OpenGL-Practice/main.cpp
2024-07-01 15:11:38 -05:00

452 lines
13 KiB
C++

#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 <assimp/Importer.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);
// Jump
const float JUMP_COOLDOWN = 0.0f;
const float JUMP_POWER = 10.0f; // Initial Jump Speed
float last_jump = 0.0f;
// Various other settings
const float CAMERA_SPEED = 1.0f;
const float MAX_CAMERA_SPEED = 2.0f;
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;
bool W_pressed, S_pressed, A_pressed, D_pressed = false;
glm::mat4 projection = glm::mat4(1.0f);
float yaw, pitch = 0;
// Camera
Camera camera = Camera(CAMERA_SPEED, glm::vec3(0.0f, 0.0f, 115.0f));
// Lighting
glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
glm::vec3 lightColor(1.0f, 1.0f, 0.949f);
glm::vec3 objectColor(0.0f, 1.0f, 0.0f);
float planets[][2] = {
{140.0f, 1.0f}
};
// 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");
Shader sun_shader("shaders/sun.vert", "shaders/sun.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();
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();
double move_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 ------
glm::mat4 view = camera.getView();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Z-Buffer
// Orbitting sun thing?
float t = glfwGetTime() * 0.1f;
float radius = 15.0f;
glm::mat4 model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3(109)); // The sun should be BIG
model = glm::rotate(model, glm::radians(t), glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 sun_pos = glm::vec3(0.0f, 0.0f, 0.0f);
model = glm::translate(model, sun_pos);
sun_shader.use();
sun_shader.setMat4("model", model);
sun_shader.setMat4("view", view);
sun_shader.setMat4("projection", projection);
sun_shader.setVec3("lightColor", lightColor);
glDrawElements(GL_TRIANGLES, cube.EBO_buffer.size(), GL_UNSIGNED_INT, nullptr);
// Switch to normal shader
shader.use();
shader.setMat4("projection", projection);
shader.setMat4("view", view);
// Fragment shader things
shader.setFloat("light_power", 40.0f);
shader.setVec3("lightPos", sun_pos);
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 < sizeof(planets) / sizeof(float[2]); i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model = glm::mat4(1.0f);
float radius = planets[i][0];
model = glm::scale(model, glm::vec3(planets[i][1]));
float x = sin(glm::radians(0.0f)) * radius;
float z = cos(glm::radians(0.0f)) * radius;
model = glm::translate(model, glm::vec3(x, 0.0f, z));
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;
}
}
float time_since_last_move = end_time - move_time;
if (time_since_last_move >= 0.017)
{
camera.move(time_since_last_move);
move_time = end_time;
}
// ------ FPS output ------
if (delta_time >= 1)
{
const double FPS = frame_count / (delta_time);
std::cout << "FPS: " << FPS << std::endl;
std::cout << "pos: " << camera.position.x << " " << camera.position.y << " " << camera.position.z << 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)
{
float current_time = glfwGetTime();
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.forward_velocity = camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
W_pressed = true;
}
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
camera.forward_velocity = -camera.speed * glm::vec3(camera.target.x, 0.0f, camera.target.z);
S_pressed = true;
}
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_RELEASE && S_pressed)
{
camera.forward_velocity = glm::vec3(0.0f);
S_pressed = false;
}
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_RELEASE && W_pressed)
{
camera.forward_velocity = glm::vec3(0.0f);
W_pressed = false;
}
// Horizontal
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
camera.horizontal_velocity = -glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed;
A_pressed = true;
}
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
camera.horizontal_velocity = glm::normalize(glm::cross(glm::vec3(camera.target.x, 0.0f, camera.target.z), camera.worldUp)) * camera.speed;
D_pressed = true;
}
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_RELEASE && A_pressed)
{
camera.horizontal_velocity = glm::vec3(0.0f);
A_pressed = false;
}
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_RELEASE && D_pressed)
{
camera.horizontal_velocity = glm::vec3(0.0f);
D_pressed = false;
}
// Jump
if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
// camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
{
if (current_time - last_jump > JUMP_COOLDOWN && camera.position.y == 0)
{
camera.vertical_velocity.y = JUMP_POWER;
last_jump = current_time;
}
}
// Sprint
if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.speed = CAMERA_SPEED * 7.5;
if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
camera.speed = CAMERA_SPEED * 20;
// World Flip
if(glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS)
{
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);
}