init
This commit is contained in:
commit
46df79ca2a
15
.gitignore
vendored
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15
.gitignore
vendored
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@ -0,0 +1,15 @@
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.idea
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.vscode
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build
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glad.dir
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include
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lib
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main.dir
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src/
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*.bat
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*.sh
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glad.c
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objs
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22
CMakeLists.txt
Normal file
22
CMakeLists.txt
Normal file
@ -0,0 +1,22 @@
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cmake_minimum_required(VERSION 3.28)
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project(OpenGL_Practice)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_INCLUDE_CURRENT_DIR ON)
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file(COPY objs/ DESTINATION objs/)
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file(COPY shaders/ DESTINATION shaders/)
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add_library(glad STATIC include/glad/glad.h include/KHR/khrplatform.h)
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target_include_directories(glad PUBLIC include)
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set_target_properties(glad PROPERTIES LINKER_LANGUAGE CXX)
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add_subdirectory(src/glfw-3.4)
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add_executable(main glad.c main.cpp
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Object3D.cpp
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Object3D.h
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Shader.h
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Camera.h)
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target_link_libraries(main PUBLIC glfw glad)
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58
Camera.h
Normal file
58
Camera.h
Normal file
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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class Camera
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{
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public:
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glm::vec3 position;
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glm::vec3 target;
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glm::vec3 direction;
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glm::vec3 up;
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float speed;
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glm::vec3 worldUp;
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Camera(float speed)
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{
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this->speed = speed;
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this->position = glm::vec3(0.0f, 0.0f, 3.0f);
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this->target = glm::vec3(0.0f, 0.0f, -1.0f);
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this->direction = glm::normalize(this->position);
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this->worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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this->up = glm::cross(this->direction, right);
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}
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Camera(glm::vec3 pos, glm::vec3 target, float speed)
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{
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this->speed = speed;
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this->position = pos;
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this->target = target;
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this->direction = glm::normalize(this->position - this->target);
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this->worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
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this->up = glm::cross(this->direction, right);
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}
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glm::mat4 getView()
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{
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return glm::lookAt(this->position,
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this->target + this->position,
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this->worldUp);
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}
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};
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#endif
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282
Object3D.cpp
Normal file
282
Object3D.cpp
Normal file
@ -0,0 +1,282 @@
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#include "Object3D.h"
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#include <fstream>
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#include <iostream>
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#include <strstream>
