Engine2026/main.cpp
2026-02-08 04:48:42 +01:00

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#include <iomanip>
#include <iostream>
#include <glad/glad.h>
#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/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;
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;
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
int main(int argc, char* argv[])
{
// Initialize GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create GLFW Window
GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Renderer", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// 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
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);
// 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;
lastUpdate += 1.0f;
}
// Input processing
processInput(window);
// Rendering
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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/view transformation
glm::mat4 view = camera.GetViewMatrix();
shaderTest.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0f);
shaderTest.setMat4("model", model);
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();
// Call events & swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up memory
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));
}