2024-04-26 22:14:41 +08:00
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "shader_m.h"
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#include "camera.h"
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#include <iostream>
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2024-04-27 05:52:30 +08:00
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#include <pthread.h>
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#ifdef __linux__
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#include <unistd.h>
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#endif
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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2024-04-26 22:14:41 +08:00
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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2024-04-27 05:52:30 +08:00
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void focus_callback(GLFWwindow *window, int focused);
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2024-04-26 22:14:41 +08:00
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void processInput(GLFWwindow *window);
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2024-04-27 05:52:30 +08:00
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void delay_fps(int fps, int render_time_us);
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void *getting_fps(void *window);
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bool running = true;
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bool pausing = false;
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bool just_dispaused = false;
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2024-04-26 22:14:41 +08:00
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// settings
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const unsigned int SCR_WIDTH = 854;
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const unsigned int SCR_HEIGHT = 480;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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2024-04-27 05:52:30 +08:00
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// focuse controlling
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bool window_focused = false;
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// window managing
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int curr_width;
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int curr_height;
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int curr_x;
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int curr_y;
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// monitors controlling
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int monitor_count;
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GLFWmonitor **monitors;
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// fps control
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int fps;
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2024-04-26 22:14:41 +08:00
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int main()
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{
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// std::cout << "debug";
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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2024-04-27 05:52:30 +08:00
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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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2024-04-26 22:14:41 +08:00
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Jungle", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "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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2024-04-27 05:52:30 +08:00
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monitors = glfwGetMonitors(&monitor_count);
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pthread_t thr_getting_fps;
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pthread_create(&thr_getting_fps, nullptr, getting_fps, window);
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2024-04-26 22:14:41 +08:00
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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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glfwSetScrollCallback(window, scroll_callback);
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2024-04-27 05:52:30 +08:00
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glfwSetWindowFocusCallback(window, focus_callback);
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2024-04-26 22:14:41 +08:00
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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// glEnable(GL_DEPTH_TEST);
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// build and compile our shader zprogram
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// ------------------------------------
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Shader ourShader("demo.vs", "demo.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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// back
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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// front
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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// left
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// down
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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// up
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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// world space positions of our cubes
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glm::ivec3 cubePositions[] = {
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glm::ivec3(0, 0, 0),
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glm::ivec3(2, 5, -15),
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glm::ivec3(-1, -2, -2),
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glm::ivec3(-3, -2, -12),
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glm::ivec3(2, -0, -3),
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glm::ivec3(-1, 3, -7),
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glm::ivec3(1, -2, -2),
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glm::ivec3(1, 2, -2),
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glm::ivec3(1, 0, -1),
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glm::ivec3(-1, 1, -1)};
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glm::ivec2 cubeTextures[] = {
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glm::ivec2(1, 14),
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glm::ivec2(8, 3),
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glm::ivec2(0, 4),
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glm::ivec2(1, 12),
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glm::ivec2(1, 6),
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glm::ivec2(0, 6),
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glm::ivec2(1, 2),
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glm::ivec2(0, 14),
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glm::ivec2(3, 12),
