Files
LivePlotter/src/main.cpp

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;
}