Basic variant of diffuse lightning, some refactorings

This commit is contained in:
selim mustafaev 2016-05-10 00:39:31 +03:00
parent 1e31b87a7d
commit 72708b53b5
10 changed files with 145 additions and 39 deletions

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@ -1,7 +1,7 @@
cmake_minimum_required(VERSION 3.2) cmake_minimum_required(VERSION 3.2)
project(glTest) project(glTest)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -O1 -g -Wall") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14 -Ofast -g -Wall")
set(CMAKE_BUILD_TYPE DEBUG) set(CMAKE_BUILD_TYPE DEBUG)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/bin) set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/") set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/Modules/")

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@ -1,8 +1,8 @@
#version 330 core #version 330 core
smooth in vec3 theColor; smooth in vec3 color;
out vec4 frag_colour; out vec4 frag_colour;
void main () { void main () {
frag_colour = vec4(theColor, 1.0); frag_colour = vec4(color, 1.0);
} }

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@ -3,11 +3,12 @@
uniform mat4 mWorld; uniform mat4 mWorld;
uniform mat4 mView; uniform mat4 mView;
uniform mat4 mProjection; uniform mat4 mProjection;
uniform vec3 vEye;
layout (location = 0) in vec3 vp; layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normals; layout (location = 1) in vec3 normal;
smooth out vec3 theColor; smooth out vec3 color;
vec3 hsv_to_rgb(float h, float s, float v) vec3 hsv_to_rgb(float h, float s, float v)
{ {
@ -38,6 +39,9 @@ vec3 hsv_to_rgb(float h, float s, float v)
} }
void main () { void main () {
gl_Position = mProjection*mView*mWorld*vec4(vp, 1.0); gl_Position = mProjection*mView*mWorld*vec4(position, 1.0);
theColor = hsv_to_rgb(vp.z, 1, 1); //vec3(1.0, 1.0, 1.0);
vec3 materialColor = hsv_to_rgb(position.z, 1, 1);
float brightness = clamp(dot(normalize(normal), normalize(vEye)), 0.4, 0.6);
color = materialColor*brightness;
} }

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@ -18,6 +18,8 @@ void Camera::init() {
glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(_view)); glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(_view));
GLint projection = glGetUniformLocation(*sp, "mProjection"); GLint projection = glGetUniformLocation(*sp, "mProjection");
glUniformMatrix4fv(projection, 1, GL_FALSE, glm::value_ptr(_projection)); glUniformMatrix4fv(projection, 1, GL_FALSE, glm::value_ptr(_projection));
GLint eye = glGetUniformLocation(*sp, "vEye");
glUniform3fv(eye, 1, glm::value_ptr(_eye));
} }
Camera *Camera::instance() { Camera *Camera::instance() {
@ -30,6 +32,8 @@ void Camera::updateView() {
ShaderProgram* sp = OGL::instance()->getCurShaderProgram(); ShaderProgram* sp = OGL::instance()->getCurShaderProgram();
GLint view = glGetUniformLocation(*sp, "mView"); GLint view = glGetUniformLocation(*sp, "mView");
glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(_view)); glUniformMatrix4fv(view, 1, GL_FALSE, glm::value_ptr(_view));
GLint eye = glGetUniformLocation(*sp, "vEye");
glUniform3fv(eye, 1, glm::value_ptr(_eye));
} }
void Camera::turnLeft(float angle) { void Camera::turnLeft(float angle) {

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@ -1,4 +1,5 @@
#include "GLObject.h" #include "GLObject.h"
#include "../utils.h"
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
@ -13,12 +14,8 @@ GLObject::~GLObject() {
} }
void GLObject::create() { void GLObject::create() {
std::size_t iCount = 0, vCount = 0; generateVertices();
std::unique_ptr<Vertex[]> vArray; generateIndices();
std::unique_ptr<GLuint[]> iArray;
std::tie(vArray, vCount) = generateVertices();
std::tie(iArray, iCount) = generateIndices();
GLuint vbo[2]; GLuint vbo[2];
glGenBuffers(2, vbo); glGenBuffers(2, vbo);
@ -26,19 +23,24 @@ void GLObject::create() {
_indexVbo = vbo[1]; _indexVbo = vbo[1];
glBindBuffer(GL_ARRAY_BUFFER, _vertexVbo); glBindBuffer(GL_ARRAY_BUFFER, _vertexVbo);
glBufferData(GL_ARRAY_BUFFER, vCount, vArray.get(), GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, _vertexCount*sizeof(Vertex), nullptr, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexVbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexVbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iCount, iArray.get(), GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, _indexCount*sizeof(GLuint), _indices.get(), GL_STATIC_DRAW);
_trianglesCount = iCount/sizeof(GLuint); _trianglesCount = _indexCount*sizeof(GLuint)/sizeof(GLuint);
glGenVertexArrays(1, &_vao); glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao); glBindVertexArray(_vao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, _vertexVbo); glBindBuffer(GL_ARRAY_BUFFER, _vertexVbo);
// configuring attributes of vertex
// coordinates
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), nullptr); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), nullptr);
glEnableVertexAttribArray(1); glEnableVertexAttribArray(0);
// normals
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (GLchar*)(3*sizeof(float))); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (GLchar*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
} }
void GLObject::rotate(glm::vec3 angles) { void GLObject::rotate(glm::vec3 angles) {
@ -70,10 +72,8 @@ void GLObject::draw() {
} }
void GLObject::update() { void GLObject::update() {
std::size_t vCount = 0; generateVertices();
std::unique_ptr<Vertex[]> vArray;
std::tie(vArray, vCount) = generateVertices();
glBindBuffer(GL_ARRAY_BUFFER, _vertexVbo); glBindBuffer(GL_ARRAY_BUFFER, _vertexVbo);
// glBufferData(GL_ARRAY_BUFFER, _size*_size*sizeof(Vertex), NULL, GL_STREAM_DRAW); //glBufferData(GL_ARRAY_BUFFER, _vertexCount*sizeof(Vertex), _vertices.get(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, vCount, vArray.get(), GL_STREAM_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, _vertexCount*sizeof(Vertex), _vertices.get());
} }

