-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathaogl.cpp
904 lines (782 loc) · 34.2 KB
/
aogl.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
#ifdef _MSC_VER
#define _USE_MATH_DEFINES
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <iostream>
#include <cmath>
#include "glew/glew.h"
#include "GLFW/glfw3.h"
#include "stb/stb_image.h"
#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw_gl3.h"
#include "GLError.h"
#include "glm/glm.hpp"
#include "glm/vec3.hpp" // glm::vec3
#include "glm/vec4.hpp" // glm::vec4, glm::ivec4
#include "glm/mat4x4.hpp" // glm::mat4
#include "glm/gtc/matrix_transform.hpp" // glm::translate, glm::rotate, glm::scale, glm::perspective
#include "glm/gtc/type_ptr.hpp" // glm::value_ptr
#ifndef DEBUG_PRINT
#define DEBUG_PRINT 1
#endif
#if DEBUG_PRINT == 0
#define debug_print(FORMAT, ...) ((void)0)
#else
#ifdef _MSC_VER
#define debug_print(FORMAT, ...) \
fprintf(stderr, "%s() in %s, line %i: " FORMAT "\n", \
__FUNCTION__, __FILE__, __LINE__, __VA_ARGS__)
#else
#define debug_print(FORMAT, ...) \
fprintf(stderr, "%s() in %s, line %i: " FORMAT "\n", \
__func__, __FILE__, __LINE__, __VA_ARGS__)
#endif
#endif
// Font buffers
extern const unsigned char DroidSans_ttf[];
extern const unsigned int DroidSans_ttf_len;
// Shader utils
int check_link_error(GLuint program);
int check_compile_error(GLuint shader, const char ** sourceBuffer);
int check_link_error(GLuint program);
GLuint compile_shader(GLenum shaderType, const char * sourceBuffer, int bufferSize);
GLuint compile_shader_from_file(GLenum shaderType, const char * fileName);
// OpenGL utils
bool checkError(const char* title);
struct Camera
{
float radius;
float theta;
float phi;
glm::vec3 o;
glm::vec3 eye;
glm::vec3 up;
};
void camera_defaults(Camera & c);
void camera_zoom(Camera & c, float factor);
void camera_turn(Camera & c, float phi, float theta);
void camera_pan(Camera & c, float x, float y);
struct GUIStates
{
bool panLock;
bool turnLock;
bool zoomLock;
int lockPositionX;
int lockPositionY;
int camera;
double time;
bool playing;
static const float MOUSE_PAN_SPEED;
static const float MOUSE_ZOOM_SPEED;
static const float MOUSE_TURN_SPEED;
};
const float GUIStates::MOUSE_PAN_SPEED = 0.001f;
const float GUIStates::MOUSE_ZOOM_SPEED = 0.05f;
const float GUIStates::MOUSE_TURN_SPEED = 0.005f;
void init_gui_states(GUIStates & guiStates);
int main( int argc, char **argv )
{
int width = 1280, height= 720;
float widthf = (float) width, heightf = (float) height;
double t;
float fps = 0.f;
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
glfwInit();
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glfwWindowHint(GLFW_VISIBLE, GL_TRUE);
glfwWindowHint(GLFW_DECORATED, GL_TRUE);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
int const DPI = 2; // For retina screens only
#else
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
int const DPI = 1;
# endif
// Open a window and create its OpenGL context
GLFWwindow * window = glfwCreateWindow(width/DPI, height/DPI, "aogl", 0, 0);
if( ! window )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwMakeContextCurrent(window);
// Init glew
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
exit( EXIT_FAILURE );
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode( window, GLFW_STICKY_KEYS, GL_TRUE );
// Enable vertical sync (on cards that support it)
glfwSwapInterval( 1 );
GLenum glerr = GL_NO_ERROR;
glerr = glGetError();
ImGui_ImplGlfwGL3_Init(window, true);
// Init viewer structures
Camera camera;
camera_defaults(camera);
GUIStates guiStates;
init_gui_states(guiStates);
int instanceCount = 1000;
int pointLightCount = 20;
int dirLightCount = 0;