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Object3D::Object3D() = default;
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Object3D::Object3D(const std::string &file_path)
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{
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this->loadFromOBJ(file_path);
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}
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bool Object3D::loadFromOBJ(const std::string& file_path)
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{
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std::ifstream f(file_path);
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if (!f.is_open())
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return false;
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std::vector<float> temp_vertices;
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std::vector<unsigned int> temp_indices;
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std::vector<float> temp_normals;
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while (!f.eof())
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{
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char line[128];
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f.getline(line, 128);
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std::string l(line);
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// std::cout << "LINE: " << l << std::endl;
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if (line[0] == 'f')
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{
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l.erase(0, 2); // Erase the "f "
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size_t pos1 = 0;
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std::string token1;
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// Split by space
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while ((pos1 = l.find(' ')) != std::string::npos)
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{
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token1 = l.substr(0, pos1);
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int face_vert;
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if (l.find("//") != std::string::npos)
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{
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size_t pos2 = 0;
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std::string token2;
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bool face = true;
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while ((pos2 = token1.find("//")) != std::string::npos)
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{
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token2 = token1.substr(0, pos2);
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// std::cout << token1 << std::endl;
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if (face)
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{
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face_vert = std::stoi(token2) - 1;
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temp_indices.push_back(face_vert);
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face = false;
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}
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token1.erase(0, pos2 + 2);
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}
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// The Normal paired with the face is here
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if (!face) {
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// std::cout << "thisg" << std::endl;
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int face_normal = std::stoi(token1) - 1;
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// std::cout << "f " << face_vert + 1 << "//" << face_normal + 1 << std::endl;
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bool VBO_el_found = false;
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// If Vertice AND correct normal are already in VBO buffer just refernce that
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for (unsigned int i = 0; i < this->VBO_buffer.size(); i += 6)
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{
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bool vert_equal = true;
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bool normal_equal = true;
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// Since each Vertice & Normal are 3 elements we need to do a little looping
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for (int a = 0; a < 3; a++)
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{
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if (this->VBO_buffer[i + a] != temp_vertices[(face_vert * 3) + a]) {
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vert_equal = false;
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break;
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}
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}
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for (int a = 3; a < 6; a++)
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{
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if (this->VBO_buffer[i + a] != temp_normals[(face_normal * 3) + a - 3]) {
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normal_equal = false;
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break;
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}
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}
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if (vert_equal && normal_equal) {
