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No commits in common. "ccc1c767623fdf15f4b112546ebee2767e883916" and "2aa836478e008819f68a0c441951e39625068aef" have entirely different histories.

7 changed files with 66 additions and 232 deletions

View file

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

View file

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

View file

@ -2,120 +2,11 @@
#ifndef 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
{
public:
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));
}
Camera();
};
#endif

View file

@ -15,7 +15,7 @@ class Mesh
public:
unsigned int VBO, VAO, EBO;
std::size_t indexCount = 0;
Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices) : indexCount(indices.size())
{
if (vertices.empty() || indices.empty()) {
@ -55,7 +55,7 @@ public:
std::cout << "Failed to load mesh" << std::endl;
}
}
void Draw() const
{
glDrawArrays(GL_TRIANGLES, 0, 36);

View file

@ -13,7 +13,7 @@ class Shader
public:
// Compiled Shader Program ID
unsigned int ID;
Shader(const char* vertexPath, const char* fragmentPath)
{
std::string vertexCode, fragmentCode;
@ -76,7 +76,7 @@ public:
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void Use()
{
glUseProgram(ID);

View file

@ -10,7 +10,7 @@ class Texture
public:
unsigned int ID;
int width, height, nrChannels;
Texture(const char* texturePath, bool flip = false)
{
// Create the Texture and set our ID

167
main.cpp
View file

@ -12,12 +12,6 @@
#include <engine/mesh.h>
#include <engine/shader.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_HEIGHT = 1080;
@ -25,14 +19,34 @@ const int SCREEN_HEIGHT = 1080;
static bool drawWireframe = false;
static bool wireframeHeld = false;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCREEN_WIDTH / 2.0f;
float lastY = SCREEN_HEIGHT / 2.0f;
bool firstMouse = true;
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);
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
// 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;
}
int main(int argc, char* argv[])
{
@ -62,16 +76,6 @@ int main(int argc, char* argv[])
// Initialize Viewport & setup resize callback
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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
Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
@ -83,7 +87,7 @@ 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, 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, 1.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 0.2f, 1.0f, 1.0f },
@ -91,7 +95,7 @@ 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, 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, 1.0f },
{ -0.5f, -0.5f, -0.5f, 0.2f, 0.2f, 1.0f, 0.0f, 1.0f },
@ -99,7 +103,7 @@ 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, 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, 1.0f },
{ 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.2f, 0.0f, 1.0f },
@ -107,7 +111,7 @@ 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, 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, 1.0f, 1.0f },
{ 0.5f, -0.5f, 0.5f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f },
@ -115,7 +119,7 @@ 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, 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, 1.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f },
@ -150,21 +154,20 @@ int main(int argc, char* argv[])
glm::vec3(-1.3f, 1.0f, -1.5f)
};
// Render Loop
float lastUpdate = 0;
double lastTime = 0.0;
int nbFrames = 0;
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// Calculate FPS
double currentTime = glfwGetTime();
nbFrames++;
if (currentTime - lastTime >= 1.0) { // Update every second
double fps = nbFrames / (currentTime - lastTime);
std::cout << fps << std::endl;
// crappy fps printout
if (currentFrame - lastUpdate >= 1.0) {
std::cout << 1.0f / deltaTime << std::endl;
lastUpdate += 1.0f;
nbFrames = 0;
lastTime += 1.0;
}
// Input processing
@ -182,13 +185,20 @@ int main(int argc, char* argv[])
shaderTest.Use();
// 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);
// Test
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix();
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);
//testMesh.Draw();
@ -214,74 +224,3 @@ int main(int argc, char* argv[])
glfwTerminate();
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));
}