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Copy pathvoxelhandler.cpp
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542 lines (443 loc) · 20.5 KB
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#include "voxelhandler.h"
//Provide the initialized window, path to model and it's radius.
VoxelHandler::VoxelHandler(GLFWwindow* window, string const &modelPath, const float & modelRadius)
: window{window},
voxelShader{new Shader("voxelShader.vert", "voxelShader.frag")},
voxelInitShader{new Shader("voxelInitShader.vert", "voxelInitShader.frag")},
voxelLatticeShader{new Shader("voxelLatticeShader.vert", "voxelLatticeShader.frag")},
voxelModelShader{new Shader("voxelModelShader.vert", "voxelModelShader.frag")},
voxelModelShader2{new Shader("voxelModelShader2.vert", "voxelModelShader2.frag")},
voxelActiveShader{new Shader("voxelActiveTest.vert", "voxelActiveTest.frag")},
voxelModelShader3{new Shader("voxelModelShader3.vert", "voxelModelShader3.frag")},
quadVertices{
1.0f, 1.0f, 0.0f, // top right
1.0f, -1.0f, 0.0f, // bottom right
-1.0f, -1.0f, 0.0f, // bottom left
-1.0f, 1.0f, 0.0f // top left
},
quadIndices{
0, 1, 3, // first triangle
1, 2, 3 // second triangle
},
voxelRadius{modelRadius},
squareTexCoord{
0, 0,
0, 1,
1, 1,
1, 0
},
voxelPosFBO{Framebuffer(1,1)},
far{10},
near{0},
voxelModel{Model(modelPath)},
voxelSizeScale{0.25f}, // Change voxel size here (size of cubes). 0.3f has good performance, but low resolution.
modelSizeScale{1.0f}
{
// This creates an offset where to place neighbouring voxel based on the scale size and radius (radius is sidelength for cube),
// in order to fill the entire voxelspace with packed voxels.
float offset = 2 * voxelRadius * voxelSizeScale;
// Generate voxelpositions based on voxelradius and far/voxelbox
// This generates the voxel positions in the orthographic frustum [0,10].
// Calling it the voxelSpace.
for (float i = near; i < far; i+=offset)
{
for (float j = near; j < far; j+=offset)
{
for (float k = near; k < far; k+=offset)
{
// Create vec3 for voxel position. And mat4 as transformation matrix that will be uploaded to shader.
// Only the matrix is used in final version.
voxelPositions.push_back(glm::vec3(i, j, -k));
glm::vec3 pos = glm::vec3(i, j, -k);
voxelPositionMatrices.push_back(glm::scale(glm::translate(glm::mat4(1.0f), pos), glm::vec3(voxelSizeScale)));
}
}
}
std::cout << "Voxels amount per model: " << voxelPositions.size() << std::endl;
std::cout << "Voxelmodel meshes: " << voxelModel.meshes.size() << std::endl;
/* These are some initializations of FBOs tested, not used for version 3 (final version) voxelization. */
// Init with amount of voxels to access by instance number in vertshader.
//voxelPosFBO = Framebuffer(voxelPositions.size(), voxelPositions.size());
//voxelPosFBO = Framebuffer(voxelPositions.size(), 1);
int wWidth, wHeight;
glfwGetWindowSize(window, &wWidth, &wHeight);
voxelPosFBO = Framebuffer(wWidth, wHeight);
}
VoxelHandler::~VoxelHandler()
{
delete voxelShader;
delete voxelLatticeShader;
delete voxelModelShader;
delete voxelInitShader;
delete voxelModelShader2;
delete voxelActiveShader;
delete voxelModelShader3;
}
void VoxelHandler::initVoxelPosTexture()
{
/*
THis should just render a quad on offscreen FBO with NxN amount of particles with vertex colors as position indication.
Must have 8 vertices, then color so that all positions are covered. Then we can scale so that they are spaced with 2*radius.
LIKE:
0,0,1 1,0,1
0,0,0 1,0,0
0,1,1 1,1,1
0,1,0 1,1,0
This will not work!
Vertex position have to be evenly spaced, to get the right amount of fragments.
0.25 between each I guess.
Then it should be texture size: 0.25*N x 4*N.
