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main.cpp
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#include "tools.h"
#define RESOLUTION_X 1024
#define RESOLUTION_Y 768
GLuint normalbuffer;
GLuint uvbuffer;
GLuint vertexbuffer;
GLuint tangentbuffer;
GLuint bitangentbuffer;
glm::vec3 dirLight;
glm::vec3 ptLight;
int main()
{
sf::Window *window = new sf::Window(sf::VideoMode(RESOLUTION_X, RESOLUTION_Y, 32), "Graphics Test", sf::Style::Default, sf::ContextSettings(32, 24, 4, 4, 2));
// Initialize GLEW
glewExperimental= true; // Needed in core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
glm::vec3 eyePos(7, 4, 15);
float horizontalAngle = 3.14f;
float verticalAngle = 0.0f;
float initialFOV = 45.0f;
float speed = 3.0f;
float mouseSpeed = 0.02f;
glm::mat4 biasMatrix(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// SETTINGS
window->setVerticalSyncEnabled(true);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
// GENERATE MODEL BUFFERS
glGenBuffers(1, &vertexbuffer);
glGenBuffers(1, &uvbuffer);
glGenBuffers(1, &normalbuffer);
glGenBuffers(1, &tangentbuffer);
glGenBuffers(1, &bitangentbuffer);
//INIT FRAMEBUFFERS
// frambuffer for the screen quad
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint renderTexture;
glGenTextures(1, &renderTexture);
glBindTexture(GL_TEXTURE_2D, renderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, RESOLUTION_X, RESOLUTION_Y, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLuint depthRenderbuffer;
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, RESOLUTION_X, RESOLUTION_Y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderTexture, 0);
GLenum drawBuffers[1] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, drawBuffers);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
// depth fbo
GLuint depthFramebuffer = 0;
glGenFramebuffers(1, &depthFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, depthFramebuffer);
GLuint depthTexture;
glGenTextures(1, &depthTexture);
glBindTexture(GL_TEXTURE_2D, depthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0);
glDrawBuffer(GL_NONE);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return false;
// SCREEN QUAD VAO
GLuint quad_vaoID;
glGenVertexArrays(1, &quad_vaoID);
glBindVertexArray(quad_vaoID);
static const GLfloat g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
GLuint quad_vbo;
glGenBuffers(1, &quad_vbo);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
// LOADING THE MODELS
Model house, cylinder, room, room_thickwalls;
room = loadModel("resources/models/room.obj", DEFAULT_DIFFUSE, DEFAULT_SPECULAR, "resources/normalMaps/casaNormal.jpg");
room_thickwalls = loadModel("resources/models/room_thickwalls.obj", DEFAULT_DIFFUSE, DEFAULT_SPECULAR, "resources/normalMaps/casaNormal.jpg");
house = loadModel("resources/models/casa.obj", "resources/textures/casa.png", DEFAULT_SPECULAR, "resources/normalMaps/casaNormal.jpg");
cylinder = loadModel("resources/models/cylinder.obj", "resources/textures/cylinderDiffuse.png", "resources/textures/cylinderSpecular.png", "resources/normalMaps/cylinderNormal.tga");
// LOADING THE SHADERS
GLuint shader = loadShaders("shaders/vert.glsl", "shaders/frag.glsl");
GLuint normalShader = loadShaders("shaders/vertNormal.glsl", "shaders/fragNormal.glsl");
GLuint quad_shader = loadShaders("shaders/vertFBO.glsl", "shaders/fragFBO.glsl");
GLuint lightShader = loadShaders("shaders/lightVert.glsl", "shaders/lightFrag.glsl");
// CLOCK
sf::Clock c;
c.restart();
sf::Time deltaTime;
sf::Time currentTime;
sf::Time lastTime = c.getElapsedTime();
while (window->isOpen())
{
sf::Event event;
if (window->pollEvent(event))
{
if (event.type == sf::Event::Closed)
{
window->close();
break;
}
else if (event.type == sf::Event::Resized)
{
glViewport(0, 0, event.size.width, event.size.height);
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
window->close();
break;
}
