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