everything

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Tarion 2026-07-02 04:02:29 +02:00
parent 79fa59c3aa
commit 8998bc3936
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19 changed files with 855 additions and 7504 deletions

268
main.cpp
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@ -3,15 +3,13 @@
#include <iostream>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glfw/include/GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "stb/stb_easy_font.h"
#include <engine/mesh.h>
#include <engine/shader.h>
#include <engine/texture.h>
#include <engine/model.h>
#include <engine/camera.h>
void window_resize_callback(GLFWwindow* window, int width, int height);
@ -19,11 +17,12 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
const int SCREEN_WIDTH = 1920;
const int SCREEN_HEIGHT = 1080;
int SCREEN_WIDTH = 1920;
int SCREEN_HEIGHT = 1080;
static bool drawWireframe = false;
static bool wireframeHeld = false;
static bool flashlight = true;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCREEN_WIDTH / 2.0f;
@ -65,6 +64,8 @@ int main(int argc, char* argv[])
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glEnable(GL_DEPTH_TEST);
// Hide & Lock Cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
@ -73,145 +74,167 @@ int main(int argc, char* argv[])
Testing
*/
// Load Shader
std::vector<Vertex> vertices = {
// Front face (-z) normal: (0, 0, -1)
{ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f },
{ 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f },
{ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f },
{ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f },
{ -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f },
// Back face (+z) normal: (0, 0, +1)
{ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f },
{ -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
{ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
// Left face (-x) normal: (-1, 0, 0)
{ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
{ -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
{ -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f },
{ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
// Right face (+x) normal: (+1, 0, 0)
{ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
{ 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
// Bottom face (-y) normal: (0, -1, 0)
{ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f },
{ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f },
{ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f },
{ -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f },
{ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f },
// Top face (+y) normal: (0, +1, 0)
{ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f },
{ 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
{ -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }
};
std::vector<unsigned int> indices = {
0, 1, 2, 2, 4, 0,
6, 7, 8, 8, 10, 6,
12, 13, 14, 14, 16, 12,
18, 19, 20, 20, 22, 18,
24, 25, 26, 26, 28, 24,
30, 31, 32, 32, 34, 30
};
Mesh testMesh(vertices, indices);
Texture texture1("assets/wall.jpg");
Texture texture2("assets/awesomeface.png", true);
Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
shaderTest.Use(); // don't forget to activate/use the shader before setting uniforms!
shaderTest.setInt("ourTexture", 0);
shaderTest.setInt("decal", 1);
Shader lightingShader("assets/shaders/basicVertex.vert", "assets/shaders/lightFragment.frag");
Mesh lightMesh(vertices, indices);
Model ourModel("assets/models/sponza/Sponza.gltf");
shaderTest.Use();
shaderTest.setInt("ourTexture", 0);
shaderTest.setInt("material.diffuse", 0);
shaderTest.setInt("material.specular", 1);
// Set decals - TODO: Shift this to mesh.h with helpers
shaderTest.setDecal(0, 2, 1, glm::vec4(0.5, 0.5, 0, 0));
shaderTest.setDecal(1, 2, 1, glm::vec4(0.5, 0.5, -0.75, -0.75));
shaderTest.setInt("numberOfDecals", 2);
shaderTest.setInt("numberOfPointLights", 1);
shaderTest.setInt("numberOfSpotLights", 1);
glm::vec3 pointLightPositions[] = {
glm::vec3( 0.7f, 0.2f, 2.0f),
glm::vec3( 2.3f, -3.3f, -4.0f),
glm::vec3(-4.0f, 2.0f, -12.0f),
glm::vec3( 0.0f, 0.0f, -3.0f)
};
// Render Loop