int spotLightCount = 0;
float speed = 0.1;
// Load images and upload textures
GLuint textures[2];
glGenTextures(2, textures);
int x;
int y;
int comp;
unsigned char * diffuse = stbi_load("textures/spnza_bricks_a_diff.tga", &x, &y, &comp, 3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, diffuse);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
fprintf(stderr, "Diffuse %dx%d:%d\n", x, y, comp);
glGenerateMipmap(GL_TEXTURE_2D);
unsigned char * spec = stbi_load("textures/spnza_bricks_a_spec.tga", &x, &y, &comp, 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, x, y, 0, GL_RED, GL_UNSIGNED_BYTE, spec);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
fprintf(stderr, "Spec %dx%d:%d\n", x, y, comp);
checkError("Texture Initialization");
glGenerateMipmap(GL_TEXTURE_2D);
// Try to load and compile shaders
GLuint vertShaderId = compile_shader_from_file(GL_VERTEX_SHADER, "aogl.vert");
GLuint fragShaderId = compile_shader_from_file(GL_FRAGMENT_SHADER, "aogl.frag");
GLuint programObject = glCreateProgram();
glAttachShader(programObject, vertShaderId);
glAttachShader(programObject, fragShaderId);
glLinkProgram(programObject);
if (check_link_error(programObject) < 0)
exit(1);
// Try to load and compile shaders
GLuint vertBlitShaderId = compile_shader_from_file(GL_VERTEX_SHADER, "blit.vert");
GLuint fragBlitShaderId = compile_shader_from_file(GL_FRAGMENT_SHADER, "blit.frag");
GLuint blitProgramObject = glCreateProgram();
glAttachShader(blitProgramObject, vertBlitShaderId);
glAttachShader(blitProgramObject, fragBlitShaderId);
glLinkProgram(blitProgramObject);
if (check_link_error(blitProgramObject) < 0)
exit(1);
// Try to load and compile shaders
GLuint fragPointLightShaderId = compile_shader_from_file(GL_FRAGMENT_SHADER, "pointlight.frag");
GLuint pointLightProgramObject = glCreateProgram();
glAttachShader(pointLightProgramObject, vertBlitShaderId);
glAttachShader(pointLightProgramObject, fragPointLightShaderId);
glLinkProgram(pointLightProgramObject);
if (check_link_error(pointLightProgramObject) < 0)
exit(1);
// Try to load and compile shaders
GLuint fragDirLightShaderId = compile_shader_from_file(GL_FRAGMENT_SHADER, "directionallight.frag");
GLuint dirLightProgramObject = glCreateProgram();
glAttachShader(dirLightProgramObject, vertBlitShaderId);
glAttachShader(dirLightProgramObject, fragDirLightShaderId);
glLinkProgram(dirLightProgramObject);
if (check_link_error(dirLightProgramObject) < 0)
exit(1);
// Try to load and compile shaders
GLuint fragSpotLightShaderId = compile_shader_from_file(GL_FRAGMENT_SHADER, "spotlight.frag");
GLuint spotLightProgramObject = glCreateProgram();
glAttachShader(spotLightProgramObject, vertBlitShaderId);
glAttachShader(spotLightProgramObject, fragSpotLightShaderId);
glLinkProgram(spotLightProgramObject);
if (check_link_error(spotLightProgramObject) < 0)
exit(1);
// Upload uniforms
GLuint mvpLocation = glGetUniformLocation(programObject, "MVP");
GLuint mvLocation = glGetUniformLocation(programObject, "MV");
GLuint timeLocation = glGetUniformLocation(programObject, "Time");
GLuint diffuseLocation = glGetUniformLocation(programObject, "Diffuse");
GLuint specLocation = glGetUniformLocation(programObject, "Specular");
GLuint lightLocation = glGetUniformLocation(programObject, "Light");
GLuint specularPowerLocation = glGetUniformLocation(programObject, "SpecularPower");
GLuint instanceCountLocation = glGetUniformLocation(programObject, "InstanceCount");
glProgramUniform1i(programObject, diffuseLocation, 0);
glProgramUniform1i(programObject, specLocation, 1);
GLuint pointLightscreenToWorldLocation = glGetUniformLocation(pointLightProgramObject, "ScreenToWorld");
