terravisor/source/scene.cpp

165 lines
4.6 KiB
C++

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#include "scene.h"
#include "Uniforms.h"
#include "InitShader.h" //Functions for loading shaders from text files
//#include "LoadMesh.h" //Functions for creating OpenGL buffers from mesh files
//#include "LoadTexture.h" //Functions for creating OpenGL textures from image files
//#include "VideoRecorder.h" //Functions for saving videos
#include "DebugCallback.h"
static const std::string vertex_shader("shaders/vertex.glsl");
static const std::string fragment_shader("shaders/fragment.glsl");
GLuint shader_program = -1;
float angle = 0.0f;
float scale = 1.0f;
namespace Camera {
glm::mat4 V, P;
float Aspect = 1.0f;
float NearZ = 0.1f;
float FarZ = 100.0f;
float Fov = glm::pi<float>() / 4.0f;
void UpdateP() {
P = glm::perspective(Fov, Aspect, NearZ, FarZ);
}
}
void Scene::Display(GLFWwindow* window) {
glClear(GL_COLOR_BUFFER_BIT);
Camera::V = glm::lookAt(glm::vec3(Uniforms::SceneData.eye_w), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
Uniforms::SceneData.PV = Camera::P * Camera::V;
Uniforms::BufferSceneData();
glUseProgram(shader_program);
glm::mat4 M = glm::rotate(angle, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale(glm::vec3(scale));
glUniformMatrix4fv(Uniforms::UniformLocs::M, 1, false, glm::value_ptr(M));
//glBindVertexArray(mesh_data.mVao);
//glDrawElements(GL_TRIANGLES, mesh_data.mSubmesh[0].mNumIndices, GL_UNSIGNED_INT, 0);
Scene::DrawGUI(window);
glfwSwapBuffers(window);
}
void Scene::DrawGUI(GLFWwindow* window) {
// Begin ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
// Enable docking
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::NewFrame();
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
// Add menu bar
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
// Style windows
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
window_flags |= ImGuiWindowFlags_NoBackground;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::Begin("TerraVisor", nullptr, window_flags);
ImGui::PopStyleVar(3);
// Submit the DockSpace
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
}
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Options"))
{
ImGui::Text("Nothing Here Yet, Check Back Later!");
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::End();
//Draw Gui
ImGui::Begin("Terrain Controls");
if (ImGui::Button("Quit"))
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void Scene::Idle() {
}
void Scene::ReloadShader()
{
GLuint new_shader = InitShader(vertex_shader.c_str(), fragment_shader.c_str());
if (new_shader == -1) // loading failed
{
DebugBreak(); //alert user by breaking and showing debugger
glClearColor(1.0f, 0.0f, 1.0f, 0.0f); //change clear color if shader can't be compiled
}
else
{
glClearColor(0.35f, 0.35f, 0.35f, 0.0f);
if (shader_program != -1)
{
glDeleteProgram(shader_program);
}
shader_program = new_shader;
}
}
void Scene::Init() {
glewInit();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
ReloadShader();
}