778 lines
22 KiB
C++
778 lines
22 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 <cmath>
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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 <map>
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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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enum Camera_Movement {
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CAMERA_FORWARD,
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CAMERA_BACKWARD,
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CAMERA_RIGHT,
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CAMERA_LEFT
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};
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class Shader;
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class Model;
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class Camera;
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class Mesh;
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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, const char* geometryPath = nullptr)
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{
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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std::ifstream gShaderFile;
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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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gShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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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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if (geometryPath != nullptr)
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{
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gShaderFile.open(geometryPath);
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std::stringstream gShaderStream;
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gShaderStream << gShaderFile.rdbuf();
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gShaderFile.close();
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geometryCode = gShaderStream.str();
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}
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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: " << e.what() << 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 = 0, fragment;
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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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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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unsigned int geometry;
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if (geometryPath != nullptr)
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{
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const char* gShaderCode = geometryCode.c_str();
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geometry = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geometry, 1, &gShaderCode, NULL);
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glCompileShader(geometry);
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checkCompileErrors(geometry, "GEOMETRY");
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}
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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if (geometryPath != nullptr)
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glAttachShader(ID, geometry);
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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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if (geometryPath != nullptr)
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glDeleteShader(geometry);
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}
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void use()
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{
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glUseProgram(ID);
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}
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void setBool(const std::string& name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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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 setVec2(const std::string& name, const glm::vec2& value) const
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{
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glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec2(const std::string& name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
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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 setVec4(const std::string& name, const glm::vec4& value) const
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{
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glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
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}
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void setVec4(const std::string& name, float x, float y, float z, float w)
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{
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glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
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}
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void setMat2(const std::string& name, const glm::mat2& mat) const
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{
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glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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}
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void setMat3(const std::string& name, const glm::mat3& mat) const
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{
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glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
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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 of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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else
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{
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glGetProgramiv(shader, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shader, 1024, NULL, infoLog);
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std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
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}
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}
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}
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};
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#define MAX_BONE_INFLUENCE 4
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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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glm::vec3 Tangent;
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glm::vec3 Bitangent;
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int m_BoneIDs[MAX_BONE_INFLUENCE];
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float m_Weights[MAX_BONE_INFLUENCE];
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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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unsigned int TextureFromFile(const char* path, const std::string& directory, bool gamma = false);
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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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unsigned int defaultTexture = 0;
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void Draw(Shader* shader)
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{
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static unsigned int defaultTex = 0;
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static bool defaultTexCreated = false;
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if (!defaultTexCreated) {
