Improve code based on CLion recommendations
This commit is contained in:
parent
4fe969e7dd
commit
440b666a56
16 changed files with 151 additions and 147 deletions
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@ -5,9 +5,9 @@
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using namespace std;
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void Camera::LoadMatrices(Shader *shader) const {
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void Camera::LoadMatrices(const Shader *shader) const {
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const auto viewMatrix =
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glm::lookAt(position_, position_ + look_vector(), up_vector());
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lookAt(position_, position_ + look_vector(), up_vector());
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if (!shader->CopyDataToUniform(viewMatrix, "view")) {
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cerr << "View matrix not in shader" << endl;
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}
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@ -22,5 +22,7 @@ void Camera::LoadMatrices(Shader *shader) const {
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cerr << "Camera position not in shader" << endl;
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}
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shader->CopyDataToUniform(kFarPlane, "farPlane");
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if (!shader->CopyDataToUniform(kFarPlane, "farPlane")) {
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cerr << "Far plane not in shader" << endl;
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}
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}
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27
src/camera.h
27
src/camera.h
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@ -1,6 +1,5 @@
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#pragma once
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/constants.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/rotate_vector.hpp>
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@ -14,33 +13,29 @@ class Camera {
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set_aspect(width, height);
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}
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void LoadMatrices(Shader *shader) const;
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void LoadMatrices(const Shader *shader) const;
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inline void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; }
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inline void RelativeMove(const glm::vec3 amount) {
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void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; }
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void RelativeMove(const glm::vec3 amount) {
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position_ += amount.x * look_vector() + amount.y * normal_vector() +
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amount.z * up_vector();
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}
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inline void AbsoluteMove(const glm::vec3 amount) { position_ += amount; }
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void AbsoluteMove(const glm::vec3 amount) { position_ += amount; }
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inline void set_aspect(const int width, const int height) {
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void set_aspect(const int width, const int height) {
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aspect_ = static_cast<float>(width) / static_cast<float>(height);
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}
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inline const glm::vec3 &getPosition() const { return position_; }
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const glm::vec3 &getPosition() const { return position_; }
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private:
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inline glm::vec3 look_vector() const {
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return glm::rotateZ(glm::rotateY(glm::vec3(1., 0., 0.), rotation_.y),
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rotation_.z);
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glm::vec3 look_vector() const {
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return rotateZ(rotateY(glm::vec3(1., 0., 0.), rotation_.y), rotation_.z);
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}
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inline glm::vec3 up_vector() const {
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return glm::rotateZ(glm::rotateY(glm::vec3(0., 0., 1.), rotation_.y),
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rotation_.z);
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}
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inline glm::vec3 normal_vector() const {
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return glm::cross(up_vector(), look_vector());
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glm::vec3 up_vector() const {
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return rotateZ(rotateY(glm::vec3(0., 0., 1.), rotation_.y), rotation_.z);
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}
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glm::vec3 normal_vector() const { return cross(up_vector(), look_vector()); }
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glm::vec3 position_{kGeographyShort / 2,
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kGeographyLong *kGeographyCountLong / 2,
