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renderer.cpp
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/*
Copyright (c) RELEX Oy
All rights reserved.
Source made public only to facilitate research and bug reproduction in WASM, Esmcripten, C# Runtimes such as Blazor, Angular and WebGL.
*/
#include "renderer.h"
#include <cstdlib>
#include <iostream>
#include <fstream>
#include <sstream>
#define STB_IMAGE_IMPLEMENTATION
#include "3rdparty/stb_image.h"
//clear accumulated image
void Renderer::clear_render() {
for (size_t i = 0; i < FBOCOUNT; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_FBOs[i]);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
}
m_frame_counter = 0u;
}
GLuint Renderer::getProgram() { return m_program; }
void Renderer::Set_iMouse(GLfloat x, GLfloat y)
{
glUniform2f(m_iMouse_location, x, y);
clear_render();
}
void Renderer::Set_iEnv(GLint env)
{
glUniform1i(m_iEnv_location, env);
clear_render();
}
void Renderer::Set_iTime(GLfloat t)
{
glUniform1f(m_iTime_location, t);
}
// function to load 6 images and arrange them into a cube map
// uses synchronous wget
static constexpr int CUBE_SIDES_NUM = 6;
GLuint load_cubemap_from_wget(std::string faces[], std::string& env_path)
{
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int window_width, window_height, nrChannels;
for (unsigned int i = 0; i < CUBE_SIDES_NUM; i++)
{
std::string url = env_path + faces[i];
void* outBuffer;
int outSize, outError;
emscripten_wget_data(url.c_str(), &outBuffer, &outSize, &outError);
if (outError) //if error code is non-zero, then wget failed
{
std::cerr << "Cubemap tex failed to load from url=" << url << "\t\t error code : " << outError << std::endl;
continue;
}
unsigned char* data = stbi_load_from_memory((unsigned char*)(outBuffer), outSize, &window_width, &window_height, &nrChannels, 0);
free(outBuffer);
if (data)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
);
stbi_image_free(data);
std::cout << "Cubemap tex successfuly loaded: " << faces[i] << "\t\tSize: " << outSize << std::endl;
}
else
{
std::cout << "Cubemap tex failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return textureID;
}
//create cubemaps
void Renderer::init_cubemaps() {
std::cout << "Loading cubemaps" << std::endl;
m_cubemap_index = 0;
std::string storage_folder_dir = "../../../data/env/";
std::string files[2][6]{
{"back.jpg", "front.jpg", "top.jpg", "bottom.jpg", "right.jpg", "left.jpg"},
{"back1.jpg", "front1.jpg", "top1.jpg", "bottom1.jpg", "right1.jpg", "left1.jpg"}
};
for (size_t i = 0; i < CUBEMAP_COUNT; i++)
{
m_cubemaps[i] = load_cubemap_from_wget(files[i], storage_folder_dir);
}
}
//toggle between cubemap backgrounds
void Renderer::change_cubemap() {
m_cubemap_index = (m_cubemap_index + 1) % CUBEMAP_COUNT;
}
//check if shaders compiled successfuly
void checkGLStatus(GLuint obj)
{
GLint status = GL_FALSE;
if (glIsShader(obj)) glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
if (glIsProgram(obj)) glGetProgramiv(obj, GL_LINK_STATUS, &status);
if (status == GL_TRUE) return;
GLchar log[1 << 16] = { 0 };
if (glIsShader(obj)) glGetShaderInfoLog(obj, sizeof(log), NULL, log);
if (glIsProgram(obj)) glGetProgramInfoLog(obj, sizeof(log), NULL, log);
std::cerr << log << std::endl;
exit(-1);
}
void on_shader_data_obtained(void* args, void* data, int size) {
Renderer* renderer = (Renderer*)args;
GLenum shaderType = renderer->m_shaders_loaded++ == 0 ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER;
std::cout << "Loaded shader " << (shaderType==GL_VERTEX_SHADER? "GL_VERTEX_SHADER":"GL_FRAGMENT_SHADER") << std::endl;
const char* charactersBegin = (const char*)(data);
std::string shaderCode(charactersBegin, size);
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &charactersBegin, NULL);
glCompileShader(shader);
checkGLStatus(shader);
