mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 03:12:36 +01:00
Refactored rendering into GTARenderer
This commit is contained in:
parent
cd154d5775
commit
b7da2815ad
@ -13,6 +13,9 @@ add_library(renderware
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GTAData.cpp
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GTAEngine.cpp
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# Rendering
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GTARenderer.cpp
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)
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target_link_libraries(renderware sfml-window)
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131
framework2/GTARenderer.cpp
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131
framework2/GTARenderer.cpp
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@ -0,0 +1,131 @@
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#include "renderwure/render/GTARenderer.hpp"
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#include <renderwure/engine/GTAEngine.hpp>
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <glm/gtc/type_ptr.hpp>
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const char *vertexShaderSource = "#version 130\n"
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"in vec3 position;"
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"in vec2 texCoords;"
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"out vec2 TexCoords;"
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"uniform mat4 model;"
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"uniform mat4 view;"
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"uniform mat4 proj;"
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"void main()"
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"{"
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" TexCoords = texCoords;"
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" gl_Position = proj * view * model * vec4(position, 1.0);"
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"}";
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const char *fragmentShaderSource = "#version 130\n"
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"in vec2 TexCoords;"
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"uniform sampler2D texture;"
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"void main()"
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"{"
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" vec4 c = texture2D(texture, TexCoords);"
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" if(c.a < 0.9) discard;"
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" gl_FragColor = c;"
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"}";
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GLuint uniModel, uniProj, uniView;
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GLuint posAttrib, texAttrib;
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GLuint worldProgram;
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GLuint compileShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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GLint len;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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GLchar *buffer = new GLchar[len];
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glGetShaderInfoLog(shader, len, NULL, buffer);
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std::cerr << "ERROR compiling shader: " << buffer << std::endl;
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delete[] buffer;
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exit(1);
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}
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return shader;
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}
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GTARenderer::GTARenderer()
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: camera()
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{
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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GLuint worldProgram = glCreateProgram();
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glAttachShader(worldProgram, vertexShader);
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glAttachShader(worldProgram, fragmentShader);
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glLinkProgram(worldProgram);
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glUseProgram(worldProgram);
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posAttrib = glGetAttribLocation(worldProgram, "position");
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texAttrib = glGetAttribLocation(worldProgram, "texCoords");
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uniModel = glGetUniformLocation(worldProgram, "model");
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uniView = glGetUniformLocation(worldProgram, "view");
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uniProj = glGetUniformLocation(worldProgram, "proj");
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}
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void GTARenderer::renderWorld(GTAEngine* engine)
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{
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glm::mat4 proj = camera.frustum.projection();
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glm::mat4 view = camera.view;
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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camera.frustum.update();
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auto& textureLoader = engine->gameData.textureLoader;
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for (size_t i = 0; i < engine->instances.size(); ++i) {
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auto &obj = engine->instances[i];
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std::string modelname = obj.model;
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if (modelname.substr(0, 3) == "LOD")
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continue;
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auto &model = engine->gameData.models[modelname];
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// std::cout << "Rendering " << modelname << std::endl;
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if(!model)
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{
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std::cout << "model " << modelname << " not there (" << engine->gameData.models.size() << " models loaded)" << std::endl;
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}
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for (size_t g = 0; g < model->geometries.size(); g++) {
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// This is a hack I have no idea why negating the quaternion fixes the issue but it does.
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glm::quat rot(-obj.rotW, obj.rotX, obj.rotY, obj.rotZ);
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glm::mat4 matrixModel;
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matrixModel = glm::translate(matrixModel, glm::vec3(obj.posX, obj.posY, obj.posZ));
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matrixModel = glm::scale(matrixModel, glm::vec3(obj.scaleX, obj.scaleY, obj.scaleZ));
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matrixModel = matrixModel * glm::mat4_cast(rot);
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glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
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glEnableVertexAttribArray(posAttrib);
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glEnableVertexAttribArray(texAttrib);
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for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
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{
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if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
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// std::cout << model->geometries[g].textures.size() << std::endl;
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// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
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if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
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textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
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}
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
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glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
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}
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}
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}
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}
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@ -4,6 +4,7 @@
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#include <renderwure/engine/GTAData.hpp>
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#include <renderwure/loaders/LoaderIPL.hpp>
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#include <renderwure/render/GTARenderer.hpp>
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#include <glm/glm.hpp>
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@ -40,6 +41,11 @@ public:
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*/
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GTAData gameData;
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/**
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* Renderer
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*/
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GTARenderer renderer;
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/**
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* Until we have a real "object" class, just store a list of loaed instances.
