diff --git a/.gitignore b/.gitignore
index 822dd55..208c8dd 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,2 +1,2 @@
cmake-build-*/
-.idea/
+.idea/workspace.xml
diff --git a/.idea/.name b/.idea/.name
new file mode 100644
index 0000000..7014074
--- /dev/null
+++ b/.idea/.name
@@ -0,0 +1 @@
+perlin-shadows
\ No newline at end of file
diff --git a/.idea/codeStyles/Project.xml b/.idea/codeStyles/Project.xml
new file mode 100644
index 0000000..4662818
--- /dev/null
+++ b/.idea/codeStyles/Project.xml
@@ -0,0 +1,13 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/codeStyles/codeStyleConfig.xml b/.idea/codeStyles/codeStyleConfig.xml
new file mode 100644
index 0000000..79ee123
--- /dev/null
+++ b/.idea/codeStyles/codeStyleConfig.xml
@@ -0,0 +1,5 @@
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/f.iml b/.idea/f.iml
new file mode 100644
index 0000000..f08604b
--- /dev/null
+++ b/.idea/f.iml
@@ -0,0 +1,2 @@
+
+
\ No newline at end of file
diff --git a/.idea/inspectionProfiles/Project_Default.xml b/.idea/inspectionProfiles/Project_Default.xml
new file mode 100644
index 0000000..e96f6e0
--- /dev/null
+++ b/.idea/inspectionProfiles/Project_Default.xml
@@ -0,0 +1,14 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/misc.xml b/.idea/misc.xml
new file mode 100644
index 0000000..79b3c94
--- /dev/null
+++ b/.idea/misc.xml
@@ -0,0 +1,4 @@
+
+
+
+
\ No newline at end of file
diff --git a/.idea/modules.xml b/.idea/modules.xml
new file mode 100644
index 0000000..3b5e351
--- /dev/null
+++ b/.idea/modules.xml
@@ -0,0 +1,8 @@
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/vcs.xml b/.idea/vcs.xml
new file mode 100644
index 0000000..35eb1dd
--- /dev/null
+++ b/.idea/vcs.xml
@@ -0,0 +1,6 @@
+
+
+
+
+
+
\ No newline at end of file
diff --git a/CMakeLists.txt b/CMakeLists.txt
index ff2abe3..87ce308 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -26,14 +26,3 @@ add_executable(perlin-shadows
src/renderable.cpp
src/renderable.h
)
-
-file(READ src/phong.vert PHONG_VERT)
-file(READ src/phong.frag PHONG_FRAG)
-configure_file(src/renderer.in.cpp src/renderer.cpp @ONLY)
-
-file(READ src/shadow.vert SHADOW_VERT)
-file(READ src/shadow.frag SHADOW_FRAG)
-file(READ src/shadow.geom SHADOW_GEOM)
-configure_file(src/point_light.in.h src/point_light.h @ONLY)
-
-target_include_directories(perlin-shadows PUBLIC "${CMAKE_CURRENT_BINARY_DIR}/src")
\ No newline at end of file
diff --git a/README.md b/README.md
index 24bd256..5567e91 100644
--- a/README.md
+++ b/README.md
@@ -2,6 +2,13 @@
Generates several tiles of grids containing Perlin noise, and then renders them with shadows.
+## Running
+
+The shader files (`src/*.{frag,vert,geom}`) are referenced within the code by assuming they are located in the current
+working directory.
+It is therefore necessary to set the CWD when running the program to the `src/` directory, or copy/symlink the files to
+whatever your actual CWD is.