glAttachShader(renderer->getProgram(), shader);
glDeleteShader(shader);
renderer->init();
}
//asynchronously begin downloading shader code
void Renderer::load_shader(const char* shaderPath, GLenum shaderType)
{
std::string url = "../../../data/" + std::string(shaderPath);
emscripten_async_wget_data(url.c_str(), this, on_shader_data_obtained, nullptr);
}
Renderer::Renderer(int w, int h) {
m_window_width = w;
m_window_height = h;
m_program = glCreateProgram();
//webgl does not have GL_TEXTURE_CUBE_MAP, GL_TEXTURE_2D
/*glEnable(GL_TEXTURE_CUBE_MAP);
glEnable(GL_TEXTURE_2D);*/
//create FBOs
glGenFramebuffers(FBOCOUNT, m_FBOs);
glGenTextures(FBOCOUNT, m_render_textures);
for (size_t i = 0; i < FBOCOUNT; i++)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_FBOs[i]);
glBindTexture(GL_TEXTURE_2D, m_render_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, m_window_width, m_window_height, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_render_textures[i], 0);
glClear(GL_COLOR_BUFFER_BIT);
}
m_shaders_loaded = 0;
//load a simple oneliner vertex shader
load_shader("shader.vert", GL_VERTEX_SHADER);
//load text file containing fragment shader code
//source https://www.shadertoy.com/view/4ddcRn
load_shader("shader.frag", GL_FRAGMENT_SHADER);
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
GLuint vertex_buffer = 0;
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
float data[] = //full screen triangle, FS tri > FS quad for complex fragment shaders
{
-1.0f,-1.0f,
3.0f, -1.0f,
-1.0f,3.0f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);
GLuint index_buffer = 0;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
unsigned int indexes[] =
{
0,1,2
};
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indexes), indexes, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
}
void Renderer::init()
{
if (m_shaders_loaded < 2) return;
glLinkProgram(m_program);
checkGLStatus(m_program);
m_iResolution_location = glGetUniformLocation(m_program, "iResolution");
m_iTime_location = glGetUniformLocation(m_program, "iTime");
m_iMouse_location = glGetUniformLocation(m_program, "iMouse");
m_iChannel0_location = glGetUniformLocation(m_program, "iChannel0");
m_iChannel1_location = glGetUniformLocation(m_program, "iChannel1");
m_iEnv_location = glGetUniformLocation(m_program, "iEnv");
m_iFramesRcp_location = glGetUniformLocation(m_program, "iFramesRcp");
init_cubemaps();
glUseProgram(m_program);
glUniform2i(m_iResolution_location, m_window_width, m_window_height);
glUniform2f(m_iMouse_location, 0, 0);
glUniform1i(m_iChannel0_location, 0);
glUniform1i(m_iChannel1_location, 1);
glUseProgram(0);
glViewport(0, 0, m_window_width, m_window_height);
m_frame_counter = 0;
m_setup_complete = true;
std::cout << "Renderer created\n";
}
//main render loop
void Renderer::render() {
if (!m_setup_complete)return;
int i = m_frame_counter & 1;
int ii = i ^ 1;
glClearColor(0, 0, 0, 1);
//first, draw to a framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, m_FBOs[i]);
//use previous frame render result as accumulation buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_render_textures[ii]);
//bind current cubemap
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_cubemaps[m_cubemap_index]);
//bind shaders and render a full screen triangle
glUseProgram(m_program);
glBindVertexArray(m_VAO);
glUniform1f(m_iFramesRcp_location, 1.f / float(++m_frame_counter));
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
//draw contents of a framebuffer to glfw window buffer (buffer 0)
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_FBOs[0]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, m_window_width, m_window_height, 0, 0, m_window_width, m_window_height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
//wait for end of frame
glFinish();
}