452 lines
13 KiB
C++
452 lines
13 KiB
C++
#include <complex>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <synchapi.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 <assimp/Importer.hpp>
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#include <iostream>
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#include "Object3D.h"
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#include "Shader.h"
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#include "Camera.h"
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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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// settings
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unsigned int SCR_WIDTH = 800;
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unsigned int SCR_HEIGHT = 600;
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bool first_mouse = true;
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bool mouse_lock = true;
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float last_x = 400, last_y = 300;
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// Flipped Stuff
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const float FLIP_COOLDOWN = 1.0f; // In seconds
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float last_flip = 0.0f;
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int flipped = 1; // 1 for normal, -1 for flipped
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bool flipping = false;
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glm::vec3 flip_target = glm::vec3(0.0f);
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// Jump
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const float JUMP_COOLDOWN = 0.0f;
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const float JUMP_POWER = 10.0f; // Initial Jump Speed
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float last_jump = 0.0f;
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// Various other settings
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const float CAMERA_SPEED = 1.0f;
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const float MAX_CAMERA_SPEED = 2.0f;
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const float LOOK_SENSITIVITY = 0.1f;
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const float Z_FAR = 1000.0f;
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const float Z_NEAR = 0.1f;
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const bool WIREFRAME_MODE = !true;
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const float TARGET_FPS = 60.0f;
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const float FOV = 90.0f;
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float sleep_time = 15.0f;
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bool W_pressed, S_pressed, A_pressed, D_pressed = false;
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glm::mat4 projection = glm::mat4(1.0f);
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float yaw, pitch = 0;
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// Camera
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Camera camera = Camera(CAMERA_SPEED, glm::vec3(0.0f, 0.0f, 115.0f));
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// Lighting
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glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
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glm::vec3 lightColor(1.0f, 1.0f, 0.949f);
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glm::vec3 objectColor(0.0f, 1.0f, 0.0f);
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float planets[][2] = {
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{140.0f, 1.0f}
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};
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// Mouse Look
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void mouse_callback(GLFWwindow * window, double xpos, double ypos)
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{
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if (flipping)
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return;
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float x_offset = xpos - last_x;
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float y_offset = ypos - last_y;
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last_x = xpos;
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last_y = ypos;
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if (first_mouse)
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{
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first_mouse = false;
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return;
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}
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x_offset *= LOOK_SENSITIVITY;
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y_offset *= LOOK_SENSITIVITY;
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yaw += x_offset * flipped;
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pitch += y_offset * flipped;
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if (pitch > 89.0f)
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pitch = 89.0f;
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if (pitch < -89.0f)
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pitch = -89.0f;
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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = -sin(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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camera.target = glm::normalize(direction);
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}
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int main()
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{
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// glfw: initialize and configure
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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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// glfw window creation
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Test", 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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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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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// ------ Basic Lighting ------
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glm::vec3 light_direction(0.0f, 1.0f, 0.0f);
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// ------ Setup Shader ------
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Shader shader("shaders/shader.vert", "shaders/shader.frag");
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Shader sun_shader("shaders/sun.vert", "shaders/sun.frag");
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// ------ World Objects ------
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std::vector<Object3D> world_objects;
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Object3D cube = Object3D("objs/sphere.obj");
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world_objects.push_back(cube);
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// ------ Buffer Setup ------
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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// Move VBO into GPU memory
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// Get VBO buffer from 3D Object (combine vertices and normals)
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std::vector<float> object_VBO_buffer = cube.getVBOBuffer();
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glBufferData(GL_ARRAY_BUFFER, cube.VBO_buffer.size() * sizeof(float), &cube.VBO_buffer.front(), GL_STATIC_DRAW);
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glBindVertexArray(VAO);
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// Tell GPU how to read the memory
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// Position Attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_TRUE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Normal Attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// Setup EBO
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, cube.EBO_buffer.size() * sizeof(unsigned int), &cube.EBO_buffer.front(), GL_STATIC_DRAW);
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// Color Attribute
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// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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// glEnableVertexAttribArray(1);
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// ------ OpenGL Settings ------
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if (WIREFRAME_MODE)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glEnable(GL_DEPTH_TEST); // Z-Buffer
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double start_time = glfwGetTime();
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double move_time = glfwGetTime();
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// Setup mouse look
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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int frame_count = 0;
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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
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// ------ Rendering Loop ------
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while (!glfwWindowShouldClose(window))
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{
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// input
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processInput(window);
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// ------ SETUP Matrices ------
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glm::mat4 view = camera.getView();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Z-Buffer
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// Orbitting sun thing?
