+ | Going to start object systems

This commit is contained in:
RedShip
2024-12-23 19:47:34 +01:00
parent ffc26d6078
commit e931b496ee
15 changed files with 172 additions and 22 deletions

74
srcs/class/Camera.cpp Normal file
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Camera.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
/* Updated: 2024/12/23 17:42:20 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "Camera.hpp"
Camera::Camera(glm::vec3 start_pos, glm::vec3 start_up, float start_yaw, float start_pitch)
: _forward(glm::vec3(0.0f, 0.0f, -1.0f)), _position(start_pos), _up(start_up), _pitch(start_pitch), _yaw(start_yaw)
{
update_camera_vectors();
}
Camera::~Camera(void)
{
}
void Camera::update_camera_vectors()
{
glm::vec3 frontTemp;
frontTemp.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
frontTemp.y = sin(glm::radians(_pitch));
frontTemp.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
_forward = glm::normalize(frontTemp);
_right = glm::normalize(glm::cross(_forward, glm::vec3(0.0f, 1.0f, 0.0f)));
_up = glm::normalize(glm::cross(_right, _forward));
}
glm::mat4 Camera::get_view_matrix()
{
return (glm::lookAt(_position, _position + _forward, _up));
}
glm::vec3 Camera::get_position()
{
return (_position);
}
void Camera::process_mouse(float xoffset, float yoffset, bool constraint_pitch = true)
{
_yaw += xoffset * 0.2f;
_pitch += yoffset * 0.2f;
if (constraint_pitch)
{
if (_pitch > 89.0f) _pitch = 89.0f;
if (_pitch < -89.0f) _pitch = -89.0f;
}
update_camera_vectors();
}
void Camera::process_keyboard(bool forward, bool backward, bool left, bool right, bool up, bool down)
{
float speed;
speed = .1f;
if (forward) _position += _forward * speed;
if (backward) _position -= _forward * speed;
if (left) _position -= _right * speed;
if (right) _position += _right * speed;
if (up) _position += _up * speed;
if (down) _position -= _up * speed;
}

12
srcs/class/Object.cpp Normal file
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Object.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 18:44:00 by ycontre #+# #+# */
/* Updated: 2024/12/23 18:44:01 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */

28
srcs/class/Scene.cpp Normal file
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Scene.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/12/23 18:29:41 by ycontre #+# #+# */
/* Updated: 2024/12/23 18:40:17 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "Scene.hpp"
Scene::Scene()
{
_camera = new Camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), -90.0f, 0.0f);
}
Scene::~Scene()
{
delete _camera;
}
Camera *Scene::getCamera(void) const
{
return (_camera);
}

147
srcs/class/Shader.cpp Normal file
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Shader.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
/* Updated: 2024/10/14 19:52:40 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "Shader.hpp"
char* load_file(char const* path)
{
char* buffer = 0;
long length = 0;
FILE * f = fopen (path, "rb");
if (f)
{
fseek (f, 0, SEEK_END);
length = ftell (f);
fseek (f, 0, SEEK_SET);
buffer = (char*)malloc ((length+1)*sizeof(char));
if (buffer)
{
fread (buffer, sizeof(char), length, f);
}
fclose (f);
}
else
return (NULL);
buffer[length] = '\0';
return buffer;
}
Shader::Shader(std::string vertexPath, std::string fragmentPath)
{
const char *vertexCode = load_file(vertexPath.c_str());
const char *fragmentCode = load_file(fragmentPath.c_str());
_vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(_vertex, 1, &vertexCode, NULL);
glCompileShader(_vertex);
checkCompileErrors(_vertex);
_fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(_fragment, 1, &fragmentCode, NULL);
glCompileShader(_fragment);
checkCompileErrors(_fragment);
}
Shader::Shader(Shader const &src)
{
*this = src;
}
Shader &Shader::operator=(Shader const &rhs)
{
if (this != &rhs)
{
_program = rhs._program;
_vertex = rhs._vertex;
_fragment = rhs._fragment;
}
return (*this);
}
Shader::~Shader(void)
{
glDeleteShader(_vertex);
glDeleteShader(_fragment);
glDeleteProgram(_program);
}
void Shader::attach(void)
{
_program = glCreateProgram();
glAttachShader(_program, _vertex);
glAttachShader(_program, _fragment);
glLinkProgram(_program);
}
void Shader::checkCompileErrors(GLuint shader)
{
GLint success;
GLchar infoLog[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
}
}
void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size)
{
glGenVertexArrays(1, &_screen_VAO);
glGenBuffers(1, &_screen_VBO);
glBindVertexArray(_screen_VAO);
glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(glm::vec2), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Shader::drawTriangles(size_t size)
{
glBindVertexArray(_screen_VAO);
glDrawArrays(GL_TRIANGLES, 0, size * 3);
}
void Shader::set_vec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_vec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(_program, name.c_str()), 1, glm::value_ptr(value));
}
void Shader::set_mat4(const std::string &name, const glm::mat4 &value) const
{
glUniformMatrix4fv(glGetUniformLocation(_program, name.c_str()), 1, GL_FALSE, glm::value_ptr(value));
}
GLuint Shader::getProgram(void) const
{
return (_program);
}

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srcs/class/Window.cpp Normal file
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Window.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
/* Updated: 2024/12/23 18:39:37 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#include "Window.hpp"
Window::Window(int width, int height, const char *title, int sleep)
{
_scene = new Scene();
if (!glfwInit())
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit(-1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
_window = glfwCreateWindow(width, height, title, NULL, NULL);
if (!_window)
{
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
glfwTerminate();
exit(-1);
}
glfwMakeContextCurrent(_window);
glfwSetWindowUserPointer(_window, this);
glfwSetKeyCallback(_window, keyCallback);
glfwSetCursorPosCallback(_window, mouseMoveCallback);
glfwSetMouseButtonCallback(_window, mouseButtonCallback);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(sleep);
}
Window::~Window(void)
{
delete _scene;
glfwTerminate();
}
void Window::keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
(void) win; (void) key; (void) scancode; (void) mods; (void) action;
bool forward = glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS;
bool backward = glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS;
bool left = glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS;
bool right = glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS;
bool up = glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS;
bool down = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
win->_scene->getCamera()->process_keyboard(forward, backward, left, right, up, down);
}
void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
{
Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
(void) win; (void) xpos; (void) ypos;
static double lastX = 0;
static double lastY = 0;
if (lastX == 0 && lastY == 0)
{
lastX = xpos;
lastY = ypos;
}
double xoffset = xpos - lastX;
double yoffset = lastY - ypos;
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
{
win->_scene->getCamera()->process_mouse(xoffset, yoffset, true);
// scene.frameCount = 0;
}
lastX = xpos;
lastY = ypos;
}
void Window::mouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
(void) win; (void) button; (void) mods;
if (action == GLFW_PRESS)
{
}
}
void Window::display()
{
static double lastTime = glfwGetTime();
double currentTime = glfwGetTime();
double delta = currentTime - lastTime;
lastTime = currentTime;
_fps = 1.0f / delta;
glfwSwapBuffers(_window);
}
void Window::pollEvents()
{
glfwPollEvents();
}
bool Window::shouldClose()
{
return glfwWindowShouldClose(_window);
}
GLFWwindow *Window::getWindow(void) const
{
return (_window);
}
Scene *Window::getScene(void) const
{
return (_scene);
}
float Window::getFps(void) const
{
return (_fps);
}