learn-opengl/27-instancing/src/scene.cpp

163 lines
4.8 KiB
C++

#include "scene.hpp"
#include "dbc.hpp"
#include <math.h>
#include "skybox.hpp"
#include <print>
void Scene::update() {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// for now just detect the camera moved and do spotlight update
if(camera.dirty) {
light.camera.position = camera.position;
light.camera.direction = camera.front;
// just update the camera's light
shader.apply_spot_light(light.camera, 0);
camera.dirty = false;
}
camera.update(deltaTime);
}
void Scene::draw_thing(Shader& with_shader, Thing& thing)
{
with_shader.apply_material(thing.material);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, thing.position);
model = glm::rotate(model, glm::radians(thing.rotation.angle), thing.rotation.axes);
model = glm::scale(model, glm::vec3(thing.scale));
with_shader.setMat4("model", model);
// !reflect_on turns it on? yeah weird
thing.model.draw(with_shader, !reflect_on, translations.size());
}
void Scene::render(GLFWwindow* window) {
glm::mat4 view = camera.look_at();
glm::mat4 projection = glm::mat4(1.0f);
auto& with_shader = reflect_on ? reflect_shader : shader;
// fov, aspect, near plane, far plane
projection = glm::perspective(glm::radians(camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
framebuffer.begin();
// render the scene
with_shader.use();
with_shader.setMat4("view", view);
with_shader.setMat4("projection", projection);
with_shader.setVec3("cameraPos", camera.position);
with_shader.setFloat("time", glfwGetTime());
for(auto& thing : things) {
draw_thing(with_shader, thing);
}
render_skybox(projection);
framebuffer.commit();
framebuffer.draw(screen);
}
void Scene::cleanup() {
shader.cleanup();
reflect_shader.cleanup();
skybox_shader.cleanup();
}
void Scene::spawn(const std::string& name, components::Position& position, components::Rotation& rotation) {
if(models.contains(name)) {
translations.push_back(position);
} else {
dbc::log($F("No model named: {}", name));
}
}
void Scene::time_warp() {
float time = glfwGetTime();
for(size_t i = 0; i < translations.size(); i++) {
auto& t = translations[i];
float factor = (float)i / 3.0f;
t.y = cos((time + i)) * factor;
t.z = sin((time + i)) * factor;
t.x = sin((time + i)) * factor;
}
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * translations.size(), translations.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
for(auto& mesh : things[0].model.meshes) {
glBindVertexArray(mesh.VAO);
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribDivisor(3, 1);
}
}
void Scene::setup_instancing() {
for(size_t i = 0; i < INSTANCE_COUNT; i++) {
translations.emplace_back((float)i, (float)i, (float)i);
}
time_warp();
}
void Scene::init_skybox() {
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
load_skybox_textures();
}
void Scene::load_skybox_textures() {
int width = 0;
int height = 0;
int nrChannels = 0;
size_t face_i = 0;
glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture_id);
for(const auto& face : skybox_faces) {
unsigned char *data = stbi_load(face.c_str(), &width, &height, &nrChannels, 0);
dbc::check(data != nullptr, $F("Failed to load skybox face {}", face));
dbc::check(nrChannels == 3, $F("Skybox face {} must be RGB but you have {} channels", face, nrChannels));
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face_i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
face_i++;
stbi_image_free(data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
void Scene::render_skybox(const glm::mat4& projection) {
glDepthFunc(GL_LEQUAL);
skybox_shader.use();
glm::mat4 view = glm::mat4(glm::mat3(camera.look_at()));
skybox_shader.setMat4("view", view);
skybox_shader.setMat4("projection", projection);
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, skybox_texture_id);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS);
}