GLuint pointLightColorLocation = glGetUniformLocation(pointLightProgramObject, "ColorBuffer");
GLuint pointLightNormalLocation = glGetUniformLocation(pointLightProgramObject, "NormalBuffer");
GLuint pointLightDepthLocation = glGetUniformLocation(pointLightProgramObject, "DepthBuffer");
GLuint dirLightscreenToWorldLocation = glGetUniformLocation(dirLightProgramObject, "ScreenToWorld");
GLuint dirLightColorLocation = glGetUniformLocation(dirLightProgramObject, "ColorBuffer");
GLuint dirLightNormalLocation = glGetUniformLocation(dirLightProgramObject, "NormalBuffer");
GLuint dirLightDepthLocation = glGetUniformLocation(dirLightProgramObject, "DepthBuffer");
GLuint spotLightscreenToWorldLocation = glGetUniformLocation(spotLightProgramObject, "ScreenToWorld");
GLuint spotLightColorLocation = glGetUniformLocation(spotLightProgramObject, "ColorBuffer");
GLuint spotLightNormalLocation = glGetUniformLocation(spotLightProgramObject, "NormalBuffer");
GLuint spotLightDepthLocation = glGetUniformLocation(spotLightProgramObject, "DepthBuffer");
if (!checkError("Uniforms"))
exit(1);
// Load geometry
int cube_triangleCount = 12;
int cube_triangleList[] = {0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 19, 17, 20, 21, 22, 23, 24, 25, 26, };
float cube_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 1.f, 1.f, 0.f, };
float cube_vertices[] = {-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5 };
float cube_normals[] = {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, };
int plane_triangleCount = 2;
int plane_triangleList[] = {0, 1, 2, 2, 1, 3};
float plane_uvs[] = {0.f, 0.f, 0.f, 50.f, 50.f, 0.f, 50.f, 50.f};
float plane_vertices[] = {-50.0, -1.0, 50.0, 50.0, -1.0, 50.0, -50.0, -1.0, -50.0, 50.0, -1.0, -50.0};
float plane_normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0};
// Load blit screens geometry
int quad_triangleCount = 2;
int quad_triangleList[] = {0, 1, 2, 2, 1, 3};
float quad_vertices[] = {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0};
// Define Lights struct
struct PointLight
{
glm::vec3 position;
int padding;
glm::vec3 color;
float intensity;
float boundingRadius;
};
struct DirectionalLight
{
glm::vec3 direction;
int padding;
glm::vec3 color;
float intensity;
};
struct SpotLight
{
glm::vec3 position;
float angle;
glm::vec3 direction;
float penumbraAngle;
glm::vec3 color;
float intensity;
};
// Framebuffer object handle
GLuint gbufferFbo;
// Texture handles
GLuint gbufferTextures[3];
glGenTextures(3, gbufferTextures);
// 2 draw buffers for color and normal
GLuint gbufferDrawBuffers[2];
// Create color texture
glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create normal texture
glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create depth texture
glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create Framebuffer Object
glGenFramebuffers(1, &gbufferFbo);
glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);
// Initialize DrawBuffers
gbufferDrawBuffers[0] = GL_COLOR_ATTACHMENT0;
gbufferDrawBuffers[1] = GL_COLOR_ATTACHMENT1;
glDrawBuffers(2, gbufferDrawBuffers);
// Attach textures to framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D, gbufferTextures[0], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_TEXTURE_2D, gbufferTextures[1], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, gbufferTextures[2], 0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
fprintf(stderr, "Error on building framebuffer\n");
exit( EXIT_FAILURE );
}
// Back to the default framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Vertex Array Object
GLuint vao[3];
glGenVertexArrays(3, vao);
// Vertex Buffer Objects
GLuint vbo[10];
