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AtmosphereBuffer.cpp
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#include "AtmosphereBuffer.h"
#include "DrawFunc.h"
#include <assert.h>
#include "Logger.h"
#include "Profiler.h"
#include "GameState.h"
#include "MatrixManager.h"
#include "ShaderManager.h"
#include "TextureManager.h"
static Vector3 DEFAULT_SKY_NEAR_COLOR(77, 153, 204);
static Vector3 DEFAULT_SKY_AWAY_COLOR(26, 52, 204);
static Vector3 DEFAULT_CLOUD_COLOR(255, 255, 255);
AtmosphereBuffer::AtmosphereBuffer(int nWidth, int nHeight)
{
this->m_nWidth=nWidth;
this->m_nHeight=nHeight;
glEnable(GL_TEXTURE_2D);
glGenFramebuffersEXT(1,&m_nFrameBuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_nFrameBuffer);
glGenTextures(1, &m_nColorTex);
glBindTexture(GL_TEXTURE_2D, m_nColorTex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_nWidth, m_nHeight, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_nColorTex, 0);
glGenTextures(1, &m_nGlowTex);
glBindTexture(GL_TEXTURE_2D, m_nGlowTex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_nWidth, m_nHeight, 0, GL_RGBA, GL_FLOAT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, m_nGlowTex, 0);
// check FbO status
GLenum FBOstatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(FBOstatus != GL_FRAMEBUFFER_COMPLETE_EXT)
{
Logging::GRAPHICS->error("GL_FRAMEBUFFER_COMPLETE failed, CANNOT use FBO. " + FBOstatus);
}
else
{
Logging::GRAPHICS->info("Atmosphere Buffer Done");
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
AtmosphereBuffer::~AtmosphereBuffer()
{
glDeleteFramebuffers(1,&m_nFrameBuffer);
}
void AtmosphereBuffer::drawToBuffer(GLuint colorBuf, GLuint glowBuf, GLuint depthBuf, View *view)
{
Profiler::getInstance()->startProfile("Draw Atmosphere");
GLSLProgram *glslProgram = ShaderManager::getInstance()->getShader("Atmosphere");
glslProgram->use();
bind();
GLenum mrt[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
glDrawBuffers(2, mrt);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib( GL_VIEWPORT_BIT );
glViewport( 0, 0, getWidth(), getHeight());
WorldState *worldState = (WorldState *) GameState::GAMESTATE;
MatrixManager::getInstance()->putMatrix4(MODELVIEW, glm::mat4(1.0f));
MatrixManager::getInstance()->putMatrix4(PROJECTION, glm::mat4(1.0f));
Camera *camera = worldState->getPhysicsManager()->getWorldCameras()->getCurrentCamera();
camera->transform();
view->use3D(true);
glm::mat4 m4InvMVP = MatrixManager::getInstance()->getMatrix4(PROJECTION) * MatrixManager::getInstance()->getMatrix4(MODELVIEW);
m4InvMVP = glm::inverse(m4InvMVP);
MatrixManager::getInstance()->putMatrix4(MODELVIEW, glm::mat4(1.0f));
MatrixManager::getInstance()->putMatrix4(PROJECTION, glm::mat4(1.0f));
view->use3D(false);
glBindFragDataLocation(glslProgram->getHandle(), 0, "colorBuffer");
glBindFragDataLocation(glslProgram->getHandle(), 1, "glowBuffer");
glBindAttribLocation(glslProgram->getHandle(), 0, "v_vertex");
glBindAttribLocation(glslProgram->getHandle(), 1, "v_texture");
glslProgram->sendUniform("projectionMatrix", &MatrixManager::getInstance()->getMatrix4(PROJECTION)[0][0]);
glslProgram->sendUniform("inverseMVPMatrix", &m4InvMVP[0][0]);
glslProgram->sendUniform("cameraPos",camera->getEyeX(),camera->getEyeY(),camera->getEyeZ());
