OpenGL-utility/examples/movement/main.cpp
2021-01-30 01:10:24 +01:00

399 lines
13 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>
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
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.Forward(0.1f);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.Sideways(-0.1f);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.Forward(-0.1f);
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, "First Person Movement 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);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init();
ImGui::StyleColorsDark();
// Create vertices for square
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f
};
oglu::VertexAttribute topology[] = {
{ 0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0 },
{ 1, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)) },
{ 2, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(5 * sizeof(float)) }
};
// Make a square
oglu::VertexArray cubeDefault = oglu::MakeVertexArray(vertices, sizeof(vertices), nullptr, 0, topology, sizeof(topology));
oglu::SharedMaterial cubeMaterial(new oglu::Material);
//cubeMaterial->AddProperty("ambient", oglu::Color::White);
cubeMaterial->AddProperty("shininess", 32.f);
cubeMaterial->AddProperty("diffuse", oglu::MakeTexture("assets/tiles_diffuse.jpg"));
cubeMaterial->AddProperty("specular", oglu::MakeTexture("assets/tiles_bump.jpg"));
oglu::Object cubes[10] = {
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault),
oglu::Object(cubeDefault)
};
cubes[0].SetPosition(0.0f, 0.0f, 0.0f);
cubes[1].SetPosition(2.0f, 5.0f, -15.0f);
cubes[2].SetPosition(-1.5f, -2.2f, -2.5f);
cubes[3].SetPosition(-3.8f, -2.0f, -12.3f);
cubes[4].SetPosition(2.4f, -0.4f, -3.5f);
cubes[5].SetPosition(-1.7f, 3.0f, -7.5f);
cubes[6].SetPosition(1.3f, -2.0f, -2.5f);
cubes[7].SetPosition(1.5f, 2.0f, -2.5f);
cubes[8].SetPosition(1.5f, 0.2f, -1.5f);
cubes[9].SetPosition(-1.3f, 1.0f, -1.5f);
cubes[0].SetRotation(45.0f, 30.0f, 1.0f);
cubes[1].SetRotation(270.0f, 90.0f, 70.0f);
cubes[2].SetRotation(-80.0f, -190.0f, 270.0f);
cubes[3].SetRotation(100.0f, -200.0f, -120.3f);
cubes[4].SetRotation(240.0f, -40.0f, -30.5f);
cubes[5].SetRotation(-170.0f, 300.0f, -75.0f);
cubes[6].SetRotation(130.0f, -20.0f, -250.0f);
cubes[7].SetRotation(150.0f, 200.0f, -25.0f);
cubes[8].SetRotation(150.0f, 20.0f, -150.0f);
cubes[9].SetRotation(-130.0f, 10.0f, -150.0f);
for (oglu::Object& cube : cubes)
cube.material = cubeMaterial;
oglu::Object lightSource(cubeDefault);
lightSource.SetScale(glm::vec3(0.1f));
oglu::PointLight pointLight;
pointLight.LinkPositionToTransformable(lightSource);
oglu::SpotLight flashlight;
flashlight.linear = 0.09f;
flashlight.quadratic = 0.032f;
// Create a shader
oglu::Shader shader, lightSourceShader;
try
{
shader = oglu::MakeShader("shaders/vertexShader.vert", "shaders/fragmentShader.frag");
lightSourceShader = oglu::MakeShader("shaders/lightSourceShader.vert", "shaders/lightSourceShader.frag");
}
catch (const std::runtime_error& e)
{
std::cerr << e.what() << std::endl;
return -1;
}
oglu::AmbientLight ambient;
ambient.intensity = 0.1f;
camera.Move(0.0f, 0.0f, 5.0f);
// Window loop
oglu::Enable(GL_DEPTH_TEST);
float t = 0.0f;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
oglu::Color bgColor = oglu::Color::Black;
lightSource.SetPosition(1.0f, 1.0f, -1.0f);
while (!glfwWindowShouldClose(window))
{
processInput(window);
oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, bgColor);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
flashlight.SetPosition(camera.GetPosition());
flashlight.direction = camera.GetFront();
shader->Use();
shader->SetUniform("pointLight.ambient", "pointLight.ambientStrength", ambient);
shader->SetUniform3fv("pointLight.position", 1, glm::value_ptr(lightSource.GetPosition()));
shader->SetUniform("pointLight.diffuse", pointLight.diffusionColor, true);
shader->SetUniform("pointLight.specular", pointLight.specularColor, true);
shader->SetUniform("pointLight.constant", pointLight.constant);
shader->SetUniform("pointLight.linear", pointLight.linear);
shader->SetUniform("pointLight.quadratic", pointLight.quadratic);
shader->SetUniform3fv("fl.position", 1, glm::value_ptr(camera.GetPosition()));
shader->SetUniform3fv("fl.direction", 1, glm::value_ptr(flashlight.direction));
shader->SetUniform("fl.angle", glm::cos(glm::radians(flashlight.angle)));
shader->SetUniform("fl.outerAngle", glm::cos(glm::radians(flashlight.outerAngle)));
shader->SetUniform("fl.diffuse", flashlight.diffusionColor, true);
shader->SetUniform("fl.specular", flashlight.specularColor, true);
shader->SetUniform("fl.constant", flashlight.constant);
shader->SetUniform("fl.linear", flashlight.linear);
shader->SetUniform("fl.quadratic", flashlight.quadratic);
shader->SetUniform3fv("viewPos", 1, glm::value_ptr(camera.GetPosition()));
shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
shader->SetUniformTexture("material.diffuse", cubeMaterial->GetPropertyValue<oglu::Texture>("diffuse"), 0);
shader->SetUniformTexture("material.specular", cubeMaterial->GetPropertyValue<oglu::Texture>("specular"), 1);
shader->SetUniform("material.shininess", cubeMaterial->GetPropertyValue<float>("shininess"));
for (oglu::Object& cube : cubes)
{
shader->SetUniform("model", cube);
shader->SetUniformMatrix3fv("normal", 1, GL_FALSE, glm::value_ptr(cube.GetNormalMatrix()));
cube.Render();
}
lightSourceShader->Use();
lightSourceShader->SetUniformMatrix4fv("model", 1, GL_FALSE, glm::value_ptr(lightSource.GetMatrix(true)));
lightSourceShader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
lightSourceShader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
lightSourceShader->SetUniform("color", pointLight.diffusionColor, true);
lightSource.Render();
ImGui::Begin("Controls");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if(ImGui::CollapsingHeader("Scene"));
{
ImGui::ColorEdit3("Background color", &bgColor.r);
ImGui::SliderFloat("FOV", &camera.fov, 30.0f, 100.0f);
ImGui::SliderFloat("zNear", &camera.zNear, 0.01, 1.0f);
ImGui::SliderFloat("zFar", &camera.zFar, 2.0f, 100.0f);
}
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if(ImGui::CollapsingHeader("Lighting"))
{
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Ambient"))
{
ImGui::ColorEdit3("Color", &ambient.color.r);
ImGui::SliderFloat("Intensity", &ambient.intensity, 0.0f, 1.0f);
ImGui::TreePop();
ImGui::Separator();
}
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Point"))
{
ImGui::ColorEdit3("Diffusion", &pointLight.diffusionColor.r);
ImGui::ColorEdit3("Specular", &pointLight.specularColor.r);
ImGui::SliderFloat3("Position", pointLight.GetPositionPointer(), -5.0f, 5.0f);
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Attenuation"))
{
ImGui::SliderFloat("Constant", &pointLight.constant, 1.0f, 4.0f);
ImGui::SliderFloat("Linear", &pointLight.linear, 0.0014f, 0.7f);
ImGui::SliderFloat("Quadratic", &pointLight.quadratic, 0.00007f, 1.8f);
ImGui::TreePop();
}
ImGui::TreePop();
}
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Flashlight"))
{
ImGui::ColorEdit3("Diffusion", &flashlight.diffusionColor.r);
ImGui::ColorEdit3("Specular", &flashlight.specularColor.r);
ImGui::SliderFloat("Angle", &flashlight.angle, 1.0f, flashlight.outerAngle - 1.0f);
ImGui::SliderFloat("Outer angle", &flashlight.outerAngle, flashlight.angle + 1.0f, 60.0f);
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Attenuation"))
{
ImGui::SliderFloat("Constant", &flashlight.constant, 1.0f, 4.0f);
ImGui::SliderFloat("Linear", &flashlight.linear, 0.0014f, 0.7f);
ImGui::SliderFloat("Quadratic", &flashlight.quadratic, 0.00007f, 1.8f);
ImGui::TreePop();
}
ImGui::TreePop();
}
}
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::CollapsingHeader("Cube Material"))
{
ImGui::SliderFloat("Shininess", cubeMaterial->GetProperty<float>("shininess"), 1.0f, 256.0f);
}
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
t += 0.05f;
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwTerminate();
return 0;
}