420 lines
12 KiB
C++
420 lines
12 KiB
C++
#include "imGuIZMO.quat/vgMath.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <vector>
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/matrix_decompose.hpp>
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#include <glm/trigonometric.hpp>
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#define IMGUI_DEFINE_MATH_OPERATORS // ImGui
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#include <imgui/backends/imgui_impl_glfw.h>
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#include <imgui/backends/imgui_impl_opengl3.h>
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#include <imgui/imgui.h>
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#include <imGuIZMO.quat/imGuIZMOquat.h>
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#include <clog/clog.h>
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#include <SOIL2.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/Logger.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include "shader.h"
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constexpr int WIDTH = 1366;
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constexpr int HEIGHT = 768;
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static void glfwErrorCallback(int e, const char *description) {
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clog_log(CLOG_LEVEL_ERROR, "GLFW Error %d: %s", e, description);
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}
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namespace fred {
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static bool loadModel(const char *path, std::vector<unsigned short> &indices,
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std::vector<glm::vec3> &vertices,
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std::vector<glm::vec2> &uvs,
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std::vector<glm::vec3> &normals) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(
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path, aiProcess_Triangulate | aiProcess_JoinIdenticalVertices |
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aiProcess_SortByPType);
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if (!scene) {
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clog_log(CLOG_LEVEL_ERROR, "%s", importer.GetErrorString());
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return false;
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}
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const aiMesh *mesh = scene->mMeshes[0];
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vertices.reserve(mesh->mNumVertices);
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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aiVector3D pos = mesh->mVertices[i];
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vertices.push_back(glm::vec3(pos.x, pos.y, pos.z));
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}
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uvs.reserve(mesh->mNumVertices);
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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aiVector3D UVW = mesh->mTextureCoords[0][i]; // Multiple UVs? Prepsterous!
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uvs.push_back(glm::vec2(UVW.x, UVW.y));
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}
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normals.reserve(mesh->mNumVertices);
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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indices.push_back(mesh->mFaces[i].mIndices[0]);
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indices.push_back(mesh->mFaces[i].mIndices[1]);
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indices.push_back(mesh->mFaces[i].mIndices[2]);
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}
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return true;
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}
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GLuint loadTexture(const char *path) {
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GLuint texture = SOIL_load_OGL_texture(
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path, SOIL_LOAD_AUTO,
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SOIL_CREATE_NEW_ID,
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SOIL_FLAG_MIPMAPS | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_INVERT_Y);
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if (texture == 0) {
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clog_log(CLOG_LEVEL_WARN, "Texture failed to load");
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return 0;
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}
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return texture;
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}
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class Model {
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public:
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std::vector<unsigned short> indices;
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GLuint vertexBuffer;
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GLuint uvBuffer;
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GLuint normalBuffer;
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GLuint elementBuffer;
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Model(std::string modelPath) {
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std::vector<glm::vec3> indexed_vertices;
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std::vector<glm::vec2> indexed_uvs;
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std::vector<glm::vec3> indexed_normals;
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loadModel(modelPath.c_str(), indices, indexed_vertices, indexed_uvs, indexed_normals);
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3),
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&indexed_vertices[0], GL_STATIC_DRAW);
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glGenBuffers(1, &uvBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2),
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&indexed_uvs[0], GL_STATIC_DRAW);
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glGenBuffers(1, &normalBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
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glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3),
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&indexed_normals[0], GL_STATIC_DRAW);
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glGenBuffers(1, &elementBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, elementBuffer);
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glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(unsigned short),
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&indices[0], GL_STATIC_DRAW);
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}
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~Model() {
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// glDeleteBuffers(4, vertexBuffer); // Chances that these are contiguous in memory is zero
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glDeleteBuffers(1, &vertexBuffer);
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glDeleteBuffers(1, &uvBuffer);
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glDeleteBuffers(1, &normalBuffer);
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glDeleteBuffers(1, &elementBuffer);
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}
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};
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class Texture {
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public:
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GLuint texture;
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Texture(std::string texturePath) {
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texture = loadTexture(texturePath.c_str());
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}
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~Texture() {
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glDeleteTextures(1, &texture);
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}
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};
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class Shader {
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public:
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GLuint shaderProgram;
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Shader(std::string vertPath, std::string fragPath) {
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shaderProgram = loadShaders(vertPath.c_str(), fragPath.c_str());
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}
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~Shader() {
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glDeleteProgram(shaderProgram);
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}
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};
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class Asset {
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public:
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std::vector<unsigned short> *indices;
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GLuint *vertexBuffer;
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GLuint *uvBuffer;
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GLuint *normalBuffer;
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GLuint *elementBuffer;
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GLuint matrixID;
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GLuint textureID;
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f); // https://en.wikipedia.org/wiki/Quaternion
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glm::vec3 scaling = glm::vec3(1.0f, 1.0f, 1.0f);
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GLuint *modelTexture;
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GLuint *shaderProgram;
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Asset(Model &model, Texture &texture, Shader &shader) {
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indices = &model.indices;
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vertexBuffer = &model.vertexBuffer;
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uvBuffer = &model.uvBuffer;
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normalBuffer = &model.normalBuffer;
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elementBuffer = &model.elementBuffer;
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modelTexture = &texture.texture;
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shaderProgram = &shader.shaderProgram;
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matrixID = glGetUniformLocation(*shaderProgram, "MVP");
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textureID = glGetUniformLocation(*shaderProgram, "textureSampler");
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}
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};
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class Scene {
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public:
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std::vector<Asset*> assets;
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void addAsset(Asset *asset) {
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assets.push_back(asset);
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}
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};
