float a) {
GLint mainColor = glGetUniformLocation(program(), "mainColor");
glUniform4f(mainColor, r, g, b, a);
}
void Renderer::smoothNormals(bool v) {
GLint smoothNormals = glGetUniformLocation(program(), "smoothNormals");
glUniform1i(smoothNormals, v ? 1 : 0);
}
void Renderer::shadePhong(bool v) {
GLint shadePhong = glGetUniformLocation(program(), "shadePhong");
glUniform1i(shadePhong, v ? 1 : 0);
}
void Renderer::setSpecularity(float v) {
GLint specularity = glGetUniformLocation(program(), "specularity");
glUniform1f(specularity, v);
}
void Renderer::setLightIntens(float v) {
GLint lightIntens = glGetUniformLocation(program(), "lightIntens");
glUniform1f(lightIntens, v);
}
void Renderer::reshape(GLint w, GLint h) {
viewWidth = static_cast<float>(w);
viewHeight = static_cast<float>(h);
}