COSC-3P93-Project/Step 3/include/graphics/graphics.h

161 lines
5.8 KiB
C++

/*
* 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 <config.h>
#ifndef USE_GLFW
#include <X11/X.h>
#include <X11/Xlib.h>
#include <GLES3/gl32.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include "graphics/imgui/imgui_impl_x11.h"
#else
#include <graphics/gl/glad/gl.h>
#include <GLFW/glfw3.h>
#include "graphics/imgui/imgui_impl_glfw.h"
#endif
#include <config.h>
#include <engine/util/std.h>
#include <functional>
#include <graphics/input.h>
#include "graphics/imgui/imgui_impl_opengl3.h"
#include "graphics/gl/gl.h"
#include "engine/raytracing.h"
#include <engine/image/image.h>
#include <engine/types.h>
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();
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<void()>& 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;
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,
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) {}
void draw();
};
}
#endif //STEP_3_GRAPHICS_H