game-engine/main.cpp

291 lines
9.4 KiB
C++

#include <iostream>
#include <filesystem>
#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 <imgui/imgui.h>
#include <imgui/imgui_impl_glfw.h>
#include <imgui/imgui_impl_opengl3.h>
#include <myEngine/shader.hpp>
#include <myEngine/camera.hpp>
#include <myEngine/model.hpp>
#include <myEngine/object.hpp>
#include <myEngine/lighting.hpp>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
void keyboard_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void mouse_pos_callback(GLFWwindow* window, double xpos, double ypos);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
unsigned int width = 800;
unsigned int height = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = width / 2.0f;
float lastY = height / 2.0f;
bool firstMouse = true;
bool mouseCaptured = false;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetKeyCallback(window, keyboard_callback);
glfwSetCursorPosCallback(window, mouse_pos_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetScrollCallback(window, mouse_scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, width, height);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST);
//stbi_set_flip_vertically_on_load(true);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330 core");
// Shaders
Shader light_shader("resources/shaders/vert.glsl", "resources/shaders/light_shader.glsl");
Shader light_cubeShader("resources/shaders/vert.glsl", "resources/shaders/light_object.glsl");
// Models
Model croissant("resources/models/croissant/source/croissant.obj");
Model cube("resources/models/cube/cube.obj");
// Objects
Object object1(croissant, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.0f, 0.0f, 0.0f));
Object object2(croissant, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.0f, 0.0f, 0.0f));
Object object3(croissant, glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.1f, 0.1f, 0.1f), glm::vec3(0.0f, 0.0f, 0.0f));
Object light_cube(cube, glm::vec3(1.2f, 1.0f, 2.0f), glm::vec3(0.05f, 0.05f, 0.05f), glm::vec3(0.0f, 0.0f, 0.0f));
// Lights
DirectLight directLight(glm::vec3(-0.2f, -1.0f, -0.3f),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f),
glm::vec3(1.0f, 1.0f, 1.0f));
SpotLight spotLight(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f),
12.55f, 17.5f,
glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f), glm::vec3(1.0f, 1.0f, 1.0f),
1.0f, 0.09f,
0.032f);
std::vector<PointLight> pointLights;
pointLights.emplace_back(glm::vec3(1.2f, 1.0f, 2.0f),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f),
glm::vec3(1.0f, 1.0f, 1.0f),
1.0f, 0.09f, 0.032f);
pointLights.emplace_back(glm::vec3(-1.2f, 1.0f, 2.0f),
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.2f, 0.2f, 0.2f),
glm::vec3(0.5f, 0.5f, 0.5f),
glm::vec3(1.0f, 1.0f, 1.0f),
1.0f, 0.09f, 0.032f);
static float positionX = 0.0f;
static float positionY = 0.0f;
static float positionZ = 0.0f;
static float lightCubePositionX = 0.0f;
static float lightCubePositionY = 0.0f;
static float lightCubePositionZ = 3.0f;
static float* light_color = new float[3]{1.0f, 1.0f, 1.0f};
static float light_cutoff = 12.5f;
static float light_outerCutoff = 17.5f;
while(!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
processInput(window);
if (mouseCaptured)
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
double mouseX, mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
ImGui::Begin("Settings");
ImGui::Text("FPS: %.2f", 1.0f / deltaTime);
ImGui::SliderFloat("Object 1 Position X", &positionX, -5.0f, 5.0f);
ImGui::SliderFloat("Object 1 Position Y", &positionY, -5.0f, 5.0f);
ImGui::SliderFloat("Object 1 Position Z", &positionZ, -5.0f, 5.0f);
ImGui::SliderFloat("Light Cube Position X", &lightCubePositionX, -5.0f, 5.0f);
ImGui::SliderFloat("Light Cube Position Y", &lightCubePositionY, -5.0f, 5.0f);
ImGui::SliderFloat("Light Cube Position Z", &lightCubePositionZ, -5.0f, 5.0f);
ImGui::ColorEdit3("Light Cube Color", light_color);
ImGui::SliderFloat("Light Cutoff", &light_cutoff, 0.0f, 90.0f);
ImGui::SliderFloat("Light Outer Cutoff", &light_outerCutoff, 0.0f, 90.0f);
ImGui::End();
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
light_shader.use();
light_shader.setMat4("view", view);
light_shader.setVec3("viewPos", camera.Position);
light_shader.setMat4("projection", projection);
// Directional light
directLight.use(light_shader);
// Spotlight
spotLight.setPosition(camera.Position);
spotLight.setDirection(camera.Front);
spotLight.setCutOff(light_cutoff);
spotLight.setOuterCutOff(light_outerCutoff);
spotLight.use(light_shader);
// Point light
light_shader.setInt("pointLightCount", static_cast<int>(pointLights.size()));
pointLights[0].setPosition(glm::vec3(lightCubePositionX, lightCubePositionY, lightCubePositionZ));
pointLights[0].setColor(glm::vec3(light_color[0], light_color[1], light_color[2]));
for (size_t i = 0; i < pointLights.size(); ++i)
{
pointLights[i].use(light_shader, static_cast<int>(i));
}
object1.setPosition(glm::vec3(positionX, positionY, positionZ));
object1.Draw(light_shader, deltaTime);
object2.setAcceleration(glm::vec3(0.0f, 0.001f, 0.0f));
object2.Draw(light_shader, deltaTime);
object3.setAcceleration(glm::vec3(0.0f, -0.001f, 0.0f));
object3.Draw(light_shader, deltaTime);
// Light cube shader
light_cubeShader.use();
light_cubeShader.setMat4("view", view);
light_cubeShader.setMat4("projection", projection);
for (size_t i = 0; i < pointLights.size(); ++i)
{
light_cube.setPosition(pointLights[i].getPosition());
light_cubeShader.setVec3("lightColor", pointLights[i].getColor());
light_cube.Draw(light_cubeShader, deltaTime);
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int new_width, int new_height)
{
width = new_width;
height = new_height;
glViewport(0, 0, new_width, new_height);
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS && mouseCaptured)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
mouseCaptured = false;
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS && mouseCaptured)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS && mouseCaptured)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS && mouseCaptured)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS && mouseCaptured)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS && !mouseCaptured && !ImGui::GetIO().WantCaptureMouse)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
mouseCaptured = true;
}
}
void keyboard_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {}
void mouse_pos_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;
if (mouseCaptured)
camera.ProcessMouseMovement(xoffset, yoffset);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {}
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {}