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main.cpp
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#include <iostream>
#include <cmath>
#include <vector>
#include <fstream>
#define GLEW_STATIC
#include <GL/glew.h>
#define SDL_MAIN_HANDLED
#define STB_IMAGE_IMPLEMENTATION
#include "libs/stb_image.h"
#undef STB_IMAGE_IMPLEMENTATION
#include "libs/glm/glm.hpp"
#include "libs/glm/ext/matrix_transform.hpp"
#include "libs/glm/gtc/matrix_transform.hpp"
#ifdef _WIN32
#include <SDL.h>
#pragma comment(lib, "SDL2.lib")
#pragma comment(lib, "glew32s.lib")
#pragma comment(lib, "opengl32.lib")
#else
#include <SDL2/SDL.h>
#endif
#ifdef _DEBUG
void _GLGetError(const char* file, int line, const char* call) {
while(GLenum error = glGetError()) {
std::cout << "[OpenGL Error] " << glewGetErrorString(error) << " in " << file << ":" << line << " Call: " << call << std::endl;
}
}
#define GLCALL(call) call; _GLGetError(__FILE__, __LINE__, #call)
#else
#define GLCALL(call) call
#endif
#include "defines.h"
#include "vertex_buffer.h"
#include "index_buffer.h"
#include "shader.h"
#include "floating_camera.h"
#include "mesh.h"
#include "font.h"
#include "framebuffer.h"
void openGLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) {
std::cout << "[OpenGL Error] " << message << std::endl;
}
int main(int argc, char** argv) {
SDL_Window* window;
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifdef _DEBUG
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
#endif
uint32 flags = SDL_WINDOW_OPENGL;
window = SDL_CreateWindow("C++ OpenGL Tutorial", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, flags);
SDL_GLContext glContext = SDL_GL_CreateContext(window);
GLenum err = glewInit();
if(err != GLEW_OK) {
std::cout << "Error: " << glewGetErrorString(err) << std::endl;
std::cin.get();
return -1;
}
std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;
#ifdef _DEBUG
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(openGLDebugCallback, 0);
#endif
Shader fontShader("shaders_old/font.vs", "shaders_old/font.fs");
Shader shader("shaders/basic.vs", "shaders/basic.fs");
Shader postprocessingShader("shaders_old/postprocess.vs", "shaders_old/postprocess.fs");
shader.bind();
int directionLocation = GLCALL(glGetUniformLocation(shader.getShaderId(), "u_directional_light.direction"));
glm::vec3 sunColor = glm::vec3(0.0f);
glm::vec3 sunDirection = glm::vec3(-1.0f);
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_directional_light.diffuse"), 1, (float*)&sunColor.data));
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_directional_light.specular"), 1, (float*)&sunColor.data));
sunColor *= 0.4f;
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_directional_light.ambient"), 1, (float*)&sunColor.data));
glm::vec3 pointLightColor = glm::vec3(0.0f, 0.0f, 0.0f);
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_point_light.diffuse"), 1, (float*)&pointLightColor.data));
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_point_light.specular"), 1, (float*)&pointLightColor.data));
pointLightColor *= 0.2f;
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_point_light.ambient"), 1, (float*)&pointLightColor.data));
GLCALL(glUniform1f(glGetUniformLocation(shader.getShaderId(), "u_point_light.linear"), 0.027f));
GLCALL(glUniform1f(glGetUniformLocation(shader.getShaderId(), "u_point_light.quadratic"), 0.0028f));
glm::vec4 pointLightPosition = glm::vec4(0.0f, 0.0f, 10.0f, 1.0f);
int positionLocation = GLCALL(glGetUniformLocation(shader.getShaderId(), "u_point_light.position"));
glm::vec3 spotLightColor = glm::vec3(1.0f);
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_spot_light.diffuse"), 1, (float*)&spotLightColor.data));
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_spot_light.specular"), 1, (float*)&spotLightColor.data));
spotLightColor *= 0.2f;
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_spot_light.ambient"), 1, (float*)&spotLightColor.data));
glm::vec3 spotLightPosition = glm::vec3(0.0f);
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_spot_light.position"), 1, (float*)&spotLightPosition.data));
spotLightPosition.z = 1.0f;
GLCALL(glUniform3fv(glGetUniformLocation(shader.getShaderId(), "u_spot_light.direction"), 1, (float*)&spotLightPosition.data));
GLCALL(glUniform1f(glGetUniformLocation(shader.getShaderId(), "u_spot_light.innerCone"), 0.95f));
GLCALL(glUniform1f(glGetUniformLocation(shader.getShaderId(), "u_spot_light.outerCone"), 0.80f));
Font font;
font.initFont("fonts/OpenSans-Regular.ttf");
Model monkey;
monkey.init("models/fern.bmf", &shader);
uint64 perfCounterFrequency = SDL_GetPerformanceFrequency();
uint64 lastCounter = SDL_GetPerformanceCounter();
float32 delta = 0.0f;
glm::mat4 model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3(0.1f));
FloatingCamera camera(90.0f, 800.0f, 600.0f);
camera.translate(glm::vec3(0.0f, 0.0f, 5.0f));
camera.update();
glm::mat4 modelViewProj = camera.getViewProj() * model;
int modelViewProjMatrixLocation = GLCALL(glGetUniformLocation(shader.getShaderId(), "u_modelViewProj"));
int modelViewLocation = GLCALL(glGetUniformLocation(shader.getShaderId(), "u_modelView"));
int invModelViewLocation = GLCALL(glGetUniformLocation(shader.getShaderId(), "u_invModelView"));
// Wireframe
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
bool buttonW = false;
bool buttonS = false;
bool buttonA = false;
bool buttonD = false;
bool buttonSpace = false;
bool buttonShift = false;
float cameraSpeed = 6.0f;
float time = 0.0f;
bool close = false;
uint32 FPS = 0;
SDL_SetRelativeMouseMode(SDL_TRUE);
GLCALL(glEnable(GL_CULL_FACE));
GLCALL(glEnable(GL_DEPTH_TEST));
Framebuffer framebuffer;
int w, h;
SDL_GetWindowSize(window, &w, &h);
framebuffer.create(w, h);
while(!close) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) {
close = true;
} else if(event.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) {
case SDLK_w:
buttonW = true;
break;
case SDLK_s:
buttonS = true;
break;
case SDLK_a:
buttonA = true;
break;
case SDLK_d:
buttonD = true;
break;
case SDLK_SPACE:
buttonSpace = true;
break;
case SDLK_LSHIFT:
buttonShift = true;
break;
case SDLK_ESCAPE:
SDL_SetRelativeMouseMode(SDL_FALSE);
break;
}
} else if(event.type == SDL_KEYUP) {
switch(event.key.keysym.sym) {
case SDLK_w:
buttonW = false;
break;
case SDLK_s:
buttonS = false;
break;
case SDLK_a:
buttonA = false;
break;
case SDLK_d:
buttonD = false;
break;
case SDLK_SPACE:
buttonSpace = false;
break;
case SDLK_LSHIFT:
buttonShift = false;
break;
}
} else if(event.type == SDL_MOUSEMOTION) {
if(SDL_GetRelativeMouseMode()) {
camera.onMouseMoved(event.motion.xrel, event.motion.yrel);
}
} else if(event.type == SDL_MOUSEBUTTONDOWN) {
if(event.button.button == SDL_BUTTON_LEFT) {
SDL_SetRelativeMouseMode(SDL_TRUE);
}
}
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
time += delta;
if(buttonW) {
camera.moveFront(delta * cameraSpeed);
}
if(buttonS) {
camera.moveFront(-delta * cameraSpeed);
}if(buttonA) {
camera.moveSideways(-delta * cameraSpeed);
}if(buttonD) {
camera.moveSideways(delta * cameraSpeed);
}if(buttonSpace) {
camera.moveUp(delta * cameraSpeed);
}if(buttonShift) {
camera.moveUp(-delta * cameraSpeed);
}
camera.update();
framebuffer.bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.bind();
model = glm::rotate(model, 1.0f*delta, glm::vec3(0, 1, 0));
modelViewProj = camera.getViewProj() * model;
glm::mat4 modelView = camera.getView() * model;
glm::mat4 invModelView = glm::transpose(glm::inverse(modelView));
glm::vec4 transformedSunDirection = glm::transpose(glm::inverse(camera.getView())) * glm::vec4(sunDirection, 1.0f);
glUniform3fv(directionLocation, 1, (float*)&transformedSunDirection.data);
glm::mat4 pointLightMatrix = glm::rotate(glm::mat4(1.0f), -delta, {0.0f, 1.0f, 0.0f});
pointLightPosition = pointLightMatrix * pointLightPosition;
glm::vec3 transformedPointLightPosition = (glm::vec3) (camera.getView() * pointLightPosition);
glUniform3fv(positionLocation, 1, (float*)&transformedPointLightPosition.data);
GLCALL(glUniformMatrix4fv(modelViewProjMatrixLocation, 1, GL_FALSE, &modelViewProj[0][0]));
GLCALL(glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, &modelView[0][0]));
GLCALL(glUniformMatrix4fv(invModelViewLocation, 1, GL_FALSE, &invModelView[0][0]));
monkey.render();
shader.unbind();
framebuffer.unbind();
// Postprocessing
postprocessingShader.bind();
GLCALL(glActiveTexture(GL_TEXTURE0));
GLCALL(glBindTexture(GL_TEXTURE_2D, framebuffer.getTextureId()));
GLCALL(glUniform1i(glGetUniformLocation(postprocessingShader.getShaderId(), "u_texture"), 0));
glDrawArrays(GL_TRIANGLES, 0, 3);
postprocessingShader.unbind();
fontShader.bind();
int w, h;
SDL_GetWindowSize(window, &w, &h);
glm::mat4 ortho = glm::ortho(0.0f, (float)w, (float)h, 0.0f);
GLCALL(glUniformMatrix4fv(glGetUniformLocation(fontShader.getShaderId(), "u_modelViewProj"), 1, GL_FALSE, &ortho[0][0]));
GLCALL(glDisable(GL_CULL_FACE));
GLCALL(glEnable(GL_BLEND));
GLCALL(glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
GLCALL(glDisable(GL_DEPTH_TEST));
font.drawString(100.0f, 100.0f, "Ganymede", &fontShader);
std::string fpsString = "FPS: ";
fpsString.append(std::to_string(FPS));
font.drawString(20.0f, 20.0f, fpsString.c_str(), &fontShader);
fontShader.unbind();
GLCALL(glEnable(GL_CULL_FACE));
GLCALL(glEnable(GL_DEPTH_TEST));
SDL_GL_SwapWindow(window);
uint64 endCounter = SDL_GetPerformanceCounter();
uint64 counterElapsed = endCounter - lastCounter;
delta = ((float32)counterElapsed) / (float32)perfCounterFrequency;
FPS = (uint32)((float32)perfCounterFrequency / (float32)counterElapsed);
lastCounter = endCounter;
}
framebuffer.destroy();
return 0;
}