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@ -9,12 +9,6 @@
#include <memory> #include <memory>
#include <GL/glew.h> #include <GL/glew.h>
template <typename T>
using ArrayWithSize = std::tuple<std::unique_ptr<T[]>,std::size_t>;
using VertexArray = ArrayWithSize<Vertex>;
using IndexArray = ArrayWithSize<GLuint>;
class GLObject: public IGLObject { class GLObject: public IGLObject {
private: private:
GLuint _vertexVbo; GLuint _vertexVbo;
@ -24,6 +18,12 @@ private:
ShaderProgram* _sp; ShaderProgram* _sp;
GLuint _trianglesCount; GLuint _trianglesCount;
protected:
std::unique_ptr<Vertex[]> _vertices;
std::unique_ptr<GLuint[]> _indices;
std::size_t _vertexCount;
std::size_t _indexCount;
public: public:
GLObject(ShaderProgram *shaderProgram); GLObject(ShaderProgram *shaderProgram);
virtual ~GLObject(); virtual ~GLObject();
@ -36,8 +36,8 @@ public:
void update() override final; void update() override final;
protected: protected:
virtual VertexArray generateVertices() const = 0; virtual void generateVertices() const = 0;
virtual IndexArray generateIndices() const = 0; virtual void generateIndices() const = 0;
}; };