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*/
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17
framework2/include/renderwure/render/GTARenderer.hpp
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17
framework2/include/renderwure/render/GTARenderer.hpp
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@ -0,0 +1,17 @@
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#ifndef _GTARENDERER_HPP_
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#define _GTARENDERER_HPP_
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#include "ViewCamera.hpp"
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class GTAEngine;
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class GTARenderer
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{
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public:
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GTARenderer();
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ViewCamera camera;
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void renderWorld(GTAEngine* engine);
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};
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#endif
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21
framework2/include/renderwure/render/ViewCamera.hpp
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21
framework2/include/renderwure/render/ViewCamera.hpp
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#ifndef _VIEWCAMERA_HPP_
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#define _VIEWCAMERA_HPP_
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#include "ViewFrustum.hpp"
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#include <glm/gtc/quaternion.hpp>
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class ViewCamera
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{
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public:
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ViewFrustum frustum;
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glm::mat4 view;
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ViewCamera()
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: frustum({0.1f, 5000.f, 80.f, 1.f})
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{
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}
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};
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#endif
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65
framework2/include/renderwure/render/ViewFrustum.hpp
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65
framework2/include/renderwure/render/ViewFrustum.hpp
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#ifndef _VIEWFRUSTUM_HPP_
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#define _VIEWFRUSTUM_HPP_
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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class ViewFrustum
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{
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public:
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class ViewPlane
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{
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public:
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glm::vec3 normal;
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float distance;
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};
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float near;
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float far;
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float fov;
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float aspectRatio;
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ViewPlane planes[6];
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ViewFrustum(float near, float far, float fov, float aspect)
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: near(near), far(far), fov(fov), aspectRatio(aspect)
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{
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}
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glm::mat4 projection()
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{
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return glm::perspective(fov, aspectRatio, near, far);
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}
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void update()
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{
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auto proj = projection();
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for(size_t i = 0; i < 6; ++i)
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{
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float sign = (i%2==0) ? 1.f : -1.f;
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int r = i / 2;
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planes[i].normal.x = proj[0][3] + proj[0][r] * sign;
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planes[i].normal.y = proj[1][3] + proj[1][r] * sign;
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planes[i].normal.z = proj[2][3] + proj[2][r] * sign;
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planes[i].distance = proj[3][3] + proj[3][r] * sign;
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auto l = glm::length(planes[i].normal);
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planes[i].normal /= l;
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planes[i].distance /= l;
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}
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}
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bool intersects(glm::vec3 center, float radius)
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{
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float d;
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for(size_t i = 0; i < 6; ++i)
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{
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d = glm::dot(planes[i].normal, center) + planes[i].distance;
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if( -d < radius ) return false;
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}
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return true;
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}
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};
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#endif
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viewer/main.cpp
118
viewer/main.cpp
@ -19,61 +19,12 @@ constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
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sf::Window window;
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const char *vertexShaderSource = "#version 130\n"
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"in vec3 position;"
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"in vec2 texCoords;"
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"out vec2 TexCoords;"
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"uniform mat4 model;"
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"uniform mat4 view;"
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"uniform mat4 proj;"
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"void main()"
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"{"
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" TexCoords = texCoords;"
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" gl_Position = proj * view * model * vec4(position, 1.0);"
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"}";
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const char *fragmentShaderSource = "#version 130\n"
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"in vec2 TexCoords;"
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"uniform sampler2D texture;"
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"void main()"
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"{"
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" vec4 c = texture2D(texture, TexCoords);"
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" if(c.a < 0.9) discard;"
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" gl_FragColor = c;"
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"}";
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GLuint uniModel, uniProj, uniView;
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GLuint posAttrib, texAttrib;
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LoaderDFF dffLoader;
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GTAEngine* gta = nullptr;
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glm::vec3 selectedModelCenter;
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glm::vec3 plyPos;
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glm::vec2 plyLook;
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GLuint compileShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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GLint len;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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GLchar *buffer = new GLchar[len];
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glGetShaderInfoLog(shader, len, NULL, buffer);
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std::cerr << "ERROR compiling shader: " << buffer << std::endl;
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delete[] buffer;
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exit(1);
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}
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return shader;
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}
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void handleEvent(sf::Event &event)
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{
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switch (event.type) {
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@ -94,24 +45,6 @@ void init(std::string gtapath)
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glClearColor(0.2, 0.2, 0.2, 1.0);
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glEnable(GL_DEPTH_TEST);
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glUseProgram(shaderProgram);
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posAttrib = glGetAttribLocation(shaderProgram, "position");
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texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
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uniModel = glGetUniformLocation(shaderProgram, "model");
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uniView = glGetUniformLocation(shaderProgram, "view");
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uniProj = glGetUniformLocation(shaderProgram, "proj");
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glm::mat4 proj = glm::perspective(80.f, (float) WIDTH/HEIGHT, 0.1f, 5000.f);
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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// GTA GET
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gta = new GTAEngine(gtapath);
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@ -172,7 +105,8 @@ void update()
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}
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view = glm::translate(view, -plyPos);
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
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gta->renderer.camera.view = view;
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i++;
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}
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@ -181,53 +115,7 @@ void render()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto& textureLoader = gta->gameData.textureLoader;
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for (size_t i = 0; i < gta->instances.size(); ++i) {
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auto &obj = gta->instances[i];
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std::string modelname = obj.model;
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if (modelname.substr(0, 3) == "LOD")
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continue;
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auto &model = gta->gameData.models[modelname];
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// std::cout << "Rendering " << modelname << std::endl;
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if(!model)
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{
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std::cout << "model " << modelname << " not there (" << gta->gameData.models.size() << " models loaded)" << std::endl;
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}
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for (size_t g = 0; g < model->geometries.size(); g++) {
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// This is a hack I have no idea why negating the quaternion fixes the issue but it does.
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glm::quat rot(-obj.rotW, obj.rotX, obj.rotY, obj.rotZ);
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glm::mat4 matrixModel;
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matrixModel = glm::translate(matrixModel, glm::vec3(obj.posX, obj.posY, obj.posZ));
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matrixModel = glm::scale(matrixModel, glm::vec3(obj.scaleX, obj.scaleY, obj.scaleZ));
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matrixModel = matrixModel * glm::mat4_cast(rot);
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glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
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glEnableVertexAttribArray(posAttrib);
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glEnableVertexAttribArray(texAttrib);
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for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
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{
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if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
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// std::cout << model->geometries[g].textures.size() << std::endl;
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// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
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if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
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textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
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}
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
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glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
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}
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}
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}
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gta->renderer.renderWorld(gta);
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}
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int main(int argc, char *argv[])
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