Files
fall-fever/src/Controller.cpp
2020-09-26 14:21:02 +02:00

293 lines
9.5 KiB
C++

#include <iostream>
#include <vector>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#ifdef _DEBUG
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#endif
#ifdef __linux__
#include <unistd.h>
#endif
#ifdef _WIN32
#include <windows.h>
#endif
#include "Controller.h"
#include "Texture.h"
#include "Model.h"
#include "Entity.h"
#include "World.h"
Controller::Controller() {
if(!glfwInit()) exit(-1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifndef _DEBUG
glfwWindowHint(GLFW_MAXIMIZED, GL_TRUE);
#endif
gameWindow = new Window();
gameEventHandler = new EventHandler(gameWindow->getGLFWwindow());
camera = new Camera(90.0f, gameWindow->getWindowAspectRatio());
#ifdef _DEBUG
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwSetErrorCallback(error_callback);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO(); (void)io;
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(gameWindow->getGLFWwindow(), true);
ImGui_ImplOpenGL3_Init("#version 150");
// Setup Dear ImGui style
ImGui::StyleColorsDark();
#endif
}
Controller::~Controller() {
#ifdef _DEBUG
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
#endif
delete gameWindow;
delete gameEventHandler;
delete camera;
delete pp_framebuffer;
glfwTerminate();
}
void Controller::run() {
glClearColor(0.0015f, 0.0015f, 0.0015f, 1.0f);
ShaderProgram shaderProgram("res/shaders/basic.vert", "res/shaders/basic.frag");
ShaderProgram lightProgram("res/shaders/light.vert", "res/shaders/light.frag");
ShaderProgram skyboxProgram("res/shaders/skybox.vert", "res/shaders/skybox.frag");
ShaderProgram postProcessingProgram("res/shaders/postprocessing.vert", "res/shaders/postprocessing.frag");
ShaderProgram directionalShadowDepthProgram("res/shaders/directionalShadowDepth.vert", "res/shaders/directionalShadowDepth.frag");
ShaderProgram pointShadowDepthProgram("res/shaders/pointShadowDepth.vert", "res/shaders/pointShadowDepth.geom", "res/shaders/pointShadowDepth.frag");
updateExposure(&postProcessingProgram);
//Model model_backpack("res/models/backpack.ffo");
//Model model_plant("res/models/plant.ffo");
//Model model_container("res/models/container.ffo");
Model model_cube("res/models/cube.ffo");
Model model_dragon("res/models/dragon.ffo");
Model model_ground("res/models/wood_floor.ffo");
//Model model_moon("res/models/moon.ffo");
//Model model_hut("res/models/hut.ffo");
//Model model_sphere("res/models/sphere.ffo");
//Entity backpack(&model_backpack, &shaderProgram);
//Entity sphere(&model_sphere, &shaderProgram);
//Entity container(&model_container, &shaderProgram);
//Entity hut(&model_hut, &shaderProgram);
//Entity moon(&model_moon, &shaderProgram);
//Entity plant(&model_plant, &shaderProgram);
Entity dragon(&model_dragon, &shaderProgram);
Entity ground(&model_ground, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
dragon.setRotation(glm::vec3(0.0f));
dragon.setScale(0.2f);
lightSource.setScale(0.1f);
lightSource.setRotation(glm::vec3(0.f));
lightSource.setPosition(glm::vec3(-2.f, 1.5f, 2.f));
lightSource.setIsLightSource(true);
Skybox skybox(&model_cube, &skyboxProgram, "res/textures/skybox/");
World world(&shaderProgram);
world.addEntity(dragon);
world.addEntity(lightSource);
world.addEntity(ground);
camera->translate(glm::vec3(0.0f, 1.5f, 5.0f));
pp_framebuffer = new Framebuffer(INIT_WINDOW_WIDTH, INIT_WINDOW_HEIGHT, &postProcessingProgram);
// This is the game loop
while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
// Timing
limit_framerate();
// Update game
// ...