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glm::ivec2(1, 12)};
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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////////////////////////////////////////////////////////////////////////////////////
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// load and create a texture
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// -------------------------
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unsigned int texture1; //, texture2;
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// texture 1
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// ---------
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// set the texture wrapping parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
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unsigned char *data = stbi_load("./terrain.png", &width, &height, &nrChannels, STBI_rgb_alpha);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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// texture 2
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// ---------
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// glGenTextures(1, &texture2);
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// glBindTexture(GL_TEXTURE_2D, texture2);
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// set the texture wrapping parameters
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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// data = stbi_load("./resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
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// if (data)
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//{
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// // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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// glGenerateMipmap(GL_TEXTURE_2D);
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//}
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// else
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//{
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// std::cout << "Failed to load texture" << std::endl;
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//}
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// stbi_image_free(data);
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// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
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// -------------------------------------------------------------------------------------------
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ourShader.use();
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ourShader.setInt("texture1", 0);
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// ourShader.setInt("texture2", 1);
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// bind textures on corresponding texture units
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// glActiveTexture(GL_TEXTURE1);
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// glBindTexture(GL_TEXTURE_2D, texture2);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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2024-04-27 05:52:30 +08:00
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// glfwSetCursorPos(window, curr_x + curr_width / 2, curr_y + curr_height / 2);
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// render loop
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// -----------
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2024-04-26 22:14:41 +08:00
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// activate shader
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ourShader.use();
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// pass projection matrix to shader (note that in this case it could change every frame)
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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ourShader.setMat4("projection", projection);
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// camera/view transformation
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glm::mat4 view = camera.GetViewMatrix();
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ourShader.setMat4("view", view);
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// glEnable(GL_DEPTH_TEST);
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// glDepthMask(GL_TRUE);
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// render opaque objects first
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|
glBindVertexArray(VAO);
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < 10; i++)
|
|
|
|
{
|
|
|
|
ourShader.setIVec2("index", cubeTextures[i]);
|
|
|
|
|
|
|
|
// calculate the model matrix for each object and pass it to shader before drawing
|
|
|
|
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
|
|
|
|
model = glm::translate(model, glm::vec3(cubePositions[i]));
|
|
|
|
ourShader.setMat4("model", model);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
}
|
|
|
|
// glDepthMask(GL_FALSE);
|
|
|
|
|
|
|
|
// render transparent objects with blending enabled
|
|
|
|
|
|
|
|
// glDisable(GL_DEPTH_TEST);
|
|
|
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
|
|
|
// -------------------------------------------------------------------------------
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
glfwPollEvents();
|
2024-04-27 05:52:30 +08:00
|
|
|
|
|
|
|
float renderTime = static_cast<float>(glfwGetTime()) - lastFrame;
|
|
|
|
delay_fps(fps, (int)(renderTime * 1000 * 1000));
|
2024-04-26 22:14:41 +08:00
|
|
|
}
|
|
|
|
|
2024-04-27 05:52:30 +08:00
|
|
|
running = false;
|
|
|
|
|
2024-04-26 22:14:41 +08:00
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
|
|
|
|
// optional: de-allocate all resources once they've outlived their purpose:
|
|
|
|
// ------------------------------------------------------------------------
|
|
|
|
glDeleteVertexArrays(1, &VAO);
|
|
|
|
glDeleteBuffers(1, &VBO);
|
|
|
|
|
|
|
|
// 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
|
|
|
|
// ---------------------------------------------------------------------------------------------------------
|
2024-04-27 05:52:30 +08:00
|
|
|
bool ESC_KEY_PRESSED = false;
|
2024-04-26 22:14:41 +08:00
|
|
|
void processInput(GLFWwindow *window)
|
|
|
|
{
|
2024-04-27 05:52:30 +08:00
|
|
|
int esc_key_evetype = glfwGetKey(window, GLFW_KEY_ESCAPE);
|
|
|
|
if (!ESC_KEY_PRESSED && esc_key_evetype == GLFW_PRESS)
|
|
|
|
{
|
|
|
|
ESC_KEY_PRESSED = true;
|
|
|
|
pausing = !pausing;
|
|
|
|
if (!pausing)
|
|
|
|
just_dispaused = true;
|
|
|
|
if (!pausing)
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
|
else
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
|
|
}
|
|
|
|
else if (esc_key_evetype == GLFW_RELEASE)
|
|
|
|
{
|
|
|
|
ESC_KEY_PRESSED = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pausing)
|
|
|
|
return;
|
2024-04-26 22:14:41 +08:00
|
|
|
|
|
|
|
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)
|
|
|
|
camera.ProcessKeyboard(UP, deltaTime);
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
|
|
|
camera.ProcessKeyboard(DOWN, deltaTime);
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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.
