Engine2026/main.cpp
2026-02-02 03:12:29 +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>
const int SCREEN_WIDTH = 1920;
const int SCREEN_HEIGHT = 1080;
static bool drawWireframe = false;
static bool wireframeHeld = false;
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;
}
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);
// Load Shader
Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
std::vector<Vertex> vertices = {
{ -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, 1.0f, 0.0f },
{ 0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 1.0f },
{ 0.5f, 0.5f, -0.5f, 1.0f, 0.2f, 0.2f, 1.0f, 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 },
// 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 },
{ 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, 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
{ -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 },
{ -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, 0.0f },
{ -0.5f, 0.5f, 0.5f, 0.2f, 0.2f, 1.0f, 1.0f, 0.0f },
// 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 },
{ 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, 0.0f },
{ 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.2f, 1.0f, 0.0f },
// 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 },
{ 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, 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
{ -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 },
{ 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, 0.0f, 0.0f },
{ -0.5f, 0.5f, -0.5f, 0.2f, 1.0f, 1.0f, 0.0f, 1.0f }
};
std::vector<unsigned int> indices = {
0, 1, 3,
1, 2, 3
};
Mesh testMesh(vertices, indices);
Texture texture1("assets/wall.jpg");
Texture texture2("assets/awesomeface.png", true);
shaderTest.Use(); // don't forget to activate/use the shader before setting uniforms!
shaderTest.setInt("ourTexture", 0);
shaderTest.setInt("decal", 1);
glm::vec3 cubePositions[] = {
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3( 2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3( 1.3f, -2.0f, -2.5f),
glm::vec3( 1.5f, 2.0f, -2.5f),
glm::vec3( 1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
// Render Loop
double lastTime = 0.0;
int nbFrames = 0;
while (!glfwWindowShouldClose(window))
{
// Calculate FPS
double currentTime = glfwGetTime();
nbFrames++;
if (currentTime - lastTime >= 1.0) { // Update every second
double fps = nbFrames / (currentTime - lastTime);
std::cout << fps << std::endl;
nbFrames = 0;
lastTime += 1.0;
}
// 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();
// 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));
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();
glBindVertexArray(testMesh.VAO);
for(unsigned int i = 0; i < 10; i++)
{
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
shaderTest.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
// Call events & swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up memory
glfwTerminate();
return 0;
}