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2 commits

Author SHA1 Message Date
ccc1c76762 Merge remote-tracking branch 'origin/master' 2026-02-03 05:24:35 +01:00
3842a877ac Added Camera 2026-02-03 05:24:21 +01:00
7 changed files with 233 additions and 67 deletions

View file

@ -1,7 +1,6 @@
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord; in vec2 TexCoord;
uniform sampler2D ourTexture; uniform sampler2D ourTexture;
@ -9,5 +8,5 @@ uniform sampler2D decal;
void main() void main()
{ {
FragColor = mix(texture(ourTexture, TexCoord), texture(decal, TexCoord), 0.2); FragColor = mix(texture(ourTexture, TexCoord), texture(decal, TexCoord), 0.2f);
} }

View file

@ -3,7 +3,6 @@ layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor; layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord; layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord; out vec2 TexCoord;
uniform mat4 model; uniform mat4 model;
@ -13,8 +12,6 @@ uniform mat4 projection;
void main() void main()
{ {
//gl_Position = vec4(aPos, 1.0); //gl_Position = vec4(aPos, 1.0);
gl_Position = projection * view * model * vec4(aPos, 1.0); gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
ourColor = aColor;
TexCoord = aTexCoord;
} }

View file

@ -2,11 +2,120 @@
#ifndef ENGINE2026_CAMERA_H #ifndef ENGINE2026_CAMERA_H
#define ENGINE2026_CAMERA_H #define ENGINE2026_CAMERA_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// Movement keys/buttons
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT
};
// Default camera values
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 2.5f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;
class Camera class Camera
{ {
public: public:
Camera(); glm::vec3 position, front, up, right, worldUp;
float yaw, pitch;
float movementSpeed, mouseSensitivity, zoom;
// constructor with vectors
Camera(glm::vec3 newPosition = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float newYaw = YAW, float newPitch = PITCH) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
{
position = newPosition;
worldUp = up;
yaw = newYaw;
pitch = newPitch;
updateCameraVectors();
}
// constructor with scalar values
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float newYaw, float newPitch) : front(glm::vec3(0.0f, 0.0f, -1.0f)), movementSpeed(SPEED), mouseSensitivity(SENSITIVITY), zoom(ZOOM)
{
position = glm::vec3(posX, posY, posZ);
worldUp = glm::vec3(upX, upY, upZ);
yaw = newYaw;
pitch = newPitch;
updateCameraVectors();
}
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
glm::mat4 GetViewMatrix()
{
return glm::lookAt(position, position + front, up);
}
// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
void processKeyboard(Camera_Movement direction, float deltaTime)
{
float velocity = movementSpeed * deltaTime;
if (direction == FORWARD)
position += front * velocity;
if (direction == BACKWARD)
position -= front * velocity;
if (direction == LEFT)
position -= right * velocity;
if (direction == RIGHT)
position += right * velocity;
}
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void processMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{
xoffset *= mouseSensitivity;
yoffset *= mouseSensitivity;
yaw += xoffset;
pitch += yoffset;
// make sure that when pitch is out of bounds, screen doesn't get flipped
if (constrainPitch)
{
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
}
// update Front, Right and Up Vectors using the updated Euler angles
updateCameraVectors();
}
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void processMouseScroll(float yoffset)
{
zoom -= (float)yoffset;
if (zoom < 1.0f)
zoom = 1.0f;
if (zoom > 45.0f)
zoom = 45.0f;
}
private:
// calculates the front vector from the Camera's (updated) Euler Angles
void updateCameraVectors()
{
// calculate the new Front vector
glm::vec3 newFront;
newFront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
newFront.y = sin(glm::radians(pitch));
newFront.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
front = glm::normalize(newFront);
// also re-calculate the Right and Up vector
right = glm::normalize(glm::cross(front, worldUp)); // normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
up = glm::normalize(glm::cross(right, front));
}
}; };
#endif #endif