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@ -1,14 +1,19 @@
#include "Mesh.h" #include "Mesh.h"
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <glm/vec3.hpp>
Mesh::Mesh(ShaderProgram* shader, std::size_t size) : GLObject(shader), _size(size) { Mesh::Mesh(ShaderProgram* shader, std::size_t size) : GLObject(shader), _size(size) {
_vertexCount = 2*3*(_size - 1)*(_size - 1);
_indexCount = _vertexCount;
_vertices = std::make_unique<Vertex[]>(_vertexCount);
_indices = std::make_unique<GLuint[]>(_indexCount);
} }
Mesh::~Mesh() { Mesh::~Mesh() {
} }
/*
VertexArray Mesh::generateVertices() const { VertexArray Mesh::generateVertices() const {
std::size_t u = _size, v = _size; std::size_t u = _size, v = _size;
auto retVal = std::make_unique<Vertex[]>(u*v); auto retVal = std::make_unique<Vertex[]>(u*v);
@ -18,7 +23,8 @@ VertexArray Mesh::generateVertices() const {
for (std::size_t j = 0; j < v; j++) for (std::size_t j = 0; j < v; j++)
{ {
// Vertex vertex; // Vertex vertex;
float x = /*(float)i/(float)u*/ logf(i*step + 1)/4.0f - 0.5f; //float x = (float)i/(float)u
float x = logf(i*step + 1)/4.0f - 0.5f;
float y = (float)j/(float)v - 0.5f; float y = (float)j/(float)v - 0.5f;
retVal[j*u+i].coords[0] = x*3; retVal[j*u+i].coords[0] = x*3;
retVal[j*u+i].coords[1] = y*3; retVal[j*u+i].coords[1] = y*3;
@ -30,7 +36,77 @@ VertexArray Mesh::generateVertices() const {
return std::make_tuple(std::move(retVal), u*v*sizeof(Vertex)); return std::make_tuple(std::move(retVal), u*v*sizeof(Vertex));
} }
*/
void Mesh::generateVertices() const {
const float step = 3.0f/_size;
const float expStep = (exp(4) - 1)/(_size - 2);
for(std::size_t j = 0; j < _size - 1; ++j)
for(std::size_t i = 0; i < _size - 1; ++i) {
float x = logf(i*expStep + 1)/4.0f - 0.5f; //(float)i/(_size - 0) - 0.5f;
float xStep = logf((i + 1)*expStep + 1)/4.0f - 0.5f - x;
float y = (float)j/(_size - 2) - 0.5f;
//logf(j*expStep + 1)/4.0f - 0.5f;
glm::vec3 p1(x*3, y*3, heightMapFunc(i, j, x, y));
glm::vec3 p2(p1.x + xStep*3, p1.y, heightMapFunc(i + 1, j, x + xStep, y));
glm::vec3 p3(p1.x, p1.y + step, heightMapFunc(i, j + 1, x, y + step));
glm::vec3 p4(p1.x + xStep*3, p1.y + step, heightMapFunc(i + 1, j + 1, x + xStep, y + step));
glm::vec3 norm1 = glm::cross(p2 - p1, p3 - p1);
glm::vec3 norm2 = glm::cross(p3 - p4, p2 - p4);
std::size_t idx = (j*(_size - 1) + i)*2*3;
_vertices[idx].x = p1.x;
_vertices[idx].y = p1.y;
_vertices[idx].z = p1.z;
_vertices[idx].nx = norm1.x;
_vertices[idx].ny = norm1.y;
_vertices[idx].nz = norm1.z;
idx += 1;
_vertices[idx].x = p2.x;
_vertices[idx].y = p2.y;
_vertices[idx].z = p2.z;
_vertices[idx].nx = norm1.x;
_vertices[idx].ny = norm1.y;
_vertices[idx].nz = norm1.z;
idx += 1;
_vertices[idx].x = p3.x;
_vertices[idx].y = p3.y;
_vertices[idx].z = p3.z;
_vertices[idx].nx = norm1.x;
_vertices[idx].ny = norm1.y;
_vertices[idx].nz = norm1.z;
idx += 1;
_vertices[idx].x = p3.x;
_vertices[idx].y = p3.y;
_vertices[idx].z = p3.z;
_vertices[idx].nx = norm2.x;
_vertices[idx].ny = norm2.y;
_vertices[idx].nz = norm2.z;
idx += 1;
_vertices[idx].x = p2.x;
_vertices[idx].y = p2.y;
_vertices[idx].z = p2.z;
_vertices[idx].nx = norm2.x;
_vertices[idx].ny = norm2.y;
_vertices[idx].nz = norm2.z;
idx += 1;
_vertices[idx].x = p4.x;
_vertices[idx].y = p4.y;
_vertices[idx].z = p4.z;
_vertices[idx].nx = norm2.x;
_vertices[idx].ny = norm2.y;
_vertices[idx].nz = norm2.z;
}
}
/*
IndexArray Mesh::generateIndices() const { IndexArray Mesh::generateIndices() const {
unsigned u = _size, v = _size; unsigned u = _size, v = _size;
auto indices = std::make_unique<GLuint[]>((u-1)*(v-1)*6); auto indices = std::make_unique<GLuint[]>((u-1)*(v-1)*6);
@ -49,4 +125,17 @@ IndexArray Mesh::generateIndices() const {
} }
return std::make_tuple(std::move(indices), (u-1)*(v-1)*6*sizeof(GLuint)); return std::make_tuple(std::move(indices), (u-1)*(v-1)*6*sizeof(GLuint));
}*/
void Mesh::generateIndices() const {
for(std::size_t i = 0; i < _size - 1; ++i)
for(std::size_t j = 0; j < _size - 1; ++j) {
std::size_t idx = (i*(_size - 1) + j)*6;
_indices[idx] = (GLuint)idx;
_indices[idx + 1] = (GLuint)idx + 1;
_indices[idx + 2] = (GLuint)idx + 2;
_indices[idx + 3] = (GLuint)idx + 3;
_indices[idx + 4] = (GLuint)idx + 4;
_indices[idx + 5] = (GLuint)idx + 5;
}
} }

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@ -19,8 +19,8 @@ public:
virtual ~Mesh(); virtual ~Mesh();
protected: protected:
VertexArray generateVertices() const override final; void generateVertices() const override final;
IndexArray generateIndices() const override final; void generateIndices() const override final;
protected: protected:
virtual float heightMapFunc(std::size_t nx, std::size_t ny, float fx, float fy) const = 0; virtual float heightMapFunc(std::size_t nx, std::size_t ny, float fx, float fy) const = 0;

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@ -15,7 +15,7 @@ SpectralMesh::~SpectralMesh() {
} }
float SpectralMesh::heightMapFunc(std::size_t nx, std::size_t ny, float fx, float fy) const { float SpectralMesh::heightMapFunc(std::size_t nx, std::size_t ny, float fx, float fy) const {
return *(_data + _size*nx + ny); return *(_data + _size*ny + nx);
} }
void SpectralMesh::addLine(float *line, std::size_t depth) { void SpectralMesh::addLine(float *line, std::size_t depth) {

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@ -2,8 +2,17 @@
#define GLTEST_VERTEX_H #define GLTEST_VERTEX_H
struct Vertex { struct Vertex {
float coords[3];
float normal[3]; // coordinates
float x;
float y;
float z;
// normals
float nx;
float ny;
float nz;
}; };
#endif //GLTEST_VERTEX_H #endif //GLTEST_VERTEX_H