286 lines
12 KiB
C++
286 lines
12 KiB
C++
#include <memory>
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include "peripherals_glfw.h"
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#include "demo/demo_engine.h"
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#include "timer.h"
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using namespace acidrain;
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using namespace std;
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INITIALIZE_EASYLOGGINGPP
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int main() {
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acidrain::peripherals_glfw peripherals;
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peripherals.init();
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LOG(INFO) << "peripherals initialized";
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glDisable(GL_DEPTH_TEST);
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const float DEMO_LENGTH_IN_SECONDS = 100;
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// --------------------------------------------------------------------------------------
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// Load resources
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// --------------------------------------------------------------------------------------
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acidrain::texture_generator tg(256, 256);
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tg.brick(0, 50, 20, 4, glm::vec4(1), glm::vec4(0));
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// tg.checker_board(0, 50, glm::vec4(1), glm::vec4(0));
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shared_ptr<mesh> affectedSphere = mesh_generator::sphere(50, 50);
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map_transform(affectedSphere, tg, 0, 0, 0.2f);
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calculate_normals(*affectedSphere.get());
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// affectedSphere = mesh_generator::cog(0.2, 0.5, 50, 4, 0.1, 0.2, 0.2, 0.1);
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demo_data::meshes.push_back(affectedSphere);
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demo_data::meshes.push_back(mesh_generator::sphere(3, 3));
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demo_data::meshes.push_back(mesh_generator::grid(30, 30));
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demo_data::meshes.push_back(mesh_generator::cube());
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auto mat = std::make_shared<material>();
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mat->ambient = glm::vec4(0, 0, 0.15, 1);
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mat->diffuse = glm::vec4(1, 1, 1, 1);
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// material->diffuse = glm::vec4(1, 0, 0, 1);
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mat->specular = glm::vec4(0.3, 0.3, 0.3, 1);
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mat->shininess = 200;
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mat->cast_shadows = true;
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auto *textureGenerator1 = new texture_generator(256, 256);
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// mat->textures[texture_role::diffuse] = textureGenerator1->checker_board(0, 20,
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// colour(1, 1, 1, 1),
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// colour(0, 0.5, 0.2, 1)).get_texture(0);
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mat->textures[texture_role::diffuse] = textureGenerator1->brick(0,
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50, 20,
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4,
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colour(0.3, 0.1, 0, 1),
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colour(1, 0.3, 0, 1)).get_texture(0);
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demo_data::materials.push_back(mat);
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auto material2 = make_shared<material>();
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material2->ambient = glm::vec4(0, 0, 0.15, 1);
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material2->textures[texture_role::diffuse] = textureGenerator1->get_texture(0);
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// material2->diffuse = glm::vec4(0.2, 1.0, 0.7, 1);
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material2->diffuse = glm::vec4(1, 1, 1, 1);
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material2->specular = glm::vec4(0.3, 0.3, 0.3, 1);
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material2->shininess = 200;
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material2->cast_shadows = false;
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demo_data::materials.push_back(material2);
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auto material3 = make_shared<material>();
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material3->ambient = glm::vec4(0, 0, 0.15, 1);
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// material3->diffuse = glm::vec4(1.0, 0.7, 0.2, 1);
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material3->diffuse = glm::vec4(1, 1, 1, 1);
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material3->specular = glm::vec4(0.3, 0.3, 0.3, 1);
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material3->shininess = 200;
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material3->cast_shadows = true;
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demo_data::materials.push_back(material3);
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auto material4 = make_shared<material>();
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material4->ambient = glm::vec4(0, 0, 0.15, 1);
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// material4->diffuse = glm::vec4(1.0, 0.7, 0.2, 1);
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material4->diffuse = glm::vec4(1, 1, 1, 1);
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material4->specular = glm::vec4(0.3, 0.3, 0.3, 1);
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material4->shininess = 200;
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material4->cast_shadows = false;
