Пример #1
0
void display (void) {
    glClearColor (0.0,0.0,0.0,1.0);
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
   //  GLfloat mat_shininess[] = { 50.0 };


/*GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat position[] = { -1.5f, 1.0f, -4.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, position);
*/

    GLfloat DiffuseLight[] = {dlr, dlg, dlb}; //set DiffuseLight[] to the specified values
    GLfloat AmbientLight[] = {alr, alg, alb}; //set AmbientLight[] to the specified values
    glLightfv (GL_LIGHT0, GL_DIFFUSE, DiffuseLight); //change the light accordingly
   // glLightfv (GL_LIGHT1, GL_SPECULAR, AmbientLight); //change the light accordingly
    GLfloat LightPosition[] = {lx,ly,lz,lw}; //set the LightPosition to the specified values
   // GLfloat LightPosition2[] = {15.0, 15.0, 0.0, 1.0};
    glLightfv (GL_LIGHT0, GL_POSITION, LightPosition); //change the light accordingly
    //glLightfv (GL_LIGHT1, GL_POSITION, LightPosition2);
    //glFogi(GL_FOG_MODE, GL_EXP2);
    //glFogfv(GL_FOG_COLOR,fogColor);
    //glFogf (GL_FOG_DENSITY, density);
    //glFogf(GL_FOG_START, 1);
    //glHint(GL_FOG_HINT,GL_NICEST);


    gluLookAt(eyex,eyey,eyez,lookx,looky,lookz,0.0,1.0,0.0);

        //   cube2();

     room();
   //  sphere();
    cube3();

    glutSwapBuffers();
    angle=angle+0.05;

}
Пример #2
0
int main()
{
    glfwInit();

    Window testWindow(50, 50, WINDOW_WIDTH, WINDOW_HEIGHT, "Deferred Shading");
    glfwMakeContextCurrent(testWindow.getWindow());
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);


    // You have to set a camera name
    cam.setName("PilotviewCam");
    cam.setPosition(glm::vec4(0.0, 0.5, 3.0, 1.0));
    cam.setNearFar(0.01f, 100.0f);

    iH.setAllInputMaps(cam);
    iH.changeActiveInputMap("Pilotview");

    //Callback
    glfwSetKeyCallback(testWindow.getWindow(), key_callback);

    glewInit();

    //our shader
    VertexShader vsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.vert")));
    FragmentShader fsGBuffer(loadShaderSource(SHADERS_PATH + std::string("/GBuffer/GBuffer.frag")));
    ShaderProgram shaderGBuffer(vsGBuffer, fsGBuffer);

    //load shader here
    VertexShader vsDsLighting(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsLighting.vert")));
    FragmentShader fsDsLighting(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsLighting.frag")));
    ShaderProgram shaderDsLightingShader(vsDsLighting, fsDsLighting);

    VertexShader vsDsCompositing(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsFinalCompositing.vert")));
    FragmentShader fsDsCompositing(loadShaderSource(SHADERS_PATH + std::string("/DeferredShading/dsFinalCompositing.frag")));
    ShaderProgram shaderDsCompositingShader(vsDsCompositing, fsDsCompositing);

    VertexShader vsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.vert")));
    FragmentShader fsSfq(loadShaderSource(SHADERS_PATH + std::string("/ScreenFillingQuad/ScreenFillingQuad.frag")));
    ShaderProgram shaderSFQ(vsSfq, fsSfq);

    //our renderer
    OpenGL3Context context;
    Renderer renderer(context);

    FBO fboGBuffer(WINDOW_WIDTH, WINDOW_HEIGHT, 3, true, false);
    FBO fboDeferredShading(WINDOW_WIDTH, WINDOW_HEIGHT, 3, true, false);
    FBO fboCompositing(WINDOW_WIDTH, WINDOW_HEIGHT, 3, false, false);

    //our object
    Cube cube;

    Teapot teapot;

    Rect plane;
    Rect screenFillingQuad;
    screenFillingQuad.loadBufferData();

