238 lines
7.5 KiB
C++
238 lines
7.5 KiB
C++
#include <iostream>
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#include <filesystem>
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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 <imgui/imgui.h>
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#include <imgui/imgui_impl_glfw.h>
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#include <imgui/imgui_impl_opengl3.h>
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#include <myEngine/shader.hpp>
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#include <myEngine/camera.hpp>
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#include <myEngine/model.hpp>
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#include <myEngine/object.hpp>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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void mouse_pos_callback(GLFWwindow* window, double xpos, double ypos);
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
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void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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unsigned int width = 800;
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unsigned int height = 600;
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = width / 2.0f;
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float lastY = height / 2.0f;
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bool firstMouse = true;
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bool mouseCaptured = false;
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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int main()
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{
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", 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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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetCursorPosCallback(window, mouse_pos_callback);
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glfwSetMouseButtonCallback(window, mouse_button_callback);
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glfwSetScrollCallback(window, mouse_scroll_callback);
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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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glViewport(0, 0, width, height);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glEnable(GL_DEPTH_TEST);
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//stbi_set_flip_vertically_on_load(true);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, false);
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ImGui_ImplOpenGL3_Init("#version 330 core");
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Shader ourShader("resources/shaders/vert.glsl", "resources/shaders/frag.glsl");
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Shader directional_lightShader("resources/shaders/vert.glsl", "resources/shaders/directional_light.glsl");
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Model croissant("resources/models/croissant/source/croissant.obj");
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Model cube("resources/models/cube/cube.obj");
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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));
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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));
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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));
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static float positionX = 0.0f;
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static float positionY = 0.0f;
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static float positionZ = 0.0f;
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while(!glfwWindowShouldClose(window))
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{
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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if (mouseCaptured || !io.WantCaptureMouse)
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processInput(window);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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double mouseX, mouseY;
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glfwGetCursorPos(window, &mouseX, &mouseY);
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ImGui::Begin("Settings");
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ImGui::Text("FPS: %.2f", 1.0f / deltaTime);
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ImGui::Text("Mouse Captured: %s", mouseCaptured ? "Yes" : "No");
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ImGui::Text("ImGui want capture mouse: %s", io.WantCaptureMouse ? "Yes" : "No");
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ImGui::Text("ImGui mouse position: (%.2f, %.2f)", io.MousePos.x, io.MousePos.y);
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ImGui::Text("GLFW mouse position: (%.2f, %.2f)", mouseX, mouseY);
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ImGui::SliderFloat("Object 1 Position X", &positionX, -5.0f, 5.0f);
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ImGui::SliderFloat("Object 1 Position Y", &positionY, -5.0f, 5.0f);
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ImGui::SliderFloat("Object 1 Position Z", &positionZ, -5.0f, 5.0f);
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ImGui::End();
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// Bacis lighting
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ourShader.use();
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ourShader.setVec3("viewPos", camera.Position);
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ourShader.setVec3("light.position", 1.2f, 1.0f, 2.0f);
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ourShader.setVec3("light.color", 1.0f, 1.0f, 1.0f);
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ourShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
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ourShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
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ourShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
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// Directional light
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directional_lightShader.use();
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directional_lightShader.setVec3("light.direction", -0.2f, -1.0f, -0.3f);
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directional_lightShader.setVec3("light.color", 1.0f, 1.0f, 1.0f);
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directional_lightShader.setVec3("light.ambient", 0.2f, 0.2f, 0.2f);
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directional_lightShader.setVec3("light.diffuse", 0.5f, 0.5f, 0.5f);
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directional_lightShader.setVec3("light.specular", 1.0f, 1.0f, 1.0f);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
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ourShader.setMat4("view", view);
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ourShader.setMat4("projection", projection);
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object1.setPosition(glm::vec3(positionX, positionY, positionZ));
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object1.Draw(directional_lightShader, deltaTime);
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object2.setAcceleration(glm::vec3(0.0f, 0.001f, 0.0f));
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object2.Draw(directional_lightShader, deltaTime);
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object3.setAcceleration(glm::vec3(0.0f, -0.001f, 0.0f));
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object3.Draw(directional_lightShader, deltaTime);
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwTerminate();
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return 0;
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}
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void framebuffer_size_callback(GLFWwindow* window, int new_width, int new_height)
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{
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width = new_width;
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height = new_height;
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glViewport(0, 0, new_width, new_height);
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}
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS && mouseCaptured)
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{
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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mouseCaptured = false;
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS && mouseCaptured)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS && mouseCaptured)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS && mouseCaptured)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS && mouseCaptured)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS && !mouseCaptured)
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{
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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mouseCaptured = true;
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}
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}
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void mouse_pos_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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if (mouseCaptured){
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camera.ProcessMouseMovement(xoffset, yoffset);
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ImGui_ImplGlfw_CursorPosCallback(window, -FLT_MAX, -FLT_MAX);
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} else
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ImGui_ImplGlfw_CursorPosCallback(window, xpos, ypos);
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}
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void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
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{
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ImGui_ImplGlfw_MouseButtonCallback(window, button, action, mods);
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}
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void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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ImGui_ImplGlfw_ScrollCallback(window, xoffset, yoffset);
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}
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