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demo_data::materials.push_back(material4);
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auto material5 = make_shared<material>();
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material5->ambient = glm::vec4(0.1, 0.1, 0.15, 1);
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// material4->diffuse = glm::vec4(1.0, 0.7, 0.2, 1);
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material5->diffuse = glm::vec4(1, 1, 1, 1);
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material5->specular = glm::vec4(1, 1, 1, 1);
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material5->shininess = 10;
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material5->cast_shadows = false;
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demo_data::materials.push_back(material5);
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// --------------------------------------------------------------------------------------
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// Set up demo parts
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// --------------------------------------------------------------------------------------
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DemoPartClear demoPartClear;
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demoPartClear.startTime = 0;
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demoPartClear.endTime = DEMO_LENGTH_IN_SECONDS;
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demoPartClear.color = glm::vec4(0.1f, 0.1f, 0.3f, 1.0f);
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DemoPartScene demoPartScene;
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demoPartScene.startTime = 0;
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demoPartScene.endTime = DEMO_LENGTH_IN_SECONDS;
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demoPartScene.cameraName = "cam1";
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demoPartScene.lightName = "light1";
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auto *scene1 = new scene();
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demoPartScene.scene_ = shared_ptr<scene>(scene1);
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auto smallSphere = std::make_shared<mesh_node>("small sphere");
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smallSphere->mesh_ = demo_data::meshes[1];
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smallSphere->material_ = demo_data::materials[0];
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smallSphere->position = glm::vec3(0, 0, 0);
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smallSphere->scale = glm::vec3(0.5);
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// meshNode->rotation = glm::angleAxis(2.25f , glm::vec3(1.0f, 0.0f, 0.0f));
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auto ground_plane = std::make_shared<mesh_node>("ground_plane");
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ground_plane->mesh_ = demo_data::meshes[2];
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ground_plane->material_ = demo_data::materials[1];
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ground_plane->position = glm::vec3(0, 0, 0);
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ground_plane->scale = glm::vec3(10);
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ground_plane->rotation = glm::angleAxis(3.141529f / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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auto back_plane = std::make_shared<mesh_node>("back plane");
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back_plane->mesh_ = demo_data::meshes[2];
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back_plane->material_ = demo_data::materials[1];
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back_plane->position = glm::vec3(0, 5, -5);
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back_plane->scale = glm::vec3(10);
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back_plane->rotation = angleAxis(3.141529f, glm::vec3(1.0f, 0.0f, 0.0f));
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auto left_plane = std::make_shared<mesh_node>("left plane");
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left_plane->mesh_ = demo_data::meshes[2];
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left_plane->material_ = demo_data::materials[1];
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left_plane->position = glm::vec3(-5, 5, 0);
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left_plane->scale = glm::vec3(10);
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left_plane->rotation = angleAxis(-3.141529f / 2.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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auto right_plane = std::make_shared<mesh_node>("right plane");
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right_plane->mesh_ = demo_data::meshes[2];
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right_plane->material_ = demo_data::materials[1];
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right_plane->position = glm::vec3(5, 5, 0);
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right_plane->scale = glm::vec3(10);
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right_plane->rotation = angleAxis(3.141529f / 2.0f, glm::vec3(0.0f, 1.0f, 0.0f));
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auto bigSphere = make_shared<mesh_node>("big sphere");
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bigSphere->mesh_ = demo_data::meshes[0];
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bigSphere->material_ = demo_data::materials[1];
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bigSphere->position = glm::vec3(-2, 2, 0);
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bigSphere->scale = glm::vec3(0.8);
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bigSphere->rotation = glm::angleAxis(3.141529f / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f));
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auto lightMeshNode = std::make_shared<mesh_node>("light mesh");
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lightMeshNode->mesh_ = demo_data::meshes[0];
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lightMeshNode->material_ = demo_data::materials[0];
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lightMeshNode->position = glm::vec3(1, 2, 1);
