paysages3d/src/render/opengl/OpenGLRenderer.cpp

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#include "OpenGLRenderer.h"
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#include OPENGL_FUNCTIONS_INCLUDE
#include "CameraDefinition.h"
#include "OpenGLSharedState.h"
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#include "OpenGLSkybox.h"
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#include "OpenGLWater.h"
#include "OpenGLTerrain.h"
#include "Scenery.h"
#include "LightingManager.h"
#include "Logs.h"
#include "GL/glu.h" // TEMP
OpenGLRenderer::OpenGLRenderer(Scenery* scenery):
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SoftwareRenderer(scenery)
{
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ready = false;
functions = new OpenGLFunctions();
shared_state = new OpenGLSharedState();
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shared_state->set("viewDistance", 300.0);
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shared_state->set("exposure", 1.2);
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skybox = new OpenGLSkybox(this);
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water = new OpenGLWater(this);
terrain = new OpenGLTerrain(this);
}
OpenGLRenderer::~OpenGLRenderer()
{
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delete skybox;
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delete water;
delete terrain;
delete functions;
delete shared_state;
}
void OpenGLRenderer::initialize()
{
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ready = functions->initializeOpenGLFunctions();
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if (ready)
{
functions->glClearColor(0.0, 0.0, 0.0, 0.0);
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functions->glDisable(GL_LIGHTING);
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functions->glFrontFace(GL_CCW);
functions->glCullFace(GL_BACK);
functions->glEnable(GL_CULL_FACE);
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functions->glDepthFunc(GL_LESS);
functions->glDepthMask(1);
functions->glEnable(GL_DEPTH_TEST);
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functions->glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
functions->glEnable(GL_LINE_SMOOTH);
functions->glLineWidth(1.0);
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functions->glDisable(GL_FOG);
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functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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prepare();
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disableClouds();
getLightingManager()->setSpecularity(false);
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skybox->initialize();
skybox->updateScenery();
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water->initialize();
water->updateScenery();
terrain->initialize();
terrain->updateScenery();
cameraChangeEvent(getScenery()->getCamera());
}
else
{
logError("Failed to initialize OpenGL bindings");
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}
}
void OpenGLRenderer::resize(int width, int height)
{
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if (ready)
{
functions->glViewport(0, 0, width, height);
}
getScenery()->getCamera()->setRenderSize(width, height);
render_camera->setRenderSize(width, height);
cameraChangeEvent(getScenery()->getCamera());
}
void OpenGLRenderer::paint()
{
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if (ready)
{
functions->glClearColor(0.0, 0.0, 0.0, 0.0);
functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
functions->glEnable(GL_BLEND);
functions->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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skybox->render();
terrain->render();
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water->render();
int error_code;
while ((error_code = glGetError()) != GL_NO_ERROR)
{
logWarning("[OpenGL] ERROR : %s", (const char*)gluErrorString(error_code));
}
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}
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}
void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera)
{
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// Get camera info
Vector3 location = camera->getLocation();
Vector3 target = camera->getTarget();
Vector3 up = camera->getUpVector();
CameraPerspective perspective = camera->getPerspective();
// Compute matrix
QMatrix4x4 transform;
transform.setToIdentity();
transform.lookAt(QVector3D(location.x, location.y, location.z),
QVector3D(target.x, target.y, target.z),
QVector3D(up.x, up.y, up.z));
QMatrix4x4 projection;
projection.setToIdentity();
projection.perspective(perspective.yfov * 180.0 / M_PI, perspective.xratio, perspective.znear, perspective.zfar);
// Set in shaders
shared_state->set("cameraLocation", location);
shared_state->set("viewMatrix", projection * transform);
}
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double OpenGLRenderer::getPrecision(const Vector3 &)
{
return 0.0000001;
}
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Color OpenGLRenderer::applyMediumTraversal(Vector3, Color color)
{
return color;
}