284 lines
8.9 KiB
C++
284 lines
8.9 KiB
C++
#include <iostream>
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#include <vector>
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#ifdef _DEBUG
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#endif
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#ifdef __linux__
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#include <unistd.h>
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#endif
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "Controller.h"
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#include "Texture.h"
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#include "Model.h"
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#include "Entity.h"
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#include "World.h"
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Controller::Controller() {
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if(!glfwInit()) exit(-1);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifndef _DEBUG
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glfwWindowHint(GLFW_MAXIMIZED, GL_TRUE);
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#endif
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gameWindow = new Window();
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gameEventHandler = new EventHandler(gameWindow->getGLFWwindow());
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camera = new Camera(90.0f, gameWindow->getWindowAspectRatio());
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#ifdef _DEBUG
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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glfwSetErrorCallback(error_callback);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO(); (void)io;
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// Setup Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(gameWindow->getGLFWwindow(), true);
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ImGui_ImplOpenGL3_Init("#version 150");
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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#endif
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}
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Controller::~Controller() {
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#ifdef _DEBUG
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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#endif
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delete gameWindow;
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delete gameEventHandler;
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delete camera;
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delete pp_framebuffer;
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glfwTerminate();
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}
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void Controller::run() {
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glClearColor(0.0015f, 0.0015f, 0.0015f, 1.0f);
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ShaderProgram shaderProgram("res/shaders/basic.vert", "res/shaders/basic.frag");
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ShaderProgram lightProgram("res/shaders/light.vert", "res/shaders/light.frag");
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ShaderProgram skyboxProgram("res/shaders/skybox.vert", "res/shaders/skybox.frag");
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ShaderProgram postProcessingProgram("res/shaders/postprocessing.vert", "res/shaders/postprocessing.frag");
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ShaderProgram shadowDepthProgram("res/shaders/shadowDepth.vert", "res/shaders/shadowDepth.frag");
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updateExposure(&postProcessingProgram);
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Model model_backpack("res/models/backpack.ffo");
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//Model model_plant("res/models/plant.ffo");
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//Model model_container("res/models/container.ffo");
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Model model_cube("res/models/cube.ffo");
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Model model_dragon("res/models/dragon.ffo");
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Model model_ground("res/models/wood_floor.ffo");
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//Model model_moon("res/models/moon.ffo");
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//Model model_hut("res/models/hut.ffo");
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//Model model_sphere("res/models/sphere.ffo");
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//Entity backpack(&model_backpack, &shaderProgram);
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//Entity sphere(&model_sphere, &shaderProgram);
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//Entity container(&model_container, &shaderProgram);
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//Entity hut(&model_hut, &shaderProgram);
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//Entity moon(&model_moon, &shaderProgram);
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//Entity plant(&model_plant, &shaderProgram);
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Entity dragon(&model_backpack, &shaderProgram);
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Entity ground(&model_ground, &shaderProgram);
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Entity lightSource(&model_cube, &lightProgram);
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dragon.setScale(0.2f);
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lightSource.setScale(0.1f);
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lightSource.setRotation(glm::vec3(0.f));
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lightSource.setPosition(glm::vec3(-2.f, 1.5f, 2.f));
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Skybox skybox(&model_cube, &skyboxProgram, "res/textures/skybox/");
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World world(&shaderProgram);
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world.addEntity(dragon);
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world.addEntity(lightSource);
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world.addEntity(ground);
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camera->translate(glm::vec3(0.0f, 1.5f, 5.0f));
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pp_framebuffer = new Framebuffer(INIT_WINDOW_WIDTH, INIT_WINDOW_HEIGHT, &postProcessingProgram);
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// This is the game loop
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while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
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// Timing
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limit_framerate();
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// Update game
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// ...
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static bool rotateLightSource = false;
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if(rotateLightSource) {
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float radius = 4.0;
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glm::vec3 newPos = glm::vec3(-cos(glfwGetTime()*0.5), 0.5f, sin(glfwGetTime()*0.5)) * radius;
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world.getEntities()->operator[](1).setPosition(newPos);
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}
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static glm::vec3 lightColor = glm::vec3(1.f);
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static float intensity = 20.0f;
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world.updatePointLight(0, true, world.getEntities()->operator[](1).getPosition(), lightColor * intensity);
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world.updateDirectionalLight(true, glm::vec3(-0.2f, -1.0f, -0.3f), lightColor * 0.1f);
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lightProgram.bind();
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lightProgram.setUniform("v_lightColor", lightColor * 100.0f);
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lightProgram.unbind();
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// Render and buffer swap
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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pp_framebuffer->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->lookForward();
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camera->updateVPM();
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// Calc shadows
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// ...
