#include #include #include #include #include #include #include "util.hpp" #include "shaders.hpp" #include "body.hpp" #include "tcp_server.hpp" static GLFWwindow* window; static float width, height; void framebuffer_size_callback(GLFWwindow* window, int w, int h) { width = w; height = h; glViewport(0, 0, width, height); } void process_input() { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } static bool mouse_pressed = false; static bool scroll_pressed = false; static double prev_cursor_x, prev_cursor_y; static double theta = 0.0; // angle of camera trans vect wrt x-z plane static double phi = 0.0; // angle of camera trans vect wrt x-axis static glm::vec3 camera_loc = glm::vec3(0, 0, 2); static glm::vec3 focal_point = glm::vec3(0, 0, 0); static glm::vec3 up = glm::vec3(0, 1, 0); static glm::mat4 camera_t = glm::lookAt(camera_loc, focal_point, up); static glm::vec4 strafe_x = camera_t[0]; static glm::vec4 strafe_y = camera_t[1]; static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) { float dx = (xpos - prev_cursor_x); float dy = (ypos - prev_cursor_y); prev_cursor_x = xpos; prev_cursor_y = ypos; if (mouse_pressed) { phi += dx / width * glm::radians(360.0); theta += dy / height * glm::radians(360.0); } if (scroll_pressed) { focal_point += strafe_x * (dx / 300) + strafe_y * (dy / 300); } double len = glm::length(camera_loc); camera_loc.x = len * glm::cos(theta) * glm::cos(-phi); camera_loc.y = len * glm::sin(theta); camera_loc.z = -len * glm::cos(theta) * glm::sin(-phi); camera_t = glm::lookAt(camera_loc, focal_point, up); } void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) { if (button == GLFW_MOUSE_BUTTON_RIGHT) { mouse_pressed = action == GLFW_PRESS; } if (button == GLFW_MOUSE_BUTTON_MIDDLE) { scroll_pressed = action == GLFW_PRESS; strafe_x = camera_t[0]; strafe_y = camera_t[1]; } glfwGetCursorPos(window, &prev_cursor_x, &prev_cursor_y); } void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { glm::vec4 k = camera_t[2]; float d = yoffset; camera_loc += k * (d / 10 * max(glm::length(camera_loc), 1.0f)); camera_t = glm::lookAt(camera_loc, focal_point, up); } bool glfw_setup() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); window = glfwCreateWindow(800, 800, "LearnOpenGL", NULL, NULL); if (window == NULL) { printf("Failed to create GLFW window\n"); glfwTerminate(); return false; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, cursor_position_callback); glfwSetMouseButtonCallback(window, mouse_button_callback); glfwSetScrollCallback(window, scroll_callback); cursor_position_callback(window, 0, 0); return true; } int main() { //tcpserver server; //if (!create_server(&server, "127.0.0.1", 5000, 1)) { // //return -1; //} if (!glfw_setup()) return -1; if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { printf("Failed to initialize GLAD\n"); return -1; } glViewport(0, 0, 800, 800); width = 800; height = 800; uint shader; const char* vertex_filepath = "src/shaders/vertex.glsl"; const char* fragment_filepath = "src/shaders/fragment.glsl"; if (!load_shader(&shader, vertex_filepath, fragment_filepath)) return -1; // glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer glfwSwapBuffers(window); // front buffer is now back glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer again (former front buf) body b; if (!load_body(&b, "Icosphere.obj")) return -1; b.shader = shader; b.pose = glm::translate(b.pose, glm::vec3(0, 0, 0)); b.color = glm::vec4(0.5, 0, 0, 1); body b2; if (!load_body(&b2, "Icosphere.obj")) return -1; b2.shader = shader; b2.pose = glm::translate(b.pose, glm::vec3(2, 0, 0)); b2.color = glm::vec4(0, 0.5, 0, 1); // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // set_uniform(shader, "color", glm::vec4 { sin(time), sin(time + glm::radians(45.0f)), sin(time + // glm::radians(90.0f)), 1.0 } / 2.0f); time = glfwGetTime(); glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); float time; glm::mat4 projection_t = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 1300.0f); while (!glfwWindowShouldClose(window)) { process_input(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); set_uniform(shader, "camera_t", camera_t); set_uniform(shader, "projection_t", projection_t); draw_body(b); draw_body(b2); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }