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main.cpp
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276 lines (239 loc) · 6.18 KB
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/* LearnOpenGL 0kk470*/
#pragma once
#include "HelloTriangle.h"
#include "HelloShader.h"
#include "HelloTexture.h"
#include "HelloTransform.h"
#include "HelloCoordinate.h"
#include "HelloCamera.h"
#include "HelloLight.h"
#include "HelloMaterial.h"
#include "HelloLightMap.h"
#include "HelloLightCasters.h"
#include "ModelPainter.h"
#include "DepthTest.h"
#include "StencilTest.h"
#include "Blending.h"
#include "FaceCulling.h"
bool IsConsoleOpen = true;
bool IgnoreInput = false;
void OnMouseMove(GLFWwindow* window, double xpos, double ypos)
{
if (IgnoreInput)
return;
auto painter = static_cast<Painter*>(glfwGetWindowUserPointer(window));
if (painter != nullptr)
painter->OnMouseMoveCallback(window, xpos, ypos);
}
void OnMouseScroll(GLFWwindow* window, double xoffset, double yoffset)
{
if (IgnoreInput)
return;
auto painter = static_cast<Painter*>(glfwGetWindowUserPointer(window));
if (painter != nullptr)
painter->OnMouseScrollCallBack(window, xoffset, yoffset);
}
void OnKeyEvent(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_GRAVE_ACCENT && action == GLFW_PRESS)
{
Debug::IsOpenDebugWnd = !Debug::IsOpenDebugWnd;
}
if (key == GLFW_KEY_Y && action == GLFW_PRESS)
{
IgnoreInput = !IgnoreInput;
if (IgnoreInput)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);;
Debug::Log("Input is closed!");
}
else
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
Mouse::SetFirstMove(true);
Debug::Log("Input is active!");
}
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void ProcessInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (IgnoreInput)
return;
auto painter = static_cast<Painter*>(glfwGetWindowUserPointer(window));
if (painter != nullptr)
painter->HandleInput(window);
}
Painter* CreatePainter(const char* name)
{
if (name == "HelloTriangle")
{
return new HelloTriangle();
}
else if (name == "HelloShader")
{
return new HelloShader();
}
else if (name == "HelloTexture")
{
return new HelloTexture();
}
else if (name == "HelloTransform")
{
return new HelloTransform();
}
else if (name == "HelloCoordinate")
{
return new HelloCoordinate();
}
else if (name == "HelloCamera")
{
return new HelloCamera();
}
else if (name == "HelloLight")
{
return new HelloLight();
}
else if (name == "HelloMaterial")
{
return new HelloMaterial();
}
else if (name == "HelloLightMap")
{
return new HelloLightMap();
}
else if (name == "HelloLightCasters")
{
return new HelloLightCasters();
}
else if (name == "ModelPainter")
{
return new ModelPainter();
}
else if (name == "DepthTest")
{
return new DepthTest();
}
else if (name == "StencilTest")
{
return new StencilTest();
}
else if (name == "Blending")
{
return new Blending();
}
else if (name == "FaceCulling")
{
return new FaceCulling();
}
return new Painter();
}
void InitImGUI(GLFWwindow* window)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.WantCaptureMouse = true;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330");
}
void ImGUI_Frame()
{
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void DiposeImGUI()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); //MAC OS
auto window = glfwCreateWindow(800, 600, "Learn OpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
getchar();
return -1;
}
InitImGUI(window);
Camera::GetMainCamera();
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, OnMouseMove);
glfwSetScrollCallback(window, OnMouseScroll);
glfwSetKeyCallback(window, OnKeyEvent);
//auto painter = CreatePainter("HelloTriangle");
//auto painter = CreatePainter("HelloShader");
//auto painter = CreatePainter("HelloTexture");
//auto painter = CreatePainter("HelloTransform");
//auto painter = CreatePainter("HelloCoordinate");
//auto painter = CreatePainter("HelloCamera");
//auto painter = CreatePainter("HelloLight");
//auto painter = CreatePainter("HelloMaterial");
//auto painter = CreatePainter("HelloLightMap");
//auto painter = CreatePainter("HelloLightCasters");
//auto painter = CreatePainter("ModelPainter");
//auto painter = CreatePainter("DepthTest");
//auto painter = CreatePainter("StencilTest");
//auto painter = CreatePainter("Blending");
auto painter = CreatePainter("FaceCulling");
painter->OnInit();
painter->OnWindowAttach(window);
glfwSetWindowUserPointer(window, painter);
GLfloat NextUpdateTime = 0;
GLfloat LastGlobalTime = 0;
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
Time::GameTime = glfwGetTime();
if (Time::GameTime < NextUpdateTime)
continue;
NextUpdateTime = Time::GameTime + FRAME_INTETRVAL;
Time::deltaTime = Time::GameTime - LastGlobalTime;
LastGlobalTime = Time::GameTime;
//imgui
ImGUI_Frame();
//Input
ProcessInput(window);
//Render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
Debug::DrawLogWindow();
painter->OnRender();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
//others
glfwSwapBuffers(window);
}
painter->OnDeInit();
DiposeImGUI();
glfwTerminate();
return 0;
}