2021-04-26 21:10:07 -05:00
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// C includes
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#include <unistd.h>
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2021-01-13 16:47:16 -06:00
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// C++ includes
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2021-01-13 10:42:57 -06:00
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#include <iostream>
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2021-01-13 16:47:16 -06:00
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// OpenGL Includes
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2021-01-13 10:42:57 -06:00
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include "types.h"
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#include "Window.h"
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#include "Util.h"
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#include "Shaders/FlatShader.h"
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#include "Shaders/ScreenShader.h"
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#include "Shaders/SkyboxShader.h"
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#include "Screen.h"
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#include "Camera.h"
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#include "Input.h"
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#include "Node.h"
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#include "Mesh.h"
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#include "Light.h"
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#include "Skybox.h"
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#include "Rigidbody.h"
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#include "World.h"
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#include "Scripting/Lua.h"
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Node *root;
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void render(Node *curr, Shader *shader, Matrix model) {
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Spatial *spatial = dynamic_cast<Spatial*>(curr);
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if (spatial) {
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Transform transform = spatial->GetTransform();
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model = glm::rotate(model, transform.rotation.x, Vector3(1.0f, 0.0f, 0.0f));
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model = glm::rotate(model, transform.rotation.y, Vector3(0.0f, 1.0f, 0.0f));
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model = glm::rotate(model, transform.rotation.z, Vector3(0.0f, 0.0f, 1.0f));
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model = glm::translate(model, transform.position);
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model = glm::scale(model, transform.scale);
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shader->UpdateModel(model);
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shader->UpdateNormal(glm::mat3(glm::transpose(glm::inverse(model))));
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}
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Mesh *mesh = dynamic_cast<Mesh*>(curr);
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if (mesh) {
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mesh->Draw(shader);
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}
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for (Node *child : curr->GetChildren()) {
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render(child, shader, model);
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}
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}
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int main(int argc, char *argv[]) {
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if (argc == 2) {
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chdir(argv[1]);
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}
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Window window;
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window.Init();
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root = Node::GetRoot();
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Input *input = Input::GetInstance();
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input->Use(&window);
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Camera defaultCamera;
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World *world = World::GetWorld();
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Screen screen;
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ScreenShader *screenShader = new ScreenShader();
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SkyboxShader *skyboxShader = new SkyboxShader();
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FlatShader *shader = new FlatShader();
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Matrix projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);
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2021-01-15 15:43:32 -06:00
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// TODO Allow multiple scripting languages
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Lua *lua = new Lua();
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lua->Initialize();
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double lastTime = glfwGetTime();
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double delta = 0.0;
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while(!window.ShouldClose()) {
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// Physics update
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world->Step(delta);
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// Script update
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lua->Update(delta);
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// Delete freed nodes
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root->DoFree();
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// Start rendering to screen
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screen.Enable();
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shader->Use();
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shader->UpdateProjection(projection);
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Matrix view(1.0f);
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Camera *camera = Camera::GetCurrentCamera();
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Transform camera_transform = camera->GetTransform();
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view = glm::rotate(view, -camera_transform.rotation.x, Vector3(1.0f, 0.0f, 0.0f));
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view = glm::rotate(view, -camera_transform.rotation.y, Vector3(0.0f, 1.0f, 0.0f));
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view = glm::rotate(view, -camera_transform.rotation.z, Vector3(0.0f, 0.0f, 1.0f));
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view = glm::translate(view, -camera_transform.position);
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shader->UpdateView(view);
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// Find the lights
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DirectionalLight *dirLight = Util::FindNodeByType<DirectionalLight>(root, "DirectionalLight");
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if (dirLight) {
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shader->UpdateDirectionalLight(*dirLight);
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} else {
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// No light in scene
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shader->UpdateDirectionalLight(DirectionalLight());
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}
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PointLightList pointLights = Util::FindNodesByType<PointLight>(root, "PointLight");
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shader->UpdatePointLights(pointLights);
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// Render the scene tree
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render(root, shader, Matrix(1.0f));
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// Render the skybox
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Skybox *skybox = Util::FindNodeByType<Skybox>(root, "Skybox");
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if (skybox) {
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glDepthFunc(GL_LEQUAL);
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skyboxShader->Use();
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skyboxShader->UpdateView(glm::mat4(glm::mat3(view)));
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skyboxShader->UpdateProjection(projection);
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skyboxShader->UpdateSkybox(*skybox);
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skybox->DrawSkybox();
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glDepthFunc(GL_LESS);
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}
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// Stop rendering to texture
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screen.Disable();
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screenShader->Use();
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screenShader->UpdateTex(screen.tex);
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screen.Draw();
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window.Update();
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double curTime = glfwGetTime();
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delta = curTime - lastTime;
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lastTime = curTime;
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}
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lua->Close();
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window.Close();
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return 0;
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}
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