couch/core/couch.cpp
2021-01-23 12:33:10 -06:00

169 lines
4.3 KiB
C++

// C++ includes
#include <iostream>
// OpenGL Includes
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#include "types.h"
#include "Util.h"
#include "Shaders/FlatShader.h"
#include "Shaders/ScreenShader.h"
#include "Shaders/SkyboxShader.h"
#include "Screen.h"
#include "Camera.h"
#include "Input.h"
#include "Node.h"
#include "Mesh.h"
#include "Light.h"
#include "Skybox.h"
#include "Scripting/Lua.h"
// Thirdparty Includes
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
Window *window;
const int width = 800;
const int height = 600;
Node *root;
void render(Node *curr, Shader *shader, Matrix model) {
if (curr->IsDrawable()) {
if (curr->IsTransformable()) {
Spatial *spatial = dynamic_cast<Spatial*>(curr);
model = glm::rotate(model, spatial->transform.rotation.x, Vector3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, spatial->transform.rotation.y, Vector3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, spatial->transform.rotation.z, Vector3(0.0f, 0.0f, 1.0f));
model = glm::translate(model, spatial->transform.position);
model = glm::scale(model, spatial->transform.scale);
shader->UpdateModel(model);
shader->UpdateNormal(glm::mat3(glm::transpose(glm::inverse(model))));
}
Mesh *mesh = dynamic_cast<Mesh*>(curr);
mesh->Draw(shader);
}
for (Node *child : curr->children) {
render(child, shader, model);
}
}
int main() {
int err;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
glfwWindowHintString(GLFW_X11_CLASS_NAME, "Couch");
window = glfwCreateWindow(width, height, "Couch", NULL, NULL);
if (!window) {
std::cerr << "Error creating window" << std::endl;
return 1;
}
glfwMakeContextCurrent(window);
err = glewInit();
if (err != GLEW_OK) {
std::cerr << "Error initializing glew" << std::endl;
}
glViewport(0, 0, width, height);
root = Node::GetRoot();
Input *input = Input::GetInstance();
input->Use(window);
Camera defaultCamera;
Screen screen;
ScreenShader *screenShader = new ScreenShader();
SkyboxShader *skyboxShader = new SkyboxShader();
FlatShader *shader = new FlatShader();
Matrix projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);
// TODO Allow multiple scripting languages
Lua *lua = new Lua();
lua->Initialize();
double lastTime = glfwGetTime();
double delta = 0.0;
while(!glfwWindowShouldClose(window)) {
// Start rendering to texture;
screen.Enable();
lua->Update(delta);
shader->Use();
shader->UpdateProjection(projection);
Matrix view(1.0f);
Camera *camera = Camera::GetCurrentCamera();
view = glm::rotate(view, -camera->transform.rotation.x, Vector3(1.0f, 0.0f, 0.0f));
view = glm::rotate(view, -camera->transform.rotation.y, Vector3(0.0f, 1.0f, 0.0f));
view = glm::rotate(view, -camera->transform.rotation.z, Vector3(0.0f, 0.0f, 1.0f));
view = glm::translate(view, -camera->transform.position);
shader->UpdateView(view);
// Find the lights
DirectionalLight *dirLight = Util::FindNodeByType<DirectionalLight>(root, "DirectionalLight");
if (dirLight) {
shader->UpdateDirectionalLight(*dirLight);
} else {
// No light in scene
shader->UpdateDirectionalLight(DirectionalLight());
}
// Render the scene tree
render(root, shader, Matrix(1.0f));
// Render the skybox
Skybox *skybox = Util::FindNodeByType<Skybox>(root, "Skybox");
if (skybox) {
glDepthFunc(GL_LEQUAL);
skyboxShader->Use();
skyboxShader->UpdateView(glm::mat4(glm::mat3(view)));
skyboxShader->UpdateProjection(projection);
skyboxShader->UpdateSkybox(*skybox);
skybox->DrawSkybox();
glDepthFunc(GL_LESS);
}
// Stop rendering to texture
screen.Disable();
// // Render the screen
screenShader->Use();
screenShader->UpdateTex(screen.tex);
glViewport(0, 0, width, height);
screen.Draw();
glfwSwapBuffers(window);
glfwPollEvents();
double curTime = glfwGetTime();
delta = curTime - lastTime;
lastTime = curTime;
}
lua->Close();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}