Refactoring...

This commit is contained in:
2021-07-25 21:21:54 +02:00
parent 87c60187bf
commit 4927720c29
27 changed files with 320 additions and 336 deletions

367
src/Scene.cpp Normal file
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#include "Scene.h"
#include "Camera.h"
#include "Controller.h"
#include "Entity.h"
#include "FrameBuffer.h"
#include "JsonParser.h"
#include "Light.h"
#include "Model.h"
#include "ShaderProgram.h"
#include "Texture.h"
#include <future>
#include <iostream>
#include <thread>
Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
: m_shaderProgram(Controller::getShaderProgramByName("defaultProgram", shaderPrograms)),
m_depthMapDirectionalFBO(SHADOW_RES)
{
// Create 4 depthMaps
for (int i = 0; i < 4; i++) {
DepthMapCube *temp_depthMap = new DepthMapCube(SHADOW_RES);
m_depthMapPointFBO.push_back(temp_depthMap);
}
// This will be removed in future when gloss maps are implemented
m_shaderProgram->bind();
m_shaderProgram->setUniform("u_material.shininess", 100.0f);
m_shaderProgram->unbind();
JsonParser modelParser("data/models.json");
std::vector<Model::Prototype> modelPrototypes = modelParser.getModelPrototypes();
{
std::vector<std::future<void>> futures;
std::mutex mutex;
for (auto &prototype : modelPrototypes) {
auto loadModel = [=, &mutex]() {
Model *currentModel = new Model(prototype);
std::cout << "Loaded Model \"" << prototype.modelName << "\" from \"" << prototype.modelPath << "\""
<< std::endl;
std::lock_guard<std::mutex> lock(mutex);
m_models.push_back(currentModel);
};
futures.push_back(std::async(std::launch::async, loadModel));
}
}
for (auto &model : m_models)
model->initializeOnGPU();
// TODO: use geometry shader instead of model and load skybox before models.
Skybox::Prototype skyboxPrototype = modelParser.getSkyboxPrototype();
std::thread skyboxThread([=]() {
m_skybox = new Skybox(skyboxPrototype, getModelByName("cube"),
Controller::getShaderProgramByName("skyboxProgram", shaderPrograms));
std::cout << "Loaded Skybox \"" << skyboxPrototype.texturePath << "\"" << std::endl;
});
std::vector<ModelEntity::Prototype> entityPrototypes = modelParser.getEntityPrototypes();
std::vector<ModelEntity *> entities;
{
for (auto &prototype : entityPrototypes) {
// Get model
Model *currentModel = getModelByName(prototype.modelName);
if (!currentModel) {
// Apply fallback model (first model in vector)
currentModel = m_models[0];
std::cout << "[Warning] Model could not be found by name \"" << prototype.modelName << "\""
<< std::endl;
}
// Get shaderprogram
ShaderProgram *currentProgram =
Controller::getShaderProgramByName(prototype.shaderProgramName, shaderPrograms);
if (!currentProgram) {
currentProgram = Controller::getShaderProgramByName("basic", shaderPrograms);
}
ModelEntity *currentEntity = new ModelEntity(prototype, currentModel, currentProgram);
std::cout << "Loaded Entity \"" << prototype.name << "\" with model \"" << prototype.modelName << "\""
<< std::endl;
entities.push_back(currentEntity);
}
}
m_entities = entities;
JsonParser lightParser("data/lights.json");
auto lightPrototypes = lightParser.getLightPrototypes();
std::vector<Light *> lights;
{
for (auto &prototype : lightPrototypes) {
Light *currentLight;
auto directionalPrototype = dynamic_cast<DirectionalLight::Prototype *>(prototype.get());
if (directionalPrototype) {
currentLight = new DirectionalLight(*directionalPrototype, m_shaderProgram);
}
auto pointPrototype = dynamic_cast<PointLight::Prototype *>(prototype.get());
if (pointPrototype) {
currentLight = new PointLight(*pointPrototype, m_shaderProgram);
}
lights.push_back(currentLight);
}
}
m_lights = lights;
skyboxThread.join();
m_skybox->initializeOnGPU();
}
Scene::~Scene()
{
// Iterate over depthMapPointFBO vector and delete all items
for (auto it = m_depthMapPointFBO.begin(); it != m_depthMapPointFBO.end(); it++) {
delete (*it);
}
// Iterate over models and entities and delete all items
for (auto it = m_models.begin(); it != m_models.end(); it++) {
delete (*it);
}
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
delete (*it);
}
delete m_skybox;
}
void Scene::addEntity(ModelEntity *entity)
{
m_entities.push_back(entity);
}
void Scene::removeEntityByName(std::string name)
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
if ((*it)->getUniqueName() == name) {
m_entities.erase(it);
return;
}
}
std::cout << "[Warning] Entity with name " << name << " could not be removed." << std::endl;
}
void Scene::clearEntities()
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
m_entities.erase(it);
}
}
void Scene::updatePointLight(unsigned int lightId, bool active, glm::vec3 position, glm::vec3 color, float intensity)
{
std::vector<PointLight *> pointLights = getPointLights();
pointLights[lightId]->setActive(active);
pointLights[lightId]->setPosition(position);
pointLights[lightId]->setIntensity(intensity);
pointLights[lightId]->setColor(color);
}
void Scene::updateDirectionalLight(bool active, glm::vec3 direction, glm::vec3 color)
{
DirectionalLight *directionalLight = getDirectionalLight();
directionalLight->setActive(active);
directionalLight->setDirection(direction);
directionalLight->setColor(color);
}
void Scene::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
{
// Draw all entities
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
(*it)->draw(viewProjMatrix, viewPosition);
}
// Calculate shadows (unclear if it should belong here or somewhere else)
// calculateShadows();
}
void Scene::calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProgram *pointShaderProgram)
{
// Get old viewport dimensions to reset them later...
