#include #include #include #include #include #include #include #include #include #include #ifndef ENTITY_H #define ENTITY_H #include //std::list #include //std::unique_ptr class Entity : public Model { public: list> children; Entity* parent; }; #endif #include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void mouse_callback(GLFWwindow* window, double xpos, double ypos); void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); void processInput(GLFWwindow* window); // settings const unsigned int SCR_WIDTH = 800; const unsigned int SCR_HEIGHT = 600; // camera Camera camera(glm::vec3(0.0f, 10.0f, 0.0f)); Camera cameraSpy(glm::vec3(0.0f, 10.0f, 0.f)); float lastX = SCR_WIDTH / 2.0f; float lastY = SCR_HEIGHT / 2.0f; bool firstMouse = true; // timing float deltaTime = 0.0f; float lastFrame = 0.0f; int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // tell stb_image.h to flip loaded texture's on the y-axis (before loading model). stbi_set_flip_vertically_on_load(true); // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); camera.MovementSpeed = 20.f; // build and compile shaders // ------------------------- Shader ourShader("1.model_loading.vs", "1.model_loading.fs"); // load entities // ----------- Model model(FileSystem::getPath("resources/objects/planet/planet.obj")); Entity ourEntity(model); ourEntity.transform.setLocalPosition({ 0, 0, 0 }); const float scale = 1.0; ourEntity.transform.setLocalScale({ scale, scale, scale }); { Entity* lastEntity = &ourEntity; for (unsigned int x = 0; x < 20; ++x) { for (unsigned int z = 0; z < 20; ++z) { ourEntity.addChild(model); lastEntity = ourEntity.children.back().get(); //Set transform values lastEntity->transform.setLocalPosition({ x * 10.f - 100.f, 0.f, z * 10.f - 100.f }); } } } ourEntity.updateSelfAndChild(); // draw in wireframe //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input // ----- processInput(window); // render // ------ glClearColor(0.05f, 0.05f, 0.05f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // don't forget to enable shader before setting uniforms ourShader.use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); const Frustum camFrustum = createFrustumFromCamera(camera, (float)SCR_WIDTH / (float)SCR_HEIGHT, glm::radians(camera.Zoom), 0.1f, 100.0f); cameraSpy.ProcessMouseMovement(2, 0); //static float acc = 0; //acc += deltaTime * 0.0001; //cameraSpy.Position = { cos(acc) * 10, 0.f, sin(acc) * 10 }; glm::mat4 view = camera.GetViewMatrix(); ourShader.setMat4("projection", projection); ourShader.setMat4("view", view); // draw our scene graph unsigned int total = 0, display = 0; ourEntity.drawSelfAndChild(camFrustum, ourShader, display, total); std::cout << "Total process in CPU : " << total << " / Total send to GPU : " << display << std::endl; //ourEntity.transform.setLocalRotation({ 0.f, ourEntity.transform.getLocalRotation().y + 20 * deltaTime, 0.f }); ourEntity.updateSelfAndChild(); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.ProcessKeyboard(FORWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.ProcessKeyboard(BACKWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera.ProcessKeyboard(LEFT, deltaTime); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera.ProcessKeyboard(RIGHT, deltaTime); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow* window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } // glfw: whenever the mouse moves, this callback is called // ------------------------------------------------------- void mouse_callback(GLFWwindow* window, double xpos, double ypos) { if (firstMouse) { lastX = xpos; lastY = ypos; firstMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top lastX = xpos; lastY = ypos; camera.ProcessMouseMovement(xoffset, yoffset); } // glfw: whenever the mouse scroll wheel scrolls, this callback is called // ---------------------------------------------------------------------- void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { camera.ProcessMouseScroll(yoffset); }