refactoring.

This commit is contained in:
Andreas Ortmann 2016-09-29 11:38:26 +02:00
parent 11fb091b34
commit 9c1ce0d935
6 changed files with 279 additions and 231 deletions

View file

@ -4,25 +4,42 @@ R"raw_string(
varying vec3 vertex; varying vec3 vertex;
varying vec3 normal; varying vec3 normal;
uniform vec3 color; uniform vec3 materialColor;
varying vec3 lightvec; uniform vec3 lightColor;
uniform vec3 lightPosition;
varying vec3 lightDirection;
void main() void main()
{ {
//gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
//gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);
vec3 Eye = normalize(-vertex); vec3 Eye = normalize(-vertex);
vec3 Reflected = normalize(reflect( -lightvec, normal)); vec3 Reflected = normalize(reflect( -lightPosition, normal));
//todo materials (& light color) vec3 IAmbient = vec3(0.2f);
vec4 IAmbient = vec4(0.2f, 0.2f, 0.2f, 1.0f);
vec4 IDiffuse = vec4(color, 0.0f) * max(dot(normal, lightvec), 0.0);
//todo shininess
vec4 ISpecular = vec4(1.0f, 0.0f, 0.0f, 0.0f) * pow(max(dot(Reflected, Eye), 0.0), 3);
gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular); // TODO: add noise texture
vec3 IDiffuse = vec3(materialColor) * lightColor * max(dot(normal, lightDirection), 0.0);
// TODO make instensity/exponent as parameter
//vec3 ISpecular = lightColor * 5.0 * pow(max(dot(Reflected, Eye), 0.0), 2.0);
vec3 ISpecular = lightColor * pow(max(dot(Reflected, Eye), 0.0), 2.0);
if (dot(lightDirection, normal) <= 0.0) {
ISpecular = vec3(0.0, 0.0, 0.0);
}
// p: point of the fragment on the surface
//vec3 v_eye = normalize(pos_eye - pos_space); // point from p to eye
//vec3 v_sun = normalize(sun_light_dir); // points from p to the sun
//float specular = spec_int * pow(
// clamp(dot((v_eye + v_sun)/2.0, normal), 0.0, 1.0),
// 2.0*specular_exponent);
//ISpecular = vec3(1.0, 0.0, 0.0) * specular;
//gl_FragColor = vec4(ISpecular, 1.0);
gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
//gl_FragColor = vec4(0.5+0.5*normal, 1.0); //gl_FragColor = vec4(0.5+0.5*normal, 1.0);
} }
)raw_string" )raw_string"

View file

@ -6,17 +6,16 @@ attribute vec3 in_normal;
varying vec3 vertex; varying vec3 vertex;
varying vec3 normal; varying vec3 normal;
varying vec3 lightvec; varying vec3 lightDirection;
uniform mat4 model; uniform mat4 model;
uniform vec3 lightpos; uniform vec3 lightPosition;
void main() void main()
{ {
//vec3 p = position + scale*in_vertex.xyz; // TODO: this becomes invalid when projection matrices are used
vec3 p = (model*vec4(in_vertex, 1.0)).xyz; vec3 p = (model*vec4(in_vertex, 1.0)).xyz;
lightvec = normalize(lightpos - p); lightDirection = normalize(lightPosition - p);
vertex = p.xyz; vertex = p.xyz;
normal = normalize((model*vec4(in_normal.xyz, 0.0)).xyz); normal = normalize((model*vec4(in_normal.xyz, 0.0)).xyz);

