learnopengl/src/main.cc
2024-12-03 23:18:19 +00:00

443 lines
14 KiB
C++

// GLAD
#include "glad/glad.h"
// GLM
#define GLM_ENABLE_EXPERIMENTAL
#include "glm/ext/matrix_transform.hpp"
#include "glm/ext/vector_float3.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "glm/trigonometric.hpp"
#include "glm/gtx/rotate_vector.hpp"
#include "glm/gtx/string_cast.hpp"
// SDL
#include <SDL2/SDL.h>
#include <SDL2/SDL_timer.h>
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL_error.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_keycode.h>
// STDLIB
#include <cstdint>
#include <cstdio>
#include <cmath>
#include <string>
#include <vector>
#define WINDOW_WIDTH 1280
#define WINDOW_HEIGHT 720
#define WINDOW_HALF_WIDTH 640
#define WINDOW_HALF_HEIGHT 360
#define min(a, b) (a < b ? a : b)
#define max(a, b) (a > b ? a : b)
#define clamp(v, a, b) (min(max(v, a), b))
enum exit_codes : int {
EXIT_CODE_SUCCESS,
EXIT_CODE_SDL_INIT_FAILED,
EXIT_CODE_WINDOW_CREATION_FAILED,
EXIT_CODE_OPENGL_CONTEXT_FAILED,
EXIT_CODE_GLAD_LOADER_FAILED,
};
class Shader {
public:
Shader(const std::string &vert_file, const std::string &frag_file);
~Shader();
void activate();
void set_float(const char *name, float value);
void set_vec3(const char *name, glm::vec3 vector);
void set_mat3(const char *name, glm::mat3 matrix);
void set_mat4(const char *name, glm::mat4 matrix);
GLuint program;
private:
void link_program(GLuint vert, GLuint frag);
GLuint load_and_compile_shader(const std::string &filepath, GLenum shader_type);
std::string load_shader_from_file(const std::string &filepath);
static const char *get_shader_type_string(GLenum shader_type);
};
int main() {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
return EXIT_CODE_SDL_INIT_FAILED;
}
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_Window *window = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
return EXIT_CODE_WINDOW_CREATION_FAILED;
}
SDL_GLContext context = SDL_GL_CreateContext(window);
if (!context) {
return EXIT_CODE_OPENGL_CONTEXT_FAILED;
}
if (gladLoadGLLoader(SDL_GL_GetProcAddress) == 0) {
return EXIT_CODE_GLAD_LOADER_FAILED;
}
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT);
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glEnable(GL_DEPTH_TEST);
std::vector<GLfloat> vertices = {
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // position, normal
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, // position, normal
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, // position, normal
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, // position, normal
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // position, normal
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, // position, normal
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, // position, normal
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, // position, normal
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, // position, normal
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, // position, normal
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, // position, normal
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, // position, normal
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, // position, normal
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, // position, normal
};
std::vector<GLuint> indices = {
20, 11, 0,
0, 6, 20,
7, 1, 3,
3, 16, 7,
24, 14, 21,
21, 4, 24,
2, 12, 10,
10, 22, 2,
8, 9, 19,
19, 18, 8,
13, 5, 17,
17, 23, 15
};
GLuint vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
GLuint vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
GLuint light_vao = 0;
glGenVertexArrays(1, &light_vao);
glBindVertexArray(light_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void *)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
Shader light_shader {"shaders/vert.glsl", "shaders/light_frag.glsl"};
const float camera_speed = 25.0f;
glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f);
glm::vec3 camera_forward = glm::vec3(0.0f);
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 light_position = glm::vec3(1.0f, 0.5f, 0.0f);
glm::vec3 light_diffuse = glm::vec3(0.5f, 0.5f, 0.5f);
float yaw = -70.0f;
float pitch = 0.0f;
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
glm::mat3 normal_mat = glm::mat3(1.0f);
main_shader.set_mat4 ("projection", projection);
main_shader.set_vec3 ("material.ambient", glm::vec3(1.0f, 0.5f, 0.31f));
main_shader.set_vec3 ("material.diffuse", glm::vec3(1.0f, 0.5f, 0.31f));
main_shader.set_vec3 ("material.specular", glm::vec3(0.5f, 0.5f, 0.5f));
main_shader.set_float("material.shininess", 32.0f);
main_shader.set_vec3 ("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
main_shader.set_vec3 ("light.diffuse", light_diffuse);
main_shader.set_vec3 ("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
light_shader.set_mat4("projection", projection);
const float light_radius = 3.0f;
const float sensitivity = 0.1f;
int last_mouse_x = WINDOW_HALF_WIDTH;
int last_mouse_y = WINDOW_HALF_HEIGHT;
uint32_t last_frame = SDL_GetTicks();
float delta = 0.0f;
bool running = true;
SDL_Event event = {};
while (running) {
uint32_t ticks = SDL_GetTicks();
float seconds = ticks * 0.001f;
delta = (ticks - last_frame) * 0.001f;
light_position = glm::vec3(sin(seconds) * light_radius, light_position.y, cos(seconds) * light_radius);
light_diffuse = glm::vec3(