+
## Control
Sample from console output:
diff --git a/src/camera.cpp b/src/camera.cpp
index 72cb936..3857673 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -5,9 +5,9 @@
using namespace std;
-void Camera::LoadMatrices(const Shader *shader) const {
+void Camera::LoadMatrices(Shader *shader) const {
const auto viewMatrix =
- lookAt(position_, position_ + look_vector(), up_vector());
+ glm::lookAt(position_, position_ + look_vector(), up_vector());
if (!shader->CopyDataToUniform(viewMatrix, "view")) {
cerr << "View matrix not in shader" << endl;
}
@@ -22,7 +22,5 @@ void Camera::LoadMatrices(const Shader *shader) const {
cerr << "Camera position not in shader" << endl;
}
- if (!shader->CopyDataToUniform(kFarPlane, "farPlane")) {
- cerr << "Far plane not in shader" << endl;
- }
+ shader->CopyDataToUniform(kFarPlane, "farPlane");
}
diff --git a/src/camera.h b/src/camera.h
index 6b8c39d..cb5ec87 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -1,5 +1,6 @@
#pragma once
+#include
#include
#define GLM_ENABLE_EXPERIMENTAL
#include
@@ -13,29 +14,33 @@ class Camera {
set_aspect(width, height);
}
- void LoadMatrices(const Shader *shader) const;
+ void LoadMatrices(Shader *shader) const;
- void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; }
- void RelativeMove(const glm::vec3 amount) {
+ inline void RelativeRotate(const glm::vec3 amount) { rotation_ += amount; }
+ inline void RelativeMove(const glm::vec3 amount) {
position_ += amount.x * look_vector() + amount.y * normal_vector() +
amount.z * up_vector();
}
- void AbsoluteMove(const glm::vec3 amount) { position_ += amount; }
+ inline void AbsoluteMove(const glm::vec3 amount) { position_ += amount; }
- void set_aspect(const int width, const int height) {
+ inline void set_aspect(const int width, const int height) {
aspect_ = static_cast(width) / static_cast(height);
}
- const glm::vec3 &getPosition() const { return position_; }
+ inline const glm::vec3 &getPosition() const { return position_; }
private:
- glm::vec3 look_vector() const {
- return rotateZ(rotateY(glm::vec3(1., 0., 0.), rotation_.y), rotation_.z);
+ inline glm::vec3 look_vector() const {
+ return glm::rotateZ(glm::rotateY(glm::vec3(1., 0., 0.), rotation_.y),
+ rotation_.z);
}
- glm::vec3 up_vector() const {
- return rotateZ(rotateY(glm::vec3(0., 0., 1.), rotation_.y), rotation_.z);
+ inline glm::vec3 up_vector() const {
+ return glm::rotateZ(glm::rotateY(glm::vec3(0., 0., 1.), rotation_.y),
+ rotation_.z);
+ }
+ inline glm::vec3 normal_vector() const {
+ return glm::cross(up_vector(), look_vector());
}
- glm::vec3 normal_vector() const { return cross(up_vector(), look_vector()); }
glm::vec3 position_{kGeographyShort / 2,
kGeographyLong *kGeographyCountLong / 2,
diff --git a/src/final.cpp b/src/final.cpp
index fe77bfa..8748008 100644
--- a/src/final.cpp
+++ b/src/final.cpp
@@ -5,7 +5,7 @@
using namespace std;
-int main(const int argc, char *argv[]) {
+int main(int argc, char *argv[]) {
try {
Renderer(argc, argv);
} catch (const runtime_error &error) {
diff --git a/src/geography.cpp b/src/geography.cpp
index ef5daf7..232a2ab 100644
--- a/src/geography.cpp
+++ b/src/geography.cpp
@@ -9,10 +9,9 @@
using namespace std;
-Geography::Geography(const int x, const int y)
- : Renderable(true), x_(x), y_(y) {
+Geography::Geography(int x, int y) : Renderable(true), x_(x), y_(y) {
Randomize(false);
- model_ = translate(
+ model_ = glm::translate(
glm::identity(),
glm::vec3(x * (kGeographyShort - 1), y * (kGeographyLong - 1), 0));
}
@@ -21,19 +20,19 @@ Geography::~Geography() { CleanUp(); }
// Sums Perlin noise on a variety of factors, then stores the result in results
// Note: Frees factors
-void CalculatePerlinNoise(queue *results, const int x, const int y,
+void CalculatePerlinNoise(queue *results, int x, int y,
vector *factors) {
- const auto grid = new Grid();
+ auto grid = new Grid();
for (const auto factor : *factors) {
const auto noise = Grid::PerlinNoise(x, y, kDetail >> factor);
- *grid += *noise / static_cast(1 << factor);
+ (*grid) += (*noise) / static_cast(1 << factor);
delete noise;
}
results->push(grid);
delete factors;
}
-void Geography::Randomize(const bool load) {
