Files
fall-fever/src/Controller.cpp
2020-09-18 19:46:40 +02:00

236 lines
6.9 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;
glfwTerminate();
}
void Controller::run() {
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
ShaderProgram shaderProgram("res/shaders/basic.vert", "res/shaders/basic.frag");
ShaderProgram lightProgram("res/shaders/light.vert", "res/shaders/light.frag");
//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/ground.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.setScale(0.2f);
lightSource.setScale(0.1f);
lightSource.setRotation(glm::vec3(0.f));
lightSource.setPosition(glm::vec3(-2.f, 1.5f, 2.f));
World world(&shaderProgram);
world.addEntity(dragon);
world.addEntity(lightSource);
world.addEntity(ground);
camera->translate(glm::vec3(0.0f, 1.5f, 5.0f));
// This is the game loop
while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
// Timing
limit_framerate();
// Update game
// ...
static bool rotateLightSource = 0;
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);
}
static glm::vec3 lightColor = glm::vec3(1.f);
world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor);
world.updateDirectionalLight(true, glm::vec3(1.0f), lightColor);
lightProgram.bind();
lightProgram.setUniform("v_lightColor", lightColor);
lightProgram.unbind();
// Render and buffer swap
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->lookForward();
camera->updateVPM();
world.draw(camera->getViewProj(), camera->getPosition());
#ifdef _DEBUG
renderImGui(world.getEntities(), &lightColor, &rotateLightSource);
#endif
glfwSwapBuffers(gameWindow->getGLFWwindow());
// Update window size
if(gameWindow->checkWindowWasResized())
updateWindowSize();
// 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() {
camera->updateAspectRatio(gameWindow->getWindowAspectRatio());
gameEventHandler->setFirstMouseInput(1);
}
#ifdef _DEBUG
void Controller::renderImGui(std::vector<Entity> *entites, glm::vec3 *lightColor, bool *rotateLightSource) {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// render your GUI
ImGui::Begin("Debug Utils");
ImGui::Text("Dragon");
static float rotation = 0.0;
ImGui::SliderFloat("Rotation", &rotation, 0, 2 * M_PI);
static float translation[] = {0.0f, 0.0f};
ImGui::SliderFloat2("Position", translation, -4.0, 4.0);
static float scale = 0.2f;
ImGui::SliderFloat("Scale", &scale, 0.02, 2.0);
entites->operator[](0).setPosition(glm::vec3(translation[0], 0.0f, translation[1]));
entites->operator[](0).setRotation(glm::vec3(0.f,1.0f,0.f), rotation);
entites->operator[](0).setScale(scale);
// color picker
ImGui::Text("Light Source");
static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
ImGui::ColorEdit3("Color", color);
lightColor->x = color[0];
lightColor->y = color[1];
lightColor->z = color[2];
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