clamp(sin(seconds * 3.0f) + 1.0f, 0.0f, 1.0f),
clamp(cos(seconds * 8.0f) + 1.0f, 0.0f, 1.0f),
clamp(tan(seconds * 5.0f) + 3.0f, 0.0f, 1.0f)
);
last_frame = ticks;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
running = false;
} else if (event.key.keysym.sym == SDLK_w) {
camera_position += camera_speed * delta * camera_forward;
} else if (event.key.keysym.sym == SDLK_s) {
camera_position -= camera_speed * delta * camera_forward;
} else if (event.key.keysym.sym == SDLK_d) {
camera_position += camera_speed * delta * glm::normalize(glm::cross(camera_forward, world_up));
} else if (event.key.keysym.sym == SDLK_a) {
camera_position -= camera_speed * delta * glm::normalize(glm::cross(camera_forward, world_up));
}
break;
case SDL_MOUSEMOTION: {
float x_offset = event.motion.xrel;
float y_offset = -event.motion.yrel;
last_mouse_x = last_mouse_x + event.motion.xrel;
last_mouse_y = last_mouse_y + event.motion.yrel;
x_offset *= sensitivity;
y_offset *= sensitivity;
yaw += x_offset;
pitch += y_offset;
if(pitch > 89.0f) {
pitch = 89.0f;
}
if(pitch < -89.0f) {
pitch = -89.0f;
}
}
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
SDL_Window *wnd = SDL_GetWindowFromID(event.window.windowID);
if (!wnd) {
continue;
}
int w, h;
SDL_GL_GetDrawableSize(wnd, &w, &h);
glViewport(0, 0, w, h);
SDL_WarpMouseInWindow(wnd, (int)(w * 0.5f), (int)(h * 0.5f));
}
break;
}
}
camera_forward.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
camera_forward.y = sin(glm::radians(pitch));
camera_forward.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
camera_forward = glm::normalize(camera_forward);
view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
main_shader.set_vec3("camera_position", camera_position);
main_shader.set_mat4("view", view);
light_shader.set_mat4("view", view);
glClearColor(0.04f, 0.08f, 0.08f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
normal_mat = glm::transpose(glm::inverse(model));
main_shader.activate();
main_shader.set_vec3("light.position", light_position);
main_shader.set_vec3("light.diffuse", light_diffuse);
main_shader.set_mat4("model", model);
main_shader.set_mat3("normal_mat", normal_mat);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
model = glm::translate(glm::mat4(1.0f), light_position);
model = glm::scale(model, glm::vec3(0.2f));
light_shader.activate();
light_shader.set_mat4("model", model);
light_shader.set_vec3("light_diffuse", light_diffuse);
glBindVertexArray(light_vao);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
SDL_GL_SwapWindow(window);
}
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_CODE_SUCCESS;
}
Shader::Shader(const std::string &vert_file, const std::string &frag_file) {
GLuint vert = load_and_compile_shader(vert_file, GL_VERTEX_SHADER);
GLuint frag = load_and_compile_shader(frag_file, GL_FRAGMENT_SHADER);
link_program(vert, frag);
glDeleteShader(vert);
glDeleteShader(frag);
}
Shader::~Shader() {
if (program > 0) {
glDeleteProgram(program);
}
}
void Shader::activate() {
if (program > 0) {
glUseProgram(program);
}
}
void Shader::set_float(const char *name, float value) {
activate();
glUniform1f(glGetUniformLocation(program, name), value);
}
void Shader::set_vec3(const char *name, glm::vec3 vector) {
activate();
glUniform3f(glGetUniformLocation(program, name), vector.x, vector.y, vector.z);
}
void Shader::set_mat3(const char *name, glm::mat3 matrix) {
activate();
glUniformMatrix3fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::set_mat4(const char *name, glm::mat4 matrix) {
activate();
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
}
void Shader::link_program(GLuint vert, GLuint frag) {
program = glCreateProgram();
glAttachShader(program, vert);
glAttachShader(program, frag);
glLinkProgram(program);
GLint program_linked;
glGetProgramiv(program, GL_LINK_STATUS, &program_linked);
if (program_linked != GL_TRUE)
{
GLsizei log_length = 0;
GLchar message[1024];
glGetProgramInfoLog(program, 1024, &log_length, message);
printf("Failed to link program: %s\n", message);
program = 0;
}
}
GLuint Shader::load_and_compile_shader(const std::string &filepath, GLenum shader_type) {
std::string src = load_shader_from_file(filepath);
const char *shader_src = src.c_str();
GLuint shader = glCreateShader(shader_type);
glShaderSource(shader, 1, &shader_src, NULL);
glCompileShader(shader);
GLint shader_compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &shader_compiled);
if (shader_compiled != GL_TRUE)
{
GLsizei log_length = 0;
GLchar message[1024];
glGetShaderInfoLog(shader, 1024, &log_length, message);
printf("Failed to compile %s shader: %s\n", get_shader_type_string(shader_type), message);
return 0;
}
return shader;
}
std::string Shader::load_shader_from_file(const std::string &filepath) {
FILE *fp = fopen(filepath.c_str(), "r");
if (!fp) {
return "";
}
std::string output = {};
char buf[1024] = {0};
while (fgets(buf, sizeof(buf), fp)) {
output += buf;
}
return output;
}
const char *Shader::get_shader_type_string(GLenum shader_type) {
const char *output;
switch (shader_type) {
case GL_COMPUTE_SHADER:
output = "compute";
break;
case GL_VERTEX_SHADER:
output = "vertex";
break;
case GL_TESS_CONTROL_SHADER:
output = "tess_control";
break;
case GL_TESS_EVALUATION_SHADER:
output = "tess_evaluation";
break;
case GL_GEOMETRY_SHADER:
output = "geometry";
break;
case GL_FRAGMENT_SHADER:
output = "fragment";
break;
default:
output = "UNKNOWN";
break;
}
return output;
}