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@@ -1,6 +1,7 @@
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#include <iostream>
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#include <fstream>
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#include <memory>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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@@ -17,52 +18,42 @@
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#include "ResourceManager.h"
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#include "PointLight.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void FramebufferSizeCallback(GLFWwindow* window, int width, int height);
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int SCR_WIDTH = 1600;
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int SCR_HEIGHT = 900;
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//Camera camera(glm::vec3(20.0f, 1.0f, 20.0f));
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glm::vec3 StartingPosition = glm::vec3(20.0f, 0.0f, 20.0f);
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glm::vec3 StartingRotation = glm::vec3(0.0f, 0.0f, 0.0f);
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Player PlayerCharacter(StartingPosition, StartingRotation);
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Player* PlayerCharacter = nullptr;
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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float LastX = SCR_WIDTH / 2.0f;
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float LastY = SCR_HEIGHT / 2.0f;
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bool FirstMouse = true;
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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float elapsedTime = 0.0f;
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int amountOfCubes = 1000;
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float DeltaTime = 0.0f;
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float LastFrame = 0.0f;
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float ElapsedTime = 0.0f;
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//glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
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int main()
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{
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const char* glsl_version = "#version 330";
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const char* GLSLVersion = "#version 330";
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std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
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glfwInit();
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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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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearningOpenGl", NULL, NULL);
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if (window == NULL) {
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GLFWwindow* Window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearningOpenGl", NULL, NULL);
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if (Window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwMakeContextCurrent(Window);
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glfwSetFramebufferSizeCallback(Window, FramebufferSizeCallback);
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//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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@@ -85,68 +76,44 @@ int main()
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//ImGui_ImplGlfw_InitForOpenGL(window, true);
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//ImGui_ImplOpenGL3_Init(glsl_version);
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if (!ImGui_ImplGlfw_InitForOpenGL(window, true)) {
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if (!ImGui_ImplGlfw_InitForOpenGL(Window, true)) {
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std::cout << "Failed to initialize ImGui GLFW backend" << std::endl;
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}
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if (!ImGui_ImplOpenGL3_Init(glsl_version)) {
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if (!ImGui_ImplOpenGL3_Init(GLSLVersion)) {
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std::cout << "Failed to initialize ImGui OpenGL backend" << std::endl;
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}
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Shader simple_depth_shader = ResourceManager::LoadShader("point_shadow_depth.vert", "point_shadow_depth.frag", "point_shadow_depth.geom", "simple_depth_shader");
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Shader SimpleDepthShader = ResourceManager::LoadShader("point_shadow_depth.vert", "point_shadow_depth.frag", "point_shadow_depth.geom", "simple_depth_shader");
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Shader wall_shader = ResourceManager::LoadShader("wall_test.vert", "wall_test.frag", nullptr, "wall");
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Shader WallShader = ResourceManager::LoadShader("wall_test.vert", "wall_test.frag", nullptr, "wall");
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LevelMap level_map = ResourceManager::LoadLevelMap("map_test.txt", "test_level");
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LevelMap CurrentLevelMap = ResourceManager::LoadLevelMap("map_test.txt", "test_level");
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level_map.RenderSetup(&wall_shader, &wall_shader, &wall_shader);
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CurrentLevelMap.RenderSetup(&WallShader, &WallShader, &WallShader);
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int number_of_point_lights = 0;
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glm::vec3 StartingPosition = glm::vec3(20.0f, 0.0f, 20.0f);
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glm::vec3 StartingRotation = glm::vec3(0.0f, 0.0f, 0.0f);
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PlayerCharacter = new Player(StartingPosition, StartingRotation, CurrentLevelMap.GetSectors(), Window);
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std::vector<PointLight> point_lights_vector;
