JungleOpenSourceProjectRepo/test/main.cpp

528 lines
16 KiB
C++

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader_m.h"
#include "camera.h"
#include <iostream>
#include <pthread.h>
#ifdef __linux__
#include <unistd.h>
#endif
#ifdef _WIN32
#include <Windows.h>
#endif
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 focus_callback(GLFWwindow *window, int focused);
void processInput(GLFWwindow *window);
void delay_fps(int fps, int render_time_us);
void *getting_fps(void *window);
bool running = true;
bool pausing = false;
bool just_dispaused = false;
// settings
const unsigned int SCR_WIDTH = 854;
const unsigned int SCR_HEIGHT = 480;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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;
// focuse controlling
bool window_focused = false;
// window managing
int curr_width;
int curr_height;
int curr_x;
int curr_y;
// monitors controlling
int monitor_count;
GLFWmonitor **monitors;
// fps control
int fps;
int main()
{
// std::cout << "debug";
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Jungle", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
monitors = glfwGetMonitors(&monitor_count);
pthread_t thr_getting_fps;
pthread_create(&thr_getting_fps, nullptr, getting_fps, window);
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetWindowFocusCallback(window, focus_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 -1;
}
// configure global opengl state
// -----------------------------
// glEnable(GL_DEPTH_TEST);
// build and compile our shader zprogram
// ------------------------------------
Shader ourShader("demo.vs", "demo.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// back
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
// front
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
// left
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
// right
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
// down
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
// up
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
// world space positions of our cubes
glm::ivec3 cubePositions[] = {
glm::ivec3(0, 0, 0),
glm::ivec3(2, 5, -15),
glm::ivec3(-1, -2, -2),
glm::ivec3(-3, -2, -12),
glm::ivec3(2, -0, -3),
glm::ivec3(-1, 3, -7),
glm::ivec3(1, -2, -2),
glm::ivec3(1, 2, -2),
glm::ivec3(1, 0, -1),
glm::ivec3(-1, 1, -1)};
glm::ivec2 cubeTextures[] = {
glm::ivec2(1, 14),
glm::ivec2(8, 3),
glm::ivec2(0, 4),
glm::ivec2(1, 12),
glm::ivec2(1, 6),
glm::ivec2(0, 6),
glm::ivec2(1, 2),
glm::ivec2(0, 14),
glm::ivec2(3, 12),
glm::ivec2(1, 12)};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
////////////////////////////////////////////////////////////////////////////////////
// load and create a texture
// -------------------------
unsigned int texture1; //, texture2;
// texture 1
// ---------
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load("./terrain.png", &width, &height, &nrChannels, STBI_rgb_alpha);
if (data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// texture 2
// ---------
// glGenTextures(1, &texture2);
// glBindTexture(GL_TEXTURE_2D, texture2);
// set the texture wrapping parameters
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
// data = stbi_load("./resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
// if (data)
//{
// // 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
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
// glGenerateMipmap(GL_TEXTURE_2D);
//}
// else
//{
// std::cout << "Failed to load texture" << std::endl;
//}
// stbi_image_free(data);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use();
ourShader.setInt("texture1", 0);
// ourShader.setInt("texture2", 1);
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
// glActiveTexture(GL_TEXTURE1);
// glBindTexture(GL_TEXTURE_2D, texture2);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// glfwSetCursorPos(window, curr_x + curr_width / 2, curr_y + curr_height / 2);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate shader
ourShader.use();
// pass projection matrix to shader (note that in this case it could change every frame)
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
ourShader.setMat4("projection", projection);
// camera/view transformation
glm::mat4 view = camera.GetViewMatrix();
ourShader.setMat4("view", view);
// glEnable(GL_DEPTH_TEST);
// glDepthMask(GL_TRUE);
// render opaque objects first
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();
float renderTime = static_cast<float>(glfwGetTime()) - lastFrame;
delay_fps(fps, (int)(renderTime * 1000 * 1000));
}
running = false;
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
// ---------------------------------------------------------------------------------------------------------
bool ESC_KEY_PRESSED = false;
void processInput(GLFWwindow *window)
{
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;
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.
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);
}
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
{
if (pausing)
return;
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (just_dispaused)
{
lastX = xpos;
lastY = ypos;
just_dispaused = false;
}
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));
}
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
}