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this->EBO_buffer.push_back(i / 6);
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VBO_el_found = true;
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}
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}
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// If not we need to add it to the VBO buffer
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if (!VBO_el_found)
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{
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// Again we need to add all three elements for each
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for (int a = 0; a < 3; a++)
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this->VBO_buffer.push_back(temp_vertices[face_vert * 3 + a]);
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for (int a = 0; a < 3; a++)
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this->VBO_buffer.push_back(temp_normals[face_normal * 3 + a]);
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this->EBO_buffer.push_back(this->VBO_buffer.size() / 6 - 1);
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}
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}
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// std::cout << l << std::endl;
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// temp_indices.push_back(std::stoi(token1) - 1);
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}
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l.erase(0, pos1 + 1);
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}
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// std::cout << "thing" << std::endl;
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// std::cout << l << std::endl;
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if (l.find("//") != std::string::npos)
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{
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size_t pos2 = 0;
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std::string token2;
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bool face = true;
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int face_vert;
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while ((pos2 = l.find("//")) != std::string::npos)
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{
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token2 = l.substr(0, pos2);
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face_vert = std::stoi(token2) - 1;
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if (face)
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{
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temp_indices.push_back(face_vert);
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face = false;
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}
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// Else case if I want to add normals for the faces
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l.erase(0, pos2 + 2);
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}
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// The Normal paired with the face is here
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if (!face) {
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// std::cout << "thisg" << std::endl;
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int face_normal = std::stoi(l) - 1;
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// std::cout << "f " << face_vert + 1 << "//" << face_normal + 1 << std::endl;
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bool VBO_el_found = false;
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// If Vertice AND correct normal are already in VBO buffer just refernce that
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for (unsigned int i = 0; i < this->VBO_buffer.size(); i += 6)
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{
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bool vert_equal = true;
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bool normal_equal = true;
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// Since each Vertice & Normal are 3 elements we need to do a little looping
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for (int a = 0; a < 3; a++)
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||||
{
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if (this->VBO_buffer[i + a] != temp_vertices[(face_vert * 3) + a]) {
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vert_equal = false;
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break;
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}
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}
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for (int a = 3; a < 6; a++)
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{
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if (this->VBO_buffer[i + a] != temp_normals[(face_normal * 3) + a - 3]) {
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normal_equal = false;
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break;
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}
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}
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if (vert_equal && normal_equal) {
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this->EBO_buffer.push_back(i / 6);
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VBO_el_found = true;
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}
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}
