Source

gltut / Tut 16 Gamma and Textures / Gamma Landscape.cpp

Jason McKesson 816e89f 


Jason McKesson 4bd71f7 
Jason McKesson 816e89f 



Jason McKesson 05134c4 
Jason McKesson 816e89f 









Jason McKesson 2b9f51d 


Jason McKesson 816e89f 










Jason McKesson 2b9f51d 
Jason McKesson 816e89f 
















Jason McKesson 2b9f51d 
Jason McKesson 816e89f 











Jason McKesson 2b9f51d 
Jason McKesson 816e89f 



Jason McKesson 2b9f51d 


Jason McKesson 816e89f 





































Jason McKesson 2b9f51d 
Jason McKesson 816e89f 
































Jason McKesson 913b011 
Jason McKesson 816e89f 
Jason McKesson 913b011 
Jason McKesson 816e89f 






























Jason McKesson 4bd71f7 

Jason McKesson 816e89f 





Jason McKesson 2b9f51d 


Jason McKesson 816e89f 






Jason McKesson 2b9f51d 



Jason McKesson 816e89f 
Jason McKesson 2b9f51d 
Jason McKesson 816e89f 








Jason McKesson 2b9f51d 

Jason McKesson 816e89f 



































Jason McKesson 2b9f51d 






Jason McKesson 816e89f 











Jason McKesson c2984fe 
Jason McKesson 0b2980a 
Jason McKesson 816e89f 




Jason McKesson 46630d4 


Jason McKesson 0b2980a 



Jason McKesson 816e89f 
Jason McKesson 2b9f51d 















Jason McKesson 816e89f 







Jason McKesson 2b9f51d 
Jason McKesson 816e89f 














Jason McKesson 2b9f51d 









Jason McKesson c2984fe 
















Jason McKesson 2b9f51d 





Jason McKesson 816e89f 


















Jason McKesson c2984fe 
Jason McKesson 816e89f 










Jason McKesson 2b9f51d 
Jason McKesson 816e89f 














Jason McKesson 46630d4 
Jason McKesson 816e89f 







Jason McKesson 2b9f51d 
Jason McKesson 816e89f 

Jason McKesson 2b9f51d 
Jason McKesson 816e89f 


Jason McKesson 0b2980a 
Jason McKesson 816e89f 
Jason McKesson 2b9f51d 

Jason McKesson 816e89f 
Jason McKesson 15a2bd2 
Jason McKesson 2b9f51d 

Jason McKesson 4bd71f7 






Jason McKesson 2b9f51d 
Jason McKesson 4bd71f7 

Jason McKesson 2b9f51d 
Jason McKesson 4bd71f7 






Jason McKesson 2b9f51d 

Jason McKesson 15a2bd2 
Jason McKesson 2b9f51d 


Jason McKesson 816e89f 













Jason McKesson 15a2bd2 


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#include <string>
#include <vector>
#include <stack>
#include <exception>
#include <math.h>
#include <stdio.h>
#include <sstream>
#include <memory>
#include <glload/gl_3_3.h>
#include <glimg/glimg.h>
#include <GL/freeglut.h>
#include <glutil/MatrixStack.h>
#include <glutil/MousePoles.h>
#include <glutil/Shader.h>
#include "../framework/framework.h"
#include "../framework/Mesh.h"
#include "../framework/Timer.h"
#include "../framework/UniformBlockArray.h"
#include "../framework/directories.h"
#include "../framework/MousePole.h"
#include "../framework/Interpolators.h"
#include "LightEnv.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>

#define ARRAY_COUNT( array ) (sizeof( array ) / (sizeof( array[0] ) * (sizeof( array ) != sizeof(void*) || sizeof( array[0] ) <= sizeof(void*))))

struct ProgramData
{
	GLuint theProgram;

	GLuint modelToCameraMatrixUnif;
	GLuint numberOfLightsUnif;
};

struct UnlitProgData
{
	GLuint theProgram;

	GLuint modelToCameraMatrixUnif;
	GLuint objectColorUnif;
};

float g_fzNear = 1.0f;
float g_fzFar = 1000.0f;

ProgramData g_progStandard;
UnlitProgData g_progUnlit;

const int g_projectionBlockIndex = 0;
const int g_lightBlockIndex = 1;
const int g_colorTexUnit = 0;

ProgramData LoadProgram(const std::string &strVertexShader, const std::string &strFragmentShader)
{
	std::vector<GLuint> shaderList;

	shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, strVertexShader));
	shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, strFragmentShader));

	ProgramData data;
	data.theProgram = Framework::CreateProgram(shaderList);
	data.modelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "modelToCameraMatrix");
	data.numberOfLightsUnif = glGetUniformLocation(data.theProgram, "numberOfLights");

