#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 int main() { SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS); 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); return 0; }