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glGenTextures(1, &defaultTex);
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unsigned char white[] = {200, 200, 200, 255};
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glBindTexture(GL_TEXTURE_2D, defaultTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, white);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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defaultTexCreated = true;
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}
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unsigned int diffuseNr = 1;
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unsigned int specularNr = 1;
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unsigned int normalNr = 1;
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unsigned int heightNr = 1;
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if (textures.size() == 0) {
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(shader->ID, "material.texture_diffuse1"), 0);
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glBindTexture(GL_TEXTURE_2D, defaultTex);
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}
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else
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{
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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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else if (name == "texture_normal")
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number = std::to_string(normalNr++);
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else if (name == "texture_height")
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number = std::to_string(heightNr++);
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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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}
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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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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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
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glEnableVertexAttribArray(5);
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glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
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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, bool gamma)
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{
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std::string filename = std::string(path);
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filename = directory + '/' + filename;
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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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std::cout << "Loaded texture: " << filename << " (" << width << "x" << height << ")" << std::endl;
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GLenum format;
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if (nrComponents == 1)
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format = GL_RED;
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else if (nrComponents == 3)
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format = GL_RGB;
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else if (nrComponents == 4)
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format = GL_RGBA;
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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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std::cout << "Texture not found: " << filename << ", trying earth_d.jpg" << std::endl;
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std::string fallback = directory + "/earth_d.jpg";
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data = stbi_load(fallback.c_str(), &width, &height, &nrComponents, 0);
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if (data) {
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std::cout << "Loaded fallback: " << fallback << " (" << width << "x" << height << ")" << std::endl;
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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_MIN_FILTER, GL_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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} else {
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std::cout << "Fallback also failed, using white" << std::endl;
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unsigned char white[] = {200, 200, 200, 255};
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, white);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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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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bool gammaCorrection;
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Model(std::string const& path, bool gamma = false) : gammaCorrection(gamma)
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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 (unsigned int i = 0; i < meshes.size(); i++)
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{
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meshes[i].Draw(shader);
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}
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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 | aiProcess_CalcTangentSpace);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
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{
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std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl;
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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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{
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processNode(node->mChildren[i], scene);
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}
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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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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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vertex.Position = vector;
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if (mesh->HasNormals())
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{
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vector.x = mesh->mNormals[i].x;
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vector.y = mesh->mNormals[i].y;
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vector.z = mesh->mNormals[i].z;
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vertex.Normal = vector;
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}
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if (mesh->mTextureCoords[0])
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{
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glm::vec2 vec;
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vec.x = mesh->mTextureCoords[0][i].x;
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vec.y = mesh->mTextureCoords[0][i].y;
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vertex.TexCoords = vec;
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vector.x = mesh->mTangents[i].x;
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vector.y = mesh->mTangents[i].y;
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vector.z = mesh->mTangents[i].z;
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vertex.Tangent = vector;
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vector.x = mesh->mBitangents[i].x;
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vector.y = mesh->mBitangents[i].y;
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vector.z = mesh->mBitangents[i].z;
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vertex.Bitangent = vector;
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}
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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");