static bool rotateLightSource = false, rotateEntity = false;
if(rotateLightSource) {
float radius = 4.0;
glm::vec3 newPos = glm::vec3(-cos(glfwGetTime()*0.5), 0.5f, sin(glfwGetTime()*0.5)) * radius;
world.getEntities()->operator[](1).setPosition(newPos);
}
if(rotateEntity) {
world.getEntities()->operator[](0).rotate(glm::vec3(0.0f, 1.0f, 0.0f), 0.2f * deltaTime);
}
static glm::vec3 lightColor = glm::vec3(1.f);
static float intensity = 10.f;
world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor * intensity);
world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.25f);
lightProgram.bind();
lightProgram.setUniform("v_lightColor", lightColor * 100.0f);
lightProgram.unbind();
// Render and buffer swap
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Calc shadows
static bool drawShadows = true;
shaderProgram.bind();
shaderProgram.setUniform("b_drawShadows", (int)drawShadows);
shaderProgram.unbind();
if(drawShadows)
world.calculateShadows(&directionalShadowDepthProgram, &pointShadowDepthProgram);
pp_framebuffer->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->lookForward();
camera->updateVPM();
glViewport(0, 0, gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
skybox.draw(camera->getView(), camera->getProj());
world.draw(camera->getViewProj(), camera->getPosition());
pp_framebuffer->unbind();
pp_framebuffer->render();
#ifdef _DEBUG
renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateEntity, &rotateLightSource, &postProcessingProgram, &intensity, &drawShadows);
#endif
glfwSwapBuffers(gameWindow->getGLFWwindow());
// Update window size
if(gameWindow->checkWindowWasResized())
updateWindowSize(&postProcessingProgram);
// Check events, handle input
gameEventHandler->handleEvents();
camera->updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister(), deltaTime);
if(gameWindow->getMouseIsCatched())
camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDelta());
gameWindow->handleActionRegister(gameEventHandler->getWindowActionRegister());
}
}
void Controller::limit_framerate() {
static double startingTime = 0.0;
static double lastTime = 0.0;
lastTime = glfwGetTime() - startingTime;
double frameTime = 1/(double)MAX_FPS;
if(frameTime > lastTime) {
#ifdef __linux__
usleep((frameTime - lastTime) * 1000000);
#endif
#ifdef _WIN32
Sleep((frameTime - lastTime) * 1000);
#endif
}
deltaTime = glfwGetTime() - startingTime;
startingTime = glfwGetTime();
}
// GLFW error function
void Controller::error_callback(int error, const char* description) {
(void)error;
fprintf(stderr, "Error: %s\n", description);
}
void Controller::updateWindowSize(ShaderProgram *pp_program) {
camera->updateAspectRatio(gameWindow->getWindowAspectRatio());
gameEventHandler->setFirstMouseInput(1);
delete pp_framebuffer;
pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(), pp_program);
}
void Controller::updateExposure(ShaderProgram *shaderProgram) {
shaderProgram->bind();
shaderProgram->setUniform("u_exposure", exposure);
shaderProgram->unbind();
}
#ifdef _DEBUG
void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateEntity, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows) {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// render your GUI
ImGui::Begin("Debug Utils");
ImGui::Text("Object");
static float rotation = 0.0;
ImGui::SliderFloat("Rotation", &rotation, 0, 2 * M_PI);
static float translation[] = {0.0f, 0.0f, 0.0f};
ImGui::SliderFloat3("Position", translation, -4.0, 4.0);
static float scale = 0.2f;
ImGui::SliderFloat("Scale", &scale, 0.02, 2.0);
ImGui::Checkbox("Rotate Object", rotateEntity);
entites->operator[](0).setPosition(glm::vec3(translation[0], translation[1], translation[2]));
if(!*rotateEntity) entites->operator[](0).setRotation(glm::vec3(0.f,1.0f,0.f), rotation);
entites->operator[](0).setScale(scale);
// color picker
ImGui::Text("\nLight Source");
static float K_q = 1.0f;
ImGui::SliderFloat("Attenuation Parameter", &K_q, 0, 1.5f);
updateExposure(postProcessingProgram);
pointLight->setParameters(K_q);
static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
ImGui::SliderFloat("Intensity", intensity, 0, 50.f);
ImGui::ColorEdit3("Color", color);
lightColor->x = color[0];
lightColor->y = color[1];
lightColor->z = color[2];
ImGui::Text("\nMiscellaneous");
ImGui::SliderFloat("Exposure", &exposure, 0, 5.0f);
ImGui::Checkbox("Draw Shadows", drawShadows);
ImGui::Checkbox("Rotate Lightsource", rotateLightSource);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
#endif