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// If not we need to add it to the VBO buffer
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if (!VBO_el_found)
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{
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// Again we need to add all three elements for each
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for (int a = 0; a < 3; a++)
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this->VBO_buffer.push_back(temp_vertices[face_vert * 3 + a]);
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for (int a = 0; a < 3; a++)
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this->VBO_buffer.push_back(temp_normals[face_normal * 3 + a]);
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||||
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this->EBO_buffer.push_back(this->VBO_buffer.size() / 6 - 1);
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}
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}
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// std::cout << l << std::endl;
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||||
// temp_indices.push_back(std::stoi(token1) - 1);
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|
||||
}
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||||
|
||||
}
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else if (line[0] == 'v')
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||||
{
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||||
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||||
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size_t pos1 = 0;
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||||
std::string token1;
|
||||
bool normal = line[1] == 'n';
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||||
|
||||
if (normal)
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||||
{
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||||
l.erase(0, 3); // Get rid of the "vn "
|
||||
}
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||||
else
|
||||
{
|
||||
l.erase(0, 2); // Get rid of the "v "
|
||||
}
|
||||
|
||||
|
||||
// Split by space
|
||||
while ((pos1 = l.find(' ')) != std::string::npos)
|
||||
{
|
||||
token1 = l.substr(0, pos1);
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||||
|
||||
if (normal)
|
||||
{
|
||||
temp_normals.push_back(std::stof(token1));
|
||||
}
|
||||
else
|
||||
{
|
||||
temp_vertices.push_back(std::stof(token1));
|
||||
}
|
||||
|
||||
|
||||
l.erase(0, pos1 + 1);
|
||||
}
|
||||
|
||||
// Last point is still left after the loop
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||||
if (normal)
|
||||
{
|
||||
temp_normals.push_back(std::stof(l));
|
||||
}
|
||||
else
|
||||
{
|
||||
temp_vertices.push_back(std::stof(l));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this->vertices = temp_vertices;
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||||
this->indices = temp_indices;
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||||
this->normals = temp_normals;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<float> Object3D::getVBOBuffer()
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||||
{
|
||||
std::vector<float> temp_VBO_buffer;
|
||||
|
||||
for (int i = 0; i < this->vertices.size() / 3; i++)
|
||||
{
|
||||
for (int a = 0; a < 3; a++)
|
||||
temp_VBO_buffer.push_back(this->vertices[(i * 3) + a]);
|
||||
for (int a = 0; a < 3; a++)
|
||||
temp_VBO_buffer.push_back(this->normals[(i * 3) + a]);
|
||||
}
|
||||
|
||||
return temp_VBO_buffer;
|
||||
}
|
||||
|
||||
26
Object3D.h
Normal file
26
Object3D.h
Normal file
@ -0,0 +1,26 @@
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||||
#ifndef OBJECT3D_H
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||||
#define OBJECT3D_H
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
||||
class Object3D {
|
||||
public:
|
||||
std::vector<float> vertices;
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<float> normals;
|
||||
|
||||
std::vector<unsigned int> EBO_buffer;
|
||||
std::vector<float> VBO_buffer;
|
||||
|
||||
Object3D();
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||||
Object3D(const std::string &file_path);
|
||||
|
||||
bool loadFromOBJ(const std::string& file_path);
|
||||
std::vector<float> getVBOBuffer();
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif //OBJECT3D_H
|
||||
8
README.md
Normal file
8
README.md
Normal file
@ -0,0 +1,8 @@
|
||||
|
||||
# About
|
||||
This project requires GLM, Glad, and GLFW.
|
||||
|
||||
I use / used (depending on the time) this repo for messing with OpenGL while getting a grasp on graphics programming.
|
||||
A large portion of this code was made following the tutorial at https://learnopengl.com, which I would totally reccomend!
|
||||
|
||||
|
||||
178
Shader.h
Normal file
178
Shader.h
Normal file
@ -0,0 +1,178 @@
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <iostream>
|
||||
#include <string.h>
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
unsigned int ID;
|
||||
// constructor generates the shader on the fly
|
||||
// ------------------------------------------------------------------------
|
||||
Shader(const std::string &vertexPath, const std::string &fragmentPath)
|
||||
{
|
||||
// 1. retrieve the vertex/fragment source code from filePath
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
// ensure ifstream objects can throw exceptions:
|
||||
// vShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
// fShaderFile.exceptions (std::ifstream::failbit | std::ifstream::badbit);
|
||||
try
|
||||
{
|
||||
// open files
|
||||
|
||||
vShaderFile.open(vertexPath);
