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ex25_blending.cpp
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ex25_blending.cpp
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#include <application.hpp>
#include <shader.hpp>
#include <imgui-utils/utils.hpp>
#include <mesh/mesh.hpp>
#include <mesh/mesh-utils.hpp>
#include <texture/texture-utils.h>
#include <camera/camera.hpp>
#include <camera/controllers/fly_camera_controller.hpp>
#include <glm/gtx/euler_angles.hpp>
#include <json/json.hpp>
#include <fstream>
#include <unordered_map>
namespace glm {
template<length_t L, typename T, qualifier Q>
void from_json(const nlohmann::json& j, vec<L, T, Q>& v){
for(length_t index = 0; index < L; ++index)
v[index] = j[index].get<T>();
}
}
struct Transform {
glm::vec4 tint;
glm::vec3 translation, rotation, scale;
bool transparent;
std::optional<std::string> mesh;
std::string texture;
std::unordered_map<std::string, std::shared_ptr<Transform>> children;
explicit Transform(
const glm::vec4& tint = {1,1,1,1},
const glm::vec3& translation = {0,0,0},
const glm::vec3& rotation = {0,0,0},
const glm::vec3& scale = {1,1,1},
bool transparent = false,
const std::optional<std::string>& mesh = std::nullopt,
const std::string& texture = ""
): tint(tint), translation(translation), rotation(rotation), scale(scale), transparent(transparent),
mesh(mesh), texture(texture) {}
[[nodiscard]] glm::mat4 to_mat4() const {
return glm::translate(glm::mat4(1.0f), translation) *
glm::yawPitchRoll(rotation.y, rotation.x, rotation.z) *
glm::scale(glm::mat4(1.0f), scale);
}
};
// Since we need to sort the objects in our scene, it may not be possible to draw the objects in a sorted manner while traversing the scene graph.
// So instead, we store a what we call a MeshRenderCommand during the traversal and after we finish the traversal, we sort then draw.
// The MeshRenderCommand should store all the data needed to both sort and draw the objects.
struct MeshRenderCommand {
bool transparent;
float depth;
glm::vec4 tint;
glm::mat4 transformation;
std::weak_ptr<our::Mesh> mesh;
GLuint texture;
bool operator<(const MeshRenderCommand& other) const {
// Let opaque objects be drawn before the transparent ones
if(transparent != other.transparent) return transparent < other.transparent;
// If both are transparent, sort from farthest to nearest
else if(transparent) return depth > other.depth;
// If both are opaque, sort from nearest to farthest
else return depth < other.depth;
}
};
// This example demonstrates how to do blending and some of the solutions to problems that arise while drawing transparent objects.
class BlendingApplication : public our::Application {
our::ShaderProgram default_program, alpha_test_program;
std::unordered_map<std::string, std::shared_ptr<our::Mesh>> meshes;
std::unordered_map<std::string, GLuint> textures;
GLuint sampler = 0;
std::shared_ptr<Transform> root;
std::vector<MeshRenderCommand> render_commands;
our::Camera camera;
our::FlyCameraController camera_controller;
bool enable_depth_test = true;
GLenum depth_function = GL_LEQUAL;
bool enable_transparent_depth_write = true;
bool enable_face_culling = true;
GLenum culled_face = GL_BACK;
GLenum front_face_winding = GL_CCW;
// These variables will control the blending
bool enable_blending = false;
GLenum blend_equation = GL_FUNC_ADD;
GLenum blend_source_factor = GL_SRC_ALPHA, blend_destination_factor = GL_ONE_MINUS_SRC_ALPHA;
glm::vec4 blend_constant_color = {1.0f,1.0f,1.0f,1.0f};
// These variables will control the alpha testing
bool enable_alpha_test = false;
float alpha_test_threshold = 0.5;
// This variable will enable or disable the alpha to coverage transparency
bool enable_alpha_to_coverage = false;
bool sort_render_commands = false;
void configureOpenGL() override {
our::Application::configureOpenGL();
// While in most examples we don't enable MSAA, we will need it here for Alpha to Coverage.
glfwWindowHint(GLFW_SAMPLES, 4);
}
our::WindowConfiguration getWindowConfiguration() override {
return { "Sampler Objects", {1280, 720}, false };
}
void onInitialize() override {
default_program.create();
// We don't need anything special in our shaders to support blending.
default_program.attach("assets/shaders/ex22_texture_sampling/transform.vert", GL_VERTEX_SHADER);
default_program.attach("assets/shaders/ex22_texture_sampling/texture.frag", GL_FRAGMENT_SHADER);
default_program.link();
alpha_test_program.create();
alpha_test_program.attach("assets/shaders/ex22_texture_sampling/transform.vert", GL_VERTEX_SHADER);
// However, alpha testing is implemented in the fragment shader so we need to use a special program for alpha testing.
