173 lines
6.3 KiB
C++

#include "Gedeng/DirectionalLight.h"
#include "Gedeng/Input.h"
#include "Gedeng/Logger.h"
#include "Gedeng/ObjMesh.h"
#include "Gedeng/ParticleSystem.h"
#include "Gedeng/QuadMesh.h"
#include "Gedeng/Shader.h"
#include "Gedeng/TextLabel.h"
#include "Gedeng/Vector3.h"
#include <GLFW/glfw3.h>
#define GEDENG_MAIN
#include <Gedeng.h>
// For Debugging
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad() {
if (quadVAO == 0) {
float quadVertices[] = {
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
class mesh3 : public Gedeng::Application {
public:
mesh3(unsigned long ms_per_update, unsigned int window_size_x, unsigned int window_size_y,
Gedeng::String window_name)
: Application(ms_per_update, window_size_x, window_size_y, window_name), particle_interval(0.2),
number_of_steps(10.0), number_of_refinement_steps(10.0), bump_depth(0.1),
render_shader(Gedeng::Shader("Shader/bump.vs", "Shader/bump.fs")),
debug_shader(Gedeng::Shader("Shader/depth-debug.vs", "Shader/depth-debug.fs")),
camera(Gedeng::FPSCamera(90, 1920, 1080, 0.1, 1000.0)),
albedo("Resources/Textures/PavingStones/PavingStones070_2K_Color.jpg", Gedeng::Texture::Settings()),
bump("Resources/Textures/PavingStones/PavingStones070_2K_Displacement.jpg", Gedeng::Texture::Settings()),
normal("Resources/Textures/PavingStones/PavingStones070_2K_Normal.jpg", Gedeng::Texture::Settings()),
particle_tex1("Resources/Textures/Particles/circle.png", Gedeng::Texture::Settings()),
particle_tex2("Resources/Textures/Particles/magic.png", Gedeng::Texture::Settings()),
particle_tex3("Resources/Textures/Particles/smoke.png", Gedeng::Texture::Settings()),
quad_mesh(Gedeng::QuadMesh(10.0)), light(glm::vec3(0.57735, -0.57735, 0.57735)),
mesh1("Resources/Meshes/Monkey.obj", Gedeng::ObjMesh::Settings()),
mesh2("Resources/Meshes/Monkey.obj", Gedeng::ObjMesh::Settings()),
mesh3("Resources/Meshes/Monkey.obj", Gedeng::ObjMesh::Settings()) {
particles.set_position(glm::vec3(0.0f, 0.0f, -10.0f));
particles.set_velocity(glm::vec3(-2, 4, -2), glm::vec3(2, 6, 2));
particles.set_gravity(glm::vec3(0, -4, 0));
particles.set_color(glm::vec3(0.0f, 0.5f, 1.0f));
particles.set_lifetime(1.0f, 1.5f);
particles.set_size(0.1);
particles.set_interval(particle_interval);
particles.set_number_of_particles(1);
particles.set_textures(&particle_tex1, &particle_tex2, &particle_tex3);
camera.translate(glm::vec3(0.0, 2.0, 1.0));
// camera.rotate(30, glm::vec3(1.0, 0.0, 0.0));
mesh1.translate(glm::vec3(2.0, 3.0, -2.0));
}
~mesh3() = default;
void fixed_update(double delta) override {
camera.update(delta);
if (Gedeng::Input::is_mouse_down(GLFW_MOUSE_BUTTON_LEFT))
particles.set_position(camera.get_view_ray().get_plane_collision().collision_position);
if (Gedeng::Input::is_key_down(GLFW_KEY_2)) particle_interval = fmax(particle_interval + 0.1 * delta, 0.02);
if (Gedeng::Input::is_key_down(GLFW_KEY_1)) particle_interval = fmax(particle_interval - 0.1 * delta, 0.02);
particles.set_interval(particle_interval);
}
void dynamic_update(double delta) override {
// Shadows
light.clear_shadows();
light.render_shadow(mesh1);
light.render_shadow(quad_mesh);
glViewport(0, 0, 1920, 1080);
glClearColor(0.1, 0.1f, 0.1, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render_shader.use();
// Camera
render_shader.setMat4("projection", camera.get_projection());
render_shader.setMat4("view", camera.get_view());
render_shader.setVec3("viewPos", camera.get_translation());
// Lighting
light.set_in_shader(render_shader);
render_shader.setFloat("number_of_steps", glm::max(0.0f, number_of_steps));
render_shader.setFloat("number_of_refinement_steps", glm::max(0.0f, number_of_refinement_steps));
render_shader.setFloat("bump_depth", glm::max(0.0f, bump_depth));
// Textures
albedo.bind_to(0);
normal.bind_to(1);
bump.bind_to(2);
light.bind_depth_map_to(3);
// Quad which is rendered onto
quad_mesh.render(render_shader);
// Particles
particles.set_camera(camera);
particles.update(delta);
particles.render();
// Props
render_shader.use();
mesh1.render(render_shader);
/* // Render the light's depth map to a quad for debugging
debug_shader.use();
light.bind_depth_map_to(0);
renderQuad(); */
}
private:
float particle_interval;
float number_of_steps;
float number_of_refinement_steps;
float bump_depth;
Gedeng::Shader render_shader;
Gedeng::Shader debug_shader;
Gedeng::VertexBuffer vertex_rectangle;
Gedeng::FPSCamera camera;
Gedeng::Texture albedo;
Gedeng::Texture bump;
Gedeng::Texture normal;
Gedeng::Texture particle_tex1;
Gedeng::Texture particle_tex2;
Gedeng::Texture particle_tex3;
Gedeng::QuadMesh quad_mesh;
Gedeng::ParticleSystem particles;
Gedeng::DirectionalLight light;
Gedeng::ObjMesh mesh1;
Gedeng::ObjMesh mesh2;
Gedeng::ObjMesh mesh3;
};
Gedeng::Application *Gedeng::create_application() {
GG_CLIENT_INFO("Creating Application");
return new mesh3(20, 1920, 1080, String("Parallax Demo"));
}