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glViewport(0, 0, gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
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skybox.draw(camera->getView(), camera->getProj());
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world.draw(camera->getViewProj(), camera->getPosition());
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static bool drawShadows = false;
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if(drawShadows)
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world.calculateShadows(&shadowDepthProgram);
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pp_framebuffer->unbind();
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pp_framebuffer->render();
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#ifdef _DEBUG
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renderImGui(world.getEntities(), &world.getPointLights()[0], &lightColor, &rotateLightSource, &postProcessingProgram, &intensity, &drawShadows);
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#endif
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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// Update window size
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if(gameWindow->checkWindowWasResized())
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updateWindowSize(&postProcessingProgram);
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// Check events, handle input
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gameEventHandler->handleEvents();
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camera->updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister(), deltaTime);
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if(gameWindow->getMouseIsCatched())
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camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDelta());
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gameWindow->handleActionRegister(gameEventHandler->getWindowActionRegister());
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}
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}
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void Controller::limit_framerate() {
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static double startingTime = 0.0;
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static double lastTime = 0.0;
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lastTime = glfwGetTime() - startingTime;
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double frameTime = 1/(double)MAX_FPS;
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if(frameTime > lastTime) {
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#ifdef __linux__
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usleep((frameTime - lastTime) * 1000000);
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#endif
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#ifdef _WIN32
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Sleep((frameTime - lastTime) * 1000);
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#endif
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}
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deltaTime = glfwGetTime() - startingTime;
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startingTime = glfwGetTime();
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}
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// GLFW error function
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void Controller::error_callback(int error, const char* description) {
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(void)error;
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fprintf(stderr, "Error: %s\n", description);
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}
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void Controller::updateWindowSize(ShaderProgram *pp_program) {
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camera->updateAspectRatio(gameWindow->getWindowAspectRatio());
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gameEventHandler->setFirstMouseInput(1);
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delete pp_framebuffer;
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pp_framebuffer = new Framebuffer(gameWindow->getWindowWidth(), gameWindow->getWindowHeight(), pp_program);
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}
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void Controller::updateExposure(ShaderProgram *shaderProgram) {
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shaderProgram->bind();
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shaderProgram->setUniform("u_exposure", exposure);
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shaderProgram->unbind();
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}
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#ifdef _DEBUG
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void Controller::renderImGui(std::vector<Entity> *entites, PointLight *pointLight, glm::vec3 *lightColor, bool *rotateLightSource, ShaderProgram *postProcessingProgram, float *intensity, bool *drawShadows) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// render your GUI
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ImGui::Begin("Debug Utils");
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ImGui::Text("Object");
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static float rotation = 0.0;
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ImGui::SliderFloat("Rotation", &rotation, 0, 2 * M_PI);
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static float translation[] = {0.0f, 0.0f, 0.0f};
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ImGui::SliderFloat3("Position", translation, -4.0, 4.0);
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static float scale = 0.2f;
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ImGui::SliderFloat("Scale", &scale, 0.02, 2.0);
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entites->operator[](0).setPosition(glm::vec3(translation[0], translation[1], translation[2]));
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entites->operator[](0).setRotation(glm::vec3(0.f,1.0f,0.f), rotation);
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entites->operator[](0).setScale(scale);
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// color picker
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ImGui::Text("\nLight Source");
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static float K_q = 1.0f;
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ImGui::SliderFloat("Attenuation Parameter", &K_q, 0, 1.5f);
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updateExposure(postProcessingProgram);
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pointLight->setParameters(K_q);
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static float color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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ImGui::SliderFloat("Intensity", intensity, 0, 50.f);
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ImGui::ColorEdit3("Color", color);
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lightColor->x = color[0];
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lightColor->y = color[1];
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lightColor->z = color[2];
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ImGui::Text("\nMiscellaneous");
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ImGui::SliderFloat("Exposure", &exposure, 0, 5.0f);
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ImGui::Checkbox("Draw Shadows", drawShadows);
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ImGui::Checkbox("Rotate Lightsource", rotateLightSource);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
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1000.0/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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#endif
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