alpha_test_program.attach("assets/shaders/ex25_blending/alpha_test.frag", GL_FRAGMENT_SHADER);
alpha_test_program.link();
GLuint texture;
glGenTextures(1, &texture);
our::texture_utils::singleColor(texture, {255,255,255,255});
textures["white"] = texture;
glGenTextures(1, &texture);
our::texture_utils::checkerBoard(texture, {256,256}, {128,128}, {255, 255, 255, 255}, {16, 16, 16, 255});
textures["checkerboard"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/color-grid.png");
textures["color-grid"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/common/moon.jpg");
textures["moon"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/ex25_blending/glass-panels.png");
textures["glass-panels"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/ex25_blending/metal.png");
textures["metal"] = texture;
glGenTextures(1, &texture);
our::texture_utils::loadImage(texture, "assets/images/ex25_blending/fog.png");
textures["fog"] = texture;
meshes["cube"] = std::make_shared<our::Mesh>();
our::mesh_utils::Cuboid(*(meshes["cube"]));
meshes["plane"] = std::make_shared<our::Mesh>();
our::mesh_utils::Plane(*(meshes["plane"]), {1, 1}, false, {0, 0, 0}, {1, 1}, {0, 0}, {100, 100});
meshes["sphere"] = std::make_shared<our::Mesh>();
our::mesh_utils::Sphere(*(meshes["sphere"]), {32, 16}, false);
glGenSamplers(1, &sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
int width, height;
glfwGetFramebufferSize(window, &width, &height);
camera.setEyePosition({10, 10, 10});
camera.setTarget({0, 0, 0});
camera.setUp({0, 1, 0});
camera.setupPerspective(glm::pi<float>()/2, static_cast<float>(width)/height, 0.1f, 100.0f);
camera_controller.initialize(this, &camera);
camera_controller.setFieldOfViewSensitivity(0.05f );
std::ifstream file_in("assets/data/ex25_blending/scene.json");
nlohmann::json json;
file_in >> json;
file_in.close();
root = loadNode(json);
glClearColor(0.88,0.65,0.15, 1);
}
std::shared_ptr<Transform> loadNode(const nlohmann::json& json){
auto node = std::make_shared<Transform>(
json.value<glm::vec4>("tint", {1,1,1,1}),
json.value<glm::vec3>("translation", {0, 0, 0}),
json.value<glm::vec3>("rotation", {0, 0, 0}),
json.value<glm::vec3>("scale", {1, 1, 1}),
json.value<bool>("transparent", false)
);
if(json.contains("mesh")){
node->mesh = json["mesh"].get<std::string>();
}
if(json.contains("texture")){
node->texture = json["texture"].get<std::string>();
}
if(json.contains("children")){
for(auto& [name, child]: json["children"].items()){
node->children[name] = loadNode(child);
}
}
return node;
}
// This function traverses the scene graph and adds a render command for each node that should be drawn.
void buildRenderCommands(const std::shared_ptr<Transform>& node, const glm::mat4& parent_transform_matrix){
glm::mat4 transform_matrix = parent_transform_matrix * node->to_mat4();
if(node->mesh.has_value()){
if(auto mesh_it = meshes.find(node->mesh.value()); mesh_it != meshes.end()) {
GLuint texture = 0;
if(auto tex_it = textures.find(node->texture); tex_it != textures.end())
texture = tex_it->second;
// We sort using the depth of the origin of the object. This is an assumption we picked since any point will have its drawback.
glm::vec4 transformed_origin = transform_matrix * glm::vec4(0, 0, 0, 1);
float depth = transformed_origin.z / transformed_origin.w;
render_commands.push_back({
node->transparent,
depth,
node->tint,
transform_matrix,
mesh_it->second,
texture
});
}
}
for(auto& [name, child]: node->children){
buildRenderCommands(child, transform_matrix);
}
}
void onDraw(double deltaTime) override {
camera_controller.update(deltaTime);
// If alpha testing is enabled, we use the program that supports alpha testing
auto& program = enable_alpha_test ? alpha_test_program : default_program;
if(enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
glDepthFunc(depth_function);
if(enable_face_culling) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
glCullFace(culled_face);
glFrontFace(front_face_winding);
// The blending formula has the following form: (source_factor * source) operation (destination_factor * destination).
// The operation is specified by the blend equation function.
// The possible values are:
// - GL_FUNC_ADD: the operation is "+".
// - GL_FUNC_SUBTRACT: the operation is "-".
// - GL_FUNC_REVERSE_SUBTRACT: the operation is "-" but the operands are reversed.
