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Lesson7Renderer.cpp
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191 lines (158 loc) · 6.58 KB
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#include "Lesson7Renderer.h"
Lesson7Renderer::Lesson7Renderer()
{
}
Lesson7Renderer::~Lesson7Renderer()
{
if (initialized())
{
glDeleteFramebuffers(1, &framebuffer);
glDeleteRenderbuffers(1, &renderbuffer);
glDeleteVertexArrays(1, &planeVAO);
glDeleteBuffers(1, &planeVBO);
glDeleteTextures(1, &renderedTexture);
delete program;
delete outlineProgram;
model.clear();
}
}
float Lesson7Renderer::levels() const
{
return levelsValue;
}
void Lesson7Renderer::setLevels(float levels)
{
if (levelsValue != levels)
{
levelsValue = levels;
emit levelsChanged(levels);
}
}
void Lesson7Renderer::initialize()
{
TutorialRenderer::initialize();
if (!initialized())
{
return;
}
//===============
// Initialize geometry for a simple plane
glGenVertexArrays(1, &planeVAO);
glGenBuffers(1, &planeVBO);
std::vector<float> vertices =
{
// Position Texture coordinates
-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, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
};
glBindVertexArray(planeVAO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
// Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void*>(0));
// Texture coordinates
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void*>(3 * sizeof(float)));
glBindVertexArray(0);
//===============
// Initialize FBO and a texture for offscreen rendering
glGenTextures(1, &renderedTexture);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebufferSize, framebufferSize, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glBindTexture(GL_TEXTURE_2D, 0);
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, framebufferSize, framebufferSize);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
qDebug() << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//===============
// Create initial light
lights.append(std::make_unique<Light>());
lights.setData(lights.index(0), "Światło", LightModel::Name);
lights.setData(lights.index(0), QVector3D(4.0f, -6.0f, 2.0f), LightModel::Position);
lights.setData(lights.index(0), QVector3D(-1.0f, 0.0f, 0.0f), LightModel::Direction);
lights.setData(lights.index(0), QVector3D(0.99f, 0.92f, 0.64f), LightModel::Color);
lights.setData(lights.index(0), Light::PointLight, LightModel::LightType);
lights.setData(lights.index(0), 1.0f, LightModel::Brightness);
lights.setData(lights.index(0), 50.0f, LightModel::AttenuationRadius);
program = new QOpenGLShaderProgram();
loadShaderForProgram(program, QOpenGLShader::Vertex, "Assets/Lesson 7/Shaders/vertex.v");
loadShaderForProgram(program, QOpenGLShader::Fragment, "Assets/Lesson 7/Shaders/fragment.f");
program->link();
outlineProgram = new QOpenGLShaderProgram();
loadShaderForProgram(outlineProgram, QOpenGLShader::Vertex, "Assets/Lesson 7/Shaders/toonVertex.v");
loadShaderForProgram(outlineProgram, QOpenGLShader::Fragment, "Assets/Lesson 7/Shaders/toonFragment.f");
outlineProgram->link();
setShininess(42.0f);
model = Model("Assets\\Models\\Temple\\Temple.obj");
camera.transform().setPosition(-5.0f, 0.0f, 4.0f);
cameraLookAt(camera, QVector3D(0.0f, 0.0f, 0.0f));
}
void Lesson7Renderer::paint()
{
TutorialRenderer::paint();
if (!initialized())
{
return;
}
if (program && program->isLinked())
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, framebufferSize, framebufferSize);
glDisable(GL_SCISSOR_TEST);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
paintSkybox(camera.transform());
glClear(GL_DEPTH_BUFFER_BIT);
program->bind();
updateLightUniforms(program);
updateCameraUniforms(program, camera.transform());
updateObjectUniforms(program, modelTransform, QQuaternion::fromEulerAngles(90.0f, 0.0f, 0.0f), 0.01f);
float aspectRatio = viewportSize.width() / static_cast<float>(viewportSize.height());
program->setUniformValue("projection", Camera::perspective(75.0f, aspectRatio, 0.1f, 500.0f));
program->setUniformValue("levels", levelsValue);
model.draw(program);
program->release();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
if (outlineProgram && outlineProgram->isLinked())
{
glViewport(viewportPosition.x(), viewportPosition.y(), viewportSize.width(), viewportSize.height());
glScissor(viewportPosition.x(), viewportPosition.y(), viewportSize.width(), viewportSize.height());
glEnable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
outlineProgram->bind();
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderedTexture);
outlineProgram->setUniformValue("renderedTexture", 0);
glBindVertexArray(planeVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
paintGizmos(camera.transform());
// Not strictly needed for this example, but generally useful for when
// mixing with raw OpenGL.
window->resetOpenGLState();
}
void Lesson7Renderer::update(float deltaTime)
{
TutorialRenderer::update(deltaTime);
}