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@ -5,7 +5,7 @@
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using namespace std;
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int main(int argc, char *argv[]) {
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int main(const int argc, char *argv[]) {
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try {
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Renderer(argc, argv);
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} catch (const runtime_error &error) {
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@ -9,9 +9,10 @@
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using namespace std;
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Geography::Geography(int x, int y) : Renderable(true), x_(x), y_(y) {
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Geography::Geography(const int x, const int y)
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: Renderable(true), x_(x), y_(y) {
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Randomize(false);
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model_ = glm::translate(
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model_ = translate(
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glm::identity<glm::mat4>(),
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glm::vec3(x * (kGeographyShort - 1), y * (kGeographyLong - 1), 0));
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}
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@ -20,19 +21,19 @@ Geography::~Geography() { CleanUp(); }
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// Sums Perlin noise on a variety of factors, then stores the result in results
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// Note: Frees factors
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void CalculatePerlinNoise(queue<Grid *> *results, int x, int y,
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void CalculatePerlinNoise(queue<Grid *> *results, const int x, const int y,
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vector<size_t> *factors) {
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auto grid = new Grid();
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const auto grid = new Grid();
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for (const auto factor : *factors) {
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const auto noise = Grid::PerlinNoise(x, y, kDetail >> factor);
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(*grid) += (*noise) / static_cast<float>(1 << factor);
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*grid += *noise / static_cast<float>(1 << factor);
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delete noise;
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}
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results->push(grid);
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delete factors;
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}
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void Geography::Randomize(bool load) {
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void Geography::Randomize(const bool load) {
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if (load) {
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CleanUp();
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}
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@ -43,7 +44,7 @@ void Geography::Randomize(bool load) {
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// Set up one thread for each noise scale
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for (size_t i = 0; i < kMaxThreads; ++i) {
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auto factors = new vector<size_t>();
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for (size_t factor = 0; (kDetail >> factor) > kMinDetail;
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for (size_t factor = 0; kDetail >> factor > kMinDetail;
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factor += kMaxThreads) {
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factors->push_back(factor + i);
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}
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@ -58,7 +59,7 @@ void Geography::Randomize(bool load) {
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// Add up all noise levels
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while (!results.empty()) {
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auto grid = results.front();
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const auto grid = results.front();
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height_ += *grid;
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delete grid;
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results.pop();
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@ -1,19 +1,17 @@
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#pragma once
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#include <GL/glew.h>
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#include "grid.h"
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#include "renderable.h"
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class Geography : public Renderable {
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class Geography final : public Renderable {
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public:
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Geography(int x, int y);
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~Geography();
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~Geography() override;
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void Randomize(bool);
