fred/engine.cpp

485 lines
14 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
#include <glad/gl.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/matrix_decompose.hpp>
#include <glm/trigonometric.hpp>
#define IMGUI_DEFINE_MATH_OPERATORS // ImGui
#include <backends/imgui_impl_glfw.h>
#include <backends/imgui_impl_opengl3.h>
#include <imgui.h>
#include <ImGuizmo.h>
#include <clog/clog.h>
#include <SOIL2.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/Logger.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include "shader.h"
constexpr int WIDTH = 1366;
constexpr int HEIGHT = 768;
static void glfwErrorCallback(int e, const char *description) {
clog_log(CLOG_LEVEL_ERROR, "GLFW Error %d: %s", e, description);
}
namespace fred {
static bool loadModel(const char *path, std::vector<unsigned short> &indices,
std::vector<glm::vec3> &vertices,
std::vector<glm::vec2> &uvs,
std::vector<glm::vec3> &normals) {
clog_log(CLOG_LEVEL_DEBUG, "Loading model: %s", path);
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(
path, aiProcess_Triangulate | aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType);
if (!scene) {
clog_log(CLOG_LEVEL_ERROR, "%s", importer.GetErrorString());
return false;
}
const aiMesh *mesh = scene->mMeshes[0];
vertices.reserve(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
aiVector3D pos = mesh->mVertices[i];
vertices.push_back(glm::vec3(pos.x, pos.y, pos.z));
}
uvs.reserve(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
aiVector3D UVW = mesh->mTextureCoords[0][i]; // Multiple UVs? Prepsterous!
uvs.push_back(glm::vec2(UVW.x, UVW.y));
}
normals.reserve(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
indices.push_back(mesh->mFaces[i].mIndices[0]);
indices.push_back(mesh->mFaces[i].mIndices[1]);
indices.push_back(mesh->mFaces[i].mIndices[2]);
}
return true;
}
GLuint loadTexture(const char *path) {
clog_log(CLOG_LEVEL_DEBUG, "Loading texture: %s", path);
GLuint texture = SOIL_load_OGL_texture(
path, SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_MIPMAPS | SOIL_FLAG_NTSC_SAFE_RGB | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_INVERT_Y);
if (texture == 0) {
clog_log(CLOG_LEVEL_WARN, "Texture failed to load");
return 0;
}
return texture;
}
class Model {
public:
std::vector<unsigned short> indices;
GLuint vertexBuffer;
GLuint uvBuffer;
GLuint normalBuffer;
GLuint elementBuffer;
Model(std::string modelPath) {
std::vector<glm::vec3> indexed_vertices;
std::vector<glm::vec2> indexed_uvs;
std::vector<glm::vec3> indexed_normals;
loadModel(modelPath.c_str(), indices, indexed_vertices, indexed_uvs, indexed_normals);
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3),
&indexed_vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &uvBuffer);
glBindBuffer(GL_ARRAY_BUFFER, uvBuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2),
&indexed_uvs[0], GL_STATIC_DRAW);
glGenBuffers(1, &normalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3),
&indexed_normals[0], GL_STATIC_DRAW);
glGenBuffers(1, &elementBuffer);
glBindBuffer(GL_ARRAY_BUFFER, elementBuffer);
glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(unsigned short),
&indices[0], GL_STATIC_DRAW);
}
~Model() {
// glDeleteBuffers(4, vertexBuffer); // Chances that these are contiguous in memory is zero
glDeleteBuffers(1, &vertexBuffer);
glDeleteBuffers(1, &uvBuffer);
glDeleteBuffers(1, &normalBuffer);
glDeleteBuffers(1, &elementBuffer);
}
};
class Texture {
public:
GLuint texture;
Texture(std::string texturePath) {
texture = loadTexture(texturePath.c_str());
}
~Texture() {
glDeleteTextures(1, &texture);
}
};
class Shader {
public:
GLuint shaderProgram;
Shader(std::string vertPath, std::string fragPath) {
shaderProgram = loadShaders(vertPath.c_str(), fragPath.c_str());
}
~Shader() {
glDeleteProgram(shaderProgram);
}
};
class Asset {
public:
std::vector<unsigned short> *indices;
GLuint *vertexBuffer;
GLuint *uvBuffer;
GLuint *normalBuffer;
GLuint *elementBuffer;