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//PointLight point_light3(glm::vec3(30.0f, 3.0f, 30.0f), glm::vec3(1.0f, 1.0f, 1.0f), simple_depth_shader);
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int NumberOfPointLights = 0;
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std::vector<PointLight> PointLightsVector;
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//PointLight point_light2(glm::vec3(70.0f, 2.0f, 55.0f), glm::vec3(1.0f, 1.0f, 1.0f), simple_depth_shader);
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//PointLight point_light(glm::vec3(20.0f, 3.0f, 35.0f), glm::vec3(1.0f, 1.0f, 1.0f), simple_depth_shader);
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//PointLight point_lights[3] = { point_light, point_light2, point_light3 };
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/*unsigned int depthCubemap, depthMapFBO;
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glGenFramebuffers(1, &depthMapFBO);
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glGenTextures(1, &depthCubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);
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for (unsigned int i = 0; i < 6; ++i)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthCubemap, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);*/
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PointLightsVector.push_back(PointLight(PlayerCharacter->Position + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), WallShader));
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PointLightsVector.push_back(PointLight(PlayerCharacter->Position + glm::vec3(10.0f, 1.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), WallShader));
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PointLightsVector.push_back(PointLight(PlayerCharacter->Position + glm::vec3(0.0f, 2.0f, 10.0f), glm::vec3(1.0f, 1.0f, 1.0f), WallShader));
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PointLightsVector.push_back(PointLight(PlayerCharacter->Position + glm::vec3(20.0f, 3.0f, 10.0f), glm::vec3(1.0f, 1.0f, 1.0f), WallShader));
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PointLightsVector.push_back(PointLight(PlayerCharacter->Position + glm::vec3(25.0f, 2.0f, 20.0f), glm::vec3(1.0f, 1.0f, 1.0f), WallShader));
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PointLightsVector.push_back(PointLight(PlayerCharacter->Position + glm::vec3(50.0f, 1.0f, 30.0f), glm::vec3(1.0f, 1.0f, 1.0f), WallShader));
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NumberOfPointLights = PointLightsVector.size();
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float r = 0.05f, g = 0.05f, b = 0.05f;
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(Window)) {
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//timing
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float currentFrame = (float)glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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elapsedTime += deltaTime;
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//input
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processInput(window);
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DeltaTime = currentFrame - LastFrame;
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LastFrame = currentFrame;
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ElapsedTime += DeltaTime;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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@@ -154,11 +121,10 @@ int main()
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ImGui::Begin("Settings");
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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if (ImGui::Button("Create Light") && number_of_point_lights < 10) {
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point_lights_vector.push_back(PointLight(PlayerCharacter.Position, glm::vec3(1.0f, 1.0f, 1.0f), simple_depth_shader));
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number_of_point_lights = point_lights_vector.size();
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if (ImGui::Button("Create Light") && NumberOfPointLights < 10) {
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PointLightsVector.push_back(PointLight(PlayerCharacter->Position, glm::vec3(1.0f, 1.0f, 1.0f), SimpleDepthShader));
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NumberOfPointLights = PointLightsVector.size();
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}
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//ImGui::SliderInt("Amount of cubes: ", &amountOfCubes, 0, 1000);
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ImGui::End();
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ImGui::Render();
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@@ -168,63 +134,46 @@ int main()
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glClearColor(r, g, b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glDisable(GL_CULL_FACE);
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//level_map.GetMeshes();
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for (PointLight& point_light : point_lights_vector)
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for (PointLight& point_light : PointLightsVector)
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{
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point_light.RenderSceneShadows(level_map.GetMeshes());
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point_light.RenderSceneShadows(CurrentLevelMap.GetMeshes());
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}
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//for (int i = 0; i < numOfPointLights; i++)
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//{
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// point_lights[i].RenderSceneShadows(level_map.GetMeshes());
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//}
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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wall_shader.Use();
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WallShader.Use();
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// CHANGED PROJECTION TO USE FLAT 45 TO GET PLAYER CHARACTER TO WORK
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = PlayerCharacter.GetViewMatrix();
