mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
248 lines
8.9 KiB
C++
248 lines
8.9 KiB
C++
// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 155.0f));
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bool keys[1024];
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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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_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, screenWidth, screenHeight);
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// Setup OpenGL options
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glEnable(GL_DEPTH_TEST);
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// Setup and compile our shaders
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Shader planetShader("planet.vs", "planet.frag");
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Shader instanceShader("instanced_asteroids.vs", "instanced_asteroids.frag");
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// Load models
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Model rock(FileSystem::getPath("resources/objects/rock/rock.obj").c_str());
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Model planet(FileSystem::getPath("resources/objects/planet/planet.obj").c_str());
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// Set projection matrix
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glm::mat4 projection = glm::perspective(45.0f, (GLfloat)screenWidth/(GLfloat)screenHeight, 1.0f, 10000.0f);
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planetShader.Use();
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glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// Also of instance shader
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instanceShader.Use();
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glUniformMatrix4fv(glGetUniformLocation(instanceShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// Generate a large list of semi-random model transformation matrices
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GLuint amount = 100000;
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glm::mat4* modelMatrices;
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modelMatrices = new glm::mat4[amount];
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srand(glfwGetTime()); // initialize random seed
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GLfloat radius = 150.0f;
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GLfloat offset = 25.0f;
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for(GLuint i = 0; i < amount; i++)
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{
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glm::mat4 model;
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// 1. Translation: Randomly displace along circle with radius 'radius' in range [-offset, offset]
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GLfloat angle = (GLfloat)i / (GLfloat)amount * 360.0f;
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GLfloat displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;
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GLfloat x = sin(angle) * radius + displacement;
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displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;
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GLfloat y = -2.5f + displacement * 0.4f; // Keep height of asteroid field smaller compared to width of x and z
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displacement = (rand() % (GLint)(2 * offset * 100)) / 100.0f - offset;
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GLfloat z = cos(angle) * radius + displacement;
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model = glm::translate(model, glm::vec3(x, y, z));
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// 2. Scale: Scale between 0.05 and 0.25f
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GLfloat scale = (rand() % 20) / 100.0f + 0.05;
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model = glm::scale(model, glm::vec3(scale));
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// 3. Rotation: add random rotation around a (semi)randomly picked rotation axis vector
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GLfloat rotAngle = (rand() % 360);
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model = glm::rotate(model, rotAngle, glm::vec3(0.4f, 0.6f, 0.8f));
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// 4. Now add to list of matrices
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modelMatrices[i] = model;
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}
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// forward declare the buffer
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, amount * sizeof(glm::mat4), &modelMatrices[0], GL_STATIC_DRAW);
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// Set transformation matrices as an instance vertex attribute (with divisor 1)
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// NOTE: We're cheating a little by taking the, now publicly declared, VAO of the model's mesh(es) and adding new vertexAttribPointers
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// Normally you'd want to do this in a more organized fashion, but for learning purposes this will do.
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for(GLuint i = 0; i < rock.meshes.size(); i++)
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{
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GLuint VAO = rock.meshes[i].VAO;
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glBindVertexArray(VAO);
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// Set attribute pointers for matrix (4 times vec4)
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)0);
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(sizeof(glm::vec4)));
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(2 * sizeof(glm::vec4)));
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (GLvoid*)(3 * sizeof(glm::vec4)));
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glVertexAttribDivisor(3, 1);
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glVertexAttribDivisor(4, 1);
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glVertexAttribDivisor(5, 1);
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glVertexAttribDivisor(6, 1);
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glBindVertexArray(0);
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}
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// Game loop
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while(!glfwWindowShouldClose(window))
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{
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// Set frame time
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GLfloat currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Check and call events
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glfwPollEvents();
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Do_Movement();
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// Clear buffers
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glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Add transformation matrices
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planetShader.Use();
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glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(camera.GetViewMatrix()));
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instanceShader.Use();
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glUniformMatrix4fv(glGetUniformLocation(instanceShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(camera.GetViewMatrix()));
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// Draw Planet
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planetShader.Use();
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(0.0f, -5.0f, 0.0f));
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model = glm::scale(model, glm::vec3(4.0f, 4.0f, 4.0f));
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glUniformMatrix4fv(glGetUniformLocation(planetShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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planet.Draw(planetShader);
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// Draw meteorites
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instanceShader.Use();
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// NB: This could all be implemented as a method within the Model class, perhaps "DrawInstanced(const GLuint amount)"
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glActiveTexture(GL_TEXTURE0); // Activate proper texture unit before binding
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glUniform1i(glGetUniformLocation(instanceShader.Program, "texture_diffuse1"), 0); // Now set the sampler to the correct texture unit
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glBindTexture(GL_TEXTURE_2D, rock.textures_loaded[0].id); // Note we also made the textures_loaded vector public (instead of private) from the model class.
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for(GLuint i = 0; i < rock.meshes.size(); i++)
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{
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glBindVertexArray(rock.meshes[i].VAO);
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glDrawElementsInstanced(GL_TRIANGLES, rock.meshes[i].indices.size(), GL_UNSIGNED_INT, 0, amount);
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glBindVertexArray(0);
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}
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// reset our texture binding
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Swap the buffers
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glfwSwapBuffers(window);
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}
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delete[] modelMatrices;
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glfwTerminate();
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return 0;
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}
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#pragma region "User input"
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// Moves/alters the camera positions based on user input
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void Do_Movement()
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{
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// Camera controls
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if(keys[GLFW_KEY_W])
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if(keys[GLFW_KEY_S])
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if(keys[GLFW_KEY_A])
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camera.ProcessKeyboard(LEFT, deltaTime);
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if(keys[GLFW_KEY_D])
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if(action == GLFW_PRESS)
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keys[key] = true;
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else if(action == GLFW_RELEASE)
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keys[key] = false;
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}
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if(firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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GLfloat xoffset = xpos - lastX;
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GLfloat yoffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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#pragma endregion |