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main.cpp
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482 lines (397 loc) · 15.6 KB
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "shader_s.h"
#include "camera.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <iostream>
#include <vector>
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 starts away from the origin so the viewer is not standing inside the pyramid when first run
Camera camera(glm::vec3(0.0f, 0.0f, 20.0f));
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);
// glfw window creation
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Practice", 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;
}
// configure global opengl state
glEnable(GL_DEPTH_TEST);
//Enable the face culling for optimization
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
// build and compile our shader zprogram
Shader pyramidShader("pyramids.vs", "pyramids.fs");
Shader skyboxShader("skybox.vs", "skybox.fs");
Shader terrainShader("terrain.vs", "terrain.fs");
//0.0f, 0.5f, 0.0f, top of the pyramid O
//-0.5f, 0.0f, 0.5f, front-left of the pyramid A
//0.5f, 0.0f, 0.5f, front-right of the pyramid B
//-0.5f, 0.0f, -0.5f, back-left of the pyramid C
//0.5f, 0.0f, -0.5f, back-right of the pyramid D
float vertices[] = {
//triangle ODA //textures
0.0f, 0.5f, 0.0f, 0.5f, 1.0f,
-0.5f, 0.0f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.0f, -0.5f, 0.0f, 0.0f,
//triangle OCD
0.0f, 0.5f, 0.0f, 0.5f, 1.0f,
0.5f, 0.0f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.0f, 0.5f, 0.0f, 0.0f,
//triangle OBC
0.0f, 0.5f, 0.0f, 0.5f, 1.0f,
0.5f, 0.0f, -0.5f, 1.0f, 0.0f,
0.5f, 0.0f, 0.5f, 0.0f, 0.0f,
//triangle OAB
0.0f, 0.5f, 0.0f, 0.5f, 1.0f,
-0.5f, 0.0f, -0.5f, 1.0f, 0.0f,
0.5f, 0.0f, -0.5f, 0.0f, 0.0f,
//triangle BAC
0.5f, 0.0f, -0.5f, 0.0f, 0.0f,
-0.5f, 0.0f, -0.5f, 1.0f, 0.0f,
0.5f, 0.0f, 0.5f, 0.0f, 0.0f,
//triangle ADC
-0.5f, 0.0f, -0.5f, 0.0f, 0.0f,
-0.5f, 0.0f, 0.5f, 1.0f, 0.0f,
0.5f, 0.0f, 0.5f, 0.0f, 0.0f
};
float skyboxvertices[] = {
//Vertices
//right
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
// left
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
//top
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
//bottom
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
//front
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
//back
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f
};
//These textures are badly cropped
//Need better skybox cropped HQ textures
std::vector<std::string> faces = {
"skybox/right.png",
"skybox/left.png",
"skybox/top.png",
"skybox/bottom.png",
"skybox/front.png",
"skybox/back.png"
};
//Load the pyramid texture
int width, height, nrChannels;
unsigned char* pymdata = stbi_load("pyramid-tex.png", &width, &height, &nrChannels, 0);
// first, configure the pyramid's VAO (and VBO)
GLuint VBO, VAO, tex;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenTextures(1, &tex);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//create a new data store for the buffer object currently bound to the target
//that is uploading the vertex data to the GPU basically
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(VAO);
// position attribute of the triangles
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture attribute of the triangles
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (pymdata) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pymdata);
glGenerateMipmap(GL_TEXTURE_2D);
}
else {
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(pymdata);
GLuint skyboxVAO, skyboxVBO, skyboxtex;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &skyboxVBO);
glGenTextures(1, &skyboxtex);
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxvertices), &skyboxvertices, GL_STATIC_DRAW);
glBindVertexArray(skyboxVAO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// load and create a cubemap texture
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxtex);
for (unsigned int i = 0; i < faces.size(); i++)
{
unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data)
{
//PNG images have an alpha channel hence RGBA instead of RGB
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data
);
stbi_image_free(data);
}
else
{
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
stbi_image_free(data);
}
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
pyramidShader.use();
glUniform1i(glGetUniformLocation(pyramidShader.ID, "bricks"), 0);
skyboxShader.use();
skyboxShader.setInt("skybox", 0);
stbi_set_flip_vertically_on_load(true);