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float t = glfwGetTime() * 0.1f;
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float radius = 15.0f;
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::scale(model, glm::vec3(109)); // The sun should be BIG
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model = glm::rotate(model, glm::radians(t), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec3 sun_pos = glm::vec3(0.0f, 0.0f, 0.0f);
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model = glm::translate(model, sun_pos);
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sun_shader.use();
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sun_shader.setMat4("model", model);
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sun_shader.setMat4("view", view);
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sun_shader.setMat4("projection", projection);
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sun_shader.setVec3("lightColor", lightColor);
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glDrawElements(GL_TRIANGLES, cube.EBO_buffer.size(), GL_UNSIGNED_INT, nullptr);
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// Switch to normal shader
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shader.use();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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// Fragment shader things
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shader.setFloat("light_power", 40.0f);
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shader.setVec3("lightPos", sun_pos);
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shader.setVec3("viewPos", camera.position);
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shader.setVec3("lightColor", lightColor);
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shader.setVec3("objectColor", objectColor);
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// ------ Render ------
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glBindVertexArray(VAO);
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// glDrawArrays(GL_TRIANGLES, 0, 3);
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// ---- Rotate Model ----
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// glm::mat4 model = glm::mat4(1.0f);
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// model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
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// float angle = 20.0f * glfwGetTime();
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// model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.5f, 0.0f));
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// shader.setMat4("model", model);
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for (unsigned int i = 0; i < sizeof(planets) / sizeof(float[2]); i++)
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{
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// calculate the model matrix for each object and pass it to shader before drawing
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glm::mat4 model = glm::mat4(1.0f);
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float radius = planets[i][0];
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model = glm::scale(model, glm::vec3(planets[i][1]));
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float x = sin(glm::radians(0.0f)) * radius;
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float z = cos(glm::radians(0.0f)) * radius;
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model = glm::translate(model, glm::vec3(x, 0.0f, z));
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shader.setMat4("model", model);
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// glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawElements(GL_TRIANGLES, cube.EBO_buffer.size(), GL_UNSIGNED_INT, nullptr);
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}
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// glDrawElements(GL_TRIANGLES, cube.EBO_buffer.size(), GL_UNSIGNED_INT, nullptr);
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frame_count++;
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double end_time = glfwGetTime();
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double delta_time = end_time - start_time;
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// Flip Animation attempt
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if (flipping && delta_time > 0.1f)
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{
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float flip_time = last_flip - end_time;
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glm::mat4 rotate = glm::mat4(1.0f);
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float angle = 18.0f * flip_time;
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rotate = glm::rotate(rotate, glm::radians(angle), glm::vec3(0.0f, 0.0f, 1.0f));
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camera.worldUp = glm::vec3(rotate * glm::vec4(camera.worldUp, 1.0f));
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if (flip_time > 0.5f)
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flipped *= -1;
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if (camera.worldUp.y >= flip_target.y)
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{
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flipping = false;
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camera.worldUp.y = flip_target.y;
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}
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}
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float time_since_last_move = end_time - move_time;
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if (time_since_last_move >= 0.017)
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{
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camera.move(time_since_last_move);
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move_time = end_time;
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}
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// ------ FPS output ------
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if (delta_time >= 1)
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{
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const double FPS = frame_count / (delta_time);
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std::cout << "FPS: " << FPS << std::endl;
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std::cout << "pos: " << camera.position.x << " " << camera.position.y << " " << camera.position.z << std::endl;
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frame_count = 0;
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start_time = glfwGetTime();
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// ---- Dynamic FPS ----
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if (FPS > TARGET_FPS)
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sleep_time += 5.0f;
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if (FPS < TARGET_FPS)
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sleep_time -= 5.0f;
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}
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Sleep(sleep_time);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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void processInput(GLFWwindow *window)
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{
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float current_time = glfwGetTime();
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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// if (mouse_lock) {
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// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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// mouse_lock = false;
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// } else {
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// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// mouse_lock = true;
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// }
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glfwSetWindowShouldClose(window, true);
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}
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// ---- Movement ----
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// Forward / Backward
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if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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{
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camera.forward_velocity = camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
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W_pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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camera.forward_velocity = -camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
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S_pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_S) == GLFW_RELEASE && S_pressed)
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{
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camera.forward_velocity = glm::vec3(0.0f);
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S_pressed = false;
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}
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if(glfwGetKey(window, GLFW_KEY_W) == GLFW_RELEASE && W_pressed)
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{
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camera.forward_velocity = glm::vec3(0.0f);
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W_pressed = false;
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}
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// Horizontal
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if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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{
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camera.horizontal_velocity = -glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed;
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A_pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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{
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camera.horizontal_velocity = glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed;
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D_pressed = true;
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}
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if(glfwGetKey(window, GLFW_KEY_A) == GLFW_RELEASE && A_pressed)
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{
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camera.horizontal_velocity = glm::vec3(0.0f);
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A_pressed = false;
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}
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if(glfwGetKey(window, GLFW_KEY_D) == GLFW_RELEASE && D_pressed)
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{
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camera.horizontal_velocity = glm::vec3(0.0f);
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D_pressed = false;
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}
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// Jump
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if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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// camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
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{
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if (current_time - last_jump > JUMP_COOLDOWN && camera.position.y == 0)
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{
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camera.vertical_velocity.y = JUMP_POWER;
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last_jump = current_time;
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}
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}
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// Sprint
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if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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camera.speed = CAMERA_SPEED * 7.5;
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if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
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camera.speed = CAMERA_SPEED * 20;
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// World Flip
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if(glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS)
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{
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if (current_time - last_flip > FLIP_COOLDOWN && !flipping)
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{
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// flip_target = camera.worldUp;
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// flip_target *= -1;
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camera.worldUp *= -1;
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last_flip = current_time;
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flipped *= -1;
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// flipping = true;
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}
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}
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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SCR_WIDTH = width;
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SCR_HEIGHT = height;
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// Perspective needs to be recalculated on window size change
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projection = glm::perspective(glm::radians(FOV), (float)SCR_WIDTH / (float)SCR_HEIGHT, Z_NEAR, Z_FAR);
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}
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