OpenGL-utility/examples/model/main.cpp
2021-01-30 04:23:10 +01:00

171 lines
4.7 KiB
C++

#include <iostream>
#include <vector>
#include "openglu.hpp"
#include <GLFW/glfw3.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/string_cast.hpp>
bool firstMouse = true;
bool escaped = false;
double lastX = 0.0f;
double lastY = 0.0f;
oglu::Camera camera(45.0f, 16.f / 9.f, 0.01f, 100.0f);
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
oglu::SetViewport(0, 0, width, height);
camera.aspectRatio = ((float)width / (float)height);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (escaped)
return;
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = (float)xpos - (float)lastX;
float yoffset = (float)lastY - (float)ypos;
lastX = xpos;
lastY = ypos;
float sensitivity = 0.1f;
xoffset *= sensitivity;
yoffset *= sensitivity;
camera.Pan(-xoffset);
camera.Tilt(yoffset);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
{
escaped = !escaped;
firstMouse = true;
glfwSetInputMode(window, GLFW_CURSOR, escaped ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
}
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.SetPosition(camera.GetPosition() + 0.1f * glm::normalize(glm::vec3(camera.GetFront().x, 0.0f, camera.GetFront().z)));
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.Sideways(-0.1f);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.SetPosition(camera.GetPosition() - 0.1f * glm::normalize(glm::vec3(camera.GetFront().x, 0.0f, camera.GetFront().z)));
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.Sideways(0.1f);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
camera.Move(0.0f, 0.1f, 0.0f);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.Move(0.0f, -0.1f, 0.0f);
}
int main(int argc, char** argv)
{
// Setup GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
const GLFWvidmode* screen = glfwGetVideoMode(glfwGetPrimaryMonitor());
int windowHeight = screen->height / 5 * 4;
int windowWidth = (int)(16.f / 9.f * windowHeight);
// Create Window
GLFWwindow* window = glfwCreateWindow(windowWidth, windowHeight, "Model loading test", NULL, NULL);
if (window == nullptr)
{
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetKeyCallback(window, key_callback);
// glad stuff
oglu::LoadGLLoader((GLADloadproc)glfwGetProcAddress);
oglu::SetViewport(0, 0, windowWidth, windowHeight);
// Create a shader
oglu::Shader shader;
try
{
shader = oglu::MakeShader("shaders/vertexShader.vert", "shaders/fragmentShader.frag");
}
catch (const std::runtime_error& e)
{
std::cerr << e.what() << std::endl;
return -1;
}
camera.Move(0.0f, 0.0f, 5.0f);
// Window loop
oglu::Enable(GL_DEPTH_TEST);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
oglu::Color bgColor = oglu::Color::Black;
oglu::Model model("assets/backpack.obj");
oglu::SpotLight flashlight;
flashlight.linear = 0.022f;
flashlight.quadratic = 0.0019f;
flashlight.angle = 18.0f;
flashlight.outerAngle = 24.9f;
while (!glfwWindowShouldClose(window))
{
processInput(window);
oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, bgColor);
flashlight.SetPosition(camera.GetPosition());
flashlight.direction = camera.GetFront();
shader->Use();
shader->SetUniformMatrix3fv("normal", 1, GL_FALSE, glm::value_ptr(model.GetNormalMatrix()));
shader->SetUniformMatrix4fv("model", 1, GL_FALSE, glm::value_ptr(model.GetMatrix()));
shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
shader->SetUniform3fv("flashlight.position", 1, flashlight.GetPositionPointer());
shader->SetUniform3fv("flashlight.direction", 1, glm::value_ptr(flashlight.direction));
shader->SetUniform("flashlight.angle", glm::cos(glm::radians(flashlight.angle)));
shader->SetUniform("flashlight.outerAngle", glm::cos(glm::radians(flashlight.outerAngle)));
shader->SetUniform("flashlight.constant", flashlight.constant);
shader->SetUniform("flashlight.linear", flashlight.linear);
shader->SetUniform("flashlight.quadratic", flashlight.quadratic);
model.Render(shader);
model.Rotate(1.0f, glm::vec3(0.0f, 1.0f, 0.0f));
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}