	GLuint projectionBlock = glGetUniformBlockIndex(data.theProgram, "Projection");
	glUniformBlockBinding(data.theProgram, projectionBlock, g_projectionBlockIndex);

	GLuint lightBlockIndex = glGetUniformBlockIndex(data.theProgram, "Light");
	glUniformBlockBinding(data.theProgram, lightBlockIndex, g_lightBlockIndex);

	GLuint colorTextureUnif = glGetUniformLocation(data.theProgram, "diffuseColorTex");
	glUseProgram(data.theProgram);
	glUniform1i(colorTextureUnif, g_colorTexUnit);
	glUseProgram(0);

	return data;
}

UnlitProgData LoadUnlitProgram(const std::string &strVertexShader, const std::string &strFragmentShader)
{
	std::vector<GLuint> shaderList;

	shaderList.push_back(Framework::LoadShader(GL_VERTEX_SHADER, strVertexShader));
	shaderList.push_back(Framework::LoadShader(GL_FRAGMENT_SHADER, strFragmentShader));

	UnlitProgData data;
	data.theProgram = Framework::CreateProgram(shaderList);
	data.modelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "modelToCameraMatrix");
	data.objectColorUnif = glGetUniformLocation(data.theProgram, "objectColor");

	GLuint projectionBlock = glGetUniformBlockIndex(data.theProgram, "Projection");
	glUniformBlockBinding(data.theProgram, projectionBlock, g_projectionBlockIndex);

	return data;
}

void InitializePrograms()
{
	g_progStandard = LoadProgram("PNT.vert", "litTexture.frag");
	g_progUnlit = LoadUnlitProgram("Unlit.vert", "Unlit.frag");
}

struct ProjectionBlock
{
	glm::mat4 cameraToClipMatrix;
};

GLuint g_projectionUniformBuffer = 0;
GLuint g_lightUniformBuffer = 0;
GLuint g_linearTexture = 0;
// GLuint g_gammaTexture = 0;

const int NUM_SAMPLERS = 2;
GLuint g_samplers[NUM_SAMPLERS];

void CreateSamplers()
{
	glGenSamplers(NUM_SAMPLERS, &g_samplers[0]);

	for(int samplerIx = 0; samplerIx < NUM_SAMPLERS; samplerIx++)
	{
		glSamplerParameteri(g_samplers[samplerIx], GL_TEXTURE_WRAP_S, GL_REPEAT);
		glSamplerParameteri(g_samplers[samplerIx], GL_TEXTURE_WRAP_T, GL_REPEAT);
	}

	//Linear mipmap linear
	glSamplerParameteri(g_samplers[0], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glSamplerParameteri(g_samplers[0], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

	//Max anisotropic
	GLfloat maxAniso = 0.0f;
	glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);

	glSamplerParameteri(g_samplers[1], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glSamplerParameteri(g_samplers[1], GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glSamplerParameterf(g_samplers[1], GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAniso);
}

void LoadTextures()
{
	try
	{
		std::string filename(Framework::FindFileOrThrow("terrain_tex.dds"));

		std::auto_ptr<glimg::ImageSet> pImageSet(glimg::loaders::dds::LoadFromFile(filename.c_str()));

		glGenTextures(1, &g_linearTexture);
		glBindTexture(GL_TEXTURE_2D, g_linearTexture);

		glimg::OpenGLPixelTransferParams xfer = glimg::GetUploadFormatType(pImageSet->GetFormat(), 0);

		for(int mipmapLevel = 0; mipmapLevel < pImageSet->GetMipmapCount(); mipmapLevel++)
		{
			glimg::SingleImage image = pImageSet->GetImage(mipmapLevel, 0, 0);
			glimg::Dimensions dims = image.GetDimensions();

			glTexImage2D(GL_TEXTURE_2D, mipmapLevel, GL_SRGB8_ALPHA8, dims.width, dims.height, 0,
				xfer.format, xfer.type, image.GetImageData());
		}

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, pImageSet->GetMipmapCount() - 1);

		glBindTexture(GL_TEXTURE_2D, 0);
	}
	catch(std::exception &e)
	{
		printf("%s\n", e.what());
		throw;
	}
}

////////////////////////////////
//View setup.
glutil::ViewData g_initialView =
{
	glm::vec3(-60.257084f, 10.947238f, 62.636356f),
	glm::fquat(-0.972817f, -0.099283f, -0.211198f, -0.020028f),
	30.0f,
	0.0f
};

glutil::ViewScale g_initialViewScale =
{
	5.0f, 90.0f,
	2.0f, 0.5f,
	4.0f, 1.0f,
	90.0f/250.0f
};

glutil::ViewPole g_viewPole(g_initialView, g_initialViewScale, glutil::MB_LEFT_BTN);

namespace
{
	void MouseMotion(int x, int y) { Framework::ForwardMouseMotion(g_viewPole, x, y); }
	void MouseButton(int button, int state, int x, int y) { Framework::ForwardMouseButton(g_viewPole, button, state, x, y); }
	void MouseWheel(int wheel, int direction, int x, int y) { Framework::ForwardMouseWheel(g_viewPole, wheel, direction, x, y); }
}

