// This source code is property of the Computer Graphics and Visualization // chair of the TU Dresden. Do not distribute! // Copyright (C) CGV TU Dresden - All Rights Reserved #include "Viewer.h" #include #include #include #include #include #include #include "glsl.h" #include "textures.h" #include #include constexpr bool REFERENCE = true; constexpr uint32_t PATCH_SIZE = 256; //number of vertices along one side of the terrain patch Viewer::Viewer() : AbstractViewer("CG1 Exercise 2"), terrainPositions(nse::gui::VertexBuffer), terrainIndices(nse::gui::IndexBuffer), offsetBuffer(nse::gui::VertexBuffer), referenceVB(nse::gui::VertexBuffer), referenceIB(nse::gui::IndexBuffer) { LoadShaders(); CreateGeometry(); grass_texture_location = terrainShader.uniform("grass"); rock_texture_location = terrainShader.uniform("rock"); alpha_texture_location = terrainShader.uniform("alpha"); road_texture_location = terrainShader.uniform("road"); road_specular_location = terrainShader.uniform("specular_road"); //Create a texture and framebuffer for the background glGenFramebuffers(1, &backgroundFBO); glGenTextures(1, &backgroundTexture); //Align camera to view a reasonable part of the terrain camera().SetSceneExtent(nse::math::BoundingBox(Eigen::Vector3f(0, 0, 0), Eigen::Vector3f(PATCH_SIZE - 1, 0, PATCH_SIZE - 1))); camera().FocusOnPoint(0.5f * Eigen::Vector3f(PATCH_SIZE - 1, 15, PATCH_SIZE - 1)); camera().Zoom(-30); camera().RotateAroundFocusPointLocal(Eigen::AngleAxisf(-0.5f, Eigen::Vector3f::UnitY()) * Eigen::AngleAxisf(-0.05f, Eigen::Vector3f::UnitX())); camera().FixClippingPlanes(0.1, 1000); } bool Viewer::resizeEvent(const Eigen::Vector2i &) { //Re-generate the texture and FBO for the background glBindFramebuffer(GL_FRAMEBUFFER, backgroundFBO); glBindTexture(GL_TEXTURE_2D, backgroundTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width(), height(), 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, backgroundTexture, 0); auto fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (fboStatus != GL_FRAMEBUFFER_COMPLETE) std::cout << "Warning: Background framebuffer is not complete: " << fboStatus << std::endl; glBindFramebuffer(GL_FRAMEBUFFER, 0); return false; } inline std::string loadShaderText(const char *path) { std::ifstream is(path); std::string s_save; if (is.is_open()) { s_save.assign(std::istreambuf_iterator(is), std::istreambuf_iterator()); } else { std::cout << "could not open " << path << std::endl; } is.close(); return s_save; } void Viewer::LoadShaders() { std::string sky_vs = loadShaderText("exercise2/glsl/sky.vert"); std::string sky_fs = loadShaderText("exercise2/glsl/sky.frag"); std::string terrain_vs = loadShaderText("exercise2/glsl/terrain.vert"); std::string terrain_fs = loadShaderText("exercise2/glsl/terrain.frag"); skyShader.init("Sky Shader", sky_vs, sky_fs); terrainShader.init("Terrain Shader", terrain_vs, terrain_fs); } GLuint CreateTexture(const unsigned char *fileData, size_t fileLength, bool repeat = true) { GLuint textureName; int textureWidth, textureHeight, textureChannels; auto pixelData = stbi_load_from_memory(fileData, fileLength, &textureWidth, &textureHeight, &textureChannels, 3); GLenum provided_format; if (textureChannels == 1) { provided_format = GL_R; } else if (textureChannels == 