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inline float min() const { return height_.min(); }
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inline float max() const { return height_.max(); }
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float min() const { return height_.min(); }
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float max() const { return height_.max(); }
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protected:
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void SetData() override;
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48
src/grid.cpp
48
src/grid.cpp
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@ -20,7 +20,7 @@ Grid Grid::operator+(const Grid &other) const {
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return result;
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}
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void Grid::operator+=(const Grid &other) {
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void Grid::operator+=(const Grid &other) const {
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for (size_t i = 0; i < data_->size(); ++i) {
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(*data_)[i] += (*other.data_)[i];
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}
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@ -30,7 +30,7 @@ Grid Grid::operator-() const { return operator*(-1); }
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Grid Grid::operator-(const Grid &other) const { return operator+(-other); }
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void Grid::operator-=(const Grid &other) { operator+=(-other); }
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void Grid::operator-=(const Grid &other) const { operator+=(-other); }
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Grid Grid::operator*(const float val) const {
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Grid result;
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@ -40,7 +40,7 @@ Grid Grid::operator*(const float val) const {
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return result;
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}
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void Grid::operator*=(const float val) {
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void Grid::operator*=(const float val) const {
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for (size_t i = 0; i < data_->size(); ++i) {
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(*data_)[i] *= val;
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}
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@ -48,7 +48,7 @@ void Grid::operator*=(const float val) {
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Grid Grid::operator/(const float val) const { return operator*(1 / val); }
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void Grid::operator/=(const float val) { operator*=(1 / val); }
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void Grid::operator/=(const float val) const { operator*=(1 / val); }
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glm::vec3 Grid::normal_at(const size_t x, const size_t y,
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const float amplification) const {
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@ -63,36 +63,37 @@ glm::vec3 Grid::normal_at(const size_t x, const size_t y,
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const auto y_diff =
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glm::vec3(0, static_cast<float>(high_y - low_y),
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amplification * (get(x, high_y) - get(x, low_y)));
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return glm::normalize(glm::cross(x_diff, y_diff));
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return normalize(cross(x_diff, y_diff));
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}
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// Implementation based on: https://en.wikipedia.org/wiki/Perlin_noise
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// Assumes that kGeographyShort and kGeographyLong are equal to 2^n (doesn't
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// have to be the same n)
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Grid *Grid::PerlinNoise(int globalX, int globalY, std::size_t detail) {
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auto grid = new Grid();
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Grid *Grid::PerlinNoise(const int globalX, const int globalY,
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const std::size_t detail) {
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const auto grid = new Grid();
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// Store the vectors at grid corners as just angles, they're all normalised
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const size_t major_width = (kGeographyShort / detail) + 1;
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const size_t major_length = (kGeographyLong / detail) + 1;
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const size_t major_width = kGeographyShort / detail + 1;
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const size_t major_length = kGeographyLong / detail + 1;
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const size_t grid_nodes = major_width * major_length;
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vector<float> sin_major_angles(grid_nodes);
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vector<float> cos_major_angles(grid_nodes);
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auto worldIndexX = (major_width - 1) * globalX;
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auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) *