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GLFWwindow *window;
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static bool shouldExit() {
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return glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0;
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}
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glm::mat4 mvp; // TODO: REMOVE THIS PLLAAAHSE
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glm::mat4 viewMatrix;
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glm::mat4 projectionMatrix;
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static int initWindow() {
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glfwSetErrorCallback(glfwErrorCallback);
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if (!glfwInit()) {
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clog_log(CLOG_LEVEL_ERROR, "GLFW went shitty time (failed to init)");
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return 1;
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}
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glfwWindowHint(GLFW_SAMPLES, 4); // 4x Antialiasing
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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_FORWARD_COMPAT, GL_TRUE); // Loser MacOS is broken
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // New GL
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window = glfwCreateWindow(WIDTH, HEIGHT, "Fred", NULL, NULL);
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if (window == NULL) {
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clog_log(CLOG_LEVEL_ERROR, "Failed to open window.");
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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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glfwSwapInterval(1); // V-Sync
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int version;
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if ((version = gladLoadGL(glfwGetProcAddress))) {
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clog_log(CLOG_LEVEL_DEBUG, "GL version: %d.%d", GLAD_VERSION_MAJOR(version),
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GLAD_VERSION_MINOR(version));
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} else {
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clog_log(CLOG_LEVEL_ERROR, "Failed to init GL!");
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return 1;
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}
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 330");
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// I love glm
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// Projection matrix, 45deg FOV, 4:3 Aspect Ratio, Planes: 0.1units ->
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// 100units
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projectionMatrix = glm::perspective(
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glm::radians(45.0f), (float)WIDTH / (float)HEIGHT, 0.1f, 100.0f);
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// Camera matrix
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viewMatrix =
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glm::lookAt(glm::vec3(4, 3, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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glm::mat4 model = glm::mat4(1.0f);
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// Model view projection, the combination of the three vectors
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mvp = projectionMatrix * viewMatrix * model;
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glEnable(GL_DEPTH_TEST); // Turn on the Z-buffer
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glDepthFunc(GL_LESS); // Accept only the closest fragments
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glEnable(GL_CULL_FACE); // Backface culling
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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GLuint vertexArrayID;
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glGenVertexArrays(1, &vertexArrayID);
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glBindVertexArray(vertexArrayID);
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// Define camera stuff
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//glm::vec3 position = {4, 3, 3};
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//float horizontalAngle = 3.14f;
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//float verticalAngle = -0.1f;
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//float initialFOV = 60.0f;
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//float speed = 3.0f;
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//float mouseSpeed = 0.005f;
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//double xpos, ypos;
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//glDeleteVertexArrays(1, &vertexArrayID);
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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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return 0;
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}
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void imguiMat4Table(glm::mat4 matrix, const char *name) {
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if (ImGui::BeginTable(name, 4)) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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ImGui::TableNextColumn();
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ImGui::Text("%f", matrix[i][j]);
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}
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}
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ImGui::EndTable();
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}
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}
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void render(Scene scene) {
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// Clear this mf
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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for (int i = 0; i < scene.assets.size(); i++) {
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Asset *currentAsset = scene.assets[i];
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glUseProgram(*currentAsset->shaderProgram);
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// Send mega sigma MVP to the vertex shader (transformations for the win)
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glm::mat4 rotationMatrix = mat4_cast(currentAsset->rotation);
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glm::mat4 translationMatrix = glm::translate(glm::mat4(1), currentAsset->position);
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glm::mat4 scalingMatrix = glm::scale(glm::mat4(1), currentAsset->scaling);
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glm::mat4 modelMatrix = translationMatrix * rotationMatrix * scalingMatrix;
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mvp = projectionMatrix * viewMatrix * modelMatrix;
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char assetName[] = "Asset: 00";
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sprintf(assetName, "Asset: %d", i);
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ImGui::Begin(assetName);
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ImGui::SeparatorText("Position Matrix:");
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imguiMat4Table(translationMatrix, "posmat");
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ImGui::SeparatorText("Rotation Matrix:");
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imguiMat4Table(rotationMatrix, "rotmat");
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ImGui::SeparatorText("Scaling Matrix:");
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imguiMat4Table(scalingMatrix, "scalmat");
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ImGui::SeparatorText("Model Matrix:");
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imguiMat4Table(modelMatrix, "modmat");
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ImGui::End();
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glUniformMatrix4fv(currentAsset->matrixID, 1, GL_FALSE, &mvp[0][0]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *currentAsset->modelTexture);
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// Set sampler texture
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glUniform1i(currentAsset->textureID, 0);
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// DRAWING HAPPENS HERE
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// Vertex Data
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->vertexBuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
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// UV Data
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->uvBuffer);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
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// Normal Data
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->normalBuffer);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
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// Index buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *currentAsset->elementBuffer);
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glDrawElements(GL_TRIANGLES, currentAsset->indices->size(), GL_UNSIGNED_SHORT,
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(void *)0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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}
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// Swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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} // namespace fred
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int main() {
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fred::initWindow();
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fred::Model coneModel("../models/model.obj");
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fred::Texture buffBlackGuy("../textures/results/texture_BMP_DXT5_3.DDS");
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fred::Shader basicShader("../shaders/shader.vert", "../shaders/shader.frag");
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fred::Asset cone(coneModel, buffBlackGuy, basicShader);
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fred::Asset coneTwo(coneModel, buffBlackGuy, basicShader);
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fred::Scene scene = fred::Scene();
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scene.addAsset(&cone);
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scene.addAsset(&coneTwo);
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while (fred::shouldExit()) {
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//while (1) {
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fred::render(scene);
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cone.position.x += 0.01;
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glm::vec3 eulerAngles = glm::eulerAngles(coneTwo.rotation);
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eulerAngles.x += glm::radians(1.0f);
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coneTwo.rotation = glm::quat(eulerAngles);
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}
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return 0;
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}
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