glGenBuffers(10, vbo);
// Cube
glBindVertexArray(vao[0]);
// Bind indices and upload data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_triangleList), cube_triangleList, GL_STATIC_DRAW);
// Bind vertices and upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
// Bind normals and upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW);
// Bind uv coords and upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW);
// Plane
glBindVertexArray(vao[1]);
// Bind indices and upload data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plane_triangleList), plane_triangleList, GL_STATIC_DRAW);
// Bind vertices and upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo[5]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
glBufferData(GL_ARRAY_BUFFER, sizeof(plane_vertices), plane_vertices, GL_STATIC_DRAW);
// Bind normals and upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo[6]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
glBufferData(GL_ARRAY_BUFFER, sizeof(plane_normals), plane_normals, GL_STATIC_DRAW);
// Bind uv coords and upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
glBufferData(GL_ARRAY_BUFFER, sizeof(plane_uvs), plane_uvs, GL_STATIC_DRAW);
// Quad
glBindVertexArray(vao[2]);
// Bind indices and upload data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[8]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_triangleList), quad_triangleList, GL_STATIC_DRAW);
// Bind vertices and upload data
glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
// Unbind everything. Potentially illegal on some implementations
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Generate Shader Storage Objects
GLuint ssbo[3];
glGenBuffers(3, ssbo);
checkError("Buffer Init");
do
{
t = glfwGetTime() * speed / 10.f;
// Mouse states
int leftButton = glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_LEFT );
int rightButton = glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_RIGHT );
int middleButton = glfwGetMouseButton( window, GLFW_MOUSE_BUTTON_MIDDLE );
if( leftButton == GLFW_PRESS )
guiStates.turnLock = true;
else
guiStates.turnLock = false;
if( rightButton == GLFW_PRESS )
guiStates.zoomLock = true;
else
guiStates.zoomLock = false;
if( middleButton == GLFW_PRESS )
guiStates.panLock = true;
else
guiStates.panLock = false;
// Camera movements
int altPressed = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT);
if (!altPressed && (leftButton == GLFW_PRESS || rightButton == GLFW_PRESS || middleButton == GLFW_PRESS))
{
double x; double y;
glfwGetCursorPos(window, &x, &y);
guiStates.lockPositionX = x;
guiStates.lockPositionY = y;
}
if (altPressed == GLFW_PRESS)
{
double mousex; double mousey;
glfwGetCursorPos(window, &mousex, &mousey);
int diffLockPositionX = mousex - guiStates.lockPositionX;
int diffLockPositionY = mousey - guiStates.lockPositionY;
if (guiStates.zoomLock)
{
float zoomDir = 0.0;
if (diffLockPositionX > 0)
zoomDir = -1.f;
else if (diffLockPositionX < 0 )
zoomDir = 1.f;
camera_zoom(camera, zoomDir * GUIStates::MOUSE_ZOOM_SPEED);
}
else if (guiStates.turnLock)
{
camera_turn(camera, diffLockPositionY * GUIStates::MOUSE_TURN_SPEED,
diffLockPositionX * GUIStates::MOUSE_TURN_SPEED);
}
else if (guiStates.panLock)
{
camera_pan(camera, diffLockPositionX * GUIStates::MOUSE_PAN_SPEED,
diffLockPositionY * GUIStates::MOUSE_PAN_SPEED);
}
guiStates.lockPositionX = mousex;
guiStates.lockPositionY = mousey;
}
// Default states
glEnable(GL_DEPTH_TEST);
// Clear the front buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Viewport
glViewport( 0, 0, width, height );
// Bind gbuffer
glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);