|
||||
|
||||
if (!vShaderFile.is_open())
|
||||
std::cout << "ERROR:SHADER::VERTEX::FILE_NOT_READ" << std::endl;
|
||||
|
||||
fShaderFile.open(fragmentPath);
|
||||
|
||||
if (!fShaderFile.is_open())
|
||||
std::cout << "ERROR:SHADER::FRAGMENT::FILE_NOT_READ" << std::endl;
|
||||
|
||||
|
||||
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
// read file's buffer contents into streams
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
// close file handlers
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
// convert stream into string
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch (std::ifstream::failure& e)
|
||||
{
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
|
||||
}
|
||||
|
||||
std::cout << fragmentCode << std::endl;
|
||||
|
||||
const char* vShaderCode = vertexCode.c_str();
|
||||
const char * fShaderCode = fragmentCode.c_str();
|
||||
// 2. compile shaders
|
||||
unsigned int vertex, fragment;
|
||||
// vertex shader
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
// fragment Shader
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
// shader Program
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
checkCompileErrors(ID, "PROGRAM");
|
||||
// delete the shaders as they're linked into our program now and no longer necessary
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
}
|
||||
// activate the shader
|
||||
// ------------------------------------------------------------------------
|
||||
void use()
|
||||
{
|
||||
glUseProgram(ID);
|
||||
}
|
||||
// utility uniform functions
|
||||
// ------------------------------------------------------------------------
|
||||
void setBool(const std::string &name, bool value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setInt(const std::string &name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setFloat(const std::string &name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
void setVec2(const std::string &name, const glm::vec2 &value) const
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec2(const std::string &name, float x, float y) const
|
||||
{
|
||||
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec3(const std::string &name, const glm::vec3 &value) const
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec3(const std::string &name, float x, float y, float z) const
|
||||
{
|
||||
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec4(const std::string &name, const glm::vec4 &value) const
|
||||
{
|
||||
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec4(const std::string &name, float x, float y, float z, float w) const
|
||||
{
|
||||
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat2(const std::string &name, const glm::mat2 &mat) const
|
||||
{
|
||||
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat3(const std::string &name, const glm::mat3 &mat) const
|
||||
{
|
||||
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat4(const std::string &name, const glm::mat4 &mat) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
private:
|
||||
// utility function for checking shader compilation/linking errors.
|
||||
// ------------------------------------------------------------------------
|
||||
void checkCompileErrors(unsigned int shader, std::string type)
|
||||
{
|
||||
int success;
|
||||
char infoLog[1024];
|
||||
if (type != "PROGRAM")
|
||||
{
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
|
||||
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
393
main.cpp
Normal file
393
main.cpp
Normal file
@ -0,0 +1,393 @@
|
||||
#include <complex>
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <synchapi.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "Object3D.h"
|
||||
#include "Shader.h"
|
||||
#include "Camera.h"
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||
void processInput(GLFWwindow *window);
|
||||
|
||||
// settings
|
||||
unsigned int SCR_WIDTH = 800;
|
||||
unsigned int SCR_HEIGHT = 600;
|
||||
|
||||
bool first_mouse = true;
|
||||
bool mouse_lock = true;
|
||||
float last_x = 400, last_y = 300;
|
||||
|
||||
// Flipped Stuff
|
||||
const float flip_cooldown = 1.0f; // In seconds
|
||||
float last_flip = 0.0f;
|
||||
int flipped = 1; // 1 for normal, -1 for flipped
|
||||
bool flipping = false;
|
||||
glm::vec3 flip_target = glm::vec3(0.0f);
|
||||
|
||||
// Various other settings
|
||||
const float camera_speed = 0.05f;
|
||||
const float look_sensitivity = 0.1f;
|
||||
const float Z_FAR = 1000.0f;
|
||||
const float Z_NEAR = 0.1f;
|
||||
const bool WIREFRAME_MODE = !true;
|
||||
const float TARGET_FPS = 60.0f;
|
||||
const float FOV = 90.0f;
|
||||
float sleep_time = 15.0f;
|
||||
|
||||
glm::mat4 projection = glm::mat4(1.0f);
|
||||
|
||||
float yaw, pitch = 0;
|
||||
|
||||
// Camera
|
||||
Camera camera = Camera(camera_speed);
|
||||
|
||||
|
||||
// Lighting
|
||||
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
|
||||
glm::vec3 lightColor(0.557, 0.482, 0.6);
|
||||
|
||||
glm::vec3 objectColor(0.671f, 0.671f, 0.671f);
|
||||
|
||||
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)
|
||||
};
|
||||
|
||||
// Mouse Look
|
||||
void mouse_callback(GLFWwindow * window, double xpos, double ypos)
|
||||
{
|
||||
if (flipping)
|
||||
return;
|
||||
|
||||
float x_offset = xpos - last_x;
|
||||
float y_offset = ypos - last_y;
|
||||
last_x = xpos;
|
||||
last_y = ypos;
|
||||
|
||||
if (first_mouse)
|
||||
{
|
||||
first_mouse = false;
|
||||
return;
|
||||
}
|
||||
|
||||
x_offset *= look_sensitivity;
|
||||
y_offset *= look_sensitivity;
|
||||
|
||||
yaw += x_offset * flipped;
|
||||
pitch += y_offset * flipped;
|
||||
|
||||