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lightMeshNode->scale = glm::vec3(0.5);
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auto camNode = std::make_shared<camera_node>();
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camNode->name = "cam1";
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camNode->position = glm::vec3(0, 2, 5);
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camNode->target = glm::vec3(0, 0, 0);
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camNode->fov = 45;
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auto lightNode = make_shared<light_node>(light_type::spot);
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lightNode->name = "light1";
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lightNode->position = glm::vec3(-5, 5, 0);
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lightNode->spot_target = glm::vec3(0, 0, 0);
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lightNode->spot_cutoff = 50.0f;
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lightNode->spot_exponent = 16.0f;
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lightNode->ambient = glm::vec4(0.1, 0.1, 0.1, 1.0);
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lightNode->diffuse = glm::vec4(0.5, 1.0, 1.0, 1.0);
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lightNode->specular = glm::vec4(0.0, 0.8, 0.1, 1.0);
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auto lightNode2 = make_shared<light_node>(light_type::spot);
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lightNode2->name = "light2";
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lightNode2->position = glm::vec3(5, 5, 0);
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lightNode2->spot_target = glm::vec3(0, 0, 0);
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lightNode2->spot_cutoff = 50.0f;
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lightNode2->spot_exponent = 16.0f;
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lightNode2->ambient = glm::vec4(0.1, 0.1, 0.1, 1.0);
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lightNode2->diffuse = glm::vec4(1.0, 0.5, 1.0, 1.0);
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lightNode2->specular = glm::vec4(0.0, 0.8, 0.1, 1.0);
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scene1->tree->add(ground_plane);
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scene1->tree->add(back_plane);
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scene1->tree->add(left_plane);
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scene1->tree->add(right_plane);
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scene1->tree->add(smallSphere);
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scene1->tree->add(bigSphere);
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scene1->tree->add(lightMeshNode);
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scene1->tree->add(camNode);
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scene1->tree->add(lightNode);
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scene1->tree->add(lightNode2);
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// --------------------------------------------------------------------------------------
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// Run demo
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// --------------------------------------------------------------------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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ImGui::StyleColorsDark();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(((peripherals_glfw*)&peripherals)->get_window(), true);
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ImGui_ImplOpenGL3_Init("#version 150");
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timer timer1;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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bool show_demo_window = false;
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bool show_another_window = false;
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while (!peripherals.should_close() && timer1.seconds_since_start() < DEMO_LENGTH_IN_SECONDS) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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double elapsedSeconds = timer1.seconds_since_start();
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bigSphere->mesh_ = mesh_generator::extrude(mesh_generator::sphere(50, 50), {200, 201, 100, 101, 400, 401}, 0.05,
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(int) ((sin(elapsedSeconds) + 0.5) * 40));
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smallSphere->position = glm::vec3(0, sin(2 * M_PI * 0.13 * elapsedSeconds) * 2.0 + 0.5, 0);
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// meshNode->position = glm::vec3(0, 0.001, 0);
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// camNode->target = glm::vec3(0, 0.0001, 0);
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// camNode->position = glm::vec3(0, 5, -10);
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lightNode2->position = glm::vec3(5 * sin(2 * M_PI * 0.05 * elapsedSeconds), 2,
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5 * cos(2 * M_PI * 0.05 * elapsedSeconds));
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lightNode->position = glm::vec3(5 * cos(2 * M_PI * 0.75 * elapsedSeconds), 2,
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5 * sin(2 * M_PI * 0.75 * elapsedSeconds));
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lightMeshNode->position = lightNode2->position;
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bigSphere->rotation *= angleAxis((float) (M_PI / 4.0 * timer1.lap()), normalize(glm::vec3(0.2, 0.5, 0.3)));
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demoPartClear.process(demoPartClear.normalizeTime(elapsedSeconds));
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demoPartScene.process(demoPartScene.normalizeTime(elapsedSeconds));
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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peripherals.swap_buffers();
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peripherals.poll_events();
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}
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}
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