+void Geography::Randomize(bool load) {
if (load) {
CleanUp();
}
@@ -44,7 +43,7 @@ void Geography::Randomize(const bool load) {
// Set up one thread for each noise scale
for (size_t i = 0; i < kMaxThreads; ++i) {
auto factors = new vector();
- for (size_t factor = 0; kDetail >> factor > kMinDetail;
+ for (size_t factor = 0; (kDetail >> factor) > kMinDetail;
factor += kMaxThreads) {
factors->push_back(factor + i);
}
@@ -59,7 +58,7 @@ void Geography::Randomize(const bool load) {
// Add up all noise levels
while (!results.empty()) {
- const auto grid = results.front();
+ auto grid = results.front();
height_ += *grid;
delete grid;
results.pop();
diff --git a/src/geography.h b/src/geography.h
index 3c1bcd9..bd10570 100644
--- a/src/geography.h
+++ b/src/geography.h
@@ -1,17 +1,19 @@
#pragma once
+#include
+
#include "grid.h"
#include "renderable.h"
-class Geography final : public Renderable {
+class Geography : public Renderable {
public:
Geography(int x, int y);
- ~Geography() override;
+ ~Geography();
void Randomize(bool);
- float min() const { return height_.min(); }
- float max() const { return height_.max(); }
+ inline float min() const { return height_.min(); }
+ inline float max() const { return height_.max(); }
protected:
void SetData() override;
diff --git a/src/grid.cpp b/src/grid.cpp
index b167106..2ebd216 100644
--- a/src/grid.cpp
+++ b/src/grid.cpp
@@ -20,7 +20,7 @@ Grid Grid::operator+(const Grid &other) const {
return result;
}
-void Grid::operator+=(const Grid &other) const {
+void Grid::operator+=(const Grid &other) {
for (size_t i = 0; i < data_->size(); ++i) {
(*data_)[i] += (*other.data_)[i];
}
@@ -30,7 +30,7 @@ Grid Grid::operator-() const { return operator*(-1); }
Grid Grid::operator-(const Grid &other) const { return operator+(-other); }
-void Grid::operator-=(const Grid &other) const { operator+=(-other); }
+void Grid::operator-=(const Grid &other) { operator+=(-other); }
Grid Grid::operator*(const float val) const {
Grid result;
@@ -40,7 +40,7 @@ Grid Grid::operator*(const float val) const {
return result;
}
-void Grid::operator*=(const float val) const {
+void Grid::operator*=(const float val) {
for (size_t i = 0; i < data_->size(); ++i) {
(*data_)[i] *= val;
}
@@ -48,7 +48,7 @@ void Grid::operator*=(const float val) const {
Grid Grid::operator/(const float val) const { return operator*(1 / val); }
-void Grid::operator/=(const float val) const { operator*=(1 / val); }
+void Grid::operator/=(const float val) { operator*=(1 / val); }
glm::vec3 Grid::normal_at(const size_t x, const size_t y,
const float amplification) const {
@@ -63,37 +63,36 @@ glm::vec3 Grid::normal_at(const size_t x, const size_t y,
const auto y_diff =
glm::vec3(0, static_cast(high_y - low_y),
amplification * (get(x, high_y) - get(x, low_y)));
- return normalize(cross(x_diff, y_diff));
+ return glm::normalize(glm::cross(x_diff, y_diff));
}
// Implementation based on: https://en.wikipedia.org/wiki/Perlin_noise
// Assumes that kGeographyShort and kGeographyLong are equal to 2^n (doesn't
// have to be the same n)
-Grid *Grid::PerlinNoise(const int globalX, const int globalY,
- const std::size_t detail) {
- const auto grid = new Grid();
+Grid *Grid::PerlinNoise(int globalX, int globalY, std::size_t detail) {
+ auto grid = new Grid();
// Store the vectors at grid corners as just angles, they're all normalised
- const size_t major_width = kGeographyShort / detail + 1;
- const size_t major_length = kGeographyLong / detail + 1;
+ const size_t major_width = (kGeographyShort / detail) + 1;
+ const size_t major_length = (kGeographyLong / detail) + 1;
const size_t grid_nodes = major_width * major_length;
vector sin_major_angles(grid_nodes);
vector cos_major_angles(grid_nodes);
- const auto worldIndexX = (major_width - 1) * globalX;
- const auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) *
- (major_length - 1) * globalY;
- const auto worldIndex = worldIndexX + worldIndexY;
- const mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex;
+ auto worldIndexX = (major_width - 1) * globalX;
+ auto worldIndexY = ((major_width - 1) * kGeographyCountShort + 1) *