Remember to disable depthtest. See some guide on FBO rendering.
Extension write vertices as a grid in 2D with known positions. Then give each of those vertices the color of as "real" position vector.
*/
voxelPosFBO.bindFBO();
// Clear buffer, keep depth to use z-buffer in offscreen fbo
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.9f, 0.6f, 0.6f, 1.0f);
voxelShader->useProgram();
// Upload texCoords for a square
/*
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(squareTexCoord), (void*)squareTexCoord);
*/
// Draw init voxelpositions to texture.
voxelPosFBO.bindScreenFB();
}
void VoxelHandler::genVoxelPositions(glm::mat4 view, glm::mat4 proj, Framebuffer FBOX, Framebuffer FBOY, Framebuffer FBOZ,
Framebuffer FBOXGreater, Framebuffer FBOYGreater, Framebuffer FBOZGreater)
{
glDisable(GL_DEPTH_TEST);
//Bind voxelFBO to write result to
voxelPosFBO.bindFBO();
//voxelPosFBO.bindScreenFB();
// Clear buffer, keep depth to use z-buffer in offscreen fbo
// Set aplha to 0 because if voxelModelShader checks if alpha == 1 to know if voxel is active
glClearColor(0,1,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
voxelInitShader->useProgram();
// Use near and far for z-buffer generation.
float near = 0.0f;
float far = 10.0f;
voxelInitShader->uploadFloat("near", near);
voxelInitShader->uploadFloat("far", far);
// Bind all textures to sample depthvalues from
voxelInitShader->useProgram();
glActiveTexture(GL_TEXTURE0);
FBOX.bindTex(voxelInitShader, "texFBOX", 0);
glActiveTexture(GL_TEXTURE1);
FBOY.bindTex(voxelInitShader, "texFBOY", 1);
glActiveTexture(GL_TEXTURE2);
FBOZ.bindTex(voxelInitShader, "texFBOZ", 2);
glActiveTexture(GL_TEXTURE3);
FBOXGreater.bindTex(voxelInitShader, "texFBOXGreater", 3);
glActiveTexture(GL_TEXTURE4);
FBOYGreater.bindTex(voxelInitShader, "texFBOYGreater", 4);
glActiveTexture(GL_TEXTURE5);
FBOZGreater.bindTex(voxelInitShader, "texFBOZGreater", 5);
bindInitBuffersInstanced();
initDrawVoxelsInstanced(voxelInitShader);
// Unbind voxelFBO
voxelPosFBO.bindScreenFB();
glEnable(GL_DEPTH_TEST);
}
void VoxelHandler::bindBuffersInstanced()
{
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// set the vertex attribute pointers # WARNING # Uses Vertex struct in mashes class
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// Fetching the data hardcoded like this is a hack to utilized the model loader, note that we get the first index, this works
// because we only have one mesh for a square, don't know what happens if we were to have multiple meshes.
glBufferData(GL_ARRAY_BUFFER, voxelModel.meshes[0].vertices.size() * sizeof(Vertex), &voxelModel.meshes[0].vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, voxelModel.meshes[0].indices.size() * sizeof(unsigned int), &voxelModel.meshes[0].indices[0], GL_STATIC_DRAW);
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent /* NOT USED IN SHADER */
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent /* NOT USED IN SHADER */
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
// Bind positions /* NOT USED IN SHADER */
glBindVertexArray(VAO);
glGenBuffers(1, &voxPosBuffer);
glBindBuffer(GL_ARRAY_BUFFER, voxPosBuffer);
glBufferData(GL_ARRAY_BUFFER, voxelPositions.size() * sizeof(glm::vec3), &voxelPositions[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0);
glVertexAttribDivisor(6, 1);
// Bind transformation matrices
glGenBuffers(1, &modelMatrixBuffer);
glBindBuffer(GL_ARRAY_BUFFER, modelMatrixBuffer);
glBufferData(GL_ARRAY_BUFFER, voxelPositions.size() * sizeof(glm::mat4), &voxelPositionMatrices[0], GL_STATIC_DRAW);
glBindVertexArray(VAO);
std::size_t vec4Size = sizeof(glm::vec4);
// Uploads matrix row by row
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)0);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)(1 * vec4Size));
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)(2 * vec4Size));
glEnableVertexAttribArray(10);
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)(3 * vec4Size));
glVertexAttribDivisor(7, 1);
glVertexAttribDivisor(8, 1);
glVertexAttribDivisor(9, 1);
glVertexAttribDivisor(10, 1);
glBindVertexArray(0);
}
void VoxelHandler::bindInitBuffersInstanced()
{
glGenVertexArrays(1, &VAO2);
glGenBuffers(1, &VBO2);
glGenBuffers(1, &EBO2);
glBindVertexArray(VAO2);
// set the vertex attribute pointers # WARNING # Uses Vertex struct in mashes class
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
// A great thing about structs is that their memory layout is sequential for all its items.