LightEnv *g_pLightEnv = NULL;

Framework::Mesh *g_pTerrain = NULL;
Framework::Mesh *g_pSphere = NULL;

//Called after the window and OpenGL are initialized. Called exactly once, before the main loop.
void init()
{
	try
	{
		g_pLightEnv = new LightEnv("LightEnv.xml");

		InitializePrograms();

		g_pTerrain = new Framework::Mesh("terrain.xml");
		g_pSphere = new Framework::Mesh("UnitSphere.xml");
	}
	catch(std::exception &except)
	{
		printf("%s\n", except.what());
		throw;
	}

	glutMouseFunc(MouseButton);
	glutMotionFunc(MouseMotion);
	glutMouseWheelFunc(MouseWheel);

	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);
	glFrontFace(GL_CW);

	const float depthZNear = 0.0f;
	const float depthZFar = 1.0f;

	glEnable(GL_DEPTH_TEST);
	glDepthMask(GL_TRUE);
	glDepthFunc(GL_LEQUAL);
	glDepthRange(depthZNear, depthZFar);
	glEnable(GL_DEPTH_CLAMP);

	//Setup our Uniform Buffers
	glGenBuffers(1, &g_projectionUniformBuffer);
	glBindBuffer(GL_UNIFORM_BUFFER, g_projectionUniformBuffer);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(ProjectionBlock), NULL, GL_DYNAMIC_DRAW);

	glBindBufferRange(GL_UNIFORM_BUFFER, g_projectionBlockIndex, g_projectionUniformBuffer,
		0, sizeof(ProjectionBlock));

	glGenBuffers(1, &g_lightUniformBuffer);
	glBindBuffer(GL_UNIFORM_BUFFER, g_lightUniformBuffer);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(LightBlock), NULL, GL_STREAM_DRAW);

	glBindBufferRange(GL_UNIFORM_BUFFER, g_lightBlockIndex, g_lightUniformBuffer,
		0, sizeof(LightBlock));

	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	LoadTextures();
	CreateSamplers();
}

using Framework::Timer;

int g_currSampler = 0;

bool g_bDrawCameraPos = false;

bool g_useGammaDisplay = true;

//Called to update the display.
//You should call glutSwapBuffers after all of your rendering to display what you rendered.
//If you need continuous updates of the screen, call glutPostRedisplay() at the end of the function.
void display()
{
    if(!g_pLightEnv)
        return;

	if(g_useGammaDisplay)
		glEnable(GL_FRAMEBUFFER_SRGB);
	else
		glDisable(GL_FRAMEBUFFER_SRGB);

	g_pLightEnv->UpdateTime();

	glm::vec4 bgColor = g_pLightEnv->GetBackgroundColor();
	glClearColor(bgColor.x, bgColor.y, bgColor.z, bgColor.w);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glutil::MatrixStack modelMatrix;
	modelMatrix.ApplyMatrix(g_viewPole.CalcMatrix());

	LightBlock lightData = g_pLightEnv->GetLightBlock(g_viewPole.CalcMatrix());

	glBindBuffer(GL_UNIFORM_BUFFER, g_lightUniformBuffer);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(LightBlock), &lightData, GL_STREAM_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	if(g_pSphere && g_pTerrain)
	{
		glutil::PushStack push(modelMatrix);
		modelMatrix.RotateX(-90.0f);

		glUseProgram(g_progStandard.theProgram);
		glUniformMatrix4fv(g_progStandard.modelToCameraMatrixUnif, 1, GL_FALSE,
			glm::value_ptr(modelMatrix.Top()));
		glUniform1i(g_progStandard.numberOfLightsUnif, g_pLightEnv->GetNumLights());

		glActiveTexture(GL_TEXTURE0 + g_colorTexUnit);
		glBindTexture(GL_TEXTURE_2D, g_linearTexture);
		glBindSampler(g_colorTexUnit, g_samplers[g_currSampler]);

		g_pTerrain->Render("lit-tex");

		glBindSampler(g_colorTexUnit, 0);
		glBindTexture(GL_TEXTURE_2D, 0);

		glUseProgram(0);


		push.ResetStack();

