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window.cpp
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289 lines (227 loc) · 9.52 KB
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader.h"
#include "camera.h"
#include "model.h"
#include "geometry/sphere.h"
#include "geometry/circle.h"
#include <iostream>
#include <sstream>
#include <random>
#include <vector>
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);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 2.0f, 0.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
struct SphereData {
glm::vec3 position;
glm::vec3 color;
float radius;
float rotationSpeed;
float currentRotation;
};
struct CircleData {
glm::vec3 position;
glm::vec3 color;
float radius;
};
float randomFloat(float min, float max) {
static std::random_device rd;
static std::mt19937 gen(rd());
std::uniform_real_distribution<float> dis(min, max);
return dis(gen);
}
int main()
{
if (!glfwInit()) {
std::cout << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
unsigned int gridVAO;
glGenVertexArrays(1, &gridVAO);
std::cout << "Loading shaders..." << std::endl;
Shader ourShader("shaders/vertex.vs", "shaders/simple_fragment.fs");
std::cout << "Basic shaders loaded successfully" << std::endl;
Shader infiniteGridShader("shaders/infinite_grid.vs", "shaders/infinite_grid.fs");
std::cout << "Infinite grid shaders loaded successfully" << std::endl;
Shader normalDebugShader("shaders/normal_debug.vs", "shaders/normal_debug.fs", "shaders/normal_debug.gs");
std::cout << "Normal debug shaders loaded successfully" << std::endl;
std::cout << "Generating sphere mesh..." << std::endl;
Sphere baseSphere(2.0f, 32);
Mesh sphereMesh = baseSphere.toMesh();
Circle baseCircle(32, 1.0f);
Mesh circleMesh = baseCircle.toMesh();
std::cout << "Circle mesh generated successfully" << std::endl;
std::cout << "Sphere mesh generated successfully" << std::endl;
const int numSpheres = 8;
std::vector<SphereData> spheres;
std::cout << "Generating " << numSpheres << " spheres with random properties..." << std::endl;
for (int i = 0; i < numSpheres; ++i) {
SphereData sphere;
sphere.position = glm::vec3(
randomFloat(-15.0f, 15.0f),
randomFloat(2.0f, 8.0f),
randomFloat(-15.0f, 5.0f)
);
sphere.color = glm::vec3(
randomFloat(0.2f, 1.0f),
randomFloat(0.2f, 1.0f),
randomFloat(0.2f, 1.0f)
);
sphere.radius = randomFloat(0.8f, 2.5f);
sphere.rotationSpeed = randomFloat(10.0f, 50.0f);
sphere.currentRotation = randomFloat(0.0f, 360.0f);
spheres.push_back(sphere);
std::cout << "Sphere " << i << ": pos(" << sphere.position.x << ", " << sphere.position.y
<< ", " << sphere.position.z << ") color(" << sphere.color.r << ", "
<< sphere.color.g << ", " << sphere.color.b << ")" << std::endl;
}
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
unsigned char whitePixel[] = {255, 255, 255, 255};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, whitePixel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
while (!glfwWindowShouldClose(window))
{
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
infiniteGridShader.use();
glm::mat4 viewProjection = projection * view;
infiniteGridShader.setMat4("gVP", viewProjection);
infiniteGridShader.setVec3("gCameraWorldPos", camera.Position);
infiniteGridShader.setFloat("gGridSize", 100.0f);
infiniteGridShader.setFloat("gGridMinPixelsBetweenCells", 2.0f);
infiniteGridShader.setFloat("gGridCellSize", 0.025f);
infiniteGridShader.setVec4("gGridColorThin", glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
infiniteGridShader.setVec4("gGridColorThick", glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
infiniteGridShader.setFloat("gGridAlpha", 0.5f);
glDepthMask(GL_FALSE);
glBindVertexArray(gridVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDepthMask(GL_TRUE);
ourShader.use();
ourShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
ourShader.setVec3("viewPos", camera.Position);
ourShader.setVec3("dirLight.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
ourShader.setVec3("dirLight.ambient", glm::vec3(0.6f, 0.6f, 0.6f));
ourShader.setVec3("dirLight.diffuse", glm::vec3(0.6f, 0.6f, 0.6f));
ourShader.setVec3("dirLight.specular", glm::vec3(1.0f, 1.0f, 1.0f));
ourShader.setMat4("projection", projection);
ourShader.setMat4("view", view);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
ourShader.setInt("texture1", 0);
for (size_t i = 0; i < spheres.size(); ++i) {
auto& sphereData = spheres[i];
sphereData.currentRotation += sphereData.rotationSpeed * deltaTime;
if (sphereData.currentRotation > 360.0f) {
sphereData.currentRotation -= 360.0f;
}
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, sphereData.position);
model = glm::rotate(model, glm::radians(sphereData.currentRotation), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(sphereData.currentRotation * 0.7f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(sphereData.radius));
ourShader.setMat4("model", model);
ourShader.setVec3("material.ambient", sphereData.color * 0.2f);
ourShader.setVec3("material.diffuse", sphereData.color);
ourShader.setVec3("material.specular", glm::vec3(1.0f, 1.0f, 1.0f));
ourShader.setFloat("material.shininess", 64.0f);
sphereMesh.Draw(ourShader);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &gridVAO);
glfwTerminate();
return 0;
}
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_C) == GLFW_PRESS)
camera.ProcessKeyboard(UP, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.ProcessKeyboard(DOWN, deltaTime);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(static_cast<float>(yoffset));
}