WIP: bugfixing

This commit is contained in:
2022-04-24 10:27:17 +03:00
parent f9b82f4397
commit 77b267af4c
7 changed files with 142 additions and 143 deletions
+11 -11
View File
@@ -25,9 +25,9 @@ int main() {
acidrain::texture_generator tg(256, 256);
tg.brick(0, 50, 20, 4, glm::vec4(1), glm::vec4(0));
shared_ptr<mesh> affectedSphere = mesh_generator::sphere(10, 10);
// map_transform(affectedSphere, tg, 0, 0, 1.2f);
// calculate_normals(*affectedSphere.get());
shared_ptr<mesh> affectedSphere = mesh_generator::sphere(50, 50);
map_transform(affectedSphere, tg, 0, 0, 1.2f);
calculate_normals(*affectedSphere.get());
// affectedSphere = mesh_generator::cog(0.2, 0.5, 50, 4, 0.1, 0.2, 0.2, 0.1);
@@ -125,12 +125,12 @@ int main() {
ground_plane->scale = glm::vec3(10);
ground_plane->rotation = glm::angleAxis(3.141529f / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
auto black_plane = std::make_shared<mesh_node>("back plane");
black_plane->mesh_ = demo_data::meshes[2];
black_plane->material_ = demo_data::materials[1];
black_plane->position = glm::vec3(0, 5, -5);
black_plane->scale = glm::vec3(10);
black_plane->rotation = angleAxis(3.141529f, glm::vec3(1.0f, 0.0f, 0.0f));
auto back_plane = std::make_shared<mesh_node>("back plane");
back_plane->mesh_ = demo_data::meshes[2];
back_plane->material_ = demo_data::materials[1];
back_plane->position = glm::vec3(0, 5, -5);
back_plane->scale = glm::vec3(10);
back_plane->rotation = angleAxis(3.141529f, glm::vec3(1.0f, 0.0f, 0.0f));
auto left_plane = std::make_shared<mesh_node>("left plane");
left_plane->mesh_ = demo_data::meshes[2];
@@ -187,7 +187,7 @@ int main() {
lightNode2->specular = glm::vec4(0.0, 0.8, 0.1, 1.0);
scene1->tree->add(ground_plane);
scene1->tree->add(black_plane);
scene1->tree->add(back_plane);
scene1->tree->add(left_plane);
scene1->tree->add(right_plane);
@@ -210,7 +210,7 @@ int main() {
timer timer1;
while (!peripherals.should_close() && timer1.seconds_since_start() < DEMO_LENGTH_IN_SECONDS) {
double elapsedSeconds = timer1.seconds_since_start();
LOG(INFO) << "frame start";
bigSphere->mesh_ = mesh_generator::extrude(mesh_generator::sphere(50, 50), {200, 201, 100, 101, 400, 401}, 0.05,
(int) ((sin(elapsedSeconds) + 0.5) * 40));
+121 -124
View File
@@ -2,148 +2,145 @@
BEGIN_NAMESPACE
constexpr char *BUFFER_OFFSET(int i) {
return (char *) NULL + i * sizeof(float);
}
constexpr int componentsInVertex() {
return 3 + 3 + 2; // position, normal, uv
}
constexpr int sizeOfVertexInBytes() {
return componentsInVertex() * sizeof(float);
}
mesh::mesh() {
}
mesh::~mesh() {
if (initialized) {
glDeleteVertexArrays(1, &vao_id);
glDeleteBuffers(1, &vbo_id);
}
}
void mesh::render(bool flat_shaded) {
if (!initialized) {
glGenVertexArrays(1, &vao_id);
glGenBuffers(1, &vbo_id);
initialized = true;
constexpr char *BUFFER_OFFSET(int i) {
return (char *) NULL + i * sizeof(float);
}
// construct data
if ((facets.size() * 3) > vbo_size_in_elements) {
constexpr int componentsInVertex() {
return 3 + 3 + 2; // position, normal, uv
}
if (vbo_data != nullptr)
constexpr int sizeOfVertexInBytes() {
return componentsInVertex() * sizeof(float);
}
mesh::mesh() {
}
mesh::~mesh() {
if (initialized) {
glDeleteVertexArrays(1, &vao_id);
glDeleteBuffers(1, &vbo_id);
}
}
void mesh::render(bool flat_shaded) {
if (!initialized) {
glGenVertexArrays(1, &vao_id);
glGenBuffers(1, &vbo_id);
initialized = true;
}
// construct data
if ((facets.size() * 3) > vbo_size_in_elements) {
delete[] vbo_data;
vbo_data = new float[componentsInVertex() * facets.size() * 3];
vbo_size_in_elements = facets.size() * 3;
}
vbo_data = new float[componentsInVertex() * facets.size() * 3];
vbo_size_in_elements = facets.size() * 3;
}
// fill in buffer
size_t i = 0;
for (size_t face_index = 0; i < facets.size(); i++) {
auto& f = facets[face_index];
for (int j = 0; j < 3; j++) {
vbo_data[i++] = vertices[f.vertices[j]].position.x;
vbo_data[i++] = vertices[f.vertices[j]].position.y;
vbo_data[i++] = vertices[f.vertices[j]].position.z;
if (flat_shaded) {
vbo_data[i++] = f.normal.x;
vbo_data[i++] = f.normal.y;
vbo_data[i++] = f.normal.z;
} else {
vbo_data[i++] = vertices[f.vertices[j]].normal.x;