		//Render the sun
		{
			glm::vec3 sunlightDir(g_pLightEnv->GetSunlightDirection());
			modelMatrix.Translate(sunlightDir * 500.0f);
			modelMatrix.Scale(30.0f, 30.0f, 30.0f);

			glUseProgram(g_progUnlit.theProgram);
			glUniformMatrix4fv(g_progUnlit.modelToCameraMatrixUnif, 1, GL_FALSE,
				glm::value_ptr(modelMatrix.Top()));

			glm::vec4 lightColor = g_pLightEnv->GetSunlightScaledIntensity(), gamma;
			glUniform4fv(g_progUnlit.objectColorUnif, 1, glm::value_ptr(lightColor));
			g_pSphere->Render("flat");
		}

		//Draw lights
		for(int light = 0; light < g_pLightEnv->GetNumPointLights(); light++)
		{
			push.ResetStack();

			modelMatrix.Translate(g_pLightEnv->GetPointLightWorldPos(light));

			glUseProgram(g_progUnlit.theProgram);
			glUniformMatrix4fv(g_progUnlit.modelToCameraMatrixUnif, 1, GL_FALSE,
				glm::value_ptr(modelMatrix.Top()));

			glm::vec4 lightColor = g_pLightEnv->GetPointLightScaledIntensity(light);
			glUniform4fv(g_progUnlit.objectColorUnif, 1, glm::value_ptr(lightColor));
			g_pSphere->Render("flat");
		}


		push.ResetStack();

		if(g_bDrawCameraPos)
		{
			//Draw lookat point.
			modelMatrix.SetIdentity();
			modelMatrix.Translate(glm::vec3(0.0f, 0.0f, -g_viewPole.GetView().radius));

			glDisable(GL_DEPTH_TEST);
			glDepthMask(GL_FALSE);
			glUseProgram(g_progUnlit.theProgram);
			glUniformMatrix4fv(g_progUnlit.modelToCameraMatrixUnif, 1, GL_FALSE,
				glm::value_ptr(modelMatrix.Top()));
			glUniform4f(g_progUnlit.objectColorUnif, 0.25f, 0.25f, 0.25f, 1.0f);
			g_pSphere->Render("flat");
			glDepthMask(GL_TRUE);
			glEnable(GL_DEPTH_TEST);
			glUniform4f(g_progUnlit.objectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f);
			g_pSphere->Render("flat");
		}

	}

	glutPostRedisplay();
	glutSwapBuffers();
}

//Called whenever the window is resized. The new window size is given, in pixels.
//This is an opportunity to call glViewport or glScissor to keep up with the change in size.
void reshape (int w, int h)
{
	glutil::MatrixStack persMatrix;
	persMatrix.Perspective(60.0f, (w / (float)h), g_fzNear, g_fzFar);

	ProjectionBlock projData;
	projData.cameraToClipMatrix = persMatrix.Top();

	glBindBuffer(GL_UNIFORM_BUFFER, g_projectionUniformBuffer);
	glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(ProjectionBlock), &projData);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	glViewport(0, 0, (GLsizei) w, (GLsizei) h);
	glutPostRedisplay();
}


//Called whenever a key on the keyboard was pressed.
//The key is given by the ''key'' parameter, which is in ASCII.
//It's often a good idea to have the escape key (ASCII value 27) call glutLeaveMainLoop() to
//exit the program.
void keyboard(unsigned char key, int x, int y)
{
	switch (key)
	{
	case 27:
		delete g_pSphere;
		delete g_pTerrain;
		delete g_pLightEnv;
		g_pSphere = NULL;
		g_pTerrain = NULL;
		g_pLightEnv = NULL;
		glutLeaveMainLoop();
		return;
	case 32:
		g_useGammaDisplay = !g_useGammaDisplay;
		break;
	case '-': g_pLightEnv->RewindTime(1.0f); break;
	case '=': g_pLightEnv->FastForwardTime(1.0f); break;
	case 't': g_bDrawCameraPos = !g_bDrawCameraPos; break;
/*
	case 'r':
		{
			try
			{
				LightEnv *pNewEnv = new LightEnv("LightEnv.xml");
				bool isPaused = g_pLightEnv->IsPaused();
				float elapsed = g_pLightEnv->GetElapsedTime();
				delete g_pLightEnv;
				g_pLightEnv = pNewEnv;

				g_pLightEnv->SetPause(isPaused);
				g_pLightEnv->FastForwardTime(elapsed);

				printf("Elapsed: %f\n", elapsed);
			}
			catch(std::runtime_error &e)
			{
				printf("Parse error in LightEnv.xml:\n%s\n", e.what());
				break;
			}
		}
		break;
*/
	case 'p':
		g_pLightEnv->TogglePause();
		break;
	}

	if(('1' <= key) && (key <= '9'))
	{
		int number = key - '1';
		if(number < NUM_SAMPLERS)
		{
			g_currSampler = number;
		}
	}

	g_viewPole.CharPress(key);
}

unsigned int defaults(unsigned int displayMode, int &width, int &height)
{
	return displayMode | GLUT_SRGB;
}
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