2) { provided_format = GL_RG; } else if (textureChannels == 3) { provided_format = GL_RGB; } else if (textureChannels == 4) { provided_format = GL_RGBA; } glGenTextures(1, &textureName); glBindTexture(GL_TEXTURE_2D, textureName); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, provided_format, GL_UNSIGNED_BYTE, pixelData); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); if (repeat) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } stbi_image_free(pixelData); return textureName; } std::string vec4_to_str(Eigen::Vector4f &v) { std::stringstream ss; ss << "(" << v.x() << ", " << v.y() << ", " << v.z() << ", " << v.w() << ")"; //std::cout << ss.str() << std::endl; return ss.str(); } void Viewer::CreateGeometry() { //empty VAO for sky emptyVAO.generate(); //terrain VAO terrainVAO.generate(); terrainVAO.bind(); std::vector positions; std::vector indices; /*Generate positions and indices for a terrain patch with a single triangle strip */ for (int i = 0; i < PATCH_SIZE; i++) { for (int j = 0; j < PATCH_SIZE; j++) { positions.emplace_back((float)j, 0.0f, (float)i, 1.0f); } } // full x direction, we skip x = 255 inside the loop // decrease y direction by 1 int count = (PATCH_SIZE) * (PATCH_SIZE - 1); for (int k = 0; k < count; k++) { // skip creating triangles on last x in row /* int end_of_x = k % (PATCH_SIZE); if (end_of_x == 0) { continue; } */ indices.emplace_back(k); indices.emplace_back(k + PATCH_SIZE); //indices.emplace_back(k + 1); //indices.emplace_back(k + 1 + PATCH_SIZE); } terrainShader.bind(); terrainPositions.uploadData(positions).bindToAttribute("position"); terrainIndices.uploadData(indices.size() * sizeof(uint32_t), indices.data()); referenceVAO.generate(); referenceVAO.bind(); std::vector ref_pos; std::vector ref_ind; for (int i = 0; i < PATCH_SIZE; i++) { for (int j = 0; j < PATCH_SIZE; j++) { ref_pos.emplace_back((float)j, 0.0f, (float)i, 1.0f); } } int index_width = PATCH_SIZE - 1; for (int i = 0; i < index_width; i++) { for (int j = 0; j < index_width; j++) { int p1 = i + (PATCH_SIZE * j); int p2 = i + (PATCH_SIZE * j) + 1; int p3 = i + (PATCH_SIZE * (j + 1)); int p4 = i + (PATCH_SIZE * (j + 1)) + 1; ref_ind.emplace_back(p1); ref_ind.emplace_back(p3); ref_ind.emplace_back(p2); ref_ind.emplace_back(p3); ref_ind.emplace_back(p2); ref_ind.emplace_back(p4); } } referenceVB.uploadData(ref_pos) .bindToAttribute("position"); referenceIB.uploadData(ref_ind.size() * sizeof(uint32_t), ref_ind.data()); //textures grassTexture = CreateTexture((unsigned char *)grass_jpg, grass_jpg_size); rockTexture = CreateTexture((unsigned char *)rock_jpg, rock_jpg_size); roadColorTexture = CreateTexture((unsigned char *)roadcolor_jpg, roadcolor_jpg_size); roadNormalMap = CreateTexture((unsigned char *)roadnormals_jpg, roadnormals_jpg_size); roadSpecularMap = CreateTexture((unsigned char *)roadspecular_jpg, roadspecular_jpg_size); alphaMap = CreateTexture((unsigned char *)alpha_jpg, alpha_jpg_size, false); } void Viewer::RenderSky() { Eigen::Matrix4f skyView = view; for (int i = 0; i < 3; ++i) skyView.col(i).normalize(); skyView.col(3).head<3>().setZero(); Eigen::Matrix4f skyMvp = proj * skyView; glDepthMask(GL_FALSE); glEnable(GL_DEPTH_CLAMP); emptyVAO.bind(); skyShader.bind(); skyShader.setUniform("mvp", skyMvp); glDrawArrays(GL_TRIANGLE_STRIP, 