201 lines
5.3 KiB
C++
201 lines
5.3 KiB
C++
#include <Corrade/Utility/DebugStl.h>
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#include <Magnum/GL/Framebuffer.h>
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#include <Magnum/GL/Renderer.h>
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#include <Magnum/Math/Color.h>
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#include <Magnum/MeshTools/Compile.h>
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#include <Magnum/Platform/GLContext.h>
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#include <Magnum/Primitives/Cube.h>
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#include <Magnum/Primitives/Grid.h>
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#include <Magnum/Trade/MeshData.h>
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#include "magnum_render.h"
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using namespace Magnum;
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using namespace Math::Literals;
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static const auto HUE_BG = 210.0_degf;
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static const auto COLOR_BG = Color4::fromHsv({HUE_BG, .3f, .9f}, 1.f);
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static const auto COLOR_GRID = Color4::fromHsv({HUE_BG, .3f, .7f}, 1.f);
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MagnumRenderer::MagnumRenderer() : m_init(false) {}
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MagnumRenderer::~MagnumRenderer() {
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delete m_subjectObject;
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delete m_subjectDrawable;
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delete m_gridObject;
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}
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void MagnumRenderer::t(const float t) {
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if (m_subjectDrawable)
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m_subjectDrawable->t(t);
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}
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void MagnumRenderer::hue(float hue) {
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if (m_subjectDrawable)
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m_subjectDrawable->hue(hue);
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}
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void MagnumRenderer::count(int count) {
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if (m_subjectDrawable)
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m_subjectDrawable->count(count);
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}
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Containers::Optional<ArcBallCamera>& MagnumRenderer::camera() {
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return m_camera;
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}
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float MagnumRenderer::lagging() {
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if (m_camera)
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return m_camera->lagging();
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else
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return 0.f;
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}
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void MagnumRenderer::lagging(float lagging) {
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if (m_camera)
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m_camera->setLagging(lagging);
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}
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/**
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* @brief MagnumRenderer::lazyInitialize
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*
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*/
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void MagnumRenderer::lazyInitialize() {
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if (m_init) return;
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// The Cube
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{
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m_subject = MeshTools::compile(Primitives::cubeSolid());
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m_subjectObject = new Object3D{&m_scene};
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(*m_subjectObject).translate(Vector3{0.f, 1.f, 0.f});
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m_subjectShader = Shaders::Phong{};
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m_subjectShader
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.setShininess(20.f)
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.setLightColor(Color3{1.f})
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.setLightPosition(Vector3{-100.f, 100.f, 50.f});
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m_subjectDrawable = new SubjectDrawable{*m_subjectObject, m_subjectShader, m_subject, m_drawables, 1, 0, 0};
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}
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// The Grid
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{
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m_grid = MeshTools::compile(Primitives::grid3DWireframe({15, 15}));
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m_gridObject = new Object3D{&m_scene};
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(*m_gridObject).rotateX(90.0_degf).scale(Vector3{8.0f});
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m_gridShader = Shaders::Flat3D{};
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m_gridShader.setColor(COLOR_GRID);
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m_gridDrawable = new GridDrawable{*m_gridObject, m_gridShader, m_grid, m_drawables};
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}
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// The Camera
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{
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const Vector3 eye{-10.0f, 8.f, -6.f};
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const Vector3 center{0.f, 1.f, 0.f};
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const Vector3 up = Vector3::yAxis();
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m_camera.emplace(m_scene, eye, center, up, 45.0_degf,
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Vector2i{100, 100}, Vector2i{100, 100});
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}
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m_init = true;
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}
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void MagnumRenderer::reset(Platform::GLContext *ctx,
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GL::Framebuffer fbo,
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Vector2i windowSize,
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Vector2i viewportSize) {
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lazyInitialize();
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m_camera->reshape(windowSize, viewportSize);
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m_FBO = std::move(fbo);
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m_ctx = ctx;
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}
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/**
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* @brief MagnumRenderer::prepGLState
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*
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*/
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void MagnumRenderer::prepGLState() {
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GL::Renderer::setClearColor(COLOR_BG);
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GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
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GL::Renderer::enable(GL::Renderer::Feature::FaceCulling);
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GL::Renderer::enable(GL::Renderer::Feature::Multisampling);
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GL::Renderer::setDepthFunction(GL::Renderer::DepthFunction::LessOrEqual);
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GL::Renderer::setBlendEquation(GL::Renderer::BlendEquation::Add,
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GL::Renderer::BlendEquation::Add);
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GL::Renderer::setBlendFunction(
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GL::Renderer::BlendFunction::One,
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GL::Renderer::BlendFunction::OneMinusSourceAlpha);
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GL::Renderer::enable(GL::Renderer::Feature::Blending);
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}
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void MagnumRenderer::render() {
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m_ctx->resetState(GL::Context::State::ExitExternal);
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prepGLState();
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m_FBO.bind();
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m_FBO.clear(GL::FramebufferClear::Color |
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GL::FramebufferClear::Depth);
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m_camera->update();
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m_camera->draw(m_drawables);
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/** Use instead this to limit rendering to camera changes
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* bool cameraChanged = m_camera->update();
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* m_camera->draw(m_drawables);
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* if (cameraChanged) {
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* redraw(); // should call back to MagnumItem::update()
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* } */
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// ---
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m_ctx->resetState(GL::Context::State::EnterExternal);
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}
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void GridDrawable::draw(const Matrix4 &transformation,
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SceneGraph::Camera3D &camera) {
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m_shader
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.setTransformationProjectionMatrix(
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camera.projectionMatrix()*transformation)
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.draw(m_mesh);
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}
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void SubjectDrawable::draw(const Matrix4 &transformation,
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SceneGraph::Camera3D &camera) {
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// We only need to do this once in this draw call
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m_shader
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.setNormalMatrix(transformation.normalMatrix())
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.setProjectionMatrix(camera.projectionMatrix());
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static const float width = 3.f;
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float x = -float(m_count)/2.f * width + width/2.f;
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for (int i = 0; i < m_count; i++) {
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// Change hue depending on position
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const auto color = Color3::fromHsv({Rad(m_hue+float(i)*.2f), 1.f, 1.f});
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m_shader
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.setDiffuseColor(color)
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.setAmbientColor(Color3::fromHsv({color.hue(), 1.0f, 0.3f}));
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// Move in +x
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m_shader
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.setTransformationMatrix(
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transformation *
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Matrix4::translation({x, Math::sin(Rad(m_t*2.f+float(i))), 0.f}))
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.draw(m_mesh);
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x += width;
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}
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}
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void SubjectDrawable::count(int count) {
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m_count = count;
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}
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void SubjectDrawable::hue(float hue) {
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m_hue = hue;
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}
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void SubjectDrawable::t(float t) {
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m_t = t;
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}
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