float lastUpdate = 0;
glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 orbitCenter = glm::vec3(0.0f, 0.0f, 0.0f);
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// crappy fps printout
if (currentFrame - lastUpdate >= 1.0) {
std::cout << 1.0f / deltaTime << std::endl;
// std::cout << 1.0f / deltaTime << std::endl;
lastUpdate += 1.0f;
}
// Input processing
processInput(window);
// Rendering
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1.ID);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2.ID);
shaderTest.Use();
shaderTest.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
shaderTest.setVec3("lightPos", orbitCenter);
shaderTest.setVec3("viewPos", camera.position);
// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(camera.zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
shaderTest.setMat4("projection", projection);
camera.Update(shaderTest, SCREEN_WIDTH, SCREEN_HEIGHT);
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix();
shaderTest.setMat4("view", view);
shaderTest.setFloat("material.shininess", 32.0f);
shaderTest.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
shaderTest.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("dirLight.diffuse", 0.8f, 0.8f, 0.8f);
shaderTest.setVec3("dirLight.specular", 0.8f, 0.8f, 0.8f);
// -----------------------------------------------------------------------------
// Ground Floor - Right Corridor (Warm Light)
// Placed halfway down the right hallway behind the arches
// -----------------------------------------------------------------------------
shaderTest.setVec3("pointLights[0].position", -1.88f, 8.45f, -0.98f);
shaderTest.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("pointLights[0].diffuse", 1.0f, 0.7f, 0.4f);
shaderTest.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("pointLights[0].constant", 1.0f);
shaderTest.setFloat("pointLights[0].linear", 0.09f);
shaderTest.setFloat("pointLights[0].quadratic", 0.032f);
// -----------------------------------------------------------------------------
// Ground Floor - Right Corridor, opposite end (Warm Light)
// -----------------------------------------------------------------------------
shaderTest.setVec3("pointLights[1].position", -15.0f, 2.5f, 7.5f);
shaderTest.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("pointLights[1].diffuse", 1.0f, 0.7f, 0.4f);
shaderTest.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("pointLights[1].constant", 1.0f);
shaderTest.setFloat("pointLights[1].linear", 0.09f);
shaderTest.setFloat("pointLights[1].quadratic", 0.032f);
// -----------------------------------------------------------------------------
// Ground Floor - Left Corridor (Warm Light)
// Placed halfway down the left hallway behind the arches
// -----------------------------------------------------------------------------
shaderTest.setVec3("pointLights[2].position", 15.0f, 2.5f, -7.5f);
shaderTest.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("pointLights[2].diffuse", 1.0f, 0.7f, 0.4f);
shaderTest.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("pointLights[2].constant", 1.0f);
shaderTest.setFloat("pointLights[2].linear", 0.09f);
shaderTest.setFloat("pointLights[2].quadratic", 0.032f);
// -----------------------------------------------------------------------------
// Ground Floor - Left Corridor, opposite end (Warm Light)
// -----------------------------------------------------------------------------
shaderTest.setVec3("pointLights[3].position", -15.0f, 2.5f, -7.5f);
shaderTest.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("pointLights[3].diffuse", 1.0f, 0.7f, 0.4f);
shaderTest.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("pointLights[3].constant", 1.0f);
shaderTest.setFloat("pointLights[3].linear", 0.09f);
shaderTest.setFloat("pointLights[3].quadratic", 0.032f);
// -----------------------------------------------------------------------------
// Upper Balcony - East Atrium Edge (Cool Light)
// Hovering above the balcony floor, shining into the main atrium
// -----------------------------------------------------------------------------
shaderTest.setVec3("pointLights[4].position", 22.0f, 9.0f, 0.0f);
