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main.cpp
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281 lines (246 loc) · 9.27 KB
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#include <h_z_buf_ras.h>
#include <z_buf_ras.h>
#include <iostream>
#include <array>
#include <glad/glad.h>
#include <glfw/glfw3.h>
#include <cmake_in.h>
#include <util/FPS_camera.hpp>
#include <util/mesh.hpp>
#include <util/shader.hpp>
#include <cmdparser.hpp>
using namespace kouek;
static glm::uvec2 rndrSz{1024, 1024};
static GLuint rndrTex;
static FPSCamera camera({5.f, 5.f, 5.f}, glm::zero<glm::vec3>());
static std::unique_ptr<Rasterizer> rasterizer;
int main(int argc, char **argv) {
// Command parser
cli::Parser parser(argc, argv);
parser.set_required<std::string>("m", "model", "Model Path");
parser.set_optional<uint32_t>(
"r", "rasterizer", 1,
"Rasterizer Type, 0: Normal, 1: Hierarchical, 2: Simple Hierarchical");
parser.run_and_exit_if_error();
// GLFW context
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window =
glfwCreateWindow(rndrSz.x, rndrSz.y, "Rasterizer", nullptr, nullptr);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
auto onKeyActivated = [](GLFWwindow *window, int key, int scancode,
int action, int mods) {
static constexpr auto ROT_SENS = 1.f;
static constexpr auto MOV_SENS = .1f;
switch (key) {
case GLFW_KEY_ESCAPE:
if (action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, GLFW_TRUE);
break;
case GLFW_KEY_UP:
camera.Revolve(
glm::distance(camera.GetPos(), glm::zero<glm::vec3>()), 0.f,
+ROT_SENS);
break;
case GLFW_KEY_DOWN:
camera.Revolve(
glm::distance(camera.GetPos(), glm::zero<glm::vec3>()), 0.f,
-ROT_SENS);
break;
case GLFW_KEY_LEFT:
camera.Revolve(
glm::distance(camera.GetPos(), glm::zero<glm::vec3>()),
+ROT_SENS, 0.f);
break;
case GLFW_KEY_RIGHT:
camera.Revolve(
glm::distance(camera.GetPos(), glm::zero<glm::vec3>()),
-ROT_SENS, 0.f);
break;
case GLFW_KEY_Q:
camera.Move(0.f, 0.f, -MOV_SENS);
break;
case GLFW_KEY_E:
camera.Move(0.f, 0.f, +MOV_SENS);
break;
default:
break;
}
switch (key) {
case GLFW_KEY_UP:
case GLFW_KEY_DOWN:
case GLFW_KEY_LEFT:
case GLFW_KEY_RIGHT:
case GLFW_KEY_Q:
case GLFW_KEY_E:
rasterizer->SetView(camera.GetViewMat());
break;
default:
break;
}
};
glfwSetKeyCallback(window, onKeyActivated);
// Load OpenGL functions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Create rasterizer
switch (parser.get<uint32_t>("r")) {
case 0:
std::cout << "Rasterizer: "
<< "Normal" << std::endl;
rasterizer = ZBufferRasterizer::Create();
break;
case 1:
std::cout << "Rasterizer: "
<< "Hierarchical ZBuffer" << std::endl;
rasterizer = HierarchicalZBufferRasterizer::Create();
break;
case 2:
std::cout << "Rasterizer: "
<< "Simple Hierarchical ZBuffer" << std::endl;
rasterizer = SimpleHZBufferRasterizer::Create();
break;
}
rasterizer->SetRenderSize(rndrSz);
// Create texture to be rendered in GL
glGenTextures(1, &rndrTex);
glBindTexture(GL_TEXTURE_2D, rndrTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rndrSz.x, rndrSz.y, 0, GL_RGBA,
GL_UNSIGNED_BYTE, (const void *)0);
glBindTexture(GL_TEXTURE_2D, 0);
// GL drawing resources
GLuint VBO = 0, VAO = 0, EBO = 0;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
{
std::vector<GLfloat> verts = {-1.f, -1.f, 0, 0, 1.f, -1.f, 1.f, 0,
-1.f, 1.f, 0, 1.f, 1.f, 1.f, 1.f, 1.f};
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * verts.size(),
verts.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4,