//get current elapsed time of frame
currentTime = c.getElapsedTime();
deltaTime = currentTime-lastTime;
lastTime = currentTime;
float dt = deltaTime.asSeconds();
float t = c.getElapsedTime().asSeconds();
// cout << dt << endl;
int xpos, ypos;
xpos = sf::Mouse::getPosition(*window).x;
ypos = sf::Mouse::getPosition(*window).y;
// cout << xpos << " " << ypos << " " << RESOLUTION_X/2 << " " << RESOLUTION_Y/2 << endl;
sf::Vector2i mousePos = sf::Vector2i(RESOLUTION_X/2, RESOLUTION_Y/2);
sf::Mouse::setPosition(mousePos, *window);
horizontalAngle += mouseSpeed * dt * float(RESOLUTION_X/2 - xpos);
verticalAngle += mouseSpeed * dt * float(RESOLUTION_Y/2 - ypos);
glm::vec3 eyeDirection(
cos(verticalAngle) * sin(horizontalAngle),
sin(verticalAngle),
cos(verticalAngle) * cos(horizontalAngle)
);
glm::vec3 right = glm::vec3(
sin(horizontalAngle - 3.14f/2.0f),
0,
cos(horizontalAngle - 3.14f/2.0f)
);
glm::vec3 upVector = glm::cross(right, eyeDirection);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) eyePos += eyeDirection*dt*speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) eyePos -= eyeDirection*dt*speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) eyePos += right*dt*speed;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) eyePos -= right*dt*speed;
dirLight = glm::vec3(sin(t/4), 0.5, cos(t/4));
ptLight = glm::vec3(4.0, 3.0, 7);
glBindVertexArray(vao);
// COMPUTE THE SHADOW MAP FOR THE DIRECTIONAL LIGHT
glm::mat4 depthProjectionMatrix = glm::ortho<float>(-10,10,-10,10,-10,20);
glm::mat4 depthViewMatrix = glm::lookAt(dirLight, glm::vec3(0,0,0), glm::vec3(0,1,0));
glm::mat4 depthModelMatrix = glm::mat4(1.0);
glm::mat4 depthMVP = depthProjectionMatrix*depthViewMatrix*depthModelMatrix*glm::mat4(1.0);
glm::mat4 depthBiasMVP = biasMatrix*depthMVP;
glBindFramebuffer(GL_FRAMEBUFFER, depthFramebuffer);
glViewport(0, 0, 1024, 1024);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(lightShader);
GLuint depthMVPID = glGetUniformLocation(lightShader, "depthMVP");
glUniformMatrix4fv(depthMVPID, 1, GL_FALSE, &depthMVP[0][0]);
setBuffers(house);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, house.vertices.size()*3);
glDisableVertexAttribArray(0);
// COMPUTE THE GEOMETRY
glm::mat4 projMat = glm::perspective(initialFOV, 4.0f / 3.0f, 0.1f, 100.0f);
glm::mat4 viewMat = glm::lookAt(eyePos, eyePos+eyeDirection, upVector);
glm::mat4 modelMat = glm::mat4(1.0f);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, RESOLUTION_X, RESOLUTION_Y);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
setBuffers(house);
drawModel(modelMat, viewMat, projMat, depthBiasMVP, shader, depthTexture, eyePos, house, false);
modelMat = glm::translate(20.0f, 0.0f, 0.0f)*glm::mat4(1.0f);
// drawModel(modelMat, viewMat, projMat, depthBiasMVP, shader, depthTexture, eyePos, house, false);
setBuffers(cylinder);
modelMat = glm::translate(4.0f, 1.0f, 5.0f)*glm::mat4(1.0f);
// drawModel(modelMat, viewMat, projMat, depthBiasMVP, normalShader, depthTexture, eyePos, cylinder, true);
// DRAW THE SCREEN QUAD FOR RENDERING THE FBO
glBindVertexArray(quad_vaoID);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, RESOLUTION_X, RESOLUTION_Y);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(quad_shader);
GLuint renderTexID = glGetUniformLocation(quad_shader, "renderTexture");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUniform1i(renderTexID, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(0);
window->display();
}
glDeleteBuffers(1, &vertexbuffer);
glDeleteBuffers(1, &uvbuffer);
glDeleteBuffers(1, &normalbuffer);
glDeleteBuffers(1, &tangentbuffer);
glDeleteBuffers(1, &bitangentbuffer);
glDeleteFramebuffers(1, &fbo);
glDeleteFramebuffers(1, &depthFramebuffer);
glDeleteProgram(shader);
glDeleteProgram(normalShader);
glDeleteProgram(quad_shader);
glDeleteProgram(lightShader);
glDeleteVertexArrays(1, &vao);
glDeleteVertexArrays(1, &quad_vaoID);
return 0;
}