|
|
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
|
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
|
|
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
|
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
|
|
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
|
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
|
|
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
|
|
|
return Mesh(vertices, indices, textures);
|
|
}
|
|
|
|
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName)
|
|
{
|
|
std::vector<Texture> textures;
|
|
for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
|
{
|
|
aiString str;
|
|
mat->GetTexture(type, i, &str);
|
|
bool skip = false;
|
|
for (unsigned int j = 0; j < textures_loaded.size(); j++)
|
|
{
|
|
if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
|
|
{
|
|
textures.push_back(textures_loaded[j]);
|
|
skip = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!skip)
|
|
{
|
|
Texture texture;
|
|
texture.id = TextureFromFile(str.C_Str(), this->directory);
|
|
texture.type = typeName;
|
|
texture.path = str.C_Str();
|
|
textures.push_back(texture);
|
|
textures_loaded.push_back(texture);
|
|
}
|
|
}
|
|
return textures;
|
|
}
|
|
};
|
|
|
|
class Camera
|
|
{
|
|
public:
|
|
float moveSpeed = 1.5f;
|
|
float mouseSensitivity = 0.1f;
|
|
|
|
Camera(glm::vec3 _position, float _yaw = 0.0f, float _pitch = 0.0f, float _fov = 45.0f)
|
|
{
|
|
position = _position;
|
|
yaw = _yaw;
|
|
pitch = _pitch;
|
|
zoom = _fov;
|
|
glm::mat4 translate = glm::translate(identity, position);
|
|
glm::mat4 rotate = glm::rotate(identity, glm::radians(yaw), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
rotate = glm::rotate(rotate, glm::radians(pitch), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
trans = translate * rotate;
|
|
}
|
|
|
|
void Move(Camera_Movement move, float delta)
|
|
{
|
|
glm::vec3 dPosition = glm::vec3(0.0f);
|
|
switch (move)
|
|
{
|
|
case CAMERA_FORWARD:
|
|
dPosition = front * moveSpeed * delta;
|
|
break;
|
|
case CAMERA_BACKWARD:
|
|
dPosition = back * moveSpeed * delta;
|
|
break;
|
|
case CAMERA_LEFT:
|
|
dPosition = left * moveSpeed * delta;
|
|
break;
|
|
case CAMERA_RIGHT:
|
|
dPosition = right * moveSpeed * delta;
|
|
break;
|
|
}
|
|
|
|
glm::mat4 translate = glm::translate(identity, dPosition);
|
|
trans = trans * translate;
|
|
}
|
|
|
|
void Rotate(float xoffset, float yoffset)
|
|
{
|
|
float dYaw = 0, dPitch = 0;
|
|
dYaw = -xoffset * mouseSensitivity;
|
|
if (pitch < 89.0f && yoffset < 0 || pitch > -89.0 && yoffset > 0)
|
|
{
|
|
dPitch = -yoffset * mouseSensitivity;
|
|
}
|
|
|
|
yaw += dYaw;
|
|
pitch += dPitch;
|
|
|
|
glm::mat4 rotate = glm::rotate(identity, glm::radians(dYaw), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
rotate = glm::rotate(rotate, glm::radians(dPitch), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
trans = trans * rotate;
|
|
}
|
|
|
|
void Scale(float offset)
|
|
{
|
|
if (zoom > 75 || zoom < 1) { return; }
|
|
zoom -= (float)offset;
|
|
}
|
|
|
|
glm::mat4 GetTrans()
|
|
{
|
|
return trans;
|
|
}
|
|
|
|
glm::vec3 GetPos()
|
|
{
|
|
glm::vec3 pos(trans[3][0], trans[3][1], trans[3][2]);
|
|
return pos;
|
|
}
|
|
|
|
private:
|
|
glm::vec3 position;
|
|
glm::vec3 rotation;
|
|
glm::mat4 trans;
|
|
float pitch;
|
|
float yaw;
|
|
float zoom;
|
|
|
|
const glm::vec3 front = glm::vec3(0, 0, -1);
|
|
const glm::vec3 back = glm::vec3(0, 0, 1);
|
|
const glm::vec3 left = glm::vec3(-1, 0, 0);
|
|
const glm::vec3 right = glm::vec3(1, 0, 0);
|
|
const glm::mat4 identity = glm::mat4(1.0f);
|
|
};
|
|
|
|
glm::vec3 lightColor = glm::vec3(1.0, 1.0, 1.0);
|
|
glm::vec3 lightPosition = glm::vec3(4.0f, 4.0f, -4.0f);
|
|
|
|
const glm::mat4 identityGlobal = glm::mat4(1.0f);
|
|
glm::mat4 origine = identityGlobal;
|
|
|
|
int lastMouseX;
|
|
int lastMouseY;
|
|
|
|
float delta = 0.0f;
|
|
float lastFrame = 0.0f;
|
|
float currentFrame = 0.0f;
|
|
|
|
Model* model;
|
|
Shader* shader;
|
|
Camera* camera;
|
|
|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
|
void processInput(GLFWwindow* window);
|
|
void Initialize();
|
|
void Render();
|
|
void Transform();
|
|
|
|
int main()
|
|
{
|
|
glfwInit();
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "XCRender", NULL, NULL);
|
|
|
|
if (window == NULL)
|
|
{
|
|
std::cout << "Failed to create GLFW window" << std::endl;
|
|
glfwTerminate();
|
|
return -1;
|
|
}
|
|
|
|
glfwMakeContextCurrent(window);
|
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
|
glfwSetCursorPosCallback(window, mouse_callback);
|
|
|
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
|
{
|
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
|
return -1;
|
|
}
|
|
|
|
Initialize();
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
currentFrame = static_cast<float>(glfwGetTime());
|
|
delta = currentFrame - lastFrame;
|
|
lastFrame = currentFrame;
|
|
|
|
processInput(window);
|
|
Render();
|
|
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|
|
|
|
void processInput(GLFWwindow* window)
|
|
{
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
glfwSetWindowShouldClose(window, true);
|
|
if (glfwGetMouseButton(window, 1) == GLFW_FALSE)
|
|
return;
|
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
|
camera->Move(CAMERA_FORWARD, delta);
|
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
camera->Move(CAMERA_BACKWARD, delta);
|
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
|
camera->Move(CAMERA_LEFT, delta);
|
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
|
camera->Move(CAMERA_RIGHT, delta);
|
|
}
|
|
|
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
{
|
|
if (glfwGetMouseButton(window, 1) == GLFW_RELEASE)
|
|
{
|
|
lastMouseX = (int)xpos;
|
|
lastMouseY = (int)ypos;
|
|
return;
|
|
}
|
|
|
|
float xoffset = static_cast<float>(xpos - lastMouseX);
|
|
float yoffset = static_cast<float>(ypos - lastMouseY);
|
|
|
|
lastMouseX = (int)xpos;
|
|
lastMouseY = (int)ypos;
|
|
|
|
camera->Rotate(xoffset, yoffset);
|
|
}
|
|
|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
|
{
|
|
glViewport(0, 0, width, height);
|
|
}
|
|
|
|
void Initialize()
|
|
{
|
|
char exePath[MAX_PATH];
|
|
GetModuleFileNameA(NULL, exePath, MAX_PATH);
|
|
std::string exeDir = std::string(exePath);
|
|
exeDir = exeDir.substr(0, exeDir.find_last_of("\\/"));
|
|
|
|
SetCurrentDirectoryA(exeDir.c_str());
|
|
|
|
std::cout << "Working directory: " << exeDir << std::endl;
|
|
|
|
camera = new Camera(glm::vec3(0, 0, 3), 0, 0);
|
|
std::cout << "Loading model..." << std::endl;
|
|
model = new Model("res/models/backpack/backpack.obj");
|
|
std::cout << "Model loaded, meshes: " << model->meshes.size() << std::endl;
|
|
std::cout << "Textures loaded: " << model->textures_loaded.size() << std::endl;
|
|
shader = new Shader("Shaders/vertexshader.glsl", "Shaders/fragmentshader.glsl");
|
|
std::cout << "Shader loaded" << std::endl;
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
void Render()
|
|
{
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
shader->use();
|
|
|
|
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
glm::mat4 modelMat = glm::mat4(1.0f);
|
|
glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
|
|
|
|
shader->setMat4("view", view);
|
|
shader->setMat4("model", modelMat);
|
|
shader->setMat4("projection", projection);
|
|
shader->setVec3("viewPos", glm::vec3(0, 0, 3));
|
|
|
|
shader->setFloat("material.shininess", 32.0f);
|
|
shader->setVec3("dirLight.direction", 0.0f, -1.0f, 0.0f);
|
|
shader->setVec3("dirLight.ambient", 0.3f, 0.3f, 0.3f);
|
|
shader->setVec3("dirLight.diffuse", 0.8f, 0.8f, 0.8f);
|
|
shader->setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
|
|
shader->setInt("PointLightNum", 0);
|
|
|
|
model->Draw(shader);
|
|
}
|
|
|
|
void Transform()
|
|
{
|
|
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
|
|
glm::mat4 modelMat = glm::mat4(1.0f);
|
|
glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
|
|
|
|
shader->setMat4("view", view);
|
|
shader->setMat4("model", modelMat);
|
|
shader->setMat4("projection", projection);
|
|
shader->setVec3("viewPos", glm::vec3(0, 0, 3));
|
|
}
|