GLuint matrixID;
GLuint textureID;
glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f);
glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f); // https://en.wikipedia.org/wiki/Quaternion
glm::vec3 scaling = glm::vec3(1.0f, 1.0f, 1.0f);
GLuint *modelTexture;
GLuint *shaderProgram;
Asset(Model &model, Texture &texture, Shader &shader) {
indices = &model.indices;
vertexBuffer = &model.vertexBuffer;
uvBuffer = &model.uvBuffer;
normalBuffer = &model.normalBuffer;
elementBuffer = &model.elementBuffer;
modelTexture = &texture.texture;
shaderProgram = &shader.shaderProgram;
matrixID = glGetUniformLocation(*shaderProgram, "MVP");
textureID = glGetUniformLocation(*shaderProgram, "textureSampler");
}
};
class Camera {
public:
glm::vec3 position;
glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
float fov = glm::radians(60.0f);
float nearPlane = 0.1f;
float farPlane = 100.0f;
Camera(glm::vec3 initPosition) {
position = initPosition;
}
Camera(glm::vec3 initPosition, glm::quat initRotation) {
position = initPosition;
rotation = initRotation;
}
Camera(glm::vec3 initPosition, glm::quat initRotation, float initFov) {
position = initPosition;
rotation = initRotation;
fov = initFov;
}
Camera(glm::vec3 initPosition, glm::quat initRotation, float initFov, float initNearPlane, float initFarPlane) {
position = initPosition;
rotation = initRotation;
fov = initFov;
nearPlane = initNearPlane;
farPlane = initFarPlane;
}
void lookAt(glm::vec3 target) { // I think I lost it writing this
glm::mat4 lookAtMatrix = glm::lookAt(position, target, glm::vec3(0, 1, 0));
rotation = glm::conjugate(glm::quat(lookAtMatrix));
}
};
class Scene {
public:
std::vector<Asset*> assets;
std::vector<Camera*> cameras;
int activeCamera = 0;
void addAsset(Asset &asset) {
assets.push_back(&asset);
}
void addCamera(Camera &camera) {
cameras.push_back(&camera);
}
};
GLFWwindow *window;
GLuint vertexArrayID;
static bool shouldExit() {
return glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS && glfwWindowShouldClose(window) == 0;
}
static int initWindow() {
glfwSetErrorCallback(glfwErrorCallback);
if (!glfwInit()) {
clog_log(CLOG_LEVEL_ERROR, "GLFW went shitty time (failed to init)");
return 1;
}
glfwWindowHint(GLFW_SAMPLES, 4); // 4x Antialiasing
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Loser MacOS is broken
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // New GL
window = glfwCreateWindow(WIDTH, HEIGHT, "Fred", NULL, NULL);
if (window == NULL) {
clog_log(CLOG_LEVEL_ERROR, "Failed to open window.");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // V-Sync
int version;
if ((version = gladLoadGL(glfwGetProcAddress))) {
clog_log(CLOG_LEVEL_DEBUG, "GL version: %d.%d", GLAD_VERSION_MAJOR(version),
GLAD_VERSION_MINOR(version));
} else {
clog_log(CLOG_LEVEL_ERROR, "Failed to init GL!");
return 1;
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
(void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330");
glEnable(GL_DEPTH_TEST); // Turn on the Z-buffer
glDepthFunc(GL_LESS); // Accept only the closest fragments
glEnable(GL_CULL_FACE); // Backface culling
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glGenVertexArrays(1, &vertexArrayID);
glBindVertexArray(vertexArrayID);
//float speed = 3.0f;
//float mouseSpeed = 0.005f;
//double xpos, ypos;
return 0;
}
void destroy() {
glDeleteVertexArrays(1, &vertexArrayID);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
}
void imguiMat4Table(glm::mat4 matrix, const char *name) {
if (ImGui::BeginTable(name, 4)) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
ImGui::TableNextColumn();
ImGui::Text("%f", matrix[i][j]);
}
}
ImGui::EndTable();
}
}
void render(Scene scene) {
// Clear this mf
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGuizmo::BeginFrame();
Camera *currentCamera = scene.cameras[scene.activeCamera];
// Compute the V and P for the MVP
glm::mat4 viewMatrix = glm::inverse(glm::translate(glm::mat4(1), currentCamera->position) * (mat4_cast(currentCamera->rotation)));
