learn-opengl/33-shadow-mapping/src/scene.hpp

140 lines
3.6 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.hpp"
#include "model.hpp"
#include "shader.hpp"
#include "model.hpp"
#include "camera.hpp"
#include "components.hpp"
#include "framebuffer.hpp"
#include <vector>
#include <unordered_map>
#include "config.hpp"
struct Thing {
std::string name;
Model& model;
Material& material;
components::Position position;
components::Rotation rotation;
float scale;
float distance = 0;
};
struct Scene {
Shader shader;
Shader reflect_shader;
Shader skybox_shader;
std::vector<std::string> skybox_faces;
Screen screen;
FrameBuffer framebuffer;
std::unordered_map<std::string, components::Material> materials;
Camera camera;
components::Lighting light;
std::unordered_map<std::string, Model> models;
std::vector<Thing> things;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
unsigned int skyboxVAO = UINT_MAX;
unsigned int skyboxVBO = UINT_MAX;
unsigned int skybox_texture_id = UINT_MAX;
glm::mat4 projection = glm::mat4(1.0f);
bool reflect_on = false;
// shadow stuff
Shader depth_shader{{"shaders/33-depth.vert.glsl", "shaders/33-depth.frag.glsl", ""}};
Shader depth_dbg_shader{{"shaders/33-shadow_dbg.vert.glsl", "shaders/33-shadow_dbg.frag.glsl", ""}};
unsigned int depth_FBO = UINT_MAX;
unsigned int depth_map = UINT_MAX;
const unsigned int SHADOW_WIDTH = 1024 * 8, SHADOW_HEIGHT = 1024 * 8;
float near_plane = 1.0f;
float far_plane = 100.0f;
float depth_near_plane = 1.0f;
float depth_far_plane = 7.5f;
glm::mat4 light_space;
bool debug_on = false;
float quadVertices[20] = {
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
unsigned int quadVAO = UINT_MAX;
unsigned int quadVBO = UINT_MAX;
bool shadows_rendered = false;
Scene(components::Scene& config):
shader{config.shader},
reflect_shader{config.reflect_shader},
skybox_shader{config.skybox_shader},
skybox_faces{config.skybox_faces},
screen{.shader={config.screen_shader}},
materials{config.materials},
camera{
.position=config.camera.position,
.front=config.camera.front,
.up=config.camera.up,
.direction=config.camera.direction,
.movement_speed=config.camera.movement_speed,
},
light{config.light}
{
for(auto& [name, model] : config.models) {
models.try_emplace(name, model.directory, model.model_path);
}
for(auto& thing : config.things) {
things.emplace_back(
thing.model,
models.at(thing.model),
materials.at(thing.material),
thing.position,
thing.rotation,
thing.scale);
}
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glGenTextures(1, &skybox_texture_id);
shader.use();
shader.setInt("texture1", 0);
shader.apply_lighting(light);
skybox_shader.use();
skybox_shader.setInt("skybox", 0);
framebuffer.init();
screen.init();
init_skybox();
init_shadows();
init_debug();
}
void update();
void draw_thing(Shader& with_shader, Thing& thing);
void render(GLFWwindow* window);
void cleanup();
void init_skybox();
void init_shadows();
void init_debug();
void load_skybox_textures();
void render_skybox();
void spawn(const std::string& name);
void render_scene(GLFWwindow* window, Shader& with_shader);
void render_shadows(GLFWwindow* window);
void render_debug(GLFWwindow* window);
};