+ (major_length - 1) * globalY;
+ auto worldIndex = worldIndexX + worldIndexY;
+ mt19937::result_type gridBaseSeed = base_random_ * detail + worldIndex;
// Randomly generates corner vector angles [0, 2pi)
for (size_t x = 0; x < major_width; ++x) {
for (size_t y = 0; y < major_width; ++y) {
- const auto relativeWorldIndex =
+ auto relativeWorldIndex =
x + ((major_width - 1) * kGeographyCountShort + 1) * y;
grid->AngleSeed(gridBaseSeed + relativeWorldIndex);
- const auto angle = grid->RandomAngle();
- const auto i = x + major_width * y;
+ auto angle = grid->RandomAngle();
+ auto i = x + major_width * y;
sin_major_angles[i] = sin(angle);
cos_major_angles[i] = cos(angle);
}
@@ -120,8 +119,7 @@ Grid *Grid::PerlinNoise(const int globalX, const int globalY,
// Lambda to determine the dot product of the offset vector of the current
// point with one of the four grid vectors around the current point
const auto dot_major = [=, &cos_major_angles, &sin_major_angles](
- const bool high_x,
- const bool high_y) -> float {
+ bool high_x, bool high_y) -> float {
const auto major_x = lower_major_x + (high_x ? 1 : 0);
const auto major_y = lower_major_y + (high_y ? 1 : 0);
const auto sin_major_angle =
@@ -149,12 +147,12 @@ Grid *Grid::PerlinNoise(const int globalX, const int globalY,
}
array *Grid::vertices() const {
- const auto vertices = new array();
+ auto vertices = new array();
for (size_t x = 0; x < kGeographyShort; ++x) {
for (size_t y = 0; y < kGeographyLong; ++y) {
- const auto ind = index(x, y);
- const glm::vec3 position = {x, y, (*data_)[ind]};
- const glm::vec3 normal = normal_at(x, y);
+ auto ind = index(x, y);
+ glm::vec3 position = {x, y, (*data_)[ind]};
+ glm::vec3 normal = normal_at(x, y);
(*vertices)[ind] = {position, normal};
}
}
@@ -162,10 +160,10 @@ array *Grid::vertices() const {
}
array *Grid::indices() {
- const auto indices = new array();
+ auto indices = new array();
for (size_t x = 0; x < kGeographyShort - 1; ++x) {
for (size_t y = 0; y < kGeographyLong - 1; ++y) {
- const auto indexInd = (x + y * (kGeographyShort - 1)) * 6;
+ auto indexInd = (x + y * (kGeographyShort - 1)) * 6;
(*indices)[indexInd] = static_cast(index(x, y));
(*indices)[indexInd + 1] = static_cast(index(x, y + 1));
(*indices)[indexInd + 2] = static_cast(index(x + 1, y));
diff --git a/src/grid.h b/src/grid.h
index 851f641..3be491b 100644
--- a/src/grid.h
+++ b/src/grid.h
@@ -9,6 +9,7 @@
#include
#include "constants.h"
+#include "noise_math.h"
#include "shader.h"
constexpr std::size_t index(const std::size_t x, const std::size_t y) {
@@ -17,22 +18,22 @@ constexpr std::size_t index(const std::size_t x, const std::size_t y) {
class Grid {
public:
- float get(const std::size_t x, const std::size_t y) const {
+ inline float get(const std::size_t x, const std::size_t y) const {
return (*data_)[index(x, y)];
}
- void set(const std::size_t x, const std::size_t y, const float value) const {
+ inline void set(const std::size_t x, const std::size_t y, float value) {
(*data_)[index(x, y)] = value;
}
Grid operator+(const Grid &) const;
- void operator+=(const Grid &) const;
+ void operator+=(const Grid &);
Grid operator-() const;
Grid operator-(const Grid &) const;
- void operator-=(const Grid &) const;
+ void operator-=(const Grid &);
Grid operator*(float) const;
- void operator*=(float) const;
+ void operator*=(float);
Grid operator/(float) const;
- void operator/=(float) const;
+ void operator/=(float);
glm::vec3 normal_at(std::size_t, std::size_t, float = 1.) const;
@@ -40,10 +41,14 @@ class Grid {
std::array *vertices() const;
static std::array *indices();
- static void RandomizeBase() { base_random_ = device_() << 4; }
+ static inline void RandomizeBase() { base_random_ = device_() << 4; }
- float min() const { return *std::min_element(data_->begin(), data_->end()); }
- float max() const { return *std::max_element(data_->begin(), data_->end()); }
+ inline float min() const {
+ return *std::min_element(data_->begin(), data_->end());
+ }
+ inline float max() const {
+ return *std::max_element(data_->begin(), data_->end());
+ }
private:
std::unique_ptr> data_{
@@ -54,6 +59,6 @@ class Grid {