(const void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4,
(const void *)(sizeof(GLfloat) * 2));
}
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
{
GLushort idxes[] = {0, 1, 3, 0, 3, 2};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort) * 6, idxes,
GL_STATIC_DRAW);
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
Shader screenQuadShader(
(std::string(PROJECT_SOURCE_DIR) + "/screen_quad.vs").c_str(),
(std::string(PROJECT_SOURCE_DIR) + "/screen_quad.fs").c_str());
// Load model
//#define TEST_CUBE
//#define TEST_TRIANGLE
#ifdef TEST_CUBE
#include <util/cube.inc>
rasterizer->SetVertexData(positions, colors, indices);
rasterizer->SetTextureData(nullptr, nullptr, norms, nIndices);
#elif defined(TEST_TRIANGLE)
#include <util/triangle.inc>
rasterizer->SetVertexData(positions, colors, indices);
#else
auto modelPath = parser.get<std::string>("m");
auto positions = std::make_shared<std::vector<glm::vec3>>();
auto indices = std::make_shared<std::vector<glm::uint>>();
try {
kouek::Mesh mesh;
mesh.ReadFromFile(modelPath);
auto &vs = mesh.GetVS();
auto &fvs = mesh.GetFVS();
auto &vts = mesh.GetVTS();
auto &fvts = mesh.GetFVTS();
auto &vns = mesh.GetVNS();
auto &fvns = mesh.GetFVNS();
std::cout << "Model: " << modelPath << std::endl;
std::cout << ">> Model Vertices Num: " << vs.size() << std::endl;
std::cout << ">> Model Faces Num: " << fvs.size() << std::endl;
(*positions) = vs;
indices->reserve(fvs.size() * 3);
for (const auto &idx3 : fvs)
for (uint8_t t = 0; t < 3; ++t)
indices->emplace_back(idx3[t]);
rasterizer->SetVertexData(positions, nullptr, indices);
std::shared_ptr<std::vector<glm::vec2>> uvs;
std::shared_ptr<std::vector<glm::uint>> uvIndices;
std::shared_ptr<std::vector<glm::vec3>> norms;
std::shared_ptr<std::vector<glm::uint>> nIndices;
if (!fvts.empty()) {
uvs = std::make_shared<std::vector<glm::vec2>>();
uvIndices = std::make_shared<std::vector<glm::uint>>();
(*uvs) = vts;
for (const auto &idx3 : fvts)
for (uint8_t t = 0; t < 3; ++t)
uvIndices->emplace_back(idx3[t]);
}
if (!fvns.empty()) {
norms = std::make_shared<std::vector<glm::vec3>>();
nIndices = std::make_shared<std::vector<glm::uint>>();
(*norms) = vns;
for (const auto &idx3 : fvns)
for (uint8_t t = 0; t < 3; ++t)
nIndices->emplace_back(idx3[t]);
}
rasterizer->SetTextureData(uvs, uvIndices, norms, nIndices);
} catch (std::exception &exp) {
std::cout << "Model: " << modelPath << "loading failed." << std::endl;
std::cout << ">> Error: " << exp.what() << std::endl;
}
#endif // TEST_CUBE
// Render Loop
rasterizer->SetModel(glm::identity<glm::mat4>());
rasterizer->SetProjective(glm::perspectiveFov(
glm::radians(60.f), (float)rndrSz.x, (float)rndrSz.y, .01f, 10.f));
rasterizer->SetView(camera.GetViewMat());
{
Rasterizer::LightParam param;
param.ambientStrength = .1f;
param.ambientColor = glm::vec3{1.f, 1.f, 1.f};
param.position = glm::vec3{5.f, 5.f, 5.f};
param.color = glm::vec3{.6f, .5f, .8f};
rasterizer->SetLight(param);
}
screenQuadShader.use();
glClearColor(0, 0, 0, 1.f);
glBindTexture(GL_TEXTURE_2D, rndrTex);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
rasterizer->Render();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rndrSz.x, rndrSz.y, GL_RGBA,
GL_UNSIGNED_BYTE, rasterizer->GetColorOutput().data());
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteVertexArrays(1, &VAO);
glDeleteTextures(1, &rndrTex);
glfwTerminate();
return 0;
}