295 lines
No EOL
10 KiB
C++
295 lines
No EOL
10 KiB
C++
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#include <iomanip>
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#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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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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#include <engine/texture.h>
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#include <engine/camera.h>
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void window_resize_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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const int SCREEN_WIDTH = 1920;
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const int SCREEN_HEIGHT = 1080;
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static bool drawWireframe = false;
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static bool wireframeHeld = false;
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = SCREEN_WIDTH / 2.0f;
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float lastY = SCREEN_HEIGHT / 2.0f;
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bool firstMouse = true;
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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int main(int argc, char* argv[])
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{
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// Initialize GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Create GLFW Window
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GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Renderer", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// Initialize GLAD
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Initialize Viewport & setup resize callback
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glfwSetFramebufferSizeCallback(window, window_resize_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Hide & Lock Cursor
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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/*
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Testing
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*/
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// Load Shader
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std::vector<Vertex> vertices = {
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// Front face (-z) – normal: (0, 0, -1)
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{ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f },
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{ 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f },
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{ 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f },
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{ -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f },
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// Back face (+z) – normal: (0, 0, +1)
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{ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f },
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{ 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f },
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{ -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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// Left face (-x) – normal: (-1, 0, 0)
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{ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
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{ -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
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{ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
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{ -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f },
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{ -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
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// Right face (+x) – normal: (+1, 0, 0)
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{ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
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{ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
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{ 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f },
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{ 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f },
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// Bottom face (-y) – normal: (0, -1, 0)
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{ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f },
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{ 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f },
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{ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f },
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{ 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f },
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{ -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f },
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{ -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f },
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// Top face (+y) – normal: (0, +1, 0)
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{ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f },
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{ 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f },
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{ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
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{ 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
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{ -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f }
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};
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std::vector<unsigned int> indices = {
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0, 1, 2, 2, 4, 0,
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6, 7, 8, 8, 10, 6,
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12, 13, 14, 14, 16, 12,
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18, 19, 20, 20, 22, 18,
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24, 25, 26, 26, 28, 24,
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30, 31, 32, 32, 34, 30
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};
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Mesh testMesh(vertices, indices);
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Texture texture1("assets/wall.jpg");
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Texture texture2("assets/awesomeface.png", true);
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Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
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shaderTest.Use(); // don't forget to activate/use the shader before setting uniforms!
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shaderTest.setInt("ourTexture", 0);
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shaderTest.setInt("decal", 1);
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Shader lightingShader("assets/shaders/basicVertex.vert", "assets/shaders/lightFragment.frag");
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Mesh lightMesh(vertices, indices);
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// Render Loop
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float lastUpdate = 0;
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glm::vec3 lightPos = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 orbitCenter = glm::vec3(0.0f, 0.0f, 0.0f);
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// crappy fps printout
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if (currentFrame - lastUpdate >= 1.0) {
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std::cout << 1.0f / deltaTime << std::endl;
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lastUpdate += 1.0f;
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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 | 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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shaderTest.Use();
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shaderTest.setVec3("lightColor", 1.0f, 1.0f, 1.0f);
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shaderTest.setVec3("lightPos", orbitCenter);
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shaderTest.setVec3("viewPos", camera.position);
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// pass projection matrix to shader (note that in this case it could change every frame)
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glm::mat4 projection = glm::perspective(glm::radians(camera.zoom), (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.1f, 100.0f);
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shaderTest.setMat4("projection", projection);
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// camera/view transformation
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glm::mat4 view = camera.GetViewMatrix();
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shaderTest.setMat4("view", view);
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glm::mat4 model = glm::mat4(1.0f);
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shaderTest.setMat4("model", model);
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testMesh.Draw();
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lightingShader.Use();
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lightingShader.setMat4("projection", projection);
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lightingShader.setMat4("view", view);
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model = glm::mat4(1.0f);
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glm::vec3 offset = glm::vec3(
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2.0f * cos(glfwGetTime() * 1.0f),
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0.0f,
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sin(glfwGetTime() * 1.0f) * 2.0f
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);
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orbitCenter = lightPos + offset;
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model = glm::translate(model, orbitCenter);
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model = glm::scale(model, glm::vec3(0.2f)); // a smaller cube
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lightingShader.setMat4("model", model);
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lightMesh.Draw();
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// Call events & swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Clean up memory
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glfwTerminate();
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return 0;
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}
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void window_resize_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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// Close on Escape
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// Wireframe toggle
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld)
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{
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wireframeHeld = true;
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drawWireframe = !drawWireframe;
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if (drawWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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else
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
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wireframeHeld = false;
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// Camera
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.processKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.processKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.processKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.processKeyboard(RIGHT, deltaTime);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
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{
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float xpos = static_cast<float>(xposIn);
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float ypos = static_cast<float>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.processMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.processMouseScroll(static_cast<float>(yoffset));
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} |