    //our textures
    Texture bricks((char*)RESOURCES_PATH "/bricks_diffuse.png");
    Texture bricks_normal((char*)RESOURCES_PATH "/bricks_normal.png");
    Texture bricks_height((char*)RESOURCES_PATH "/bricks_height.png");

    Texture chrome((char*)RESOURCES_PATH "/chrome.jpg");
    Texture cvLogo((char*)RESOURCES_PATH "/cv_logo.bmp");

    //Scene creation
    Level testLevel("testLevel");
    Scene testScene("testScene");
    testLevel.addScene(&testScene);
    testLevel.changeScene("testScene");

    //Add Camera to scenegraph
    testScene.getScenegraph()->addCamera(&cam);
    testScene.getScenegraph()->getCamera("PilotviewCam");
    testScene.getScenegraph()->setActiveCamera("PilotviewCam");

    Rect rect;

    Node cube1("cube1");
    cube1.addGeometry(&cube);
    cube1.addTexture(&bricks);
    cube1.addNormalMap(&bricks_normal);
    cube1.addHeightMap(&bricks_height);
    cube1.setModelMatrix(glm::translate(cube1.getModelMatrix(), glm::vec3(-1.0, 0.5, -0.5)));
    cube1.setModelMatrix(glm::scale(cube1.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node cube2("cube2");
    cube2.addGeometry(&cube);
    cube2.addTexture(&bricks);
    cube2.addNormalMap(&bricks_normal);
    cube2.setModelMatrix(glm::translate(cube2.getModelMatrix(), glm::vec3(-1, 0.5, 0.5)));
    cube2.setModelMatrix(glm::scale(cube2.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node cube3("cube3");
    cube3.addGeometry(&cube);
    cube3.addTexture(&bricks);
    cube3.setModelMatrix(glm::translate(cube3.getModelMatrix(), glm::vec3(0, 0.5, -0.5)));
    cube3.setModelMatrix(glm::scale(cube3.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node cube4("cube4");
    cube4.addGeometry(&cube);
    cube4.addTexture(&bricks);
    cube4.addNormalMap(&bricks_normal);
    cube4.addHeightMap(&bricks_height,0.07,0.1,true);
    cube4.setModelMatrix(glm::translate(cube4.getModelMatrix(), glm::vec3(0, 0.5, 0.5)));
    cube4.setModelMatrix(glm::scale(cube4.getModelMatrix(), glm::vec3(0.7, 0.7, 0.7)));

    Node wallNode1("wall1");
    wallNode1.addGeometry(&plane);
    wallNode1.addTexture(&cvLogo);
    wallNode1.setModelMatrix(glm::translate(wallNode1.getModelMatrix(), glm::vec3(0.0, 0.1, 0.2)));
    wallNode1.setModelMatrix(glm::rotate(wallNode1.getModelMatrix(), 90.0f, glm::vec3(1.0, 0.0, 0.0)));
    wallNode1.setModelMatrix(glm::scale(wallNode1.getModelMatrix(), glm::vec3(10.5, 10.5, 10.5)));


    Node teaNode("teaNode");
    teaNode.addGeometry(&teapot);
    teaNode.addTexture(&chrome);
    teaNode.setModelMatrix(glm::translate(teaNode.getModelMatrix(), glm::vec3(0.2, 0.4, 0.7)));
    teaNode.setModelMatrix(glm::scale(teaNode.getModelMatrix(), glm::vec3(0.5, 0.5, 0.5)));