// Clear the gbuffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Get camera matrices
glm::mat4 projection = glm::perspective(45.0f, widthf / heightf, 0.1f, 100.f);
glm::mat4 worldToView = glm::lookAt(camera.eye, camera.o, camera.up);
glm::mat4 objectToWorld;
glm::mat4 mv = worldToView * objectToWorld;
glm::mat4 mvp = projection * mv;
// Compute the inverse worldToScreen matrix
glm::mat4 screenToWorld = glm::inverse(projection);
// Select textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
// Upload uniforms
glProgramUniformMatrix4fv(programObject, mvpLocation, 1, 0, glm::value_ptr(mvp));
glProgramUniformMatrix4fv(programObject, mvLocation, 1, 0, glm::value_ptr(mv));
glProgramUniform1i(programObject, instanceCountLocation, (int) instanceCount);
glProgramUniform1f(programObject, specularPowerLocation, 30.f);
glProgramUniform1f(programObject, timeLocation, t);
glProgramUniform1i(programObject, diffuseLocation, 0);
glProgramUniform1i(programObject, specLocation, 1);
glProgramUniformMatrix4fv(pointLightProgramObject, pointLightscreenToWorldLocation, 1, 0, glm::value_ptr(screenToWorld));
glProgramUniform1i(pointLightProgramObject, pointLightColorLocation, 0);
glProgramUniform1i(pointLightProgramObject, pointLightNormalLocation, 1);
glProgramUniform1i(pointLightProgramObject, pointLightDepthLocation, 2);
glProgramUniformMatrix4fv(dirLightProgramObject, dirLightscreenToWorldLocation, 1, 0, glm::value_ptr(screenToWorld));
glProgramUniform1i(dirLightProgramObject, dirLightColorLocation, 0);
glProgramUniform1i(dirLightProgramObject, dirLightNormalLocation, 1);
glProgramUniform1i(dirLightProgramObject, dirLightDepthLocation, 2);
glProgramUniformMatrix4fv(spotLightProgramObject, spotLightscreenToWorldLocation, 1, 0, glm::value_ptr(screenToWorld));
glProgramUniform1i(spotLightProgramObject, spotLightColorLocation, 0);
glProgramUniform1i(spotLightProgramObject, spotLightNormalLocation, 1);
glProgramUniform1i(spotLightProgramObject, spotLightDepthLocation, 2);
int pointLightBufferSize = sizeof(PointLight) * pointLightCount + sizeof(int) * 4;
int dirLightBufferSize = sizeof(DirectionalLight) * dirLightCount + sizeof(int) * 4;
int spotLightBufferSize = sizeof(SpotLight) * spotLightCount + sizeof(int) * 4;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[0]);
glBufferData(GL_SHADER_STORAGE_BUFFER, pointLightBufferSize, 0, GL_DYNAMIC_COPY);
void * pointLightBuffer = glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
((int*) pointLightBuffer)[0] = pointLightCount;
for (int i = 0; i < pointLightCount; ++i) {
PointLight p = { glm::vec3( worldToView * glm::vec4((pointLightCount) * sinf(t*i) / 30.f, 2.0, fabsf(pointLightCount) * cosf(t*i) / 30.f, 1.0)) , 0,
glm::vec3(fabsf(cos(t+i*2.f)), 1.-fabsf(sinf(t+i)) , 0.5f + 0.5f-fabsf(cosf(t+i)) ),
5.f, 20.f};
((PointLight*) ((int*) pointLightBuffer + 4))[i] = p;
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[1]);
glBufferData(GL_SHADER_STORAGE_BUFFER, dirLightBufferSize, 0, GL_DYNAMIC_COPY);
void * dirLightBuffer = glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
((int*) dirLightBuffer)[0] = dirLightCount;
for (int i = 0; i < dirLightCount; ++i) {
DirectionalLight directionalLight = { glm::vec3( worldToView * glm::vec4(sinf(t*10.0+i), -1.0, 0.0, 0.0)), 0,
glm::vec3(1.0, 1.0, 1.0),
0.01f};
((DirectionalLight*) ((int*) dirLightBuffer + 4))[i] = directionalLight;
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[2]);
glBufferData(GL_SHADER_STORAGE_BUFFER, spotLightBufferSize, 0, GL_DYNAMIC_COPY);
void * spotLightBuffer = glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
((int*) spotLightBuffer)[0] = spotLightCount;
for (int i = 0; i < spotLightCount; ++i) {