View file

@ -0,0 +1,213 @@
#include "polygon_model.hpp"
namespace endofthejedi {
PolygonModel::PolygonModel(const std::string &filename) : m_filename(filename)
{
clear();
}
bool PolygonModel::bind(Shader &shader)
{
if (!m_loaded_to_opengl) {
std::cout<<"[polygonmodel] warning: try to bind model vbo "
<< "which was not uploaded to OpenGL!" << std::endl;
exit(-1);
return false;
}
// bind position vbo
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
// bind normal vbo
GLint loc = glGetAttribLocation(shader.program(), "in_normal");
glEnableVertexAttribArray(loc);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
m_binding_active = true;
return true;
}
bool PolygonModel::render(Shader& shader)
{
(void) shader;
if (!m_binding_active || !m_loaded_to_opengl) {
std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
exit(-1);
return false;
}
//GLint l0 = glGetAttribLocation(shader.program(), "in_normal");
//GLint l1 = glGetAttribLocation(shader.program(), "in_vertex");
//GLint l2 = glGetAttribLocation(shader.program(), "in_fakkkke");
//std::cout<<"locations: " << l0 << " " << l1 << " " << l2 << std::endl;
//glBindAttribLocation(shader.program(), 0, "in_vertex");
//glBindAttribLocation(shader.program(), 1, "in_normal");
glDrawArrays(GL_TRIANGLES, 0, m_numVertices);
return true;
}
bool PolygonModel::copyVertices(const aiScene *scene)
{
if (scene->mMeshes == 0) {
std::cout << "[polygonmodel : no meshes loaded for " << m_filename << std::endl;
return false;
}
aiNode *node = scene->mRootNode;
const aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
// 3 vertices per face, 3 floats per vertex
m_numVertices = mesh->mNumFaces*3;
m_data_position.reserve(m_numVertices);
m_data_normal.reserve(m_numVertices);
size_t t, i;
for (t=0; t<mesh->mNumFaces; ++t) {
const aiFace* face = &mesh->mFaces[t];
if (face->mNumIndices != 3) {
std::cout << "[polygonmodel] need triangles, got something different with: "
<< face->mNumIndices << " vertices" << std::endl;
return false;
}
for (i=0; i<face->mNumIndices; i++) {
const size_t index = face->mIndices[i];
m_data_position.push_back(mesh->mVertices[index].x);
m_data_position.push_back(mesh->mVertices[index].y);
m_data_position.push_back(mesh->mVertices[index].z);
m_data_normal.push_back(mesh->mNormals[index].x);
m_data_normal.push_back(mesh->mNormals[index].y);
m_data_normal.push_back(mesh->mNormals[index].z);
//std::cout<<"adding normal: " << mesh->mNormals[index].x << " " << mesh->mNormals[index].y << " " << mesh->mNormals[index].z << std::endl;
}
}
size_t totalBytes = 3*m_numVertices*sizeof(float);
std::cout<<"[polygonmodel] loaded file " << m_filename
<< " with " << m_numVertices << " vertices ("
<< totalBytes << " bytes)" << std::endl;
return true;
}
bool PolygonModel::uploadToOpenGl()
{
if (!m_loaded_from_file) {
std::cerr<<"[polygonmodel] warning: try to upload model data "
<< "to OpenGL but no data is loaded!" << std::endl;
exit(-1);
return false;
}
/************************************************************/
/* Position data */
/************************************************************/
glEnableVertexAttribArray(0);
glGenBuffers(1, &m_vbo_id_position); // Generate buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position); // Bind buffer
glVertexAttribPointer(0,
3, // three floats per vertex
GL_FLOAT, // Data is floating point type
GL_FALSE, // No fixed point scaling
0, // stride: no
NULL); // No offset
// fill buffer with the loaded mesh position data
glBufferData(
GL_ARRAY_BUFFER, // Buffer target
3 * m_numVertices * sizeof(float), // Buffer data size
m_data_position.data(), // Buffer data pointer
GL_STATIC_DRAW); // Usage - Data never changes;
/************************************************************/
/* Normal data */
/************************************************************/
glEnableVertexAttribArray(1);
glGenBuffers(1, &m_vbo_id_normal); // Generate buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal); // Bind buffer
glVertexAttribPointer(
1,
3, // three floats per normal
GL_FLOAT, // Data is floating point type
GL_FALSE, // No fixed point scaling
0, // stride: no
NULL); // No offset
// Fill bound buffer
glBufferData(
GL_ARRAY_BUFFER, // Buffer target
3 * m_numVertices * sizeof(float), // Buffer data size
m_data_normal.data(), // Buffer data pointer
GL_STATIC_DRAW); // Usage - Data never changes;
m_loaded_to_opengl = true;
return true;
}
bool PolygonModel::import()
{
clear();
// Create an instance of the Importer class
Assimp::Importer importer;
// And have it read the given file with some example postprocessing
// Usually - if speed is not the most important aspect for you - you'll
// propably to request more postprocessing than we do in this example.
const aiScene* scene = importer.ReadFile(m_filename,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType);
// If the import failed, report it
if (!scene) {
std::cout<<"[polygonmodel] loading file "
<< m_filename << " failed with: "
<< importer.GetErrorString() << std::endl;
return false;
}
// Now we can access the file's contents.
copyVertices(scene);
m_loaded_from_file = true;
// We're done. Everything will be cleaned up by the importer destructor
return true;
}
void PolygonModel::clear()
{
// TODO: delete buffers if there's data
m_loaded_from_file = false;
m_loaded_to_opengl = false;
m_data_position.clear();
m_data_normal.clear();
m_vbo_id_position = 0;
m_vbo_id_normal = 0;
m_numVertices = 0;
}
}