    //Creating a scenegraph
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&wallNode1);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube1);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube2);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube3);
    testScene.getScenegraph()->getRootNode()->addChildrenNode(&cube4);
    //testScene.getScenegraph()->getRootNode()->addChildrenNode(&teaNode);

    double startTime = glfwGetTime();
    //Renderloop

    //create Light spheres for DS
    Node lights = Node("Root");
    Sphere lightSphere = Sphere();

    for (int i = -4; i < 4; i++)
        for (int j = -4; j < 4; j++)
        {
            Node *newLight = new Node(std::string("Node_"+std::to_string(i)+std::to_string(j)));
            newLight->addGeometry(&lightSphere);
            newLight->setModelMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(i*1.5, 1.0f, j*1.5)));
            //newLight.setModelMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, 1, 1.0f)));
            newLight->setModelMatrix(glm::scale(newLight->getModelMatrix(), glm::vec3(2.0, 2.0, 2.0)));
            lights.addChildrenNode(newLight);
        }

    int outputFPS = 0;

    while (!glfwWindowShouldClose(testWindow.getWindow()))
    {
        // You have to compute the delta time

        float deltaTime = glfwGetTime() - startTime;
        cam.setSensitivity(deltaTime);

        //if (!(outputFPS % 20))
        //std::cout << "FPS: " << static_cast<int>(1 / (glfwGetTime() - startTime)) << std::endl;

        std::cout << "FPS: " << static_cast<double>(glfwGetTime() - startTime) * 100 << std::endl;


        outputFPS++;
        startTime = glfwGetTime();

        //update Model Matrix
        lights.setModelMatrix(glm::rotate(lights.getModelMatrix(), 10.0f * deltaTime, glm::vec3(0.0, 1.0, 0.0)));


        fboGBuffer.bind();
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shaderGBuffer.bind();
        shaderGBuffer.sendMat4("viewMatrix", cam.getViewMatrix());
        shaderGBuffer.sendMat4("projectionMatrix", cam.getProjectionMatrix());

        testScene.render(shaderGBuffer);


        shaderGBuffer.unbind();
        fboGBuffer.unbind();

        //DEFERRED SHADING TEIL============================

        fboDeferredShading.bind();

        glCullFace(GL_FRONT);
        glEnable(GL_CULL_FACE);
        glDisable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
        glClearColor(0, 0, 0, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shaderDsLightingShader.bind();

        shaderDsLightingShader.sendMat4("viewMatrix", cam.getViewMatrix());
        shaderDsLightingShader.sendMat4("projectionMatrix", cam.getProjectionMatrix());

        shaderDsLightingShader.sendSampler2D("positionMap", fboGBuffer.getColorTexture(0),0);
        shaderDsLightingShader.sendSampler2D("normalMap", fboGBuffer.getColorTexture(1),1);

        shaderDsLightingShader.sendInt("windowWidth", testWindow.getWidth());
        shaderDsLightingShader.sendInt("windowHeight", testWindow.getHeight());

        shaderDsLightingShader.sendVec3("lightColor", glm::fvec3(0.7f,0.7f,0.4f));

        lights.render(shaderDsLightingShader);

        glDisable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        glDisable(GL_BLEND);
        glClearColor(1.0, 1.0, 1.0, 0.0);
        shaderDsLightingShader.unbind();
        fboDeferredShading.unbind();

        //COMPOSITING TEIL ===============================
        fboCompositing.bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        shaderDsCompositingShader.bind();

        shaderDsCompositingShader.sendSampler2D("colorMap", fboGBuffer.getColorTexture(2),0);
        shaderDsCompositingShader.sendSampler2D("lightMap", fboDeferredShading.getColorTexture(2),1);

        screenFillingQuad.renderGeometry();

        shaderDsCompositingShader.unbind();
        fboCompositing.unbind();

        //================================================

        //ScreenFillingQuad Render Pass
        shaderSFQ.bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        if (glfwGetKey(testWindow.getWindow(), GLFW_KEY_F1))
            shaderSFQ.sendSampler2D("fboTexture", fboDeferredShading.getColorTexture(2));
        else
            shaderSFQ.sendSampler2D("fboTexture", fboCompositing.getColorTexture(2));

        screenFillingQuad.renderGeometry();
        shaderSFQ.unbind();


        glfwSwapBuffers(testWindow.getWindow());
        glfwPollEvents();
    }

    glfwDestroyWindow(testWindow.getWindow());
    glfwTerminate();

    return 0;
}