// - GL_MIN: the operation picks the minimum value among the 2 operands.
// - GL_MAX: the operation picks the maximum value among the 2 operands.
glBlendEquation(blend_equation);
// This function specifies the source of the factors for each operand.
// the possible values are:
// - GL_ZERO
// - GL_ONE
// - GL_SRC_COLOR
// - GL_ONE_MINUS_SRC_COLOR
// - GL_DST_COLOR
// - GL_ONE_MINUS_DST_COLOR
// - GL_SRC_ALPHA
// - GL_ONE_MINUS_SRC_ALPHA
// - GL_DST_ALPHA
// - GL_ONE_MINUS_DST_ALPHA
// - GL_CONSTANT_COLOR
// - GL_ONE_MINUS_CONSTANT_COLOR
// - GL_CONSTANT_ALPHA
// - GL_ONE_MINUS_CONSTANT_ALPHA
glBlendFunc(blend_source_factor, blend_destination_factor);
// In case you're using any of the factors that use the constant color, you need to define it via the glBlendColor function.
glBlendColor(blend_constant_color.r, blend_constant_color.g, blend_constant_color.b, blend_constant_color.a);
// Enable alpha to coverage if needed.
if(enable_alpha_to_coverage) glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
else glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glUseProgram(program);
// If we use alpha testing, we need to send the threshold to the shader
if(enable_alpha_test) program.set("alpha_threshold", alpha_test_threshold);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindSampler(0, sampler);
program.set("sampler", 0);
// Clear the render commands from the past frame then build them anew for the current frame.
render_commands.clear();
buildRenderCommands(root, camera.getVPMatrix());
if(sort_render_commands)
std::sort(std::begin(render_commands), std::end(render_commands));
for(auto& render_command: render_commands){
// If the object is transparent and we want to enable blending, we enable blending.
if(render_command.transparent && enable_blending) glEnable(GL_BLEND);
else glDisable(GL_BLEND);
// For transparent objects, it is common to disable depth writing as an optimization since they're already sorted.
glDepthMask(!render_command.transparent || enable_transparent_depth_write);
glBindTexture(GL_TEXTURE_2D, render_command.texture);
program.set("tint", render_command.tint);
program.set("transform", render_command.transformation);
render_command.mesh.lock()->draw();
}
glDepthMask(GL_TRUE);
}
void onDestroy() override {
default_program.destroy();
alpha_test_program.destroy();
glDeleteSamplers(1, &sampler);
for(auto& [name, texture]: textures){
glDeleteTextures(1, &texture);
}
textures.clear();
for(auto& [name, mesh]: meshes){
mesh->destroy();
}
meshes.clear();
}
void onImmediateGui(ImGuiIO &io) override {
ImGui::Begin("Controls");
ImGui::Checkbox("Enable Blending", &enable_blending);
our::OptionMapCombo("Equation", blend_equation, our::gl_enum_options::blend_equations);
our::OptionMapCombo("Source Function", blend_source_factor, our::gl_enum_options::blend_functions);
our::OptionMapCombo("Destination Function", blend_destination_factor, our::gl_enum_options::blend_functions);
ImGui::ColorEdit4("Blend Constant Color", glm::value_ptr(blend_constant_color), ImGuiColorEditFlags_HDR);
ImGui::Separator();
ImGui::Checkbox("Enable Sorting", &sort_render_commands);
ImGui::TextWrapped("Sorting will render opaque objects first followed by transparent objects.");
ImGui::TextWrapped("Opaque objects are renderer from nearest to farthest.");
ImGui::TextWrapped("transparent objects are renderer from farthest to nearest.");
ImGui::Separator();
ImGui::Checkbox("Enable Alpha Testing", &enable_alpha_test);
ImGui::DragFloat("Alpha Threshold", &alpha_test_threshold, 0.01f, 0.0f, 1.0f);
ImGui::Separator();
ImGui::Checkbox("Enable Alpha To Coverage", &enable_alpha_to_coverage);
ImGui::Separator();
ImGui::Checkbox("Enable Depth Testing", &enable_depth_test);
our::OptionMapCombo("Comparison Function", depth_function, our::gl_enum_options::comparison_functions);
ImGui::Checkbox("Enable Transparent Depth Write", &enable_transparent_depth_write);
ImGui::Separator();
ImGui::Checkbox("Enable Face Culling", &enable_face_culling);
our::OptionMapCombo("Face To Cull", culled_face, our::gl_enum_options::facets);
our::OptionMapCombo("Front Face", front_face_winding, our::gl_enum_options::face_windings);
ImGui::End();
}
};
int main(int argc, char** argv) {
return BlendingApplication().run();
}