test: launch via engine
This commit is contained in:
230
src/main.cpp
230
src/main.cpp
@ -1,237 +1,13 @@
|
|||||||
#include <iostream>
|
|
||||||
|
|
||||||
// #ifdef WIN32
|
|
||||||
#define _USE_MATH_DEFINES
|
|
||||||
#include <cmath>
|
|
||||||
// #endif
|
|
||||||
|
|
||||||
#ifndef WIN32
|
#ifndef WIN32
|
||||||
#define GLEW_STATIC
|
#define GLEW_STATIC
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include <vector>
|
#include "renderer/engine.h"
|
||||||
#include <glm/glm.hpp>
|
|
||||||
#include <glm/ext/quaternion_geometric.hpp>
|
|
||||||
#include <glm/ext/matrix_transform.hpp>
|
|
||||||
#include <glm/ext/matrix_clip_space.hpp>
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <SDL3/SDL.h>
|
|
||||||
|
|
||||||
#include "renderer/shader.h"
|
|
||||||
#include "IO/file_manager.h"
|
|
||||||
#include "renderer/debug.h"
|
|
||||||
#include "renderer/wavefront.h"
|
|
||||||
|
|
||||||
#define WIDTH 1024
|
|
||||||
#define HEIGHT 768
|
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
|
Engine engine;
|
||||||
|
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
engine.Run();
|
||||||
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<float>(M_PI_2),
|
|
||||||
static_cast<float>(screenWidth) / static_cast<float>(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<float>(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<float>()) {
|
|
||||||
angle -= glm::two_pi<float>(); // 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<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
|
|
||||||
std::cout << "FPS: " << fps << std::endl;
|
|
||||||
frameCount = 0;
|
|
||||||
startTicks = currentTicks;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_GL_DestroyContext(glcontext);
|
|
||||||
SDL_DestroyWindow(window);
|
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
Reference in New Issue
Block a user