if (pitch > 89.0f)
|
||||
pitch = 89.0f;
|
||||
if (pitch < -89.0f)
|
||||
pitch = -89.0f;
|
||||
|
||||
glm::vec3 direction;
|
||||
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
direction.y = -sin(glm::radians(pitch));
|
||||
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
camera.target = glm::normalize(direction);
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
// glfw: initialize and configure
|
||||
glfwInit();
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
|
||||
// glfw window creation
|
||||
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Test", NULL, NULL);
|
||||
if (window == NULL)
|
||||
{
|
||||
std::cout << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||
|
||||
// glad: load all OpenGL function pointers
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// ------ Basic Lighting ------
|
||||
glm::vec3 light_direction(0.0f, 1.0f, 0.0f);
|
||||
|
||||
// ------ Setup Shader ------
|
||||
Shader shader("shaders/shader.vert", "shaders/shader.frag");
|
||||
|
||||
// ------ World Objects ------
|
||||
std::vector<Object3D> world_objects;
|
||||
Object3D cube = Object3D("objs/sphere.obj");
|
||||
|
||||
world_objects.push_back(cube);
|
||||
|
||||
// ------ Buffer Setup ------
|
||||
unsigned int VBO, VAO, EBO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
// Move VBO into GPU memory
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
// Get VBO buffer from 3D Object (combine vertices and normals)
|
||||
std::vector<float> object_VBO_buffer = cube.getVBOBuffer();
|
||||
|
||||
// for (int i = 0; i < object_VBO_buffer.size(); i++)
|
||||
// std::cout << object_VBO_buffer[i] << std::endl;
|
||||
|
||||
// std::cout << "VBO buffer" << std::endl;
|
||||
// for (int i = 0; i < cube.VBO_buffer.size(); i++)
|
||||
// std::cout << cube.VBO_buffer[i] << std::endl;
|
||||
|
||||
// std::cout << "EBO buffer " << cube.EBO_buffer.size() << std::endl;
|
||||
// for (int i = 0; i < cube.EBO_buffer.size(); i++)
|
||||
// std::cout << cube.EBO_buffer[i] + 1 << std::endl;
|
||||
|
||||
// std::cout << "Faces in cube obj" << std::endl;
|
||||
// for (int i = 0; i < cube.indices.size(); i++)
|
||||
// std::cout << cube.indices[i] + 1 << std::endl;
|
||||
|
||||
// std::cout << "vertices" << std::endl;
|
||||
// for (int i = 0; i < cube.vertices.size(); i++)
|
||||
// std::cout << i << " " << cube.vertices[i] << std::endl;
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, cube.VBO_buffer.size() * sizeof(float), &cube.VBO_buffer.front(), GL_STATIC_DRAW);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
// Tell GPU how to read the memory
|
||||
|
||||
// Position Attribute
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_TRUE, 6 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
// Normal Attribute
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
// Setup EBO
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, cube.EBO_buffer.size() * sizeof(unsigned int), &cube.EBO_buffer.front(), GL_STATIC_DRAW);
|
||||
|
||||
|
||||
// Color Attribute
|
||||
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
// glEnableVertexAttribArray(1);
|
||||
|
||||
|
||||
// ------ OpenGL Settings ------
|
||||
if (WIREFRAME_MODE)
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
glEnable(GL_DEPTH_TEST); // Z-Buffer
|
||||
|
||||
double start_time = glfwGetTime();
|
||||
|
||||
// Setup mouse look
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
glfwSetCursorPosCallback(window, mouse_callback);
|
||||
|
||||
|
||||
int frame_count = 0;
|
||||
projection = glm::perspective(glm::radians(FOV), (float)SCR_WIDTH / (float)SCR_HEIGHT, Z_NEAR, Z_FAR); // This doesn't need to be recalculated every frame
|
||||
|
||||
// ------ Rendering Loop ------
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// input
|
||||
processInput(window);
|
||||
|
||||
// ------ SETUP Matrices ------
|
||||
shader.use();
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Z-Buffer
|
||||
|
||||
|
||||
// Camera Rotate around origin
|
||||
// const float radius = 10.0f;
|
||||
// camera.position.x = sin(glfwGetTime()) * radius;
|
||||
// camera.position.z = cos(glfwGetTime()) * radius;
|
||||
|
||||
glm::mat4 view = camera.getView();
|
||||
|
||||
shader.setMat4("projection", projection);
|
||||
shader.setMat4("view", view);
|
||||
|
||||
// Fragment shader things
|
||||
shader.setVec3("lightPos", lightPos);
|
||||
shader.setVec3("viewPos", camera.position);
|
||||
shader.setVec3("lightColor", lightColor);
|
||||
shader.setVec3("objectColor", objectColor);
|
||||
|
||||
// ------ Render ------
|
||||
glBindVertexArray(VAO);
|
||||
// glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
|
||||
// ---- Rotate Model ----
|
||||
// glm::mat4 model = glm::mat4(1.0f);
|
||||
// model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
// float angle = 20.0f * glfwGetTime();
|
||||
// model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.5f, 0.0f));
|
||||
// shader.setMat4("model", model);
|
||||
|
||||
for (unsigned int i = 0; i < 10; i++)
|
||||
{
|
||||
// calculate the model matrix for each object and pass it to shader before drawing
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::translate(model, cubePositions[i]);
|
||||
float angle = 20.0f * i;
|
||||
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||
shader.setMat4("model", model);
|
||||
|
||||
// glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glDrawElements(GL_TRIANGLES, cube.EBO_buffer.size(), GL_UNSIGNED_INT, nullptr);
|
||||
}
|
||||
|
||||
|
||||
// glDrawElements(GL_TRIANGLES, cube.EBO_buffer.size(), GL_UNSIGNED_INT, nullptr);
|
||||
|
||||
