/* * Created by Brett Terpstra 6920201 on 22/10/22. * Copyright (c) 2022 Brett Terpstra. All Rights Reserved. */ #ifndef STEP_3_GRAPHICS_H #define STEP_3_GRAPHICS_H // includes required to open a window on the system and render with opengl. // we are using the GLX extension to the X11 windowing system // instead of using external libs like GLFW and GLAD. // Wayland is not and will not be supported. #include #ifndef USE_GLFW #include #include #include #include #include #include "graphics/imgui/imgui_impl_x11.h" #else #include #include #include "graphics/imgui/imgui_impl_glfw.h" #endif #include #include #include #include #include "graphics/imgui/imgui_impl_opengl3.h" #include "graphics/gl/gl.h" #include "engine/raytracing.h" #include #include namespace Raytracing { void drawQuad(); void deleteQuad(); #ifdef USE_GLFW class XWindow { private: GLFWwindow* window; int m_displayWidth, m_displayHeight; bool isCloseRequested = false; long lastFrameTime; PRECISION_TYPE delta; PRECISION_TYPE frameTimeMs,frameTimeS; PRECISION_TYPE fps; public: XWindow(int width, int height); // runs X11 event processing and some GL commands used for window drawing void beginUpdate(); void endUpdate(); [[nodiscard]] inline bool shouldWindowClose() const { return isCloseRequested; } [[nodiscard]] inline PRECISION_TYPE getFrameTimeMillis() const {return frameTimeMs;} [[nodiscard]] inline PRECISION_TYPE getFrameTimeSeconds() const {return frameTimeS;} [[nodiscard]] inline PRECISION_TYPE getFPS() const {return fps;} void setMouseGrabbed(bool grabbed); bool isMouseGrabbed(); [[nodiscard]] inline int displayWidth() const {return m_displayWidth;} [[nodiscard]] inline int displayHeight() const {return m_displayHeight;} void closeWindow(); ~XWindow(); }; #else class XWindow { private: // X11 display itself Display *display; // the desktop window or root window Window desktop; // our window's GL attributes, using full RGBA, with a depth of 24. Double buffering on the window. GLint OpenGLAttributes[5] { GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None }; const int visual_attribs[23] = { GLX_X_RENDERABLE , True, GLX_DRAWABLE_TYPE , GLX_WINDOW_BIT, GLX_RENDER_TYPE , GLX_RGBA_BIT, GLX_X_VISUAL_TYPE , GLX_TRUE_COLOR, GLX_RED_SIZE , 8, GLX_GREEN_SIZE , 8, GLX_BLUE_SIZE , 8, GLX_ALPHA_SIZE , 8, GLX_DEPTH_SIZE , 24, GLX_STENCIL_SIZE , 8, GLX_DOUBLEBUFFER , True, //GLX_SAMPLE_BUFFERS , 1, //GLX_SAMPLES , 4, None }; int glx_major, glx_minor, frameBufferCount; GLXFBConfig* frameBufferConfig; // X11 stuff we have to have XVisualInfo *visualInfo; Colormap colormap; XSetWindowAttributes xSetWindowAttributes{}; // our window which we will use to draw on Window window; GLXContext glContext; XWindowAttributes windowAttributes {}; // used for event handling, like pressing a button or moving the mouse. XEvent events{}; int m_width, m_height; int m_displayWidth, m_displayHeight; bool isCloseRequested = false; Atom wmDelete; public: XWindow(int width, int height); // runs X11 event processing and some GL commands used for window drawing void runUpdates(const std::function& drawFunction); [[nodiscard]] inline bool shouldWindowClose() const{ return isCloseRequested; } void closeWindow(); ~XWindow(); }; #endif /** * The display renderer class handles all the major rendering events outside of window functions * like ImGUI and GL stuff. These events include running ImGUI draw commands, pushing of current raycasting result to the gpu, and debug mode graphics. */ class DisplayRenderer { private: XWindow& m_window; Texture& m_mainImage; World& m_world; Shader& m_imageShader; Shader& m_worldShader; Raycaster& m_raycaster; Parser& m_parser; VAO* m_spiderVAO; VAO* m_houseVAO; VAO* m_planeVAO; Camera& m_camera; public: DisplayRenderer(XWindow& mWindow, Texture& mMainImage, World& world, Shader& mImageShader, Shader& mWorldShader, Raycaster& mRaycaster, Parser& mParser, VAO* mSpiderVao, VAO* mHouseVao, VAO* mPlaneVao, Camera& mCamera) : m_window(mWindow), m_mainImage(mMainImage), m_imageShader(mImageShader), m_worldShader(mWorldShader), m_raycaster(mRaycaster), m_parser(mParser), m_spiderVAO(mSpiderVao), m_houseVAO(mHouseVao), m_planeVAO(mPlaneVao), m_camera(mCamera), m_world(world) {} void draw(); }; } #endif //STEP_3_GRAPHICS_H