169
main.cpp
View file

@ -12,6 +12,12 @@
#include <engine/mesh.h> #include <engine/mesh.h>
#include <engine/shader.h> #include <engine/shader.h>
#include <engine/texture.h> #include <engine/texture.h>
#include <engine/camera.h>
void window_resize_callback(GLFWwindow* window, int width, int height);
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_WIDTH = 1920;
const int SCREEN_HEIGHT = 1080; const int SCREEN_HEIGHT = 1080;
@ -19,34 +25,14 @@ const int SCREEN_HEIGHT = 1080;
static bool drawWireframe = false; static bool drawWireframe = false;
static bool wireframeHeld = false; static bool wireframeHeld = false;
void window_resize_callback(GLFWwindow* window, int width, int height) Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
{ float lastX = SCREEN_WIDTH / 2.0f;
glViewport(0, 0, width, height); float lastY = SCREEN_HEIGHT / 2.0f;
} bool firstMouse = true;
void processInput(GLFWwindow* window)
{
// Close on Escape
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// Wireframe toggle float deltaTime = 0.0f; // time between current frame and last frame
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld) float lastFrame = 0.0f;
{
wireframeHeld = true;
drawWireframe = !drawWireframe;
if (drawWireframe)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
wireframeHeld = false;
}
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
@ -76,6 +62,16 @@ int main(int argc, char* argv[])
// Initialize Viewport & setup resize callback // Initialize Viewport & setup resize callback
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glfwSetFramebufferSizeCallback(window, window_resize_callback); glfwSetFramebufferSizeCallback(window, window_resize_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// Hide & Lock Cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
/*
Testing
*/
// Load Shader // Load Shader
Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag"); Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
@ -87,7 +83,7 @@ int main(int argc, char* argv[])
{ -0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 1.0f }, { -0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 0.0f }, { -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 0.0f, 0.0f },
// Back face (+z) green-ish // Back face (+z) green-ish
{ -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f }, { -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f },
{ 0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 0.0f }, { 0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 1.0f }, { 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 1.0f },
@ -95,7 +91,7 @@ int main(int argc, char* argv[])
{ -0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 1.0f }, { -0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 1.0f },
{ -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f }, { -0.5f, -0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 0.0f, 0.0f },
// Left face (-x) blue-ish // Left face (-x) blue-ish
{ -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f }, { -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f },
{ -0.5f, 0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 1.0f }, { -0.5f, 0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 1.0f },
{ -0.5f, -0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f }, { -0.5f, -0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f },
@ -103,7 +99,7 @@ int main(int argc, char* argv[])
{ -0.5f, -0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 0.0f }, { -0.5f, -0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 0.0f },
{ -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f }, { -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f },
// Right face (+x) yellow-ish // Right face (+x) yellow-ish
{ 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f }, { 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f },
{ 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f }, { 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f }, { 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f },
@ -111,7 +107,7 @@ int main(int argc, char* argv[])
{ 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 0.0f }, { 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f }, { 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f },
// Bottom face (-y) magenta-ish // Bottom face (-y) magenta-ish
{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f }, { -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f }, { 0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f },
{ 0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f }, { 0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f },
@ -119,7 +115,7 @@ int main(int argc, char* argv[])
{ -0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 0.0f }, { -0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 0.0f },
{ -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f }, { -0.5f, -0.5f, -0.5f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f },
// Top face (+y) cyan-ish // Top face (+y) cyan-ish
{ -0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f }, { -0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f },
{ 0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 1.0f }, { 0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f }, { 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f },
@ -154,20 +150,21 @@ int main(int argc, char* argv[])
glm::vec3(-1.3f, 1.0f, -1.5f) glm::vec3(-1.3f, 1.0f, -1.5f)
}; };
// Render Loop // Render Loop
double lastTime = 0.0; float lastUpdate = 0;
int nbFrames = 0;
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
// Calculate FPS // per-frame time logic
double currentTime = glfwGetTime(); // --------------------
nbFrames++; float currentFrame = static_cast<float>(glfwGetTime());
if (currentTime - lastTime >= 1.0) { // Update every second deltaTime = currentFrame - lastFrame;
double fps = nbFrames / (currentTime - lastTime); lastFrame = currentFrame;
std::cout << fps << std::endl;
nbFrames = 0; // crappy fps printout
lastTime += 1.0; if (currentFrame - lastUpdate >= 1.0) {
std::cout << 1.0f / deltaTime << std::endl;
lastUpdate += 1.0f;
} }
// Input processing // Input processing
@ -185,21 +182,14 @@ int main(int argc, char* argv[])
shaderTest.Use(); shaderTest.Use();
// Test // pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 model = glm::mat4(1.0f); glm::mat4 projection = glm::perspective(glm::radians(camera.zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
glm::mat4 view = glm::mat4(1.0f);
// note that we're translating the scene in the reverse direction of where we want to move
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
shaderTest.setMat4("model", model);
shaderTest.setMat4("view", view);
shaderTest.setMat4("projection", projection); shaderTest.setMat4("projection", projection);
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix();
shaderTest.setMat4("view", view);
//testMesh.Draw(); //testMesh.Draw();
@ -224,3 +214,74 @@ int main(int argc, char* argv[])
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
void window_resize_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window)
{
// Close on Escape
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// Wireframe toggle
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld)
{
wireframeHeld = true;
drawWireframe = !drawWireframe;
if (drawWireframe)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
wireframeHeld = false;
// Camera
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.processKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.processKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.processKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.processKeyboard(RIGHT, deltaTime);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.processMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.processMouseScroll(static_cast<float>(yoffset));
}