vbo_data[i++] = vertices[f.vertices[j]].normal.y;
vbo_data[i++] = vertices[f.vertices[j]].normal.z;
// fill in buffer
size_t i = 0;
for (auto& f: facets) {
for (int j = 0; j < 3; j++) {
vbo_data[i++] = vertices[f.vertices[j]].position.x;
vbo_data[i++] = vertices[f.vertices[j]].position.y;
vbo_data[i++] = vertices[f.vertices[j]].position.z;
if (flat_shaded) {
vbo_data[i++] = f.normal.x;
vbo_data[i++] = f.normal.y;
vbo_data[i++] = f.normal.z;
} else {
vbo_data[i++] = vertices[f.vertices[j]].normal.x;
vbo_data[i++] = vertices[f.vertices[j]].normal.y;
vbo_data[i++] = vertices[f.vertices[j]].normal.z;
}
vbo_data[i++] = f.text_coords[j].x;
vbo_data[i++] = f.text_coords[j].y;
}
vbo_data[i++] = f.text_coords[j].x;
vbo_data[i++] = f.text_coords[j].y;
}
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeOfVertexInBytes() * facets.size() * 3, vbo_data, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0); // vertices on stream 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(0));
glEnableVertexAttribArray(1); // normals on stream 1
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(3));
glEnableVertexAttribArray(2); // text coords on stream 2
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(6));
glDrawArrays(GL_TRIANGLES, 0, facets.size() * 3);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void mesh::merge(mesh& mesh) {
vertices.reserve(vertices.size() + mesh.vertices.size());
vertices.insert(vertices.end(), mesh.vertices.begin(), mesh.vertices.end());
auto original_facet_count = facets.size();
facets.reserve(facets.size() + mesh.facets.size());
for (auto& f: mesh.facets) {
facet new_f = f;
new_f.a += original_facet_count;
new_f.b += original_facet_count;
new_f.c += original_facet_count;
facets.push_back(new_f);
}
size_t original_edge_count = edges.size();
edges.reserve(edges.size() + mesh.edges.size());
for (auto& e: mesh.edges) {
edge new_edge = e;
new_edge.from += original_edge_count;
new_edge.to += original_edge_count;
edges.push_back(new_edge);
}
}
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeOfVertexInBytes() * facets.size() * 3, vbo_data, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0); // vertices on stream 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(0));
glEnableVertexAttribArray(1); // normals on stream 1
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(3));
glEnableVertexAttribArray(2); // text coords on stream 2
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(6));
glDrawArrays(GL_TRIANGLES, 0, facets.size() * 3);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void mesh::merge(mesh &mesh) {
vertices.reserve(vertices.size() + mesh.vertices.size());
vertices.insert(vertices.end(), mesh.vertices.begin(), mesh.vertices.end());
auto original_facet_count = facets.size();
facets.reserve(facets.size() + mesh.facets.size());
for (auto &f: mesh.facets) {
facet new_f = f;
new_f.a += original_facet_count;
new_f.b += original_facet_count;
new_f.c += original_facet_count;
facets.push_back(new_f);
void mesh::copy(mesh& mesh) {
vertices = mesh.vertices;
facets = mesh.facets;
edges = mesh.edges;
}
size_t original_edge_count = edges.size();
edges.reserve(edges.size() + mesh.edges.size());
for (auto &e: mesh.edges) {
edge new_edge = e;
new_edge.from += original_edge_count;
new_edge.to += original_edge_count;
edges.push_back(new_edge);
}
}
void calculate_normals(mesh& mesh) {
for (auto& vertex: mesh.vertices)
vertex.normal = glm::vec3(0);
void mesh::copy(mesh &mesh) {
vertices = mesh.vertices;
facets = mesh.facets;
edges = mesh.edges;
}
for (auto& facet: mesh.facets) {
glm::vec3 a = mesh.vertices[facet.b].position - mesh.vertices[facet.a].position;
glm::vec3 b = mesh.vertices[facet.c].position - mesh.vertices[facet.a].position;
facet.normal = cross(a, b);
if (length(facet.normal) > 0.00001) {
facet.normal = normalize(facet.normal);
}
void calculate_normals(mesh &mesh) {
for (auto &vertex: mesh.vertices)
vertex.normal = glm::vec3(0);
for (auto &facet: mesh.facets) {
glm::vec3 a = mesh.vertices[facet.b].position - mesh.vertices[facet.a].position;
glm::vec3 b = mesh.vertices[facet.c].position - mesh.vertices[facet.a].position;
facet.normal = cross(a, b);
if (length(facet.normal) > 0.00001) {
facet.normal = normalize(facet.normal);
mesh.vertices[facet.a].normal += facet.normal;
mesh.vertices[facet.b].normal += facet.normal;
mesh.vertices[facet.c].normal += facet.normal;
}
mesh.vertices[facet.a].normal += facet.normal;
mesh.vertices[facet.b].normal += facet.normal;
mesh.vertices[facet.c].normal += facet.normal;
for (auto& vertex: mesh.vertices)
vertex.normal = normalize(vertex.normal);
}
for (auto &vertex: mesh.vertices)
vertex.normal = normalize(vertex.normal);
}
void flip_normals(mesh& mesh) {
for (auto& vertex: mesh.vertices)
vertex.normal = -vertex.normal;
void flip_normals(mesh &mesh) {
for (auto &vertex: mesh.vertices)
vertex.normal = -vertex.normal;
for (auto &facet: mesh.facets)
facet.normal = -facet.normal;
}
for (auto& facet: mesh.facets)
facet.normal = -facet.normal;
}
END_NAMESPACE
+1
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@@ -7,6 +7,7 @@ mesh_node::mesh_node() {
}
mesh_node::mesh_node(std::string name_) {
type = scene_node_type::mesh;
name = name_;
}
+6 -5
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@@ -305,26 +305,26 @@ void scene_renderer::attach_depth_texture(texture &text) const {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void scene_renderer::render(const scene_tree &scene, const std::string &cameraName) {
void scene_renderer::render(const scene_tree &tree, const std::string &cameraName) {
// for (auto &node: scene.lights) {
// light_node &light = node->as_light_node();
// glActiveTexture(GL_TEXTURE0);
// render_shadow_map(scene, light);
// }
std::shared_ptr<scene_node> camNode = scene.nodeByNameAndType(cameraName, scene_node_type::camera);
std::shared_ptr<scene_node> camNode = tree.node_by_name_and_type(cameraName, scene_node_type::camera);
camera_node &camera = camNode->as_camera_node();
shader_consts.set(uniforms::ViewMatrix, camera.view_matrix);
shader_consts.set(uniforms::ProjectionMatrix, camera.projection_matrix);
shader_consts.set(uniforms::NumberOfLights, (int) scene.lights.size());
shader_consts.set(uniforms::NumberOfLights, (int) tree.lights.size());
// TODO: inject this from outside
// shaderConstants.set(Uniforms::DemoPartNormalizedTime, normalizedTime);
set_material(second_pass_shadow_material);
int lightIndex = 0;
for (auto &node: scene.lights) {
for (auto &node: tree.lights) {
light_node &light = node->as_light_node();
shader_consts.set(uniforms::WorldToLightMatrix, light.world_to_light_matrix[0], lightIndex);
@@ -363,9 +363,10 @@ void scene_renderer::render(const scene_tree &scene, const std::string &cameraNa
}
// draw opaque nodes
for (auto &node: scene.nodes) {
for (auto &node: tree.nodes) {
if (node->type == scene_node_type::mesh) {
mesh_node &meshNode = node->as_mesh_node();
LOG(INFO) << "rendering mesh node " << meshNode.name;
glm::mat3 normalMatrix = glm::inverseTranspose(
glm::mat3(camera.view_matrix * meshNode.model_to_world_space_matrix));
+1 -1
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@@ -17,7 +17,7 @@ public:
scene_renderer();
void render(const scene_tree &scene, const std::string &cameraName);
void render(const scene_tree &tree, const std::string &cameraName);
private:
void attach_depth_texture(texture &text) const;
+1 -1
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@@ -10,7 +10,7 @@ std::shared_ptr<scene_node> scene_tree::nodeById(int id) const {
return std::shared_ptr<scene_node>(nullptr);
}
std::shared_ptr<scene_node> scene_tree::nodeByNameAndType(std::string name, scene_node_type type) const {
std::shared_ptr<scene_node> scene_tree::node_by_name_and_type(std::string name, scene_node_type type) const {
for (auto& node : nodes)
if (node->name == name && node->type == type)
return node;
+1 -1
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@@ -9,7 +9,7 @@ class scene_tree {
public:
std::shared_ptr<scene_node> nodeById(int id) const;
std::shared_ptr<scene_node> nodeByNameAndType(std::string name, scene_node_type type) const;
std::shared_ptr<scene_node> node_by_name_and_type(std::string name, scene_node_type type) const;
void add(std::shared_ptr<scene_node> node);
void add(std::shared_ptr<scene_node> node, std::shared_ptr<scene_node> parent);