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const auto worldIndexX = (major_width - 1) * globalX;
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const auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) *
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(major_length - 1) * globalY;
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auto worldIndex = worldIndexX + worldIndexY;
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mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex;
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const auto worldIndex = worldIndexX + worldIndexY;
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const mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex;
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// Randomly generates corner vector angles [0, 2pi)
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for (size_t x = 0; x < major_width; ++x) {
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for (size_t y = 0; y < major_width; ++y) {
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auto relativeWorldIndex =
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const auto relativeWorldIndex =
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x + ((major_width - 1) * kGeographyCountShort + 1) * y;
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grid->AngleSeed(gridBaseSeed + relativeWorldIndex);
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auto angle = grid->RandomAngle();
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auto i = x + major_width * y;
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const auto angle = grid->RandomAngle();
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const auto i = x + major_width * y;
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sin_major_angles[i] = sin(angle);
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cos_major_angles[i] = cos(angle);
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}
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@ -119,7 +120,8 @@ Grid *Grid::PerlinNoise(int globalX, int globalY, std::size_t detail) {
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// Lambda to determine the dot product of the offset vector of the current
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// point with one of the four grid vectors around the current point
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const auto dot_major = [=, &cos_major_angles, &sin_major_angles](
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bool high_x, bool high_y) -> float {
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const bool high_x,
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const bool high_y) -> float {
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const auto major_x = lower_major_x + (high_x ? 1 : 0);
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const auto major_y = lower_major_y + (high_y ? 1 : 0);
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const auto sin_major_angle =
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@ -147,12 +149,12 @@ Grid *Grid::PerlinNoise(int globalX, int globalY, std::size_t detail) {
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}
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array<Vertex, kTotalVertices> *Grid::vertices() const {
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auto vertices = new array<Vertex, kTotalVertices>();
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const auto vertices = new array<Vertex, kTotalVertices>();
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for (size_t x = 0; x < kGeographyShort; ++x) {
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for (size_t y = 0; y < kGeographyLong; ++y) {
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auto ind = index(x, y);
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glm::vec3 position = {x, y, (*data_)[ind]};
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glm::vec3 normal = normal_at(x, y);
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const auto ind = index(x, y);
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const glm::vec3 position = {x, y, (*data_)[ind]};
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const glm::vec3 normal = normal_at(x, y);
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(*vertices)[ind] = {position, normal};
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}
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}
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@ -160,10 +162,10 @@ array<Vertex, kTotalVertices> *Grid::vertices() const {
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}
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array<unsigned int, kTotalIndices> *Grid::indices() {
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auto indices = new array<unsigned int, kTotalIndices>();
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const auto indices = new array<unsigned int, kTotalIndices>();
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for (size_t x = 0; x < kGeographyShort - 1; ++x) {
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for (size_t y = 0; y < kGeographyLong - 1; ++y) {
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auto indexInd = (x + y * (kGeographyShort - 1)) * 6;
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const auto indexInd = (x + y * (kGeographyShort - 1)) * 6;
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(*indices)[indexInd] = static_cast<int>(index(x, y));
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(*indices)[indexInd + 1] = static_cast<int>(index(x, y + 1));
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(*indices)[indexInd + 2] = static_cast<int>(index(x + 1, y));
