diff --git a/src/main.cpp b/src/main.cpp index d1a43f3..1dfcda1 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,237 +1,13 @@ -#include - -// #ifdef WIN32 -#define _USE_MATH_DEFINES -#include -// #endif - #ifndef WIN32 #define GLEW_STATIC #endif -#include -#include -#include -#include -#include -#include -#include - -#include "renderer/shader.h" -#include "IO/file_manager.h" -#include "renderer/debug.h" -#include "renderer/wavefront.h" - -#define WIDTH 1024 -#define HEIGHT 768 +#include "renderer/engine.h" int main() { - SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS); + Engine engine; - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); - - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8); - - SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP); - - SDL_SetWindowRelativeMouseMode(window, true); - - SDL_GLContext glcontext = SDL_GL_CreateContext(window); - - glewExperimental = GL_TRUE; - if (GLEW_OK != glewInit()) { - fprintf(stderr, "Could not initialize GLEW!\n"); - SDL_GL_DestroyContext(glcontext); - SDL_DestroyWindow(window); - exit(1); - } - - std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl; - std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl; - std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl; - - glEnable(GL_DEBUG_OUTPUT); - glEnable(GL_DEPTH_TEST); - glDebugMessageCallback(MessageCallback, nullptr); - - Shader simpleShader; - simpleShader.init( - FileManager::read("./src/shaders/simple.vs"), - FileManager::read("./src/shaders/simple.fs") - ); - - int screenWidth = WIDTH, screenHeight = HEIGHT; - - glm::vec3 cameraPosition(0.f, 0.f, 2.f); - // glm::vec3 cameraViewDirection(0.f, 0.f, -1.f); - // glm::vec3 lightPosition(1.f, 3.5f, -2.f); - glm::vec3 lightPosition(-5.f, 5.f, 5.f); - - glm::mat4 model(1.f); - - glm::mat4 projection = glm::perspective( - static_cast(M_PI_2), - static_cast(screenWidth) / static_cast(screenHeight), - 0.01f, - 100.0f - ); - - float angle = 3.45f; - Uint64 lastTicks = SDL_GetTicks(); - - // Object teapot = Object::LoadFile("./assets/kastrula/kastrula.obj"); - // Object bricks = Object::LoadFile("./assets/bricks/bricks.obj"); - Object lightSource = Object::LoadFile("./assets/cube.obj"); - Object target = Object::LoadFile("./assets/monkey.obj"); - - bool paused = false; - - float yaw = -90.0f; // looking along -Z initially - float pitch = 0.0f; // no vertical tilt - - // FPS tracking - Uint64 startTicks = SDL_GetTicks(); - int frameCount = 0; - - bool quit = false; - while (!quit) { - Uint64 currentTicks = SDL_GetTicks(); - float deltaTime = static_cast(currentTicks - lastTicks) / 1000.0f; // seconds - - lastTicks = currentTicks; - - SDL_Event event; - while(SDL_PollEvent(&event)) { - switch (event.type) { - case SDL_EVENT_WINDOW_CLOSE_REQUESTED: - case SDL_EVENT_QUIT: - quit = true; - break; - case SDL_EVENT_WINDOW_RESIZED: - int width, height; - if (SDL_GetWindowSize(window, &width, &height)) { - screenWidth = width; - screenHeight = height; - glViewport( - 0, - 0, - width, - height); - projection = glm::perspective( - (float)M_PI_2, - (float)screenWidth / (float)screenHeight, - 0.01f, - 100.0f - ); - } - break; - default: break; - }; - } - - float mouseXRel, mouseYRel; - SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel); - - float sensitivity = 0.1f; // tweak as needed - yaw += mouseXRel * sensitivity; - pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control - - // clamp pitch to avoid flipping - if (pitch > 89.0f) pitch = 89.0f; - if (pitch < -89.0f) pitch = -89.0f; - - // convert to direction vector - glm::vec3 cameraViewDirection(0.f, 0.f, -1.f); - cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); - cameraViewDirection.y = sin(glm::radians(pitch)); - cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); - cameraViewDirection = glm::normalize(cameraViewDirection); - - glm::vec3 velocity(0.f); - - const bool* state = SDL_GetKeyboardState(nullptr); - - if (state[SDL_SCANCODE_P]) paused = !paused; - - glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z)); - glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f))); - - if (state[SDL_SCANCODE_W]) velocity += front; - if (state[SDL_SCANCODE_S]) velocity -= front; - if (state[SDL_SCANCODE_A]) velocity -= right; - if (state[SDL_SCANCODE_D]) velocity += right; - if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f; - if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f; - - cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f - - glm::mat4 view = glm::lookAt( - cameraPosition, - cameraPosition + cameraViewDirection, - glm::vec3(0.f, 1.f, 0.f) - ); - - // update rotation - if (!paused) { - angle += glm::radians(45.0f) * deltaTime; // 72° per second - if (angle > glm::two_pi()) { - angle -= glm::two_pi(); // keep value small - } - } - - glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - // Triangle render - { - simpleShader.use(); - - simpleShader.setMat4("u_view", view); - simpleShader.setMat4("u_projection", projection); - - simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f)); - simpleShader.setVec3("lightPos", lightPosition); - simpleShader.setVec3("viewPos", cameraPosition); - - model = glm::mat4(1.f); - model = glm::translate(model, lightPosition); - - simpleShader.setMat4("u_model", model); - - lightSource.Render(simpleShader); - - // lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime; - - model = glm::rotate( - glm::mat4(1.f), - angle, - glm::vec3(0.f, -0.5f, 0.0f) - ) * 0.5f; - - simpleShader.setMat4("u_model", model); - - target.Render(simpleShader); - } - - SDL_GL_SwapWindow(window); - - frameCount++; - currentTicks = SDL_GetTicks(); - Uint64 elapsed = currentTicks - startTicks; - - if (elapsed >= 1000) { // one second passed - double fps = static_cast(frameCount) / (static_cast(elapsed) / 1000.0); - std::cout << "FPS: " << fps << std::endl; - frameCount = 0; - startTicks = currentTicks; - } - } - - SDL_GL_DestroyContext(glcontext); - SDL_DestroyWindow(window); + engine.Run(); return 0; } \ No newline at end of file