425 lines
14 KiB
C++
425 lines
14 KiB
C++
#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 "cube_model.h"
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#include <iostream>
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#include <string>
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#ifdef __GNUC__
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//#include <pthread.h>
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//#include <unistd.h>
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#endif
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#ifdef _MSC_VER
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#endif
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#ifdef __linux__
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#endif
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#ifdef _WIN32
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#endif
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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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void focus_callback(GLFWwindow *window, int focused);
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void processInput(GLFWwindow *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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// 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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volatile double deltaTime = 0; // time between current frame and last frame
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volatile double lastFrame = 0;
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volatile double timer = 0;
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volatile double currentFrame = 0;
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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 = 120;
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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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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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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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// 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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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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glfwSetWindowFocusCallback(window, focus_callback);
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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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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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// 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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// 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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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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currentFrame = 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);
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for (unsigned int i = 0; i < 10; i++)
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{
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ourShader.setIVec2("index", cubeTextures[i]);
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// calculate the model matrix for each object and pass it to shader before drawing
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glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
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model = glm::translate(model, glm::vec3(cubePositions[i]));
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ourShader.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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// glDepthMask(GL_FALSE);
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// render transparent objects with blending enabled
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// glDisable(GL_DEPTH_TEST);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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timer += deltaTime;
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if(timer > 0.3f){
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glfwSetWindowTitle(window, ("fps:" + std::to_string(int(1.0f / deltaTime)) + " X:" + std::to_string(camera.Position.x) + " Y:" + std::to_string(camera.Position.y) + " Z:" + std::to_string(camera.Position.z)).c_str());
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timer -= 0.3f;
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}
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//double renderTime = glfwGetTime() - lastFrame;
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// delay_fps(fps, (int)(renderTime * 1000 * 1000));
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}
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running = false;
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glDisable(GL_DEPTH_TEST);
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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bool ESC_KEY_PRESSED = false;
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void processInput(GLFWwindow *window)
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{
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int esc_key_evetype = glfwGetKey(window, GLFW_KEY_ESCAPE);
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if (!ESC_KEY_PRESSED && esc_key_evetype == GLFW_PRESS)
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{
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ESC_KEY_PRESSED = true;
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pausing = !pausing;
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if (!pausing)
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just_dispaused = true;
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if (!pausing)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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else
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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else if (esc_key_evetype == GLFW_RELEASE)
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{
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ESC_KEY_PRESSED = false;
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}
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if (pausing)
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return;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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camera.ProcessKeyboard(UP, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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camera.ProcessKeyboard(DOWN, deltaTime);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow *window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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curr_width = width;
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curr_height = height;
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if ((double)width / height > (double)SCR_WIDTH / SCR_HEIGHT)
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{ // When profiled screen size rate less than new size
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int vpwidth = width;
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int vpheight = width * SCR_HEIGHT / SCR_WIDTH;
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glViewport(0, -(vpheight - height) / 2, vpwidth, vpheight);
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}
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else
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{ // or more than
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int vpheight = height;
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int vpwidth = height * SCR_WIDTH / SCR_HEIGHT;
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glViewport(-(vpwidth - width) / 2, 0, vpwidth, vpheight);
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}
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
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{
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if (pausing)
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return;
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float xpos = static_cast<float>(xposIn);
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float ypos = static_cast<float>(yposIn);
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if (just_dispaused)
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{
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lastX = xpos;
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lastY = ypos;
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just_dispaused = false;
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}
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(static_cast<float>(yoffset));
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}
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void focus_callback(GLFWwindow *window, int focused)
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{
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if (focused)
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{
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window_focused = true;
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}
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else
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{
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window_focused = false;
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pausing = true;
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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void glfwDump(GLFWwindow *window){
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int clientAPI = glfwGetWindowAttrib(window, GLFW_CLIENT_API);
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int contextAPI = glfwGetWindowAttrib(window, GLFW_CONTEXT_CREATION_API);
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int contextVersionMajor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR);
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int contextVersionMinor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR);
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int profile = glfwGetWindowAttrib(window, GLFW_OPENGL_PROFILE);
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int robustness = glfwGetWindowAttrib(window, GLFW_CONTEXT_ROBUSTNESS);
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int releaseBehavior = glfwGetWindowAttrib(window, GLFW_CONTEXT_RELEASE_BEHAVIOR);
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int forwardCompat = glfwGetWindowAttrib(window, GLFW_OPENGL_FORWARD_COMPAT);
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int debugContext = glfwGetWindowAttrib(window, GLFW_OPENGL_DEBUG_CONTEXT);
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int windowSizeWidth, windowSizeHeight;
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glfwGetWindowSize(window, &windowSizeWidth, &windowSizeHeight);
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int bufferSizeWidth, bufferSizeHeight;
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glfwGetFramebufferSize(window, &bufferSizeWidth, &bufferSizeHeight);
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float windowScaleX, windowScaleY;
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glfwGetWindowContentScale(window, &windowScaleX, &windowScaleY);
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std::cout << "Client API: " << clientAPI << std::endl;
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std::cout << "Context API: " << contextAPI << std::endl;
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std::cout << "OpenGL version: " << contextVersionMajor << "." << contextVersionMinor << std::endl;
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std::cout << "OpenGL profile: " << profile << std::endl;
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std::cout << "Robustness: " << robustness << std::endl;
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std::cout << "Release behavior: " << releaseBehavior << std::endl;
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std::cout << "Forward compatibility: " << forwardCompat << std::endl;
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std::cout << "Debug context: " << debugContext << std::endl;
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std::cout << "Window size: " << " width-" << windowSizeWidth << " height-" << windowSizeHeight << std::endl;
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std::cout << "FrameBuffer size: " << " width-" << bufferSizeWidth << " height-" << bufferSizeHeight << std::endl;
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std::cout << "Window Scale: " << " X-" << bufferSizeWidth << " Y-" << bufferSizeHeight << std::endl;
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} |