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27
src/grid.h
27
src/grid.h
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#include <random>
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#include "constants.h"
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#include "noise_math.h"
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#include "shader.h"
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constexpr std::size_t index(const std::size_t x, const std::size_t y) {
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class Grid {
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public:
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inline float get(const std::size_t x, const std::size_t y) const {
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float get(const std::size_t x, const std::size_t y) const {
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return (*data_)[index(x, y)];
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}
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inline void set(const std::size_t x, const std::size_t y, float value) {
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void set(const std::size_t x, const std::size_t y, const float value) const {
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(*data_)[index(x, y)] = value;
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}
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Grid operator+(const Grid &) const;
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void operator+=(const Grid &);
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void operator+=(const Grid &) const;
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Grid operator-() const;
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Grid operator-(const Grid &) const;
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void operator-=(const Grid &);
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void operator-=(const Grid &) const;
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Grid operator*(float) const;
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void operator*=(float);
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void operator*=(float) const;
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Grid operator/(float) const;
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void operator/=(float);
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void operator/=(float) const;
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glm::vec3 normal_at(std::size_t, std::size_t, float = 1.) const;
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std::array<Vertex, kTotalVertices> *vertices() const;
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static std::array<unsigned int, kTotalIndices> *indices();
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static inline void RandomizeBase() { base_random_ = device_() << 4; }
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static void RandomizeBase() { base_random_ = device_() << 4; }
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inline float min() const {
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return *std::min_element(data_->begin(), data_->end());
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}
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inline float max() const {
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return *std::max_element(data_->begin(), data_->end());
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}
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float min() const { return *std::min_element(data_->begin(), data_->end()); }
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float max() const { return *std::max_element(data_->begin(), data_->end()); }
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private:
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std::unique_ptr<std::array<float, kGeographyShort * kGeographyLong>> data_{
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std::uniform_real_distribution<float> dist_{0, glm::two_pi<float>()};
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static std::mt19937::result_type base_random_;
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inline float RandomAngle() { return dist_(engine_); }
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inline void AngleSeed(std::mt19937::result_type seed) { engine_.seed(seed); }
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float RandomAngle() { return dist_(engine_); }
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void AngleSeed(const std::mt19937::result_type seed) { engine_.seed(seed); }
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};
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// Based on Ken Perlin's smoother step function:
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// https://en.wikipedia.org/wiki/Smoothstep#Variations Returns value in range
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// [0, 1]
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inline constexpr float SmootherStep(const float x) {
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constexpr float SmootherStep(const float x) {
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if (x < 0) {
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return 0;
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}
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@ -17,7 +17,7 @@ inline constexpr float SmootherStep(const float x) {
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// Interpolates between two doubles
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// If x <= 0 returns bound_0, if x >= 1 returns bound_1,
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// otherwise smoothly transitions between the two