shaderTest.setVec3("pointLights[4].ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("pointLights[4].diffuse", 0.7f, 0.8f, 1.0f);
shaderTest.setVec3("pointLights[4].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("pointLights[4].constant", 1.0f);
shaderTest.setFloat("pointLights[4].linear", 0.09f);
shaderTest.setFloat("pointLights[4].quadratic", 0.032f);
// -----------------------------------------------------------------------------
// Upper Balcony - West Atrium Edge (Cool Light)
// Hovering above the balcony floor, shining into the main atrium
// -----------------------------------------------------------------------------
shaderTest.setVec3("pointLights[5].position", -22.0f, 9.0f, 0.0f);
shaderTest.setVec3("pointLights[5].ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("pointLights[5].diffuse", 0.7f, 0.8f, 1.0f);
shaderTest.setVec3("pointLights[5].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("pointLights[5].constant", 1.0f);
shaderTest.setFloat("pointLights[5].linear", 0.09f);
shaderTest.setFloat("pointLights[5].quadratic", 0.032f);
// spotLight1
shaderTest.setBool("spotLights[0].disabled", flashlight);
shaderTest.setVec3("spotLights[0].position", camera.position);
shaderTest.setVec3("spotLights[0].direction", camera.front);
shaderTest.setVec3("spotLights[0].ambient", 0.0f, 0.0f, 0.0f);
shaderTest.setVec3("spotLights[0].diffuse", 1.0f, 1.0f, 1.0f);
shaderTest.setVec3("spotLights[0].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("spotLights[0].constant", 1.0f);
shaderTest.setFloat("spotLights[0].linear", 0.09f);
shaderTest.setFloat("spotLights[0].quadratic", 0.032f);
shaderTest.setFloat("spotLights[0].cutOff", glm::cos(glm::radians(12.5f)));
shaderTest.setFloat("spotLights[0].outerCutOff", glm::cos(glm::radians(15.0f)));
// spotLight2
shaderTest.setVec3("spotLights[1].position", -1.5441f, -0.294683f, 0.211498f);
shaderTest.setVec3("spotLights[1].direction", 1, 0, 0);
shaderTest.setVec3("spotLights[1].ambient", 0.0f, 0.0f, 0.0f);
shaderTest.setVec3("spotLights[1].diffuse", 1.0f, 1.0f, 1.0f);
shaderTest.setVec3("spotLights[1].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("spotLights[1].constant", 1.0f);
shaderTest.setFloat("spotLights[1].linear", 0.09f);
shaderTest.setFloat("spotLights[1].quadratic", 0.032f);
shaderTest.setFloat("spotLights[1].cutOff", glm::cos(glm::radians(12.5f)));
shaderTest.setFloat("spotLights[1].outerCutOff", glm::cos(glm::radians(15.0f)));
// render the loaded model
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.02f, 0.02f, 0.02f));
shaderTest.setMat4("model", model);
ourModel.Draw(shaderTest);
testMesh.Draw();
lightingShader.Use();
lightingShader.setMat4("projection", projection);
lightingShader.setMat4("view", view);
model = glm::mat4(1.0f);
glm::vec3 offset = glm::vec3(
2.0f * cos(glfwGetTime() * 1.0f),
0.0f,
sin(glfwGetTime() * 1.0f) * 2.0f
);
orbitCenter = lightPos + offset;
model = glm::translate(model, orbitCenter);
model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
lightingShader.setMat4("model", model);
lightMesh.Draw();
std::cout << "start" << std::endl;
std::cout << camera.position.x << std::endl;
std::cout << camera.position.y << std::endl;
std::cout << camera.position.z << std::endl;
// Call events & swap buffers
glfwSwapBuffers(window);
@ -227,6 +250,8 @@ int main(int argc, char* argv[])
void window_resize_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
SCREEN_WIDTH = width;
SCREEN_HEIGHT = height;
}
void processInput(GLFWwindow* window)
@ -252,6 +277,15 @@ void processInput(GLFWwindow* window)
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
wireframeHeld = false;
// Flashlight toggle
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS && !wireframeHeld)
{
wireframeHeld = true;
flashlight = !flashlight;
}
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_RELEASE)
wireframeHeld = false;
// Camera
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.processKeyboard(FORWARD, deltaTime);
@ -261,6 +295,8 @@ void processInput(GLFWwindow* window)
camera.processKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.processKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.processKeyboard(SPRINT, deltaTime);
}