GLint VIEWPORT[4];
glGetIntegerv(GL_VIEWPORT, VIEWPORT);
glViewport(0, 0, SHADOW_RES, SHADOW_RES);
// Switch face culling (Peter panning)
glCullFace(GL_BACK);
m_depthMapDirectionalFBO.bind();
glClear(GL_DEPTH_BUFFER_BIT);
// --- Directional shadows ---
glm::mat4 directionalLightView =
glm::lookAt(-5.0f * glm::vec3(-0.2f, -1.0f, -0.3f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 directionalLightViewProjectionMatrix = m_directionalLightProjection * directionalLightView;
// Draw scene from light perspective
// Draw all entities
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
(*it)->drawDirectionalShadows(directionalLightViewProjectionMatrix, directionalShaderProgram);
}
m_depthMapDirectionalFBO.unbind();
m_shaderProgram->bind();
// Send lightViewProjMatrix to basic shader
m_shaderProgram->setUniform("u_directionalLightViewProjMatrix", directionalLightViewProjectionMatrix);
// Send shadowMap to basic shader
int textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2;
m_shaderProgram->setUniform("u_texture_directionalShadowMap", (int)textureUnit);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, m_depthMapDirectionalFBO.getDepthMap());
m_shaderProgram->unbind();
// --- Point shadows ---
std::vector<PointLight *> pointLights = getPointLights();
// 4 depthMaps for 4 point lights
for (int i = 0; i < 1; i++) {
m_depthMapPointFBO[i]->bind();
glClear(GL_DEPTH_BUFFER_BIT);
// Create 6 view matrices for every face of the cubeMap
std::vector<glm::mat4> viewProjMatrices;
glm::vec3 lightPos = pointLights[i]->getPosition();
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(-1.0f, 0.0f, 0.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 1.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, -1.0f, 0.0f),
glm::vec3(0.0f, 0.0f, -1.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, 0.0f, 1.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
lightPos + glm::vec3(0.0f, 0.0f, -1.0f),
glm::vec3(0.0f, -1.0f, 0.0f)));
pointShaderProgram->bind();
for (int i = 0; i < 6; i++) {
pointShaderProgram->setUniform(("u_shadowMatrices[" + std::to_string(i) + "]").c_str(),
viewProjMatrices[i]);
}
pointShaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
pointShaderProgram->setUniform("v_lightPos", lightPos);
// Draw scene from light perspective
// Draw all entities
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
(*it)->drawPointShadows(pointShaderProgram);
}
m_depthMapPointFBO[i]->unbind();
m_shaderProgram->bind();
m_shaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2 + i + 1;
m_shaderProgram->setUniform("u_texture_pointShadowMap0", (int)textureUnit);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_depthMapPointFBO[i]->getCubeMapTextureId());
m_shaderProgram->unbind();
}
// Reset viewport size
glViewport(VIEWPORT[0], VIEWPORT[1], VIEWPORT[2], VIEWPORT[3]);
glCullFace(GL_FRONT);
}
Model *Scene::getModelByName(std::string name)
{
for (auto it = m_models.begin(); it != m_models.end(); it++) {
if ((*it)->getUniqueName() == name) {
return *it;
}
}
std::cout << "[Warning] Model could not be found by unique name \"" << name << "\"" << std::endl;
return nullptr;
}
ModelEntity *Scene::getEntityByName(std::string name)
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
if ((*it)->getUniqueName() == name) {
return *it;
}
}
std::cout << "[Warning] Entity could not be found by unique name \"" << name << "\"" << std::endl;
return nullptr;
}
ModelEntity *Scene::getEntityById(uint32_t id)
{
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
if ((*it)->getId() == id) {
return *it;
}
}
std::cout << "[Warning] Entity could not be found by ID \"" << id << "\"" << std::endl;
return nullptr;
}
std::vector<PointLight *> Scene::getPointLights()
{
std::vector<PointLight *> temp_pointLights;
for (auto it = m_lights.begin(); it != m_lights.end(); it++) {
PointLight *temp_pointLight = dynamic_cast<PointLight *>(*it);
if (temp_pointLight) {
temp_pointLights.push_back(temp_pointLight);
}
}
return temp_pointLights;
}
DirectionalLight *Scene::getDirectionalLight()
{
DirectionalLight *temp_directionalLight = nullptr;
for (auto it = m_lights.begin(); it != m_lights.end(); it++) {
temp_directionalLight = dynamic_cast<DirectionalLight *>(*it);
if (temp_directionalLight)
break;
}
return temp_directionalLight;
}
std::vector<ModelEntity *> Scene::getEntities()
{
return m_entities;
}
Skybox *Scene::getSkybox()
{
return m_skybox;
}