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Copy pathmain.cpp
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197 lines (168 loc) · 5.83 KB
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#include <map>
#include <vector>
#include <math.h>
#include <stdint.h>
#include <string.h>
#include "src/light.h"
#include "src/utils.h"
#include "src/shader.h"
#include "src/skybox.h"
#include "src/overlay.h"
#include "src/render_mesh.h"
#include "src/scene_loader.h"
#include "src/postprocessing.h"
#include "glad/glad.h"
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "lib/stb_image.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "lib/stb_image_write.h"
using namespace std;
using namespace glm;
int main(int argc, char* argv[]) {
GLFWwindow* window = InitOpenGL("Voxel Render");
Shader boundary_shader("boundary");
Shader screen_shader("editorlighting");
Shader mesh_shader("shaders/mesh_vert.glsl", "shaders/mesh_frag.glsl");
Shader rope_shader("shaders/rope_vert.glsl", "shaders/rope_frag.glsl");
Shader shadowmap_shader("shaders/shadowmap_vert.glsl", "shaders/shadowmap_frag.glsl");
Shader skybox_shader("shaders/skybox_vert.glsl", "shaders/skybox_frag.glsl");
Shader voxbox_shader("shaders/voxbox_vert.glsl", "shaders/voxbox_frag.glsl");
Shader voxel_glass_shader("shaders/voxel_gm_vert.glsl", "shaders/voxel_glass_frag.glsl");
Shader voxel_gm_shader("shaders/voxel_gm_vert.glsl", "shaders/voxel_frag.glsl");
Shader voxel_hex_shader("shaders/voxel_hex_vert.glsl", "shaders/voxel_frag.glsl");
Shader voxel_rtx_shader("gbuffervox");
//Shader water_shader("shaders/water_vert.glsl", "shaders/water_frag.glsl");
Shader water_shader("gbufferwater");
map<const char*, Shader*> shaders = {
{"boundary_shader", &boundary_shader},
{"mesh_shader", &mesh_shader},
{"rope_shader", &rope_shader},
{"screen_shader", &screen_shader},
{"shadowmap_shader", &shadowmap_shader},
{"skybox_shader", &skybox_shader},
{"voxbox_shader", &voxbox_shader},
{"voxel_glass_shader", &voxel_glass_shader},
{"voxel_gm_shader", &voxel_gm_shader},
{"voxel_hex_shader", &voxel_hex_shader},
{"voxel_rtx_shader", &voxel_rtx_shader},
{"water_shader", &water_shader},
};
Screen screen;
Skybox skybox("day");
Camera camera(vec3(0, 2.5, 10));
Light light(vec3(-35, 130, -132));
Scene scene(GetScenePath(argc, argv));
camera.position = scene.spawnpoint.pos;
camera.position.y += 1.8;
camera.direction = scene.spawnpoint.rot * vec3(0, 0, 1);
Overlay overlay(window, camera, light, skybox, shaders);
RTX_Render::initTextures();
Mesh model("meshes/LTM1300.obj");
model.addTexture("meshes/LTM1300.png");
model.addTexture("meshes/LTM1300_specular.png");
model.addTexture("meshes/LTM1300_normal.png");
Mesh glass("meshes/LTM1300_glass.obj");
glass.addTexture("meshes/glass.png");
// FPS counter
double dt = 0;
double prev_time = 0;
double actual_time = 0;
unsigned int counter = 0;
// Flags
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Handle screenshoot and fullscreen keys
glfwSetWindowUserPointer(window, &camera);
glfwSetKeyCallback(window, key_press_callback);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
actual_time = glfwGetTime();
dt = actual_time - prev_time;
counter++;
if (dt >= 1.0f) {
int fps = ceil((1.0f / dt) * counter);
float ms = dt / counter * 1000.0f;
char window_title[128];
sprintf(window_title, "OpenGL %s | FPS: %d | %.1f ms", glGetString(GL_VERSION), fps, ms);
glfwSetWindowTitle(window, window_title);
prev_time = actual_time;
counter = 0;
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
camera.handleInputs(window);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
light.handleInputs(window);
else {
model.handleInputs(window);
glass.position = model.position;
glass.rotation = model.rotation;
}
overlay.frame();
// Shadows
light.bindShadowMap(shadowmap_shader);
scene.draw(shadowmap_shader, camera, GREEDY);
shadowmap_shader.pushInt("side", overlay.hex_orientation);
scene.draw(shadowmap_shader, camera, HEXAGON);
scene.drawVoxbox(shadowmap_shader, camera);
scene.drawMesh(shadowmap_shader, camera);
model.draw(shadowmap_shader, camera);
glass.draw(shadowmap_shader, camera);
light.unbindShadowMap(camera);
screen.start();
//voxel_rtx_shader.use();
//scene.draw(voxel_rtx_shader, camera, RTX);
screen.end();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
voxel_gm_shader.use();
voxel_gm_shader.pushInt("transparent_glass", overlay.transparent_glass);
light.pushUniforms(voxel_gm_shader);
scene.draw(voxel_gm_shader, camera, GREEDY);
voxel_hex_shader.use();
voxel_hex_shader.pushInt("side", overlay.hex_orientation);
light.pushUniforms(voxel_hex_shader);
scene.draw(voxel_hex_shader, camera, HEXAGON);
voxbox_shader.use();
light.pushUniforms(voxbox_shader);
scene.drawVoxbox(voxbox_shader, camera);
mesh_shader.use();
light.pushUniforms(mesh_shader);
scene.drawMesh(mesh_shader, camera);
model.draw(mesh_shader, camera);
glass.draw(mesh_shader, camera);
glEnable(GL_BLEND);
water_shader.use();
water_shader.pushFloat("uTime", actual_time);
screen.pushUniforms(water_shader);
scene.drawWater(water_shader, camera);
if (overlay.transparent_glass) {
voxel_glass_shader.use();
voxel_glass_shader.pushVec3("light_pos", light.position);
scene.draw(voxel_glass_shader, camera, GREEDY);
}
glDisable(GL_BLEND);
//screen_shader.use();
//screen.draw(screen_shader, camera);
voxel_rtx_shader.use();
scene.draw(voxel_rtx_shader, camera, RTX);
rope_shader.use();
scene.drawRope(rope_shader, camera);
skybox_shader.use();
skybox.draw(skybox_shader, camera);
glEnable(GL_BLEND);
boundary_shader.use();
scene.drawBoundary(boundary_shader, camera);
glDisable(GL_BLEND);
overlay.render();
glfwSwapBuffers(window);
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}