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wall_shader.SetMatrix4("projection", projection);
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wall_shader.SetMatrix4("view", view);
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wall_shader.SetVector3f("viewPosition", PlayerCharacter.Position);
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glm::mat4 view = PlayerCharacter->GetViewMatrix();
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WallShader.SetMatrix4("projection", projection);
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WallShader.SetMatrix4("view", view);
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WallShader.SetVector3f("viewPosition", PlayerCharacter->PlayerCamera->Position);
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wall_shader.SetVector3f("material.ambientColor", glm::vec3(1.0f, 0.0f, 0.0f));
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wall_shader.SetVector3f("material.diffuseColor", glm::vec3(0.5f, 0.5f, 0.5f));
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wall_shader.SetVector3f("material.specularColor", glm::vec3(0.0f, 0.0f, 1.0f));
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wall_shader.SetFloat("material.shininess", 1.0f);
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WallShader.SetVector3f("material.ambientColor", glm::vec3(1.0f, 0.0f, 0.0f));
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WallShader.SetVector3f("material.diffuseColor", glm::vec3(0.5f, 0.5f, 0.5f));
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WallShader.SetVector3f("material.specularColor", glm::vec3(0.0f, 0.0f, 1.0f));
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WallShader.SetFloat("material.shininess", 1.0f);
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// set lighting uniforms
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wall_shader.SetInteger("numOfPointLights", number_of_point_lights);
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WallShader.SetInteger("numOfPointLights", NumberOfPointLights);
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int light_index = 0;
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for (PointLight& point_light : point_lights_vector)
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for (PointLight& point_light : PointLightsVector)
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{
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std::string name = "pointLights[" + std::to_string(light_index) + "].";
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wall_shader.SetVector3f((name + "base.color").c_str(), point_light.color);
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wall_shader.SetFloat((name + "base.ambientIntensity").c_str(), point_light.ambient_intensity);
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wall_shader.SetFloat((name + "base.diffuseIntensity").c_str(), point_light.diffuse_intensity);
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wall_shader.SetFloat((name + "atten.constant").c_str(), point_light.attenuation_constant);
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wall_shader.SetFloat((name + "atten.linear").c_str(), point_light.attenuation_linear);
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wall_shader.SetFloat((name + "atten.exponential").c_str(), point_light.attenuation_exponential);
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wall_shader.SetVector3f((name + "position").c_str(), point_light.Position);
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wall_shader.SetFloat((name + "farPlane").c_str(), point_light.far_plane);
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wall_shader.SetInteger((name + "depthMap").c_str(), light_index);
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WallShader.SetVector3f((name + "base.color").c_str(), point_light.color);
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WallShader.SetFloat((name + "base.ambientIntensity").c_str(), point_light.ambient_intensity);
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WallShader.SetFloat((name + "base.diffuseIntensity").c_str(), point_light.diffuse_intensity);
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WallShader.SetFloat((name + "atten.constant").c_str(), point_light.attenuation_constant);
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WallShader.SetFloat((name + "atten.linear").c_str(), point_light.attenuation_linear);
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WallShader.SetFloat((name + "atten.exponential").c_str(), point_light.attenuation_exponential);
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WallShader.SetVector3f((name + "position").c_str(), point_light.Position);
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WallShader.SetFloat((name + "farPlane").c_str(), point_light.far_plane);
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WallShader.SetInteger((name + "depthMap").c_str(), light_index);
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glActiveTexture(GL_TEXTURE0 + light_index);
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glBindTexture(GL_TEXTURE_CUBE_MAP, point_light.depth_map);
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light_index++;
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}
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/*wall_shader.SetVector3f("pointLights[0].base.color", point_light.color);
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wall_shader.SetVector3f("pointLights[0].base.ambientIntensity", point_light.ambient);
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wall_shader.SetVector3f("pointLights[0].position", point_light.position);
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wall_shader.SetVector3f("lightPosition2", point_light2.position);
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wall_shader.SetVector3f("lightColor", point_light.color);*/
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//wall_shader.SetInteger("shadows", 1); // enable/disable shadows by pressing 'SPACE'
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//wall_shader.SetInteger("depthMap", 0);
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GLenum err;
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while(err = glGetError())