SpotLight spotLight = { glm::vec3( worldToView * glm::vec4((spotLightCount*sinf(t)) * cosf(t*i) / 20.f, 1.f + sinf(t * i), fabsf(spotLightCount*cosf(t)) * sinf(t*i), 1.0)), 45.f + 20.f * cos(t + i) / 20.f,
glm::vec3( worldToView * glm::vec4(sinf(t*10.0+i), -1.0, 0.0, 0.0)), 60.f + 20.f * cos(t + i),
glm::vec3(fabsf(cos(t+i*2.f)), 1.-fabsf(sinf(t+i)) , 0.5f + 0.5f-fabsf(cosf(t+i))), 1.0};
((SpotLight*) ((int*) spotLightBuffer + 4))[i] = spotLight;
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
// Select shader
glUseProgram(programObject);
// Render vaos
glBindVertexArray(vao[0]);
glDrawElementsInstanced(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0, (int) instanceCount);
glProgramUniform1f(programObject, timeLocation, 0.f);
// glBindVertexArray(vao[1]);
// glDrawElements(GL_TRIANGLES, plane_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// Unbind the frambuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Select textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]);
// Bind quad vao
glBindVertexArray(vao[2]);
// Use deferred point light shader
glUseProgram(pointLightProgramObject);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, ssbo[0], 0, pointLightBufferSize);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// Use deferred dir light shader
glUseProgram(dirLightProgramObject);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 1, ssbo[1], 0, dirLightBufferSize);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
// Use deferred dir light shader
glUseProgram(spotLightProgramObject);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 2, ssbo[2], 0, spotLightBufferSize);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
glDisable(GL_BLEND);
// Use the blit program
glUseProgram(blitProgramObject);
int gBufferSize = sizeof(gbufferTextures) / sizeof(gbufferTextures[0]);
glActiveTexture(GL_TEXTURE0);
for(int i = 0; i < gBufferSize; ++i)
{
glViewport( i * width/gBufferSize, 0, width/gBufferSize, height/4 );
glBindTexture(GL_TEXTURE_2D, gbufferTextures[i]);
glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
}
// check OpenGL error
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "OpenGL error: " << err << std::endl;
}
// Draw UI
ImGui_ImplGlfwGL3_NewFrame();
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("aogl");
ImGui::SliderFloat("Speed", &speed, 0.01, 1.0);
ImGui::SliderInt("Point Lights", &pointLightCount, 0, 1024);
ImGui::SliderInt("Directional Lights", &dirLightCount, 0, 1024);
ImGui::SliderInt("Spot Lights", &spotLightCount, 0, 1024);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
ImGui::Render();
// Check for errors
checkError("End loop");
glfwSwapBuffers(window);
glfwPollEvents();
double newTime = glfwGetTime();
fps = 1.f/ (newTime - t);
} // Check if the ESC key was pressed
while( glfwGetKey( window, GLFW_KEY_ESCAPE ) != GLFW_PRESS );
// Close OpenGL window and terminate GLFW
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
exit( EXIT_SUCCESS );
}
// No windows implementation of strsep
char * strsep_custom(char **stringp, const char *delim)
{
register char *s;
register const char *spanp;
register int c, sc;
char *tok;
if ((s = *stringp) == NULL)
return (NULL);
for (tok = s; ; ) {
c = *s++;
spanp = delim;
do {
if ((sc = *spanp++) == c) {
if (c == 0)
s = NULL;
else
s[-1] = 0;
*stringp = s;
return (tok);
}
} while (sc != 0);
}
return 0;
}
int check_compile_error(GLuint shader, const char ** sourceBuffer)
{
// Get error log size and print it eventually
int logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 1)
{
char * log = new char[logLength];
glGetShaderInfoLog(shader, logLength, &logLength, log);
