113 lines
3.8 KiB
C++
113 lines
3.8 KiB
C++
#include "Gedeng/Logger.h"
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#include "Gedeng/TextLabel.h"
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#include "Gedeng/Vector3.h"
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#define GEDENG_MAIN
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#include <Gedeng.h>
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class ParallaxApp : public Gedeng::Application {
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public:
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ParallaxApp(unsigned long ms_per_update, unsigned int window_size_x, unsigned int window_size_y,
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Gedeng::String window_name)
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: Application(ms_per_update, window_size_x, window_size_y, window_name), number_of_steps(10.0),
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number_of_refinement_steps(10.0), bump_depth(0.1),
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render_shader(Gedeng::Shader("Shader/bump.vs", "Shader/bump.fs")),
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camera(Gedeng::Camera(90, 1920, 1080, 0.1, 1000.0)),
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albedo("Resources/Textures/PavingStones/PavingStones070_2K_Color.jpg", Gedeng::Texture::Settings()),
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bump("Resources/Textures/PavingStones/PavingStones070_2K_Displacement.jpg", Gedeng::Texture::Settings()),
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normal("Resources/Textures/PavingStones/PavingStones070_2K_Normal.jpg", Gedeng::Texture::Settings()) {
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// Move and rotate the camera so we see the quad well
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camera.translate(glm::vec3(0.0, -1.0, 1.0));
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camera.rotate(30, glm::vec3(1.0, 0.0, 0.0));
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}
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~ParallaxApp() = default;
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void fixed_update(double delta) override {
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// Settings for bump mapping
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if (Gedeng::Input::is_key_down(GLFW_KEY_Q)) {
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number_of_steps += delta * 5.0;
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}
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if (Gedeng::Input::is_key_down(GLFW_KEY_W)) {
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number_of_steps -= delta * 5.0;
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}
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if (Gedeng::Input::is_key_down(GLFW_KEY_A)) {
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number_of_refinement_steps += delta * 5.0;
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}
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if (Gedeng::Input::is_key_down(GLFW_KEY_S)) {
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number_of_refinement_steps -= delta * 5.0;
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}
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if (Gedeng::Input::is_key_down(GLFW_KEY_Z)) {
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bump_depth += delta * 0.1;
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}
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if (Gedeng::Input::is_key_down(GLFW_KEY_X)) {
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bump_depth -= delta * 0.1;
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}
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Gedeng::String text;
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text += std::to_string(number_of_steps).c_str();
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text += " steps, ";
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text += std::to_string(number_of_refinement_steps).c_str();
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text += " refinement steps, ";
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text += std::to_string(bump_depth).c_str();
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text += " bump depth";
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debug_text.set_text(text);
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}
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void dynamic_update(double delta) override {
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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render_shader.use();
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// Camera
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render_shader.setMat4("projection", camera.get_projection());
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render_shader.setMat4("view", camera.get_view());
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render_shader.setVec3("viewPos", camera.get_translation());
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// Lighting
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render_shader.setVec3("lightPos", glm::vec3(0.0, 1.0, 5.0));
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render_shader.setFloat("number_of_steps", glm::max(0.0f, number_of_steps));
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render_shader.setFloat("number_of_refinement_steps", glm::max(0.0f, number_of_refinement_steps));
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render_shader.setFloat("bump_depth", glm::max(0.0f, bump_depth));
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// Textures
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albedo.bind_to(0);
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normal.bind_to(1);
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bump.bind_to(2);
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// Quad which is rendered onto
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quad_mesh.rotate(delta * 25.0f, glm::normalize(glm::vec3(0.0, 0.0, 1.0)));
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quad_mesh.render(render_shader);
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debug_text.render_text(25.0f, 25.0f, 1.0f, Gedeng::Vector3(1.0, 1.0, 0.0));
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}
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private:
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float number_of_steps;
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float number_of_refinement_steps;
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float bump_depth;
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Gedeng::Shader render_shader;
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Gedeng::VertexBuffer vertex_rectangle;
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Gedeng::Camera camera;
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Gedeng::Texture albedo;
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Gedeng::Texture bump;
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Gedeng::Texture normal;
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Gedeng::QuadMesh quad_mesh;
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Gedeng::TextLabel debug_text;
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};
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Gedeng::Application *Gedeng::create_application() {
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GG_CLIENT_INFO("Creating Application");
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return new ParallaxApp(20, 900, 600, String("Parallax Demo"));
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}
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