glm::mat4 projectionMatrix = glm::perspective(currentCamera->fov, (float)WIDTH / (float)HEIGHT, currentCamera->nearPlane, currentCamera->farPlane);
ImGui::Begin("Matrix Debug");
ImGui::Text("Computed View Matrix");
imguiMat4Table(viewMatrix, "cvm");
ImGui::Text("Computed Projection Matrix");
imguiMat4Table(projectionMatrix, "cpm");
ImGui::End();
for (int i = 0; i < scene.assets.size(); i++) {
Asset *currentAsset = scene.assets[i];
glUseProgram(*currentAsset->shaderProgram);
// Send mega sigma MVP to the vertex shader (transformations for the win)
glm::mat4 rotationMatrix = mat4_cast(currentAsset->rotation);
glm::mat4 translationMatrix = glm::translate(glm::mat4(1), currentAsset->position);
glm::mat4 scalingMatrix = glm::scale(glm::mat4(1), currentAsset->scaling);
glm::mat4 modelMatrix = translationMatrix * rotationMatrix * scalingMatrix;
glm::mat4 mvp = projectionMatrix * viewMatrix * modelMatrix;
char assetName[] = "Asset: 00";
sprintf(assetName, "Asset: %d", i);
ImGui::Begin(assetName);
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::RadioButton("Translate",
mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) {
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
}
ImGui::SameLine();
if (ImGui::RadioButton("Rotate",
mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) {
mCurrentGizmoOperation = ImGuizmo::ROTATE;
}
ImGui::SameLine();
if (ImGui::RadioButton("Scale",
mCurrentGizmoOperation == ImGuizmo::TRANSLATE)) {
mCurrentGizmoOperation = ImGuizmo::SCALE;
}
glm::vec3 rotationEuler = eulerAngles(currentAsset->rotation);
ImGui::DragFloat3("Translate", (float*)&currentAsset->position);
ImGui::DragFloat3("Rotate", (float*)&rotationEuler);
ImGui::DragFloat3("Scale", (float*)&currentAsset->scaling);
if (ImGui::IsWindowFocused()) {
ImGuiIO &io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate((const float *)&viewMatrix,
(const float *)&projectionMatrix,
mCurrentGizmoOperation, mCurrentGizmoMode,
(float *)&modelMatrix, NULL, NULL);
ImGuizmo::DecomposeMatrixToComponents(
(const float *)&modelMatrix, (float *)&currentAsset->position,
(float *)&rotationEuler, (float *)&currentAsset->scaling);
//currentAsset->rotation = glm::quat(rotationEuler);
}
ImGui::End();
glUniformMatrix4fv(currentAsset->matrixID, 1, GL_FALSE, &mvp[0][0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *currentAsset->modelTexture);
// Set sampler texture
glUniform1i(currentAsset->textureID, 0);
// DRAWING HAPPENS HERE
// Vertex Data
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
// UV Data
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->uvBuffer);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void *)0);
// Normal Data
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, *currentAsset->normalBuffer);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void *)0);
// Index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *currentAsset->elementBuffer);
glDrawElements(GL_TRIANGLES, currentAsset->indices->size(), GL_UNSIGNED_SHORT,
(void *)0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
} // namespace fred
int main() {
fred::initWindow();
fred::Model coneModel("../models/model.obj");
fred::Texture buffBlackGuy("../textures/results/texture_BMP_DXT5_3.DDS");
fred::Shader basicShader("../shaders/shader.vert", "../shaders/shader.frag");
fred::Asset cone(coneModel, buffBlackGuy, basicShader);
fred::Asset coneTwo(coneModel, buffBlackGuy, basicShader);
fred::Camera mainCamera(glm::vec3(4, 3, 3));
mainCamera.lookAt(glm::vec3(0, 0, 0));
fred::Scene scene = fred::Scene();
scene.addCamera(mainCamera);
scene.addAsset(cone);
scene.addAsset(coneTwo);
while (fred::shouldExit()) {
//while (1) {
fred::render(scene);
cone.position.x += 0.01;
glm::vec3 eulerAngles = glm::eulerAngles(coneTwo.rotation);
eulerAngles.x += glm::radians(1.0f);
coneTwo.rotation = glm::quat(eulerAngles);
}
fred::destroy();
return 0;
}