unsigned char* terraindata = stbi_load("sahara.png", &width, &height, &nrChannels, 0);
if (terraindata)
{
std::cout << "Loaded heightmap of size " << height << " x " << width << std::endl;
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
std::vector<float> terrainvtx;
float yScale = 64.0f / 256.0f, yShift = 16.0f;
int rez = 1;
unsigned bytePerPixel = nrChannels;
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
unsigned char* pixelOffset = terraindata + (j + width * i) * bytePerPixel;
unsigned char y = pixelOffset[0];
// vertex
terrainvtx.push_back(-height / 2.0f + height * i / (float)height); // vx
terrainvtx.push_back((int)y * yScale - yShift); // vy
terrainvtx.push_back(-width / 2.0f + width * j / (float)width); // vz
}
}
std::cout << "Loaded " << terrainvtx.size() / 3 << " vertices" << std::endl;
stbi_image_free(terraindata);
std::vector<unsigned> indices;
for (unsigned i = 0; i < static_cast<uint16_t>(height - 1); i += rez)
{
for (unsigned j = 0; j < static_cast<uint16_t>(width); j += rez)
{
for (unsigned k = 0; k < 2; k++)
{
indices.push_back(j + width * (i + k * rez));
}
}
}
std::cout << "Loaded " << indices.size() << " indices" << std::endl;
const int numStrips = (height - 1) / rez;
const int numTrisPerStrip = (width / rez) * 2 - 2;
std::cout << "Created lattice of " << numStrips << " strips with " << numTrisPerStrip << " triangles each" << std::endl;
std::cout << "Created " << numStrips * numTrisPerStrip << " triangles total" << std::endl;
// first, configure the cube's VAO (and terrainVBO + terrainIBO)
unsigned int terrainVAO, terrainVBO, terrainIBO;
glGenVertexArrays(1, &terrainVAO);
glBindVertexArray(terrainVAO);
glGenBuffers(1, &terrainVBO);
glBindBuffer(GL_ARRAY_BUFFER, terrainVBO);
glBufferData(GL_ARRAY_BUFFER, terrainvtx.size() * sizeof(float), &terrainvtx[0], GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &terrainIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, terrainIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned), &indices[0], GL_STATIC_DRAW);
// render loop
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
processInput(window);
// render
//glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100000.0f);
glm::mat4 view = camera.GetViewMatrix();
// world transformation
glm::mat4 model = glm::mat4(1.0f);
// Drawing terrain
terrainShader.use();
terrainShader.setMat4("projection", projection);
terrainShader.setMat4("view", view);
// world transformation
terrainShader.setMat4("model", model);
glBindVertexArray(terrainVAO);
for (unsigned strip = 0; strip < static_cast<uint16_t>(numStrips); strip++)
{
glDrawElements(GL_TRIANGLE_STRIP, // primitive type
numTrisPerStrip + 2, // number of indices to render
GL_UNSIGNED_INT, // index data type
(void*)(sizeof(unsigned) * (numTrisPerStrip + 2) * strip)); // offset to starting index
}
// drawing the pyramid
pyramidShader.use();
pyramidShader.setMat4("projection", projection);
pyramidShader.setMat4("view", view);
//place the pyramid on the terrain and scale
model = glm::translate(model, glm::vec3(0.0f, -7.0f, 0.0f));
model = glm::scale(model, glm::vec3(15.0f, 15.0f, 15.0f));
pyramidShader.setMat4("model", model);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
// render the triangles
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 18); // 6 triangles, 4 on the sides and 2 on the base
//so the math will be 6 * 3 = 18 vertices
// draw skybox as last
glDepthFunc(GL_LEQUAL); // change depth function so depth test passes when values are equal to depth buffer's content
skyboxShader.use();
//So that the camera only moves in XZ plane but it is eyelevel
camera.Position.y = -6.0f;
//we remove translation to give the illusion of infinite depth and distance
view = glm::mat4(glm::mat3(view));
skyboxShader.setMat4("view", view);
skyboxShader.setMat4("projection", projection);
// skybox cube
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxtex);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS); // set depth function back to default
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
glDeleteVertexArrays(1, &terrainVAO);
glDeleteBuffers(1, &terrainVBO);
glDeleteBuffers(1, &terrainIBO);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteTextures(1, &tex);
glDeleteVertexArrays(1, &skyboxVAO);
glDeleteBuffers(1, &skyboxVBO);
glDeleteTextures(1, &skyboxtex);
// 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 xposIn, double yposIn)
{
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
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(static_cast<float>(yoffset));
}