frame_count++;
|
||||
double end_time = glfwGetTime();
|
||||
double delta_time = end_time - start_time;
|
||||
|
||||
// Flip Animation attempt
|
||||
if (flipping && delta_time > 0.1f)
|
||||
{
|
||||
float flip_time = last_flip - end_time;
|
||||
glm::mat4 rotate = glm::mat4(1.0f);
|
||||
float angle = 18.0f * flip_time;
|
||||
rotate = glm::rotate(rotate, glm::radians(angle), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
camera.worldUp = glm::vec3(rotate * glm::vec4(camera.worldUp, 1.0f));
|
||||
|
||||
if (flip_time > 0.5f)
|
||||
flipped *= -1;
|
||||
if (camera.worldUp.y >= flip_target.y)
|
||||
{
|
||||
flipping = false;
|
||||
camera.worldUp.y = flip_target.y;
|
||||
}
|
||||
}
|
||||
|
||||
// ------ FPS output ------
|
||||
if (delta_time >= 1)
|
||||
{
|
||||
const double FPS = frame_count / (delta_time);
|
||||
std::cout << "FPS: " << FPS << std::endl;
|
||||
|
||||
frame_count = 0;
|
||||
start_time = glfwGetTime();
|
||||
|
||||
// ---- Dynamic FPS ----
|
||||
if (FPS > TARGET_FPS)
|
||||
sleep_time += 5.0f;
|
||||
if (FPS < TARGET_FPS)
|
||||
sleep_time -= 5.0f;
|
||||
}
|
||||
|
||||
|
||||
Sleep(sleep_time);
|
||||
|
||||
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
// if (mouse_lock) {
|
||||
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
// mouse_lock = false;
|
||||
// } else {
|
||||
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
// mouse_lock = true;
|
||||
// }
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
|
||||
// ---- Movement ----
|
||||
// Forward / Backward
|
||||
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.position += camera.speed * camera.target;
|
||||
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
camera.position -= camera.speed * camera.target;
|
||||
|
||||
// Horizontal
|
||||
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
camera.position -= glm::normalize(glm::cross(camera.target, camera.worldUp)) * camera.speed;
|
||||
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
camera.position += glm::normalize(glm::cross(camera.target, camera.worldUp)) * camera.speed;
|
||||
|
||||
// Vertical
|
||||
if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
camera.position -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
|
||||
if(glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
|
||||
camera.position += glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
|
||||
|
||||
// Sprint
|
||||
if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
camera.speed = camera_speed;
|
||||
if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
|
||||
camera.speed = camera_speed * 5;
|
||||
|
||||
// World Flip
|
||||
if(glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS)
|
||||
{
|
||||
float current_time = glfwGetTime();
|
||||
if (current_time - last_flip > flip_cooldown && !flipping)
|
||||
{
|
||||
// flip_target = camera.worldUp;
|
||||
// flip_target *= -1;
|
||||
|
||||
camera.worldUp *= -1;
|
||||
last_flip = current_time;
|
||||
flipped *= -1;
|
||||
// flipping = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
// make sure the viewport matches the new window dimensions; note that width and
|
||||
// height will be significantly larger than specified on retina displays.
|
||||
glViewport(0, 0, width, height);
|
||||
SCR_WIDTH = width;
|
||||
SCR_HEIGHT = height;
|
||||
|
||||
// Perspective needs to be recalculated on window size change
|
||||
projection = glm::perspective(glm::radians(FOV), (float)SCR_WIDTH / (float)SCR_HEIGHT, Z_NEAR, Z_FAR);
|
||||
}
|
||||
|
||||
50
shaders/shader.frag
Normal file
50
shaders/shader.frag
Normal file
@ -0,0 +1,50 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
uniform vec3 lightColor;
|
||||
uniform vec3 objectColor;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
in vec3 LightPos;
|
||||
|
||||
const float ambientStrength = 0.2;
|
||||
const float shininess = 32.0;
|
||||
const float screenGamma = 2.2; // Assume the monitor is calibrated to the sRGB color space
|
||||
|
||||
void main()
|
||||
{
|
||||
// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
vec3 lightDir = LightPos - FragPos;
|
||||
float distance = length(lightDir);
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 ambient = ambientStrength * lightColor;
|
||||
|
||||
distance = distance * distance;
|
||||
lightDir = normalize(lightDir);
|
||||
|
||||
float lambertian = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = lambertian * lightColor;
|
||||
float specular = 0.0;
|
||||
|
||||
if (lambertian > 0.0)
|
||||
{
|
||||
vec3 viewDir = normalize(-FragPos);
|
||||
|
||||
vec3 halfDir = normalize(lightDir + viewDir);
|
||||
float specAngle = max(dot(halfDir, norm), 0.0);
|
||||
specular = pow(specAngle, shininess);
|
||||
}
|
||||
|
||||
vec3 colorLinear = (ambient + diffuse + specular) * objectColor;
|
||||
|
||||
// vec3 colorGammaCorrected = pow(colorLinear, vec3(1.0 / screenGamma));
|
||||
|
||||
FragColor = vec4(colorLinear, 1.0);
|
||||
|
||||
// vec3 norm = normalize(Normal);
|
||||
}
|
||||
|
||||
22
shaders/shader.vert
Normal file
22
shaders/shader.vert
Normal file
@ -0,0 +1,22 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec3 aNormal;
|
||||
//layout (location = 1) in vec3 aColor;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform vec3 lightPos;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
out vec3 LightPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
FragPos = vec3(view * model * vec4(aPos, 1.0));
|
||||
Normal = mat3(transpose(inverse(view * model))) * aNormal;
|
||||
LightPos = vec3(view * vec4(lightPos, 1.0));
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user