View file

@ -10,219 +10,29 @@
#include <epoxy/gl.h> #include <epoxy/gl.h>
#include <epoxy/glx.h> #include <epoxy/glx.h>
#include "glclasses.hpp"
// TODO: hide assimp inside
// and enable/disable
// to use own binary format without assimp for speed/compatibiblity
// TODO: add lod-options
// TODO: add generate from openscad options if models missing
namespace endofthejedi { namespace endofthejedi {
class PolygonModel { class PolygonModel {
public: public:
PolygonModel(const std::string &filename) : m_filename(filename) PolygonModel(const std::string &filename);
{
clear();
}
void clear() void clear();
{
// TODO: delete buffers if there's data
m_loaded_from_file = false; bool import();
m_loaded_to_opengl = false;
m_data_position.clear(); bool uploadToOpenGl();
m_data_normal.clear(); bool bind(Shader &shader);
bool render(Shader& shader);
m_vbo_id_position = 0;
m_vbo_id_normal = 0;
m_numVertices = 0;
}
bool import()
{
clear();
// Create an instance of the Importer class
Assimp::Importer importer;
// And have it read the given file with some example postprocessing
// Usually - if speed is not the most important aspect for you - you'll
// propably to request more postprocessing than we do in this example.
const aiScene* scene = importer.ReadFile(m_filename,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType);
// If the import failed, report it
if (!scene) {
std::cout<<"[polygonmodel] loading file "
<< m_filename << " failed with: "
<< importer.GetErrorString() << std::endl;
return false;
}
// Now we can access the file's contents.
copyVertices(scene);
m_loaded_from_file = true;
// We're done. Everything will be cleaned up by the importer destructor
return true;
}
bool uploadToOpenGl()
{
if (!m_loaded_from_file) {
std::cerr<<"[polygonmodel] warning: try to upload model data "
<< "to OpenGL but no data is loaded!" << std::endl;
exit(-1);
return false;
}
/************************************************************/
/* Position data */
/************************************************************/
glEnableVertexAttribArray(0);
glGenBuffers(1, &m_vbo_id_position); // Generate buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position); // Bind buffer
glVertexAttribPointer(0,
3, // three floats per vertex
GL_FLOAT, // Data is floating point type
GL_FALSE, // No fixed point scaling
0, // stride: no
NULL); // No offset
// fill buffer with the loaded mesh position data
glBufferData(
GL_ARRAY_BUFFER, // Buffer target
3 * m_numVertices * sizeof(float), // Buffer data size
m_data_position.data(), // Buffer data pointer
GL_STATIC_DRAW); // Usage - Data never changes;
/************************************************************/
/* Normal data */
/************************************************************/
glEnableVertexAttribArray(1);
glGenBuffers(1, &m_vbo_id_normal); // Generate buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal); // Bind buffer
glVertexAttribPointer(
1,
3, // three floats per normal
GL_FLOAT, // Data is floating point type
GL_FALSE, // No fixed point scaling
0, // stride: no
NULL); // No offset
// Fill bound buffer
glBufferData(
GL_ARRAY_BUFFER, // Buffer target
3 * m_numVertices * sizeof(float), // Buffer data size
m_data_normal.data(), // Buffer data pointer
GL_STATIC_DRAW); // Usage - Data never changes;
m_loaded_to_opengl = true;
return true;
}
bool bind(Shader &shader)
{
if (!m_loaded_to_opengl) {
std::cout<<"[polygonmodel] warning: try to bind model vbo "
<< "which was not uploaded to OpenGL!" << std::endl;
exit(-1);
return false;
}
// bind position vbo
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
// bind normal vbo
GLuint loc = glGetAttribLocation(shader.program(), "in_normal");
glEnableVertexAttribArray(loc);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
m_binding_active = true;
return true;
}
bool render(Shader& shader)
{
(void) shader;
if (!m_binding_active || !m_loaded_to_opengl) {
std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
exit(-1);
return false;
}
//GLuint l0 = glGetAttribLocation(shader.program(), "in_normal");
//GLuint l1 = glGetAttribLocation(shader.program(), "in_vertex");
//GLuint l2 = glGetAttribLocation(shader.program(), "in_fakkkke");
//std::cout<<"locations: " << l0 << " " << l1 << " " << l2 << std::endl;
//glBindAttribLocation(shader.program(), 0, "in_vertex");
//glBindAttribLocation(shader.program(), 1, "in_normal");
glDrawArrays(GL_TRIANGLES, 0, m_numVertices);
return true;
}
private: private:
bool copyVertices(const aiScene *scene) bool copyVertices(const aiScene *scene);
{
if (scene->mMeshes == 0) {
std::cout << "[polygonmodel : no meshes loaded for " << m_filename << std::endl;
return false;
}
aiNode *node = scene->mRootNode;
const aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
// 3 vertices per face, 3 floats per vertex
m_numVertices = mesh->mNumFaces*3;
m_data_position.reserve(m_numVertices);
m_data_normal.reserve(m_numVertices);
size_t t, i;
for (t=0; t<mesh->mNumFaces; ++t) {
const aiFace* face = &mesh->mFaces[t];
if (face->mNumIndices != 3) {
std::cout << "[polygonmodel] need triangles, got something different with: "
<< face->mNumIndices << " vertices" << std::endl;
return false;
}
for (i=0; i<face->mNumIndices; i++) {
const size_t index = face->mIndices[i];
m_data_position.push_back(mesh->mVertices[index].x);
m_data_position.push_back(mesh->mVertices[index].y);
m_data_position.push_back(mesh->mVertices[index].z);
m_data_normal.push_back(mesh->mNormals[index].x);
m_data_normal.push_back(mesh->mNormals[index].y);
m_data_normal.push_back(mesh->mNormals[index].z);
//std::cout<<"adding normal: " << mesh->mNormals[index].x << " " << mesh->mNormals[index].y << " " << mesh->mNormals[index].z << std::endl;
}
}
size_t totalBytes = 3*m_numVertices*sizeof(float);
std::cout<<"[polygonmodel] loaded file " << m_filename
<< " with " << m_numVertices << " vertices ("
<< totalBytes << " bytes)" << std::endl;
return true;
}
const std::string &filename() const { return m_filename; } const std::string &filename() const { return m_filename; }

