212 lines
7.5 KiB
C++
212 lines
7.5 KiB
C++
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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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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <Camera.h>
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#include <Player.h>
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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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#include "ResourceManager.h"
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#include "PointLight.h"
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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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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 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* 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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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, FramebufferSizeCallback);
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//glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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std::cout << "Loaded GLFW context, OpenGL 3.3" << std::endl;
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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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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std::cout << "Failed to initialize ImGui GLFW backend" << std::endl;
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}
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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 SimpleDepthShader = ResourceManager::LoadShader("point_shadow_depth.vert", "point_shadow_depth.frag", "point_shadow_depth.geom", "simple_depth_shader");
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Shader WallShader = ResourceManager::LoadShader("wall_test.vert", "wall_test.frag", nullptr, "wall");
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LevelMap CurrentLevelMap = ResourceManager::LoadLevelMap("map_test.txt", "test_level");
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CurrentLevelMap.RenderSetup(&WallShader, &WallShader, &WallShader);
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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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int NumberOfPointLights = 0;
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std::vector<PointLight> PointLightsVector;
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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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//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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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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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") && 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::End();
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ImGui::Render();
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// view/projection transformations
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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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for (PointLight& point_light : PointLightsVector)
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{
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point_light.RenderSceneShadows(CurrentLevelMap.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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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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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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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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WallShader.SetInteger("numOfPointLights", NumberOfPointLights);
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int light_index = 0;
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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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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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GLenum err;
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while(err = glGetError())
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{
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std::cout << "Error: " << err << std::endl;
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}
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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(WallShader);
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}
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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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glfwPollEvents();
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}
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// Cleanup
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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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glfwTerminate();
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}
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void FramebufferSizeCallback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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