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main.cpp
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main.cpp
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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.h"
#include "Camera.h"
#include "Model.h"
#include "Spring.h"
#include "MouseControl.hpp"
#include <iostream>
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void cursor_pos_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow* window);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float clastX = SCR_WIDTH / 2.0f;
float clastY = SCR_HEIGHT / 2.0f;
bool cameraFirstMouse = true;
bool cameraCanRotate = false;
// mouseControl
Spring* springs = nullptr;
MouseControl* mouse_control = nullptr;
// 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, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_pos_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture/hide 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);
// build and compile shaders
// -------------------------
Shader ourShader("vertexShaderSource.vert", "fragmentShaderSource.frag");
// load models
// -----------
Model ourModel("liver_model/liver.obj");
// add springs and mouseControl
springs = new Spring(&ourModel.meshes[0]);
mouse_control = new MouseControl(&ourModel.meshes[0]);
// draw in wireframe
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render loop
// -----------
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
// --------------------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
springs->update(deltaTime);
// input
// -----
processInput(window);
// render
// ------
glClearColor(0.2f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// don't forget to enable shader before setting uniforms
ourShader.use();
// view/projection transformations
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
ourShader.setMat4("projection", projection);
ourShader.setMat4("view", view);
// render the loaded model
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.12f, 0.12f, 0.12f));
ourShader.setMat4("model", model);
mouse_control->update(projection * view * model);
ourModel.Draw(ourShader);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
delete springs;
delete mouse_control;
// 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);
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS);
}
// 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 cursor_pos_callback(GLFWwindow* window, double xpos, double ypos)
{
if (cameraCanRotate) {
if (cameraFirstMouse)
{
clastX = xpos;
clastY = ypos;
cameraFirstMouse = false;
}
float xoffset = xpos - clastX;
float yoffset = clastY - ypos; // reversed since y-coordinates go from bottom to top
clastX = xpos;
clastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
if (mouse_control) mouse_control->onDrag(xpos, ypos);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS) {
if (button == GLFW_MOUSE_BUTTON_RIGHT) cameraCanRotate = true;
else if (button == GLFW_MOUSE_BUTTON_LEFT) {
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
mouse_control->getVertex(xpos, ypos);
}
} else if (action == GLFW_RELEASE) {
if (button == GLFW_MOUSE_BUTTON_RIGHT) {
cameraCanRotate = false;
cameraFirstMouse = true;
} else if (button == GLFW_MOUSE_BUTTON_LEFT) {
mouse_control->releaseVertex();
springs->restoreVelocities();
}
}
return;
}