std::uniform_real_distribution dist_{0, glm::two_pi()};
static std::mt19937::result_type base_random_;
- float RandomAngle() { return dist_(engine_); }
- void AngleSeed(const std::mt19937::result_type seed) { engine_.seed(seed); }
+ inline float RandomAngle() { return dist_(engine_); }
+ inline void AngleSeed(std::mt19937::result_type seed) { engine_.seed(seed); }
};
diff --git a/src/noise_math.h b/src/noise_math.h
index b338d3f..368f878 100644
--- a/src/noise_math.h
+++ b/src/noise_math.h
@@ -3,7 +3,7 @@
// Based on Ken Perlin's smoother step function:
// https://en.wikipedia.org/wiki/Smoothstep#Variations Returns value in range
// [0, 1]
-constexpr float SmootherStep(const float x) {
+inline constexpr float SmootherStep(const float x) {
if (x < 0) {
return 0;
}
@@ -17,7 +17,7 @@ constexpr float SmootherStep(const float x) {
// Interpolates between two doubles
// If x <= 0 returns bound_0, if x >= 1 returns bound_1,
// otherwise smoothly transitions between the two
-constexpr float Interpolate(const float x, const float bound_0,
+inline constexpr float Interpolate(const float x, const float bound_0,
const float bound_1) {
return bound_0 + SmootherStep(x) * (bound_1 - bound_0);
}
diff --git a/src/point_light.cpp b/src/point_light.cpp
index 019e151..c1e35eb 100644
--- a/src/point_light.cpp
+++ b/src/point_light.cpp
@@ -1,6 +1,5 @@
#include "point_light.h"
-#include
#include
#include
#include
@@ -48,7 +47,7 @@ PointLight::~PointLight() {
glDeleteFramebuffers(1, &fbo_);
}
-void PointLight::LoadData(const Shader *shader) const {
+void PointLight::LoadData(Shader *shader) const {
if (!shader->CopyDataToUniform(ambient_, "pointLight.ambient")) {
cerr << "Point light ambient not loaded to shader" << endl;
}
@@ -72,44 +71,37 @@ void PointLight::GenerateCubeMaps(
// https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
// By Joey de Vries (https://twitter.com/JoeyDeVriez)
// CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/legalcode)
- const auto shadowProj =
+ auto shadowProj =
glm::perspective(glm::pi() / 2, 1.0f, kNearPlane, kFarPlane);
auto shadowTransforms = array();
shadowTransforms[0] =
- shadowProj *
- lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0));
+ shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(1.0, 0.0, 0.0),
+ glm::vec3(0.0, -1.0, 0.0));
shadowTransforms[1] =
- shadowProj *
- lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0));
+ shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(-1.0, 0.0, 0.0),
+ glm::vec3(0.0, -1.0, 0.0));
shadowTransforms[2] =
- shadowProj *
- lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
+ shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 1.0, 0.0),
+ glm::vec3(0.0, 0.0, 1.0));
shadowTransforms[3] =
- shadowProj *
- lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0));
+ shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, -1.0, 0.0),
+ glm::vec3(0.0, 0.0, -1.0));
shadowTransforms[4] =
- shadowProj *
- lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0));
+ shadowProj * glm::lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, 1.0),
+ glm::vec3(0.0, -1.0, 0.0));
shadowTransforms[5] =
- shadowProj *
- lookAt(pos_, pos_ + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0));
+ shadowProj * glm::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());
- 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;
- }
+ shadow_.CopyDataToUniform(6, shadowTransforms.data(), "shadowMatrices");
+ shadow_.CopyDataToUniform(pos_, "lightPos");
+ shadow_.CopyDataToUniform(kFarPlane, "farPlane");
for (const auto renderable : renderables) {
renderable->Render(&shadow_);
diff --git a/src/point_light.in.h b/src/point_light.h
similarity index 64%
rename from src/point_light.in.h
rename to src/point_light.h
index d04de69..b570293 100644
--- a/src/point_light.in.h
+++ b/src/point_light.h
@@ -8,21 +8,21 @@
#include "renderable.h"
#include "shader.h"
-class PointLight final : public Renderable {
+class PointLight : public Renderable {
public:
explicit PointLight(const glm::vec3 &);
- ~PointLight() override;
+ ~PointLight();
- void LoadData(const Shader *) const;
+ void LoadData(Shader *) const;