0, 6); glDisable(GL_DEPTH_CLAMP); glDepthMask(GL_TRUE); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, backgroundFBO); glBlitFramebuffer(0, 0, width(), height(), 0, 0, width(), height(), GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } void CalculateViewFrustum(const Eigen::Matrix4f &mvp, Eigen::Vector4f *frustumPlanes, nse::math::BoundingBox &bbox) { frustumPlanes[0] = (mvp.row(3) + mvp.row(0)).transpose(); frustumPlanes[1] = (mvp.row(3) - mvp.row(0)).transpose(); frustumPlanes[2] = (mvp.row(3) + mvp.row(1)).transpose(); frustumPlanes[3] = (mvp.row(3) - mvp.row(1)).transpose(); frustumPlanes[4] = (mvp.row(3) + mvp.row(2)).transpose(); frustumPlanes[5] = (mvp.row(3) - mvp.row(2)).transpose(); Eigen::Matrix4f invMvp = mvp.inverse(); bbox.reset(); for (int x = -1; x <= 1; x += 2) for (int y = -1; y <= 1; y += 2) for (int z = -1; z <= 1; z += 2) { Eigen::Vector4f corner = invMvp * Eigen::Vector4f(x, y, z, 1); corner /= corner.w(); bbox.expand(corner.head<3>()); } } bool IsBoxCompletelyBehindPlane(const Eigen::Vector3f &boxMin, const Eigen::Vector3f &boxMax, const Eigen::Vector4f &plane) { return plane.dot(Eigen::Vector4f(boxMin.x(), boxMin.y(), boxMin.z(), 1)) < 0 && plane.dot(Eigen::Vector4f(boxMin.x(), boxMin.y(), boxMax.z(), 1)) < 0 && plane.dot(Eigen::Vector4f(boxMin.x(), boxMax.y(), boxMin.z(), 1)) < 0 && plane.dot(Eigen::Vector4f(boxMin.x(), boxMax.y(), boxMin.z(), 1)) < 0 && plane.dot(Eigen::Vector4f(boxMax.x(), boxMin.y(), boxMin.z(), 1)) < 0 && plane.dot(Eigen::Vector4f(boxMax.x(), boxMin.y(), boxMax.z(), 1)) < 0 && plane.dot(Eigen::Vector4f(boxMax.x(), boxMax.y(), boxMin.z(), 1)) < 0 && plane.dot(Eigen::Vector4f(boxMax.x(), boxMax.y(), boxMin.z(), 1)) < 0; } void Viewer::drawContents() { camera().ComputeCameraMatrices(view, proj); Eigen::Matrix4f mvp = proj * view; Eigen::Vector3f cameraPosition = view.inverse().col(3).head<3>(); int visiblePatches = 0; RenderSky(); //render terrain glEnable(GL_DEPTH_TEST); if (REFERENCE) { referenceVAO.bind(); } else { terrainVAO.bind(); } terrainShader.bind(); terrainShader.setUniform("screenSize", Eigen::Vector2f(width(), height()), false); terrainShader.setUniform("mvp", mvp); terrainShader.setUniform("cameraPos", cameraPosition, false); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, grassTexture); glUniform1i(grass_texture_location, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, rockTexture); glUniform1i(rock_texture_location, 1); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, alphaMap); glUniform1i(alpha_texture_location, 2); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, roadColorTexture); glUniform1i(road_texture_location, 3); glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, roadSpecularMap); glUniform1i(road_specular_location, 4); if (REFERENCE) { glDrawElements(GL_TRIANGLES, (PATCH_SIZE - 1) * (PATCH_SIZE - 1) * 6, GL_UNSIGNED_INT, 0); } else { glPrimitiveRestartIndex(PATCH_SIZE * 2); glDrawElements(GL_TRIANGLE_STRIP, (PATCH_SIZE - 1) * PATCH_SIZE * 2, GL_UNSIGNED_INT, 0); } //Render text nvgBeginFrame(mNVGContext, width(), height(), mPixelRatio); std::string text = "Patches visible: " + std::to_string(visiblePatches); nvgText(mNVGContext, 10, 20, text.c_str(), nullptr); nvgEndFrame(mNVGContext); }