learn-opengl/14-refactor/src/main.cpp
2026-08-25 14:11:14 -04:00

296 lines
7.6 KiB
C++

#define _USE_MATH_DEFINES
#include <math.h>
#include "dbc.hpp"
#include <print>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <vector>
#include <functional>
#include "shader.hpp"
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "data.hpp"
#include "model.hpp"
#include "camera.hpp"
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const float AMBIENT_LEVEL = 0.25f;
struct Config {
Shader shader;
Shader lightShader;
std::vector<Model> models;
Lighting light{
.directional={
.direction={-0.2f, -1.0f, -0.3f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
},
.positioned={
{
.position={1.2f, 1.0f, 2.0f},
.direction={-0.2f, -1.0f, -0.3f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
.constant=1.0f,
.linear=0.09f,
.quadratic=0.032f,
.cutOff=12.5f,
.outerCutOff=17.5f,
},
{
.position={-1.2f, -1.0f, -2.0f},
.direction={0.2f, 1.0f, 0.3f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
.constant=1.0f,
.linear=0.09f,
.quadratic=0.032f,
.cutOff=12.5f,
.outerCutOff=17.5f,
},
},
.spot={
.position={2.2f, 1.0f, 2.0f},
.direction={0.0f, 0.0f, -1.0f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
.constant=1.0f,
.linear=0.09f,
.quadratic=0.032f,
.cutOff=12.5f,
.outerCutOff=17.5f,
},
};
glm::vec3 cubePos{2.0f, 0.0f, 0.0f};
Camera camera{
.pos={2.2f, 1.0f, 2.0f},
.movementSpeed=2.0f
};
Material cubeMaterial{
.ambient = {1.0f, 0.5f, 0.31f},
.shininess = 32.0f,
.diffuseMap = 0,
.specularMap = 0,
};
float deltaTime = 0.0f;
float lastFrame = 0.0f;
void updateDelta() {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
}
};
void init_glfw() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
}
void framebuffer_size_callback(GLFWwindow *, int width, int height) {
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
Camera* camera = static_cast<Camera*>(glfwGetWindowUserPointer(window));
camera->mouse_move(xpos, ypos);
}
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
Camera* camera = static_cast<Camera*>(glfwGetWindowUserPointer(window));
camera->mouse_scroll(xoffset, yoffset);
}
GLFWwindow* create_window() {
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
dbc::check(window != NULL, "failed to open window");
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
auto good = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
dbc::check(good, "failed to load GLAD");
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
return window;
}
void processInput(GLFWwindow *window, Config& config) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
config.camera.forward();
}
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
config.camera.back();
}
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
config.camera.left();
}
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
config.camera.right();
}
if(glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
config.light.directional.adjust(-0.01f);
}
if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
config.light.directional.adjust(0.01f);
}
}
unsigned int load_texture(const std::string& image_file) {
unsigned int texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width = 0;
int height = 0;
int nrChannels = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load(image_file.c_str(), &width, &height, &nrChannels, 0);
dbc::check(data != nullptr, std::format("Failed to load texture: {}", image_file));
dbc::check(nrChannels == 3 || nrChannels == 4,
std::format("Image {} has invalid channels {} should be 3 or 4.", image_file, nrChannels));
auto rgb_or_a = nrChannels == 3 ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, rgb_or_a, width, height, 0, rgb_or_a, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
return texture_id;
}
Config setup() {
glEnable(GL_DEPTH_TEST);
Config config{
.shader={"shaders/14-vert.glsl", "shaders/14-frag.glsl"},
.lightShader={"shaders/14-vert.glsl", "shaders/14-lightsource.frag.glsl"},
.models={
{"assets", "crate.obj"}
},
};
// REFACTOR: really this should be done somewhere else
for(auto& model : config.models) {
model.connect_shader(config.shader);
}
return config;
}
void draw_models(Config& config, size_t model_i, size_t model_pos, glm::mat4& projection, glm::mat4& view)
{
glm::vec3 objectColor = {1.0, 0.94, 0.78};
config.shader.apply_material(config.cubeMaterial);
float time = glfwGetTime();
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, popcorn_positions[model_pos]);
model = glm::rotate(model, glm::radians(time * 10.0f), glm::vec3(1.0f, 0.3f, 0.5f));
config.shader.setMat4("model", model);
config.models[model_i].draw(config.shader);
}
void render(GLFWwindow* window, Config& config) {
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
config.shader.use();
// time is used for fake 3d rotation
float time = glfwGetTime();
config.camera.update(config.deltaTime);
glm::mat4 view = config.camera.look_at();
glm::mat4 projection = glm::mat4(1.0f);
// fov, aspect, near plane, far plane
projection = glm::perspective(glm::radians(config.camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
config.shader.use();
config.shader.setMat4("view", view);
config.shader.setMat4("projection", projection);
config.shader.setVec3("viewPos", config.camera.pos);
config.light.spot.position = config.camera.pos;
config.light.spot.direction = config.camera.front;
config.shader.apply_lighting(config.light);
for(size_t i = 0; i < CUBE_COUNT; i++) {
draw_models(config, 0, i, projection, view);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
void cleanup(Config& config) {
config.shader.cleanup();
}
int main() {
init_glfw();
auto window = create_window();
auto config = setup();
glfwSetWindowUserPointer(window, &config.camera);
while(!glfwWindowShouldClose(window)) {
processInput(window, config);
render(window, config);
config.updateDelta();
}
cleanup(config);
glfwTerminate();
return 0;
}