bunch of test things
also new camera class
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10 changed files with 496 additions and 54 deletions
126
main.cpp
126
main.cpp
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@ -1,4 +1,5 @@
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#include <iomanip>
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#include <iostream>
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#include <glad/glad.h>
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@ -6,6 +7,7 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "stb/stb_easy_font.h"
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#include <engine/mesh.h>
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#include <engine/shader.h>
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@ -78,10 +80,52 @@ int main(int argc, char* argv[])
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// Load Shader
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Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
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std::vector<Vertex> vertices = {
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{ 1, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
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{ 1, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
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{ 0, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }
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{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 0.0f },
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{ 0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 1.0f },
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{ 0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 1.0f },
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{ -0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 0.0f },
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// Back face (+z) – green-ish
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{ -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f },
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{ 0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 1.0f },
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{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 1.0f },
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{ -0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f },
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// Left face (-x) – blue-ish
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{ -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f },
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{ -0.5f, 0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 1.0f },
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{ -0.5f, -0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 0.0f },
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{ -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f },
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// Right face (+x) – yellow-ish
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{ 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f },
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{ 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f },
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{ 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f },
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{ 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 0.0f },
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{ 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f },
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// Bottom face (-y) – magenta-ish
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{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f },
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{ 0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f },
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{ 0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f },
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{ 0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f },
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{ -0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 0.0f },
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{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f },
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// Top face (+y) – cyan-ish
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{ -0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f },
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{ 0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 1.0f },
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{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f },
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{ -0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 0.0f },
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{ -0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f }
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};
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std::vector<unsigned int> indices = {
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0, 1, 3,
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@ -90,16 +134,6 @@ int main(int argc, char* argv[])
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Mesh testMesh(vertices, indices);
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std::vector<Vertex> vertices2 = {
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{ 0, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.6f, 1.0f },
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{ 0, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
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{ -1, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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{ -1, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }
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};
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Mesh testMesh2(vertices2, indices);
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Texture texture1("assets/wall.jpg");
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Texture texture2("assets/awesomeface.png", true);
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@ -107,25 +141,79 @@ int main(int argc, char* argv[])
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shaderTest.setInt("ourTexture", 0);
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shaderTest.setInt("decal", 1);
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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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// Render Loop
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double lastTime = 0.0;
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int nbFrames = 0;
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while (!glfwWindowShouldClose(window))
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{
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// Calculate FPS
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double currentTime = glfwGetTime();
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nbFrames++;
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if (currentTime - lastTime >= 1.0) { // Update every second
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double fps = nbFrames / (currentTime - lastTime);
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std::cout << fps << std::endl;
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nbFrames = 0;
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lastTime += 1.0;
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}
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// Input processing
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processInput(window);
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// Rendering
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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shaderTest.Use();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1.ID);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2.ID);
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testMesh.Draw();
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testMesh2.Draw();
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shaderTest.Use();
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// Test
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
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glm::mat4 view = glm::mat4(1.0f);
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// note that we're translating the scene in the reverse direction of where we want to move
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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shaderTest.setMat4("model", model);
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shaderTest.setMat4("view", view);
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shaderTest.setMat4("projection", projection);
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//testMesh.Draw();
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glBindVertexArray(testMesh.VAO);
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for(unsigned int i = 0; i < 10; i++)
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{
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
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shaderTest.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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// Call events & swap buffers
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glfwSwapBuffers(window);
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