void GenerateCubeMaps(const std::vector &) const;
- GLuint getDepthTexture() const { return depth_; }
- void setPosition(const glm::vec3 &pos) {
+ inline GLuint getDepthTexture() const { return depth_; }
+ inline void setPosition(const glm::vec3 &pos) {
pos_ = pos;
CleanUp();
InitGeom();
}
- void setColors(const glm::vec3 &color) {
+ inline void setColors(const glm::vec3 &color) {
diffuse_ = color;
specular_ = color;
ambient_ = color / 5.0f;
@@ -37,7 +37,7 @@ class PointLight final : public Renderable {
float specularPower_{20};
glm::vec3 pos_;
- Shader shadow_{R"(@SHADOW_VERT@)", R"(@SHADOW_FRAG@)", R"(@SHADOW_GEOM@)"};
+ Shader shadow_{"shadow.vert", "shadow.frag", "shadow.geom"};
GLuint fbo_{0};
GLuint depth_{0};
};
diff --git a/src/renderable.cpp b/src/renderable.cpp
index 309a7cd..bd8b8b3 100644
--- a/src/renderable.cpp
+++ b/src/renderable.cpp
@@ -4,8 +4,7 @@
using namespace std;
-Renderable::Renderable(const bool drawTriangles)
- : drawTriangles_(drawTriangles) {}
+Renderable::Renderable(bool drawTriangles) : drawTriangles_(drawTriangles) {}
Renderable::~Renderable() { CleanUp(); }
@@ -31,7 +30,7 @@ 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_);
@@ -40,21 +39,19 @@ 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),
- // ReSharper disable once CppZeroValuedExpressionUsedAsNullPointer
- reinterpret_cast(offsetof(Vertex, position)));
+ glVertexAttribPointer(attribLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
+ (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),
- reinterpret_cast(offsetof(Vertex, normal)));
+ (void *)offsetof(Vertex, normal));
} else {
- cerr << "Not loading vtxNormal" << endl;
+ // cerr << "Not loading vtxNormal" << endl;
}
if (drawTriangles_) {
diff --git a/src/renderable.h b/src/renderable.h
index e5eb336..9e0ecc8 100644
--- a/src/renderable.h
+++ b/src/renderable.h
@@ -2,6 +2,7 @@
#include
+#include
#include
#include
@@ -10,7 +11,7 @@
class Renderable {
public:
explicit Renderable(bool);
- virtual ~Renderable();
+ ~Renderable();
void InitGeom();
void Render(const Shader *) const;
diff --git a/src/renderer.in.cpp b/src/renderer.cpp
similarity index 93%
rename from src/renderer.in.cpp
rename to src/renderer.cpp
index 92b35c7..15be99a 100644
--- a/src/renderer.in.cpp
+++ b/src/renderer.cpp
@@ -7,8 +7,6 @@
#include
#include "constants.h"
-#include "geography.h"
-#include "grid.h"
using namespace std;
@@ -43,7 +41,7 @@ Renderer::Renderer(int argc, char *argv[]) {
glutPassiveMotionFunc(PassiveMotionCB);
CheckGLError();
- const GLenum res = glewInit();
+ GLenum res = glewInit();
if (res != GLEW_OK) {
cerr << "Error in glewInit()";
throw runtime_error(
@@ -51,26 +49,21 @@ Renderer::Renderer(int argc, char *argv[]) {
}
CheckGLError();
- shader_ = new Shader(R"(
-@PHONG_VERT@
-)",
- R"(
-@PHONG_FRAG@
-)");
+ shader_ = new Shader("phong.vert", "phong.frag");
light_ = new PointLight({kGeographyShort * kGeographyCountShort / 2,
kGeographyLong * kGeographyCountLong / 2,
kHeightMultiplier * kGeographyCountShort / 2});
using std::chrono::duration_cast;
using std::chrono::milliseconds;
- const auto start_time = chrono::high_resolution_clock::now();
+ 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));
}
}
- const auto end_time = chrono::high_resolution_clock::now();
+ auto end_time = chrono::high_resolution_clock::now();
cout << "Generation time: "
<< duration_cast(end_time - start_time).count() << "ms\n";
cout << " vertices: "
@@ -125,11 +118,11 @@ void Renderer::Display() const {
for (const auto object : objects_) {
const auto geo = dynamic_cast(object);
if (geo != nullptr) {
- const float min = geo->min();
+ float min = geo->min();
if (min < minHeight) {
minHeight = min;
}
- const float max = geo->max();
+ float max = geo->max();
if (max > maxHeight) {
maxHeight = max;
}
@@ -144,7 +137,7 @@ void Renderer::Display() const {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, light_->getDepthTexture());
- const auto depthMap = glGetUniformLocation(shader_->id(), "depthMap");
+ auto depthMap = glGetUniformLocation(shader_->id(), "depthMap");
glUniform1i(depthMap, 0);
light_->Render(shader_);