View file

@ -61,20 +61,29 @@ namespace endofthejedi {
dt = 0.0; dt = 0.0;
} }
glClearColor(0.0, 0.0, 0.0, 1.0);
m_state = state; m_state = state;
advanceGraphicObjects(dt); advanceGraphicObjects(dt);
// TODO: add stars (texture)
// TODO: add dust particles
// TODO: add little rocks flying around
glClearColor(0.0, 0.0, 0.0, 1.0);
m_shader.bind(); m_shader.bind();
glm::vec3 c = glm::vec3(1.0, 1.0, 0.5);
glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
glm::vec3 p = glm::vec3(1.0, 0.0, 0.0);
glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
renderPlanets(); renderPlanets();
renderShips(); renderShips();
renderMissiles(); renderMissiles();
//glDisable(GL_DEPTH_TEST); //glDisable(GL_DEPTH_TEST);
renderParticles(); //renderParticles();
//glEnable(GL_DEPTH_TEST); //glEnable(GL_DEPTH_TEST);
renderTraces(); renderTraces();
@ -151,7 +160,7 @@ namespace endofthejedi {
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
glm::vec3 c = planet->getColor(); glm::vec3 c = planet->getColor();
glUniform3f(m_shader.location("color"), c.x, c.y, c.z); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
m_planetModel->render(m_shader); m_planetModel->render(m_shader);
} }
@ -164,7 +173,7 @@ namespace endofthejedi {
for (const game::Player *player : m_state->players) { for (const game::Player *player : m_state->players) {
for (const game::Missile *missile : player->missiles) { for (const game::Missile *missile : player->missiles) {
glm::vec3 c = glm::vec3(1.0, 1.0, 0.3); glm::vec3 c = glm::vec3(1.0, 1.0, 0.3);
glUniform3f(m_shader.location("color"), c.x, c.y, c.z); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
glm::mat4 model = computeModelMatrix(missile); glm::mat4 model = computeModelMatrix(missile);
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
@ -183,7 +192,7 @@ namespace endofthejedi {
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
glUniform3f(m_shader.location("color"), c.x, c.y, c.z); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
m_shipModel->render(m_shader); m_shipModel->render(m_shader);
} }