196 lines
5.7 KiB
C++
196 lines
5.7 KiB
C++
#include "renderer/engine.h"
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#ifdef WIN32
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#include <corecrt_math_defines.h>
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#endif
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#include <GL/glew.h>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include "IO/file_manager.h"
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#include "renderer/shader.h"
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#include "renderer/wavefront.h"
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Engine::Engine() {
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m_window = std::make_unique<Window>();
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m_isRunning = true;
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m_projection = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(m_window->GetWidth()) / static_cast<float>(m_window->GetHeight()),
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0.01f,
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100.0f
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);
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m_window->subscribe<WindowResized>([this](const WindowResized& e) {
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HandleWindowResized(e);
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});
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m_window->subscribe<WindowCloseRequested>([this](const WindowCloseRequested& e) {
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Stop();
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});
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}
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bool Engine::Running() const {
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return m_isRunning && m_window->IsOpen();
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}
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void Engine::Stop() {
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m_isRunning = false;
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}
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void Engine::HandleWindowResized(const WindowResized& event) {
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m_projection = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(event.w) / static_cast<float>(event.h),
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0.01f,
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100.0f
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);
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}
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void Engine::Run() {
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Shader simpleShader;
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simpleShader.init(
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FileManager::read("./src/shaders/simple.vs"),
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FileManager::read("./src/shaders/simple.fs")
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);
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glm::vec3 cameraPosition(0.f, 0.f, 2.f);
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// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
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// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
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glm::vec3 lightPosition(-5.f, 5.f, 5.f);
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glm::mat4 model(1.f);
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float angle = 3.45f;
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Uint64 lastTicks = SDL_GetTicks();
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Object lightSource = Object::LoadFile("./assets/cube.obj");
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Object target = Object::LoadFile("./assets/monkey.obj");
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bool paused = false;
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float yaw = -90.0f; // looking along -Z initially
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float pitch = 0.0f; // no vertical tilt
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// FPS tracking
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Uint64 startTicks = SDL_GetTicks();
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int frameCount = 0;
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while (m_isRunning) {
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m_window->ProcessEvents();
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Uint64 currentTicks = SDL_GetTicks();
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float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1000.0f; // seconds
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lastTicks = currentTicks;
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float mouseXRel, mouseYRel;
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SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
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float sensitivity = 0.1f; // tweak as needed
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yaw += mouseXRel * sensitivity;
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pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
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// clamp pitch to avoid flipping
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// if (pitch > 89.0f) pitch = 89.0f;
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// if (pitch < -89.0f) pitch = -89.0f;
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pitch = glm::clamp(pitch, -89.0f, 89.0f);
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// convert to direction vector
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glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
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cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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cameraViewDirection.y = sin(glm::radians(pitch));
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cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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cameraViewDirection = glm::normalize(cameraViewDirection);
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glm::vec3 velocity(0.f);
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const bool* state = SDL_GetKeyboardState(nullptr);
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if (state[SDL_SCANCODE_P]) paused = !paused;
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glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
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if (state[SDL_SCANCODE_W]) velocity += front;
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if (state[SDL_SCANCODE_S]) velocity -= front;
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if (state[SDL_SCANCODE_A]) velocity -= right;
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if (state[SDL_SCANCODE_D]) velocity += right;
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if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
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if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
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cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
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glm::mat4 view = glm::lookAt(
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cameraPosition,
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cameraPosition + cameraViewDirection,
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glm::vec3(0.f, 1.f, 0.f)
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);
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// update rotation
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if (!paused) {
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angle += glm::radians(45.0f) * deltaTime; // 72° per second
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if (angle > glm::two_pi<float>()) {
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angle -= glm::two_pi<float>(); // keep value small
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}
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}
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glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Triangle render
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{
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simpleShader.use();
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simpleShader.setMat4("u_view", view);
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simpleShader.setMat4("u_projection", m_projection);
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simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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simpleShader.setVec3("lightPos", lightPosition);
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simpleShader.setVec3("viewPos", cameraPosition);
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model = glm::mat4(1.f);
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model = glm::translate(model, lightPosition);
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simpleShader.setMat4("u_model", model);
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lightSource.Render(simpleShader);
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// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
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model = glm::rotate(
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glm::mat4(1.f),
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angle,
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glm::vec3(0.f, -0.5f, 0.0f)
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) * 0.5f;
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simpleShader.setMat4("u_model", model);
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target.Render(simpleShader);
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}
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m_window->SwapBuffers();
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frameCount++;
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currentTicks = SDL_GetTicks();
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Uint64 elapsed = currentTicks - startTicks;
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if (elapsed >= 1000) { // one second passed
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double fps = static_cast<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
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std::cout << "FPS: " << fps << std::endl;
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frameCount = 0;
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startTicks = currentTicks;
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}
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}
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}
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Engine::~Engine() {
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Destroy();
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}
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void Engine::Destroy() const {
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m_window->Destroy();
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}
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