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inline constexpr float Interpolate(const float x, const float bound_0,
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constexpr float Interpolate(const float x, const float bound_0,
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const float bound_1) {
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return bound_0 + SmootherStep(x) * (bound_1 - bound_0);
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}
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@ -1,5 +1,6 @@
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#include "point_light.h"
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#include <array>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <iostream>
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@ -47,7 +48,7 @@ PointLight::~PointLight() {
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glDeleteFramebuffers(1, &fbo_);
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}
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void PointLight::LoadData(Shader *shader) const {
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void PointLight::LoadData(const Shader *shader) const {
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if (!shader->CopyDataToUniform(ambient_, "pointLight.ambient")) {
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cerr << "Point light ambient not loaded to shader" << endl;
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}
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@ -71,37 +72,44 @@ void PointLight::GenerateCubeMaps(
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// https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
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// By Joey de Vries (https://twitter.com/JoeyDeVriez)
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// CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/legalcode)
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auto shadowProj =
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const auto shadowProj =
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glm::perspective(glm::pi<float>() / 2, 1.0f, kNearPlane, kFarPlane);
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auto shadowTransforms = array<glm::mat4, 6>();
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shadowTransforms[0] =
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shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0),
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glm::vec3(0.0, -1.0, 0.0));
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shadowProj *
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lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowTransforms[1] =
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0),
|
||||
glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowTransforms[2] =
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0),
|
||||
glm::vec3(0.0, 0.0, 1.0));
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
|
||||
shadowTransforms[3] =
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0),
|
||||
glm::vec3(0.0, 0.0, -1.0));
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0));
|
||||
shadowTransforms[4] =
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0),
|
||||
glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowTransforms[5] =
|
||||
shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, -1.0),
|
||||
glm::vec3(0.0, -1.0, 0.0));
|
||||
shadowProj *
|
||||
lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0));
|
||||
|
||||
glViewport(0, 0, kShadowMapSize, kShadowMapSize);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
glUseProgram(shadow_.id());
|
||||
|
||||
shadow_.CopyDataToUniform(6, shadowTransforms.data(), "shadowMatrices");
|
||||
shadow_.CopyDataToUniform(pos_, "lightPos");
|
||||
shadow_.CopyDataToUniform(kFarPlane, "farPlane");
|
||||
if (!shadow_.CopyDataToUniform(6, shadowTransforms.data(),
|
||||
"shadowMatrices")) {
|
||||
cerr << "Shadow matrix not in shader" << endl;
|
||||
}
|
||||
if (!shadow_.CopyDataToUniform(pos_, "lightPos")) {
|
||||
cerr << "Light position not in shader" << endl;
|
||||
}
|
||||
if (!shadow_.CopyDataToUniform(kFarPlane, "farPlane")) {
|
||||
cerr << "Far plane not in shader" << endl;
|
||||
}
|
||||
|
||||
for (const auto renderable : renderables) {
|
||||
renderable->Render(&shadow_);
|
||||
|
|
|
@ -8,21 +8,21 @@
|
|||
#include "renderable.h"
|
||||
#include "shader.h"
|
||||
|
||||
class PointLight : public Renderable {
|
||||
class PointLight final : public Renderable {
|
||||
public:
|
||||
explicit PointLight(const glm::vec3 &);
|
||||
~PointLight();
|
||||
~PointLight() override;
|
||||
|
||||
void LoadData(Shader *) const;
|
||||
void LoadData(const Shader *) const;
|
||||
void GenerateCubeMaps(const std::vector<Renderable *> &) const;
|
||||
|
||||
inline GLuint getDepthTexture() const { return depth_; }
|
||||
inline void setPosition(const glm::vec3 &pos) {
|
||||
GLuint getDepthTexture() const { return depth_; }
|
||||
void setPosition(const glm::vec3 &pos) {
|
||||
pos_ = pos;
|
||||
CleanUp();
|
||||
InitGeom();
|
||||
}
|
||||
inline void setColors(const glm::vec3 &color) {
|
||||
void setColors(const glm::vec3 &color) {
|
||||
diffuse_ = color;
|
||||
specular_ = color;
|
||||
ambient_ = color / 5.0f;
|
||||
|
|
|
@ -4,7 +4,8 @@
|
|||
|
||||
using namespace std;
|
||||
|
||||
Renderable::Renderable(bool drawTriangles) : drawTriangles_(drawTriangles) {}
|
||||
Renderable::Renderable(const bool drawTriangles)
|
||||
: drawTriangles_(drawTriangles) {}
|
||||
|
||||
Renderable::~Renderable() { CleanUp(); }
|
||||
|
||||
|
@ -30,7 +31,7 @@ void Renderable::InitGeom() {
|
|||
|
||||