|
2024-04-27 05:52:30 +08:00
|
|
|
curr_width = width;
|
|
|
|
curr_height = height;
|
|
|
|
if ((double)width / height > (double)SCR_WIDTH / SCR_HEIGHT)
|
|
|
|
{ // When profiled screen size rate less than new size
|
|
|
|
int vpwidth = width;
|
|
|
|
int vpheight = width * SCR_HEIGHT / SCR_WIDTH;
|
|
|
|
glViewport(0, -(vpheight - height) / 2, vpwidth, vpheight);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // or more than
|
|
|
|
int vpheight = height;
|
|
|
|
int vpwidth = height * SCR_WIDTH / SCR_HEIGHT;
|
|
|
|
glViewport(-(vpwidth - width) / 2, 0, vpwidth, vpheight);
|
|
|
|
}
|
2024-04-26 22:14:41 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
// glfw: whenever the mouse moves, this callback is called
|
|
|
|
// -------------------------------------------------------
|
|
|
|
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
|
|
|
|
{
|
2024-04-27 05:52:30 +08:00
|
|
|
if (pausing)
|
|
|
|
return;
|
|
|
|
|
2024-04-26 22:14:41 +08:00
|
|
|
float xpos = static_cast<float>(xposIn);
|
|
|
|
float ypos = static_cast<float>(yposIn);
|
|
|
|
|
2024-04-27 05:52:30 +08:00
|
|
|
if (just_dispaused)
|
|
|
|
{
|
|
|
|
lastX = xpos;
|
|
|
|
lastY = ypos;
|
|
|
|
just_dispaused = false;
|
|
|
|
}
|
|
|
|
|
2024-04-26 22:14:41 +08:00
|
|
|
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(static_cast<float>(yoffset));
|
|
|
|
}
|
2024-04-27 05:52:30 +08:00
|
|
|
|
|
|
|
void focus_callback(GLFWwindow *window, int focused)
|
|
|
|
{
|
|
|
|
if (focused)
|
|
|
|
{
|
|
|
|
window_focused = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
window_focused = false;
|
|
|
|
pausing = true;
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void *getting_fps(void *_window)
|
|
|
|
{
|
|
|
|
GLFWwindow *window = static_cast<GLFWwindow *>(_window);
|
|
|
|
while (running)
|
|
|
|
{
|
|
|
|
glfwGetWindowPos(window, &curr_x, &curr_y);
|
|
|
|
glfwGetWindowSize(window, &curr_width, &curr_height);
|
|
|
|
// get current monitor's scale
|
|
|
|
int on_which = -1;
|
|
|
|
GLFWvidmode *vmode;
|
|
|
|
for (int i = 0; i < monitor_count; i++)
|
|
|
|
{
|
|
|
|
int monx, mony;
|
|
|
|
glfwGetMonitorPos(monitors[i], &monx, &mony);
|
|
|
|
GLFWvidmode *mode = const_cast<GLFWvidmode *>(glfwGetVideoMode(monitors[i]));
|
|
|
|
if (curr_x >= monx && curr_x < mode->width && curr_y >= mony && curr_y < mode->height)
|
|
|
|
{
|
|
|
|
on_which = i;
|
|
|
|
vmode = mode;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (on_which != -1)
|
|
|
|
{
|
|
|
|
fps = vmode->refreshRate;
|
|
|
|
}
|
|
|
|
#ifdef __linux__
|
|
|
|
usleep(1000);
|
|
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
|
|
Sleep(1);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void delay_fps(int fps, int render_time_us)
|
|
|
|
{
|
|
|
|
#ifdef __linux__
|
|
|
|
int del = 1000 * 1000 / fps;
|
|
|
|
usleep(del - render_time_us);
|
|
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
|
|
int del = 1000 / fps;
|
|
|
|
Sleep(del - render_time_us / 1000);
|
|
|
|
#endif
|
|
|
|
}
|