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
// again translates to 3/2 floats which translates to a byte array.
// vertex Positions
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
// Vertex texture coords. One per instance so no attribDivisor.
glGenBuffers(1, &squareTexCoordBuffer2);
glBindBuffer(GL_ARRAY_BUFFER, squareTexCoordBuffer2);
glBufferData(GL_ARRAY_BUFFER, sizeof(squareTexCoord), squareTexCoord, GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO2);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices, GL_STATIC_DRAW);
// Bind transformation matrices
glGenBuffers(1, &modelMatrixBuffer2);
glBindBuffer(GL_ARRAY_BUFFER, modelMatrixBuffer2);
glBufferData(GL_ARRAY_BUFFER, voxelPositions.size() * sizeof(glm::mat4), &voxelPositionMatrices[0], GL_STATIC_DRAW);
// vertex attributes
std::size_t vec4Size = sizeof(glm::vec4);
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)0);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)(1 * vec4Size));
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)(2 * vec4Size));
glEnableVertexAttribArray(10);
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (void*)(3 * vec4Size));
glVertexAttribDivisor(7, 1);
glVertexAttribDivisor(8, 1);
glVertexAttribDivisor(9, 1);
glVertexAttribDivisor(10, 1);
glBindVertexArray(0);
}
void VoxelHandler::drawVoxelsInstanced(Shader* shader)
{
shader->useProgram();
glBindVertexArray(VAO);
// Draw instanced
// Again this is hack to utilize model loader to get the indices.
glDrawElementsInstanced(GL_TRIANGLES, voxelModel.meshes[0].indices.size(), GL_UNSIGNED_INT, 0, voxelPositions.size()); // 6 indices in index buffer object
glBindVertexArray(0);
}
void VoxelHandler::initDrawVoxelsInstanced(Shader* shader)
{
shader->useProgram();
glBindVertexArray(VAO2);
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, voxelPositions.size()); // 6 indices in index buffer object
//std::cout << voxelModel.meshes[0].indices.size()<< std::endl;
glBindVertexArray(0);
}
void VoxelHandler::drawVoxelGrid(glm::mat4 view, glm::mat4 proj)
{
// Unbind voxelFBO
voxelPosFBO.bindScreenFB();
voxelLatticeShader->useProgram();
// Bind FBO to get output.
// Create camera for depth buffer generator
glm::vec3 dPos(0, 0, 5);
glm::vec3 dFront(0, 0, -1);
glm::vec3 dUp(0, 1, 0);
glm::mat4 depthView = glm::lookAt(dPos, glm::vec3(0, 0, 0), dUp);
voxelLatticeShader->uploadMat4("dView", view);
// Create Projection for depth buffer generator, will be a box. Use near and far for z-buffer generation.
float left = -0.5f;
float right = 0.5f;
float bottom = -0.5f;
float top = 0.5f;
float near = 0.0f;
float far = 10.0f;
glm::mat4 depthProj = glm::ortho(left, right, bottom, top, near, far);
voxelLatticeShader->uploadMat4("dProj", proj);
//voxelLatticeShader->uploadFloat("near", near);
//voxelLatticeShader->uploadFloat("far", far);
drawVoxelsInstanced(voxelLatticeShader);
}
void VoxelHandler::drawVoxelizedModel(glm::mat4 view, glm::mat4 proj, Framebuffer FBOX, Framebuffer FBOY, Framebuffer FBOZ,
Framebuffer FBOXGreater, Framebuffer FBOYGreater, Framebuffer FBOZGreater)
{
// Unbind voxelFBO
voxelPosFBO.bindScreenFB();
voxelShader->useProgram();
// Bind FBO to get output.