void Renderable::Render(const Shader *const shader) const {
|
||||
if (!shader->CopyDataToUniform(model_, "model")) {
|
||||
// cerr << "Model matrix not in shader" << endl;
|
||||
cerr << "Model matrix not in shader" << endl;
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
|
||||
|
@ -39,19 +40,21 @@ void Renderable::Render(const Shader *const shader) const {
|
|||
GLuint attribLoc = glGetAttribLocation(shader->id(), "vtxPos");
|
||||
if (attribLoc != -1) {
|
||||
glEnableVertexAttribArray(attribLoc);
|
||||
glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(void *)offsetof(Vertex, position));
|
||||
glVertexAttribPointer(
|
||||
attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
// ReSharper disable once CppZeroValuedExpressionUsedAsNullPointer
|
||||
reinterpret_cast<void *>(offsetof(Vertex, position)));
|
||||
} else {
|
||||
// cerr << "Not loading vtxPos" << endl;
|
||||
cerr << "Not loading vtxPos" << endl;
|
||||
}
|
||||
|
||||
attribLoc = glGetAttribLocation(shader->id(), "vtxNormal");
|
||||
if (attribLoc != -1) {
|
||||
glEnableVertexAttribArray(attribLoc);
|
||||
glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
|
||||
(void *)offsetof(Vertex, normal));
|
||||
reinterpret_cast<void *>(offsetof(Vertex, normal)));
|
||||
} else {
|
||||
// cerr << "Not loading vtxNormal" << endl;
|
||||
cerr << "Not loading vtxNormal" << endl;
|
||||
}
|
||||
|
||||
if (drawTriangles_) {
|
||||
|
|
|
@ -2,7 +2,6 @@
|
|||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <array>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
|
@ -11,7 +10,7 @@
|
|||
class Renderable {
|
||||
public:
|
||||
explicit Renderable(bool);
|
||||
~Renderable();
|
||||
virtual ~Renderable();
|
||||
|
||||
void InitGeom();
|
||||
void Render(const Shader *) const;
|
||||
|
|
|
@ -7,6 +7,8 @@
|
|||
#include <stdexcept>
|
||||
|
||||
#include "constants.h"
|
||||
#include "geography.h"
|
||||
#include "grid.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
@ -41,7 +43,7 @@ Renderer::Renderer(int argc, char *argv[]) {
|
|||
glutPassiveMotionFunc(PassiveMotionCB);
|
||||
CheckGLError();
|
||||
|
||||
GLenum res = glewInit();
|
||||
const GLenum res = glewInit();
|
||||
if (res != GLEW_OK) {
|
||||
cerr << "Error in glewInit()";
|
||||
throw runtime_error(
|
||||
|
@ -56,14 +58,14 @@ Renderer::Renderer(int argc, char *argv[]) {
|
|||
|
||||
using std::chrono::duration_cast;
|
||||
using std::chrono::milliseconds;
|
||||
auto start_time = chrono::high_resolution_clock::now();
|
||||
const auto start_time = chrono::high_resolution_clock::now();
|
||||
for (auto x = 0; x < kGeographyCountShort; ++x) {
|
||||
for (auto y = 0; y < kGeographyCountLong; ++y) {
|
||||
objects_.push_back(new Geography(x, y));
|
||||
}
|
||||
}
|
||||
|
||||
auto end_time = chrono::high_resolution_clock::now();
|
||||
const auto end_time = chrono::high_resolution_clock::now();
|
||||
cout << "Generation time: "
|
||||
<< duration_cast<milliseconds>(end_time - start_time).count() << "ms\n";
|
||||
cout << " vertices: "
|
||||
|
@ -118,11 +120,11 @@ void Renderer::Display() const {
|
|||
for (const auto object : objects_) {
|
||||
const auto geo = dynamic_cast<Geography *>(object);
|
||||
if (geo != nullptr) {
|
||||
float min = geo->min();
|
||||
const float min = geo->min();
|
||||
if (min < minHeight) {
|
||||
minHeight = min;
|
||||
}
|
||||
float max = geo->max();
|
||||
const float max = geo->max();
|
||||
if (max > maxHeight) {
|
||||
maxHeight = max;
|
||||
}
|
||||
|
@ -137,7 +139,7 @@ void Renderer::Display() const {
|
|||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, light_->getDepthTexture());
|
||||
auto depthMap = glGetUniformLocation(shader_->id(), "depthMap");
|
||||
const auto depthMap = glGetUniformLocation(shader_->id(), "depthMap");
|
||||
glUniform1i(depthMap, 0);
|
||||
|
||||
light_->Render(shader_);
|
||||
|
@ -255,7 +257,7 @@ void Renderer::HandleMovementKey(const unsigned char key, const bool down) {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::Tick(int ticks) {
|
||||
void Renderer::Tick(const int ticks) {
|
||||
bool doneSomething = false;
|
||||
if (last_mouse_x_ < 0 || last_mouse_x_ > viewport_width_ ||
|
||||
last_mouse_y_ < 0 || last_mouse_y_ > viewport_height_) {
|
||||
|
@ -290,11 +292,11 @@ void Renderer::Tick(int ticks) {
|
|||
doneSomething = true;
|
||||
shadowsChanged_ = true;
|
||||
} else if (simulating_) {
|
||||
auto lightAngle =
|
||||
const auto lightAngle =
|
||||
fmod(static_cast<float>(ticks) * glm::two_pi<float>() / (kFPS * 20),
|
||||
glm::pi<float>() * 5 / 4) -
|
||||
glm::pi<float>() * 5 / 8;
|
||||
auto lightRotation =
|
||||
const auto lightRotation =
|
||||
glm::vec3(0, glm::sin(lightAngle), glm::cos(lightAngle) / 2) *
|
||||
static_cast<float>(kGeographyLong * kGeographyCountLong);
|
||||
light_->setPosition(lightRotation +
|
||||
|
@ -335,9 +337,8 @@ void Renderer::PassiveMotionCB(const int w, const int h) {
|
|||
}
|
||||
|
||||
void Renderer::TimerCB(const int ticks) {
|
||||
auto tickIncrement = window->simulating_ ? 1 : 0;
|
||||
glutTimerFunc(static_cast<unsigned int>(1000 / kFPS), TimerCB,
|
||||
ticks + tickIncrement);
|
||||
const auto tickIncrement = window->simulating_ ? 1 : 0;
|
||||
glutTimerFunc(1000 / kFPS, TimerCB, ticks + tickIncrement);
|
||||
window->Tick(ticks);
|
||||
}
|
||||
|
||||
|
@ -347,7 +348,7 @@ void Renderer::CheckGLError() {
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer::PrintOpenGLError(GLenum errorCode) {
|
||||
void Renderer::PrintOpenGLError(const GLenum errorCode) {
|
||||
switch (errorCode) {
|
||||
case GL_INVALID_VALUE:
|
||||
cerr << "GL_INVALID_VALUE" << endl;
|
||||
|
|
|
@ -3,8 +3,6 @@
|
|||
#include <vector>
|
||||
|
||||
#include "camera.h"
|
||||
#include "constants.h"
|
||||
#include "geography.h"
|
||||
#include "point_light.h"
|
||||