@@ -262,7 +255,7 @@ void Renderer::HandleMovementKey(const unsigned char key, const bool down) {
}
}
-void Renderer::Tick(const int ticks) {
+void Renderer::Tick(int ticks) {
bool doneSomething = false;
if (last_mouse_x_ < 0 || last_mouse_x_ > viewport_width_ ||
last_mouse_y_ < 0 || last_mouse_y_ > viewport_height_) {
@@ -297,11 +290,11 @@ void Renderer::Tick(const int ticks) {
doneSomething = true;
shadowsChanged_ = true;
} else if (simulating_) {
- const auto lightAngle =
+ auto lightAngle =
fmod(static_cast(ticks) * glm::two_pi() / (kFPS * 20),
glm::pi() * 5 / 4) -
glm::pi() * 5 / 8;
- const auto lightRotation =
+ auto lightRotation =
glm::vec3(0, glm::sin(lightAngle), glm::cos(lightAngle) / 2) *
static_cast(kGeographyLong * kGeographyCountLong);
light_->setPosition(lightRotation +
@@ -342,8 +335,9 @@ void Renderer::PassiveMotionCB(const int w, const int h) {
}
void Renderer::TimerCB(const int ticks) {
- const auto tickIncrement = window->simulating_ ? 1 : 0;
- glutTimerFunc(1000 / kFPS, TimerCB, ticks + tickIncrement);
+ auto tickIncrement = window->simulating_ ? 1 : 0;
+ glutTimerFunc(static_cast(1000 / kFPS), TimerCB,
+ ticks + tickIncrement);
window->Tick(ticks);
}
@@ -353,7 +347,7 @@ void Renderer::CheckGLError() {
}
}
-void Renderer::PrintOpenGLError(const GLenum errorCode) {
+void Renderer::PrintOpenGLError(GLenum errorCode) {
switch (errorCode) {
case GL_INVALID_VALUE:
cerr << "GL_INVALID_VALUE" << endl;
diff --git a/src/renderer.h b/src/renderer.h
index b68420f..de790a5 100644
--- a/src/renderer.h
+++ b/src/renderer.h
@@ -3,7 +3,9 @@
#include
#include "camera.h"
-#include "point_light.in.h"
+#include "constants.h"
+#include "geography.h"
+#include "point_light.h"
#include "shader.h"
constexpr auto kInitialWidth = 1280;
diff --git a/src/shader.cpp b/src/shader.cpp
index 1a3d507..2fbd541 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -8,12 +8,11 @@
using namespace std;
-Shader::Shader(const string &vertexShader, const string &fragmentShader,
- const string &geometryShader) {
- const auto vertexShaderId = CompileShader(vertexShader, GL_VERTEX_SHADER);
- const auto fragmentShaderId =
- CompileShader(fragmentShader, GL_FRAGMENT_SHADER);
- GLuint geometryShaderId{0};
+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;
id_ = glCreateProgram();
@@ -22,8 +21,8 @@ Shader::Shader(const string &vertexShader, const string &fragmentShader,
glAttachShader(id_, fragmentShaderId);
CheckGLError("Error in attaching the fragment shader");
- if (!geometryShader.empty()) {
- geometryShaderId = CompileShader(geometryShader, GL_GEOMETRY_SHADER);
+ if (!geometryShaderFile.empty()) {
+ geometryShaderId = CompileShader(geometryShaderFile, GL_GEOMETRY_SHADER);
glAttachShader(id_, geometryShaderId);
CheckGLError("Error in attaching the geometry shader");
}
@@ -34,7 +33,7 @@ Shader::Shader(const string &vertexShader, const string &fragmentShader,
glDeleteShader(vertexShaderId);
glDeleteShader(fragmentShaderId);
- if (geometryShaderId != 0) {
+ if (!geometryShaderFile.empty()) {
glDeleteShader(geometryShaderId);
}
@@ -46,7 +45,7 @@ Shader::~Shader() { glDeleteProgram(id_); }
bool Shader::CopyDataToUniform(const glm::mat4 &data,
const string &name) const {
- const auto location = glGetUniformLocation(id_, name.c_str());
+ auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) {
return false;
}
@@ -55,9 +54,8 @@ bool Shader::CopyDataToUniform(const glm::mat4 &data,
return true;
}
-bool Shader::CopyDataToUniform(const int count, const glm::mat4 *data,
- const std::string &name) const {
- const auto location = glGetUniformLocation(id_, name.c_str());
+bool Shader::CopyDataToUniform(int count, const glm::mat4 *data, const std::string &name) const {
+ auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) {
return false;
}
@@ -68,7 +66,7 @@ bool Shader::CopyDataToUniform(const int count, const glm::mat4 *data,
bool Shader::CopyDataToUniform(const glm::vec4 &data,
const string &name) const {
- const auto location = glGetUniformLocation(id_, name.c_str());
+ auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) {
return false;
}
@@ -78,7 +76,7 @@ bool Shader::CopyDataToUniform(const glm::vec4 &data,