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@@ -232,49 +181,18 @@ int main()
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std::cout << "Error: " << err << std::endl;
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}
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for (auto* mesh : level_map.GetMeshes())
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PlayerCharacter->Update(DeltaTime);
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//PlayerCharacter->PlayerCamera->RenderScene(CurrentLevelMap, PointLightsVector, SCR_WIDTH, SCR_HEIGHT);
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for (auto* mesh : CurrentLevelMap.GetMeshes())
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{
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// //std::cout << "Rendering mesh" << std::endl;
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mesh->Render(wall_shader);
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mesh->Render(WallShader);
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}
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/*float near_plane = 1.0f;
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float far_plane = 50.0f;
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glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), (float)SHADOW_WIDTH / (float)SHADOW_HEIGHT, near_plane, far_plane);*/
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/*std::vector<glm::mat4> shadowTransforms;
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));
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shadowTransforms.push_back(shadowProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f)));*/
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/*glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glClear(GL_DEPTH_BUFFER_BIT);
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glCullFace(GL_FRONT);
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simpleDepthShader.Use();
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for (unsigned int i = 0; i < 6; ++i)
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simpleDepthShader.SetMatrix4("shadowMatrices[" + std::to_string(i) + "]", shadowTransforms[i]);
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simpleDepthShader.SetFloat("far_plane", far_plane);
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simpleDepthShader.SetVector3f("lightPos", lightPos);
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levelMap.Update(projection, view);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glCullFace(GL_BACK);
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);*/
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//map.render(projection, view, lightPos, deltaTime, glm::vec3(SCR_WIDTH, SCR_HEIGHT, 0.0f), far_plane);
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//level_map.Update(projection, view, point_light.position, point_light.color, camera.Position);
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//cubeFactory.render(view, projection, lightPos, deltaTime, amountOfCubes);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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|
//check and call
|
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|
glfwSwapBuffers(window);
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|
glfwSwapBuffers(Window);
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|
glfwPollEvents();
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|
|
}
|
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|
|
@@ -282,63 +200,12 @@ int main()
|
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|
|
ImGui_ImplOpenGL3_Shutdown();
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|
|
ImGui_ImplGlfw_Shutdown();
|
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|
|
ImGui::DestroyContext();
|
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|
|
glfwDestroyWindow(window);
|
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|
|
glfwDestroyWindow(Window);
|
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|
|
glfwTerminate();
|
|
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|
|
}
|
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|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
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|
|
void FramebufferSizeCallback(GLFWwindow* window, int width, int height)
|
|
|
|
|
{
|
|
|
|
|
glViewport(0, 0, width, height);
|
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|
|
}
|
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|
|
void processInput(GLFWwindow* window)
|
|
|
|
|
{
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
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|
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
|
}
|
|
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|
|
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|
|
const float cameraSpeed = 5.0f * deltaTime;
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
|
|
|
|
PlayerCharacter.ProcessKeyboard(FORWARD, deltaTime);
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
|
|
|
|
PlayerCharacter.ProcessKeyboard(BACKWARD, deltaTime);
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
|
|
|
|
PlayerCharacter.ProcessKeyboard(LEFT, deltaTime);
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
|
|
|
|
PlayerCharacter.ProcessKeyboard(RIGHT, deltaTime);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
|
|
|
|
{
|
|
|
|
|
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != GLFW_PRESS)
|
|
|
|
|
{
|
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
|
|
|
firstMouse = true;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
|
|
//std::cout << "Mouse callback" << std::endl;
|
|
|
|
|
float xpos = static_cast<float>(xposIn);
|
|
|
|
|
float ypos = static_cast<float>(yposIn);
|
|
|
|
|
|
|
|
|
|
if (firstMouse)
|
|
|
|
|
{
|
|
|
|
|
lastX = xpos;
|
|
|
|
|
lastY = ypos;
|
|
|
|
|
firstMouse = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float xoffset = xpos - lastX;
|
|
|
|
|
float yoffset = lastY - ypos;
|
|
|
|
|
|
|
|
|
|
lastX = xpos;
|
|
|
|
|
lastY = ypos;
|
|
|
|
|
|
|
|
|
|
PlayerCharacter.ProcessMouseMovement(xoffset, yoffset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
|
|
|
{
|
|
|
|
|
//PlayerCharacter.ProcessMouseScroll(static_cast<float>(yoffset));
|
|
|
|
|
}
|
|
|
|
|
|