char *token, *string;
string = strdup(sourceBuffer[0]);
int lc = 0;
while ((token = strsep_custom(&string, "\n")) != NULL) {
printf("%3d : %s\n", lc, token);
++lc;
}
fprintf(stderr, "Compile : %s", log);
delete[] log;
}
// If an error happend quit
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
return -1;
return 0;
}
int check_link_error(GLuint program)
{
// Get link error log size and print it eventually
int logLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 1)
{
char * log = new char[logLength];
glGetProgramInfoLog(program, logLength, &logLength, log);
fprintf(stderr, "Link : %s \n", log);
delete[] log;
}
int status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
return -1;
return 0;
}
GLuint compile_shader(GLenum shaderType, const char * sourceBuffer, int bufferSize)
{
GLuint shaderObject = glCreateShader(shaderType);
const char * sc[1] = { sourceBuffer };
glShaderSource(shaderObject,
1,
sc,
NULL);
glCompileShader(shaderObject);
check_compile_error(shaderObject, sc);
return shaderObject;
}
GLuint compile_shader_from_file(GLenum shaderType, const char * path)
{
FILE * shaderFileDesc = fopen( path, "rb" );
if (!shaderFileDesc)
return 0;
fseek ( shaderFileDesc , 0 , SEEK_END );
long fileSize = ftell ( shaderFileDesc );
rewind ( shaderFileDesc );
char * buffer = new char[fileSize + 1];
fread( buffer, 1, fileSize, shaderFileDesc );
buffer[fileSize] = '\0';
GLuint shaderObject = compile_shader(shaderType, buffer, fileSize );
delete[] buffer;
return shaderObject;
}
bool checkError(const char* title)
{
int error;
if((error = glGetError()) != GL_NO_ERROR)
{
std::string errorString;
switch(error)
{
case GL_INVALID_ENUM:
errorString = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
errorString = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
errorString = "GL_INVALID_OPERATION";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
errorString = "GL_INVALID_FRAMEBUFFER_OPERATION";
break;
case GL_OUT_OF_MEMORY:
errorString = "GL_OUT_OF_MEMORY";
break;
default:
errorString = "UNKNOWN";
break;
}
fprintf(stdout, "OpenGL Error(%s): %s\n", errorString.c_str(), title);
}
return error == GL_NO_ERROR;
}
void camera_compute(Camera & c)
{
c.eye.x = cos(c.theta) * sin(c.phi) * c.radius + c.o.x;
c.eye.y = cos(c.phi) * c.radius + c.o.y ;
c.eye.z = sin(c.theta) * sin(c.phi) * c.radius + c.o.z;
c.up = glm::vec3(0.f, c.phi < M_PI ?1.f:-1.f, 0.f);
}
void camera_defaults(Camera & c)
{
c.phi = 3.14/2.f;
c.theta = 3.14/2.f;
c.radius = 10.f;
camera_compute(c);
}
void camera_zoom(Camera & c, float factor)
{
c.radius += factor * c.radius ;
if (c.radius < 0.1)
{
c.radius = 10.f;
c.o = c.eye + glm::normalize(c.o - c.eye) * c.radius;
}
camera_compute(c);
}
void camera_turn(Camera & c, float phi, float theta)
{
c.theta += 1.f * theta;
c.phi -= 1.f * phi;
if (c.phi >= (2 * M_PI) - 0.1 )
c.phi = 0.00001;
else if (c.phi <= 0 )
c.phi = 2 * M_PI - 0.1;
camera_compute(c);
}
void camera_pan(Camera & c, float x, float y)
{
glm::vec3 up(0.f, c.phi < M_PI ?1.f:-1.f, 0.f);
glm::vec3 fwd = glm::normalize(c.o - c.eye);
glm::vec3 side = glm::normalize(glm::cross(fwd, up));
c.up = glm::normalize(glm::cross(side, fwd));
c.o[0] += up[0] * y * c.radius * 2;
c.o[1] += up[1] * y * c.radius * 2;
c.o[2] += up[2] * y * c.radius * 2;
c.o[0] -= side[0] * x * c.radius * 2;
c.o[1] -= side[1] * x * c.radius * 2;
c.o[2] -= side[2] * x * c.radius * 2;
camera_compute(c);
}
void init_gui_states(GUIStates & guiStates)
{
guiStates.panLock = false;
guiStates.turnLock = false;
guiStates.zoomLock = false;
guiStates.lockPositionX = 0;
guiStates.lockPositionY = 0;
guiStates.camera = 0;
guiStates.time = 0.0;
guiStates.playing = false;
}