420 lines
11 KiB
C++
420 lines
11 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <vector>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <stb_image.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 <windows.h>
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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class Shader
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{
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public:
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unsigned int ID;
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Shader() : ID(0) {}
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Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode, fragmentCode;
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std::ifstream vShaderFile(vertexPath), fShaderFile(fragmentPath);
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch (std::ifstream::failure& e)
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{
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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unsigned int vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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checkCompileErrors(vertex, "VERTEX");
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unsigned int fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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checkCompileErrors(fragment, "FRAGMENT");
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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checkCompileErrors(ID, "PROGRAM");
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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void use() { glUseProgram(ID); }
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void setInt(const std::string& name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string& name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setVec3(const std::string& name, const glm::vec3& value) const
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{
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glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec3(const std::string& name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
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}
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void setMat4(const std::string& name, const glm::mat4& mat) const
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{
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glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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private:
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void checkCompileErrors(GLuint shader, std::string type)
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{
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GLint success;
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GLchar infoLog[1024];
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if (type != "PROGRAM")
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{
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::SHADER_COMPILATION_ERROR: " << type << std::endl;
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}
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}
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else
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{
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(ID, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR" << std::endl;
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}
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}
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}
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};
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struct Vertex
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{
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glm::vec3 Position;
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glm::vec3 Normal;
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glm::vec2 TexCoords;
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};
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struct Texture
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{
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unsigned int id;
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std::string type;
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std::string path;
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};
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class Mesh
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{
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public:
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<Texture> textures;
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unsigned int VAO;
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Mesh(std::vector<Vertex> _vertices, std::vector<unsigned int> _indices, std::vector<Texture> _textures)
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{
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vertices = _vertices;
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indices = _indices;
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textures = _textures;
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setupMesh();
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}
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void Draw(Shader* shader)
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{
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unsigned int diffuseNr = 1;
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unsigned int specularNr = 1;
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for (unsigned int i = 0; i < textures.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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std::string number;
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std::string name = textures[i].type;
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if (name == "texture_diffuse")
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number = std::to_string(diffuseNr++);
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else if (name == "texture_specular")
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number = std::to_string(specularNr++);
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glUniform1i(glGetUniformLocation(shader->ID, ("material." + name + number).c_str()), i);
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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private:
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unsigned int VBO, EBO;
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void setupMesh()
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{
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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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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
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glBindVertexArray(0);
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}
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};
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unsigned int TextureFromFile(const char* path, const std::string& directory)
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{
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std::string filename = directory + '/' + std::string(path);
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height, nrComponents;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
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if (data)
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{
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GLenum format = (nrComponents == 4) ? GL_RGBA : GL_RGB;
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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else
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{
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stbi_image_free(data);
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}
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return textureID;
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}
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class Model
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{
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public:
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std::vector<Texture> textures_loaded;
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std::vector<Mesh> meshes;
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std::string directory;
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Model(std::string const& path)
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{
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loadModel(path);
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}
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void Draw(Shader* shader)
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{
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for (auto& mesh : meshes)
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mesh.Draw(shader);
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}
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private:
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void loadModel(std::string const& path)
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{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
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{
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return;
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}
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directory = path.substr(0, path.find_last_of('/'));
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processNode(scene->mRootNode, scene);
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}
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void processNode(aiNode* node, const aiScene* scene)
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{
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for (unsigned int i = 0; i < node->mNumMeshes; i++)
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{
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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for (unsigned int i = 0; i < node->mNumChildren; i++)
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processNode(node->mChildren[i], scene);
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}
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Mesh processMesh(aiMesh* mesh, const aiScene* scene)
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{
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<Texture> textures;
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for (unsigned int i = 0; i < mesh->mNumVertices; i++)
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{
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Vertex vertex;
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vertex.Position = glm::vec3(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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vertex.Normal = glm::vec3(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
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if (mesh->mTextureCoords[0])
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vertex.TexCoords = glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
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else
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vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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vertices.push_back(vertex);
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}
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for (unsigned int i = 0; i < mesh->mNumFaces; i++)
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{
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aiFace face = mesh->mFaces[i];
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for (unsigned int j = 0; j < face.mNumIndices; j++)
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indices.push_back(face.mIndices[j]);
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}
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
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textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
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return Mesh(vertices, indices, textures);
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}
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std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName)
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{
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std::vector<Texture> textures;
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for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
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{
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aiString str;
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mat->GetTexture(type, i, &str);
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bool skip = false;
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for (auto& tex : textures_loaded)
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{
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if (tex.path == str.C_Str())
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{
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textures.push_back(tex);
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skip = true;
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break;
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}
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}
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if (!skip)
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{
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Texture texture;
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texture.id = TextureFromFile(str.C_Str(), directory);
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texture.type = typeName;
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texture.path = str.C_Str();
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textures.push_back(texture);
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textures_loaded.push_back(texture);
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}
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}
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return textures;
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}
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};
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Model* model;
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Shader* shader;
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void Initialize()
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{
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char exePath[MAX_PATH];
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GetModuleFileNameA(NULL, exePath, MAX_PATH);
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std::string exeDir = std::string(exePath);
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exeDir = exeDir.substr(0, exeDir.find_last_of("\\/"));
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SetCurrentDirectoryA(exeDir.c_str());
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model = new Model("res/models/backpack/backpack.obj");
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shader = new Shader("Shaders/vertexshader.glsl", "Shaders/fragmentshader.glsl");
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glEnable(GL_DEPTH_TEST);
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}
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void Render()
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{
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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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shader->use();
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 modelMat = glm::mat4(1.0f);
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glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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shader->setMat4("view", view);
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shader->setMat4("model", modelMat);
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shader->setMat4("projection", projection);
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shader->setVec3("viewPos", 0.0f, 0.0f, 3.0f);
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shader->setFloat("material.shininess", 32.0f);
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shader->setVec3("dirLight.direction", 0.0f, -1.0f, 0.0f);
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shader->setVec3("dirLight.ambient", 0.3f, 0.3f, 0.3f);
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shader->setVec3("dirLight.diffuse", 0.8f, 0.8f, 0.8f);
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shader->setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
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model->Draw(shader);
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}
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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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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "XCRender", 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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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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Initialize();
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while (!glfwWindowShouldClose(window))
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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Render();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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