185 lines
5.6 KiB
C++
185 lines
5.6 KiB
C++
#include "Renderer.h"
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Renderer::Renderer()
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{
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m_VSync = false;
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m_DrawNormals = false;
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m_DrawWireframe = false;
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}
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void Renderer::Initialize()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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WIDTH = 1280;
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HEIGHT = 720;
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m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_glVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_glVersion[1]);
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m_glVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_glVendor << " OpenGL " << m_glVersion[0] << "." << m_glVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create Camera
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m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
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m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
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glfwSwapInterval(m_VSync);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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LoadContent();
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}
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void Renderer::Draw(double dt)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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#ifdef DEBUG
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_BACK, GL_LINE);
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#endif
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// Draw models
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m_ShaderProgram.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, m_DrawWireframe ? GL_LINE : GL_FILL);
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DrawModels();
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#ifdef DEBUG
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// Debug draw normals
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if (m_DrawNormals) {
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m_ShaderProgramNormals.Bind();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawModels();
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}
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#endif
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ModelsToRender.clear();
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glfwSwapBuffers(m_Window);
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}
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void Renderer::DrawModels()
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{
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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for (int i = 0; i < ModelsToRender.size(); i++)
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{
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ModelData* modelData = ModelsToRender.at(i);
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auto model = modelData->model;
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MVP = cameraMatrix * modelData->ModelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelData->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), 3, Light_position.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), 3, Light_specular.data());
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), 3, Light_diffuse.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 3, Light_constantAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 3, Light_linearAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 3, Light_quadraticAttenuation.data());
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glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), 3, Light_spotExponent.data());
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glBindVertexArray(model->VAO);
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for (auto texGroup : model->TextureGroups) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texGroup.Texture->texture);
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glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
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}
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}
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}
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void Renderer::DrawText()
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{
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//DrawShitInTextForm
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}
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void Renderer::AddTextToDraw()
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{
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(std::shared_ptr<Model> _model, glm::vec3 _position, glm::quat _orientation)
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{
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glm::mat4 RotationMatrix = glm::toMat4(_orientation);
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glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
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// You can now use ModelMatrix to build the MVP matrix
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ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
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}
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void Renderer::AddPointLightToDraw(
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glm::vec3 _position,
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glm::vec3 _specular,
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glm::vec3 _diffuse,
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float _constantAttenuation,
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float _linearAttenuation,
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float _quadraticAttenuation,
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float _spotExponent
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)
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{
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Light_position.push_back(_position.x);
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Light_position.push_back(_position.y);
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Light_position.push_back(_position.z);
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Light_specular.push_back(_specular.x);
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Light_specular.push_back(_specular.y);
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Light_specular.push_back(_specular.z);
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Light_diffuse.push_back(_diffuse.x);
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Light_diffuse.push_back(_diffuse.y);
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Light_diffuse.push_back(_diffuse.z);
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Light_constantAttenuation.push_back(_constantAttenuation);
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Light_linearAttenuation.push_back(_linearAttenuation);
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Light_quadraticAttenuation.push_back(_quadraticAttenuation);
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Light_spotExponent.push_back(_spotExponent);
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}
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void Renderer::LoadContent()
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{
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auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
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auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
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auto normalsGS = std::shared_ptr<Shader>(new GeometryShader("Shaders/Normals.geo.glsl"));
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auto normalsFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl"));
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m_ShaderProgram.AddShader(standardVS);
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m_ShaderProgram.AddShader(standardFS);
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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m_ShaderProgramNormals.AddShader(normalsGS);
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m_ShaderProgramNormals.AddShader(standardVS);
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m_ShaderProgramNormals.AddShader(normalsFS);
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m_ShaderProgramNormals.Compile();
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m_ShaderProgramNormals.Link();
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}
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