#include "shader.h"
|
||||
|
||||
|
|
|
@ -10,9 +10,10 @@ using namespace std;
|
|||
|
||||
Shader::Shader(const string &vertexShaderFile, const string &fragmentShaderFile,
|
||||
const string &geometryShaderFile) {
|
||||
auto vertexShaderId = CompileShader(vertexShaderFile, GL_VERTEX_SHADER);
|
||||
auto fragmentShaderId = CompileShader(fragmentShaderFile, GL_FRAGMENT_SHADER);
|
||||
GLuint geometryShaderId;
|
||||
const auto vertexShaderId = CompileShader(vertexShaderFile, GL_VERTEX_SHADER);
|
||||
const auto fragmentShaderId =
|
||||
CompileShader(fragmentShaderFile, GL_FRAGMENT_SHADER);
|
||||
GLuint geometryShaderId{0};
|
||||
|
||||
id_ = glCreateProgram();
|
||||
|
||||
|
@ -45,7 +46,7 @@ Shader::~Shader() { glDeleteProgram(id_); }
|
|||
|
||||
bool Shader::CopyDataToUniform(const glm::mat4 &data,
|
||||
const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -54,8 +55,9 @@ bool Shader::CopyDataToUniform(const glm::mat4 &data,
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(int count, const glm::mat4 *data, const std::string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(const int count, const glm::mat4 *data,
|
||||
const std::string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -66,7 +68,7 @@ bool Shader::CopyDataToUniform(int count, const glm::mat4 *data, const std::stri
|
|||
|
||||
bool Shader::CopyDataToUniform(const glm::vec4 &data,
|
||||
const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -76,7 +78,7 @@ bool Shader::CopyDataToUniform(const glm::vec4 &data,
|
|||
|
||||
bool Shader::CopyDataToUniform(const glm::vec3 &data,
|
||||
const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -84,8 +86,8 @@ bool Shader::CopyDataToUniform(const glm::vec3 &data,
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(float data, const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(const float data, const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -93,8 +95,8 @@ bool Shader::CopyDataToUniform(float data, const string &name) const {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(int data, const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(const int data, const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
|
@ -102,21 +104,22 @@ bool Shader::CopyDataToUniform(int data, const string &name) const {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool Shader::CopyDataToUniform(bool data, const string &name) const {
|
||||
auto location = glGetUniformLocation(id_, name.c_str());
|
||||
bool Shader::CopyDataToUniform(const bool data, const string &name) const {
|
||||
const auto location = glGetUniformLocation(id_, name.c_str());
|
||||
if (location == -1) {
|
||||
return false;
|
||||
}
|
||||
int actualData = static_cast<int>(data);
|
||||
const int actualData = data;
|
||||
glUniform1iv(location, 1, &actualData);
|
||||
return true;
|
||||
}
|
||||
|
||||
string Shader::ReadFile(const string &filename) {
|
||||
string data, line;
|
||||
string data;
|
||||
ifstream file;
|
||||
file.open(filename, std::ios::binary);
|
||||
if (file.is_open()) {
|
||||
string line;
|
||||
while (getline(file, line)) {
|
||||
data += line + '\n';
|
||||
}
|
||||
|
@ -132,8 +135,8 @@ string Shader::ReadFile(const string &filename) {
|
|||
GLuint Shader::CompileShader(const std::string &filename,
|
||||
const GLenum shader_type) {
|
||||
const GLuint id = glCreateShader(shader_type);
|
||||
auto shaderString = ReadFile(filename);
|
||||
auto shaderC_str = shaderString.c_str();
|
||||
const auto shaderString = ReadFile(filename);
|
||||
const auto shaderC_str = shaderString.c_str();
|
||||
glShaderSource(id, 1, &shaderC_str, nullptr);
|
||||
glCompileShader(id);
|
||||
CheckShaderivError(id, GL_COMPILE_STATUS,
|
||||
|
@ -174,7 +177,7 @@ void Shader::PrintStatus() const {
|
|||
glGetProgramiv(id_, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &bufSize);
|
||||
GLint size;
|
||||
GLenum type;
|
||||
auto attributeName = new GLchar[bufSize];
|
||||
const auto attributeName = new GLchar[bufSize];
|
||||
for (int i = 0; i < rc; ++i) {
|
||||
glGetActiveAttrib(id_, i, bufSize, &length, &size, &type, attributeName);
|
||||
cout << "\t" << attributeName << ": " << type << "\n";
|
||||
|
@ -197,7 +200,7 @@ void Shader::PrintStatus() const {
|
|||
}
|
||||
|
||||
void Shader::CheckGLError(const string &errorMessage) {
|
||||
auto rc = glGetError();
|
||||
const auto rc = glGetError();
|
||||
if (rc != GL_NO_ERROR) {
|
||||
cerr << errorMessage << endl;
|
||||
throw runtime_error(reinterpret_cast<const char *>(gluErrorString(rc)));
|
||||
|
@ -212,7 +215,7 @@ void Shader::CheckProgramivError(const GLuint program, const GLenum pname,
|
|||
cerr << errorMessage << endl;
|
||||
GLsizei length, bufSize;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufSize);
|
||||
auto error = new GLchar[bufSize];
|
||||
const auto error = new GLchar[bufSize];
|
||||
glGetProgramInfoLog(program, bufSize, &length, error);
|
||||
throw runtime_error(error);
|
||||
}
|
||||
|
@ -226,7 +229,7 @@ void Shader::CheckShaderivError(const GLuint shader, const GLenum pname,
|
|||
cerr << errorMessage << endl;
|
||||
GLsizei length, bufSize;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufSize);
|
||||
auto error = new GLchar[bufSize];
|
||||
const auto error = new GLchar[bufSize];
|
||||
glGetShaderInfoLog(shader, bufSize, &length, error);
|
||||
throw runtime_error(error);
|
||||
}
|
||||
|
|
|
@ -2,7 +2,6 @@
|
|||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <array>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
|
||||
|
@ -26,7 +25,7 @@ class Shader {
|
|||
|
||||
void PrintStatus() const;
|
||||
|
||||
inline GLuint id() const { return id_; }
|
||||
GLuint id() const { return id_; }
|
||||
|
||||
private:
|
||||
GLuint id_;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue