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main.cpp
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203 lines (163 loc) · 6.57 KB
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include "utilities.h"
#include "shader.h"
#include "camera.h"
#include "model.h"
GLFWwindow* initWindow();
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
unsigned int loadCubemap(std::vector<std::string> faces);
// settings
const unsigned int SCR_WIDTH = 1200;
const unsigned int SCR_HEIGHT = 800;
// camera
Camera camera(glm::vec3(-2, 4, 8), glm::vec3(0, 1, 0), -77.0f, -16.0f);
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
// wireframe mode
bool wireframe = false;
int main()
{
GLFWwindow* window = initWindow();
glEnable(GL_DEPTH_TEST);
Shader *basicShader = new Shader("shaders/basic.vert", "shaders/basic.frag");
Model *model = new Model("teapot.obj");
model->setupBuffers();
// render loop
// -----------
glm::mat4 modelMat = glm::mat4(1);
glm::mat4 view;
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::vec3 lightPos{1.0f, 2.0f, 1.0f};
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
// bootleg testing
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS){
fprintf(stderr, "Pressed up, attempting to collapse mesh!\n");
model->collapseMeshQEM();
}
glClearColor(0.82, 0.93, 0.99, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
view = camera.GetViewMatrix();
glm::vec3 camPos = camera.Position;
glm::mat4 modelView = view * modelMat;
glm::mat4 normalMatrix = glm::inverse(glm::transpose(modelView));
basicShader->use();
basicShader->setMat4("model", modelMat);
basicShader->setMat4("view", view);
basicShader->setMat4("projection", projection);
basicShader->setMat4("normalMatrix", normalMatrix);
basicShader->setVec3("lightPos", lightPos);
basicShader->setVec3("eyePos", camPos);
// Draw the model
model->draw();
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
model->deleteGLResources();
delete model;
delete basicShader;
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
fprintf(stderr, "Camera position: %f, %f, %f\nCamera yaw, pitch: %f, %f\n", camera.Position.x, camera.Position.y, camera.Position.z, camera.Yaw, camera.Pitch);
if (glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
// Toggle wireframe mode
glPolygonMode( GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL);
wireframe = !wireframe;
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
GLFWwindow* initWindow() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return NULL;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return NULL;
}
return window;
}