// Create camera for depth buffer generator
voxelShader->uploadMat4("dView", view);
// Create Projection for depth buffer generator, will be a box. Use near and far for z-buffer generation.
float near = 0.0f;
float far = 10.0f;
voxelShader->uploadMat4("dProj", proj);
//voxelLatticeShader->uploadFloat("near", near);
//voxelLatticeShader->uploadFloat("far", far);
// Bind all textures to sample depthvalues from
voxelShader->useProgram();
glActiveTexture(GL_TEXTURE0);
FBOX.bindTex(voxelShader, "texFBOX", 0);
glActiveTexture(GL_TEXTURE1);
FBOY.bindTex(voxelShader, "texFBOY", 1);
glActiveTexture(GL_TEXTURE2);
FBOZ.bindTex(voxelShader, "texFBOZ", 2);
glActiveTexture(GL_TEXTURE3);
FBOXGreater.bindTex(voxelShader, "texFBOXGreater", 3);
glActiveTexture(GL_TEXTURE4);
FBOYGreater.bindTex(voxelShader, "texFBOYGreater", 4);
glActiveTexture(GL_TEXTURE5);
FBOZGreater.bindTex(voxelShader, "texFBOZGreater", 5);
drawVoxelsInstanced(voxelShader);
}
void VoxelHandler::drawVoxelModel(glm::mat4 view, glm::mat4 proj, Framebuffer FBOX, Framebuffer FBOY, Framebuffer FBOZ,
Framebuffer FBOXGreater, Framebuffer FBOYGreater, Framebuffer FBOZGreater)
{
/*
genVoxelPositions(view, proj, FBOX, FBOY,FBOZ,
FBOXGreater, FBOYGreater, FBOZGreater);
*/
voxelPosFBO.bindScreenFB();
voxelModelShader->useProgram();
glActiveTexture(GL_TEXTURE0);
voxelPosFBO.bindTex(voxelModelShader, "voxPosTex", 0);
//###!!! Remove later
glActiveTexture(GL_TEXTURE1);
FBOY.bindTex(voxelModelShader, "texFBOY", 1);
// Pass sandbox camera
voxelModelShader->uploadMat4("dView", view);
// Pass sandbox projection. don't think near and far are used.
float near = 0.0f;
float far = 10.0f;
voxelModelShader->uploadMat4("dProj", proj);
bindBuffersInstanced();
drawVoxelsInstanced(voxelModelShader);
}
void VoxelHandler::genActiveVoxelTextures(Framebuffer depthFBO, Framebuffer targetFBO)
{
// Don't know if this makes a difference for offscreen FBO, but did some debugging with on-screen so needed there.
glDisable(GL_DEPTH_TEST);
// Bind target FBO
targetFBO.bindFBO();
//targetFBO.bindScreenFB();
// Clear buffer, keep depth to use z-buffer in offscreen fbo
// Set aplha to 0 because if voxelModelShader checks if alpha == 1 to know if voxel is active
glClearColor(0,1,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
voxelActiveShader->useProgram();
// Bind texture containing depth data.
glActiveTexture(GL_TEXTURE1);
depthFBO.bindTex(voxelActiveShader, "depthTex", 1);
voxelActiveShader->useProgram();
// Use near and far for scaling the voxel position to z-buffer space [0,1]
float near = 0.0f;
float far = 10.0f;
voxelActiveShader->uploadFloat("near", near);
voxelActiveShader->uploadFloat("far", far);
// Bind everything and draw
bindInitBuffersInstanced();
initDrawVoxelsInstanced(voxelActiveShader);
targetFBO.bindScreenFB();
glEnable(GL_DEPTH_TEST);
}
void VoxelHandler::drawVoxelModel2(glm::mat4 view, glm::mat4 proj,
Framebuffer FBOXminActive, Framebuffer FBOYminActive, Framebuffer FBOZminActive,
Framebuffer FBOXmaxActive, Framebuffer FBOYmaxActive, Framebuffer FBOZmaxActive)
{
// Bind screen FBO
voxelPosFBO.bindScreenFB();
// Use correct shader
voxelModelShader2->useProgram();
// Upload all 6 active voxel test textures
glActiveTexture(GL_TEXTURE0);
FBOXminActive.bindTex(voxelModelShader2, "FBOXminActive", 0);
glActiveTexture(GL_TEXTURE1);
FBOYminActive.bindTex(voxelModelShader2, "FBOYminActive", 1);
glActiveTexture(GL_TEXTURE2);
FBOZminActive.bindTex(voxelModelShader2, "FBOZminActive", 2);
glActiveTexture(GL_TEXTURE3);
FBOXmaxActive.bindTex(voxelModelShader2, "FBOXmaxActive", 3);
glActiveTexture(GL_TEXTURE4);
FBOYmaxActive.bindTex(voxelModelShader2, "FBOYmaxActive", 4);
glActiveTexture(GL_TEXTURE5);
FBOZmaxActive.bindTex(voxelModelShader2, "FBOZmaxActive", 5);
// Upload view and projection matrix
// Pass sandbox camera
voxelModelShader2->uploadMat4("dView", view);
// Pass sandbox projection.
voxelModelShader2->uploadMat4("dProj", proj);
// Bind and draw instanced.
bindBuffersInstanced();
drawVoxelsInstanced(voxelModelShader2);
}
void VoxelHandler::drawVoxelModel3(glm::mat4 view, glm::mat4 proj,
glm::mat4 rotation, glm::mat4 translation, float modelScale,
Framebuffer FBOXmin, Framebuffer FBOYmin, Framebuffer FBOZmin,
Framebuffer FBOXmax, Framebuffer FBOYmax, Framebuffer FBOZmax)
{
// Bind screenFB
voxelPosFBO.bindScreenFB();
// Use correct shader
voxelModelShader3->useProgram();
// Upload view and projection matrices
// Pass sandbox camera
voxelModelShader3->uploadMat4("dView", view);
// Pass sandbox projection.
voxelModelShader3->uploadMat4("dProj", proj);
// Upload all 6 depthbuffer textures
glActiveTexture(GL_TEXTURE0);
FBOXmin.bindTex(voxelModelShader3, "FBOXmin", 0);
glActiveTexture(GL_TEXTURE1);
FBOYmin.bindTex(voxelModelShader3, "FBOYmin", 1);
glActiveTexture(GL_TEXTURE2);
FBOZmin.bindTex(voxelModelShader3, "FBOZmin", 2);
glActiveTexture(GL_TEXTURE3);
FBOXmax.bindTex(voxelModelShader3, "FBOXmax", 3);
glActiveTexture(GL_TEXTURE4);
FBOYmax.bindTex(voxelModelShader3, "FBOYmax", 4);
glActiveTexture(GL_TEXTURE5);
FBOZmax.bindTex(voxelModelShader3, "FBOZmax", 5);
// Upload near and far to scale voxel positions to z-buffer coords
float near = 0.0f;
float far = 10.0f;
voxelModelShader3->uploadFloat("near", near);
voxelModelShader3->uploadFloat("far", far);
// Upload depthFBO width and height (change these to be the same later) use for transforming look-up coordinates.
// Supposed to be same for all FB0s
voxelModelShader3->uploadFloat("texWidth", FBOXmax.width);
voxelModelShader3->uploadFloat("texHeight", FBOXmax.height);
// Upload model scaling, rotaion, translation if desired.
voxelModelShader3->uploadFloat("modelScaleFactor", modelScale);
voxelModelShader3->uploadMat4("modelRotation", rotation);
voxelModelShader3->uploadMat4("modelTranslation", translation);
// This translates voxel space x: [0,10]; y: [0,10]; z: [0,-10]. To be in origin such that: x: [-5,5]; y: [-5,5]; z: [5,-5].
// Then we can apply translation and rotation as we are used to.
voxelModelShader3->uploadMat4("originTranslation", glm::translate(glm::mat4(1.0f), glm::vec3(-5.0f, -5.0f, 5.0f)));
// Bind and draw instanced
bindBuffersInstanced();
drawVoxelsInstanced(voxelModelShader3);
}