bool Shader::CopyDataToUniform(const glm::vec3 &data,
const string &name) const {
- const auto location = glGetUniformLocation(id_, name.c_str());
+ auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) {
return false;
}
@@ -86,8 +84,8 @@ bool Shader::CopyDataToUniform(const glm::vec3 &data,
return true;
}
-bool Shader::CopyDataToUniform(const float data, const string &name) const {
- const auto location = glGetUniformLocation(id_, name.c_str());
+bool Shader::CopyDataToUniform(float data, const string &name) const {
+ auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) {
return false;
}
@@ -95,8 +93,8 @@ bool Shader::CopyDataToUniform(const float data, const string &name) const {
return true;
}
-bool Shader::CopyDataToUniform(const int data, const string &name) const {
- const auto location = glGetUniformLocation(id_, name.c_str());
+bool Shader::CopyDataToUniform(int data, const string &name) const {
+ auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) {
return false;
}
@@ -104,24 +102,42 @@ bool Shader::CopyDataToUniform(const int data, const string &name) const {
return true;
}
-bool Shader::CopyDataToUniform(const bool data, const string &name) const {
- const auto location = glGetUniformLocation(id_, name.c_str());
+bool Shader::CopyDataToUniform(bool data, const string &name) const {
+ auto location = glGetUniformLocation(id_, name.c_str());
if (location == -1) {
return false;
}
- const int actualData = data;
+ int actualData = static_cast(data);
glUniform1iv(location, 1, &actualData);
return true;
}
-GLuint Shader::CompileShader(const std::string &shaderSource,
- const GLenum shaderType) {
- const GLuint id = glCreateShader(shaderType);
- const auto shaderC_str = shaderSource.c_str();
+string Shader::ReadFile(const string &filename) {
+ string data, line;
+ ifstream file;
+ file.open(filename, std::ios::binary);
+ if (file.is_open()) {
+ while (getline(file, line)) {
+ data += line + '\n';
+ }
+ if (data.empty()) {
+ data.pop_back();
+ }
+ } else {
+ throw runtime_error("Could not open " + filename);
+ }
+ return data;
+}
+
+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();
glShaderSource(id, 1, &shaderC_str, nullptr);
glCompileShader(id);
CheckShaderivError(id, GL_COMPILE_STATUS,
- "Error when compiling shader file:\n" + shaderSource);
+ "Error when creating shader file " + filename);
return id;
}
@@ -158,7 +174,7 @@ void Shader::PrintStatus() const {
glGetProgramiv(id_, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &bufSize);
GLint size;
GLenum type;
- const auto attributeName = new GLchar[bufSize];
+ 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";
@@ -181,7 +197,7 @@ void Shader::PrintStatus() const {
}
void Shader::CheckGLError(const string &errorMessage) {
- const auto rc = glGetError();
+ auto rc = glGetError();
if (rc != GL_NO_ERROR) {
cerr << errorMessage << endl;
throw runtime_error(reinterpret_cast(gluErrorString(rc)));
@@ -196,7 +212,7 @@ void Shader::CheckProgramivError(const GLuint program, const GLenum pname,
cerr << errorMessage << endl;
GLsizei length, bufSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufSize);
- const auto error = new GLchar[bufSize];
+ auto error = new GLchar[bufSize];
glGetProgramInfoLog(program, bufSize, &length, error);
throw runtime_error(error);
}
@@ -210,7 +226,7 @@ void Shader::CheckShaderivError(const GLuint shader, const GLenum pname,
cerr << errorMessage << endl;
GLsizei length, bufSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufSize);
- const auto error = new GLchar[bufSize];
+ auto error = new GLchar[bufSize];
glGetShaderInfoLog(shader, bufSize, &length, error);
throw runtime_error(error);
}
diff --git a/src/shader.h b/src/shader.h
index 49554c0..22e6577 100644
--- a/src/shader.h
+++ b/src/shader.h
@@ -2,6 +2,7 @@
#include
+#include
#include
#include
@@ -25,11 +26,12 @@ class Shader {
void PrintStatus() const;
- GLuint id() const { return id_; }
+ inline GLuint id() const { return id_; }
private:
GLuint id_;
+ static std::string ReadFile(const std::string &);
static GLuint CompileShader(const std::string &, GLenum);
static void CheckGLError(const std::string &);