179 lines
5.3 KiB
C++
179 lines
5.3 KiB
C++
#include <glad/glad.h>
|
|
#include <GLFW/glfw3.h>
|
|
#include <glm/ext/matrix_clip_space.hpp>
|
|
#include <glm/ext/matrix_transform.hpp>
|
|
#include <glm/ext/vector_float3.hpp>
|
|
#include <stdio.h>
|
|
|
|
#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;
|
|
}
|