Vector3 vSunDir = worldState->getWorldManager()->getSun()->getDirection();
glslProgram->sendUniform("sunDir",vSunDir[0],vSunDir[1],vSunDir[2]);
glslProgram->sendUniform("nearSunColor",getNearSunColor()[0],getNearSunColor()[1],getNearSunColor()[2]);
glslProgram->sendUniform("awaySunColor",getAwaySunColor()[0],getAwaySunColor()[1],getAwaySunColor()[2]);
glslProgram->sendUniform("cloudColor",getCloudColor()[0],getCloudColor()[1],getCloudColor()[2]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorBuf);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, glowBuf);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, depthBuf);
glActiveTexture(GL_TEXTURE3);
TextureManager::getInstance()->bindTexture("Cloud");
glslProgram->sendUniform("colorTex",0);
glslProgram->sendUniform("glowTex",1);
glslProgram->sendUniform("depthTex",2);
glslProgram->sendUniform("cloudTex",3);
glslProgram->sendUniform("near", (float)view->getNear());
glslProgram->sendUniform("far", (float)view->getFar());
drawScreenShader(0,0,1.0f,1.0f);
glslProgram->disable();
unbind();
Profiler::getInstance()->endProfile();
}
Vector3 AtmosphereBuffer::getNearSunColor()
{
float nTimeWeights[] = {
getWeightForTimeOfDay(TimeUtils::MORNING),
getWeightForTimeOfDay(TimeUtils::DAY),
getWeightForTimeOfDay(TimeUtils::EVENING),
getWeightForTimeOfDay(TimeUtils::NIGHT)
};
Vector3 vTimeColors[] = {
getSkyNearSunColor(TimeUtils::MORNING),
getSkyNearSunColor(TimeUtils::DAY),
getSkyNearSunColor(TimeUtils::EVENING),
getSkyNearSunColor(TimeUtils::NIGHT)
};
Vector3 vColor(0);
for (int i=0; i<4; i++)
{
vColor = vColor + vTimeColors[i] * nTimeWeights[i];
}
return vColor;
}
Vector3 AtmosphereBuffer::getAwaySunColor()
{
float nTimeWeights[] = {
getWeightForTimeOfDay(TimeUtils::MORNING),
getWeightForTimeOfDay(TimeUtils::DAY),
getWeightForTimeOfDay(TimeUtils::EVENING),
getWeightForTimeOfDay(TimeUtils::NIGHT)
};
Vector3 vTimeColors[] = {
getSkyAwaySunColor(TimeUtils::MORNING),
getSkyAwaySunColor(TimeUtils::DAY),
getSkyAwaySunColor(TimeUtils::EVENING),
getSkyAwaySunColor(TimeUtils::NIGHT)
};
Vector3 vColor(0);
for (int i=0; i<4; i++)
{
vColor = vColor + vTimeColors[i] * nTimeWeights[i];
}
return vColor;
}
Vector3 AtmosphereBuffer::getCloudColor()
{
float nTimeWeights[] = {
getWeightForTimeOfDay(TimeUtils::MORNING),
getWeightForTimeOfDay(TimeUtils::DAY),
getWeightForTimeOfDay(TimeUtils::EVENING),
getWeightForTimeOfDay(TimeUtils::NIGHT)
};
Vector3 vTimeColors[] = {
TimeUtils::getCloudColor(TimeUtils::MORNING),
TimeUtils::getCloudColor(TimeUtils::DAY),
TimeUtils::getCloudColor(TimeUtils::EVENING),
TimeUtils::getCloudColor(TimeUtils::NIGHT)
};
Vector3 vColor(0);
for (int i=0; i<4; i++)
{
vColor = vColor + vTimeColors[i] * nTimeWeights[i];
}
return vColor;
}
void AtmosphereBuffer::bind()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_nFrameBuffer);
}
void AtmosphereBuffer::unbind()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void AtmosphereBuffer::bindColorTex()
{
glBindTexture(GL_TEXTURE_2D, m_nColorTex);
}
void AtmosphereBuffer::bindGlowTex()
{
glBindTexture(GL_TEXTURE_2D, m_nGlowTex);
}
GLuint AtmosphereBuffer::getGlowTex()
{
return m_nGlowTex;
}
GLuint AtmosphereBuffer::getColorTex()
{
return m_nColorTex;
}
int AtmosphereBuffer::getWidth()
{
return m_nWidth;
}
int AtmosphereBuffer::getHeight()
{
return m_nHeight;
}