mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
186 lines
5.1 KiB
C++
186 lines
5.1 KiB
C++
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Window.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
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/* Updated: 2025/01/11 15:55:19 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "Window.hpp"
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Window::Window(Scene *scene, int width, int height, const char *title, int sleep)
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{
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_scene = scene;
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_frameCount = 0;
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_pixelisation = 0;
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if (!glfwInit())
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{
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fprintf( stderr, "Failed to initialize GLFW\n" );
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exit(-1);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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_window = glfwCreateWindow(width, height, title, NULL, NULL);
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if (!_window)
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{
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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" );
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glfwTerminate();
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exit(-1);
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}
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glfwMakeContextCurrent(_window);
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glfwSetWindowUserPointer(_window, this);
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glfwSetKeyCallback(_window, keyCallback);
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glfwSetCursorPosCallback(_window, mouseMoveCallback);
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glfwSetMouseButtonCallback(_window, mouseButtonCallback);
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(sleep);
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}
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Window::~Window(void)
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{
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glfwTerminate();
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}
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void Window::process_input()
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{
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bool forward = glfwGetKey(_window, GLFW_KEY_W) == GLFW_PRESS;
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bool backward = glfwGetKey(_window, GLFW_KEY_S) == GLFW_PRESS;
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bool left = glfwGetKey(_window, GLFW_KEY_A) == GLFW_PRESS;
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bool right = glfwGetKey(_window, GLFW_KEY_D) == GLFW_PRESS;
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bool up = glfwGetKey(_window, GLFW_KEY_SPACE) == GLFW_PRESS;
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bool down = glfwGetKey(_window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
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if (forward || backward || left || right || up || down)
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_frameCount = 0;
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_scene->getCamera()->processKeyboard(forward, backward, left, right, up, down);
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}
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void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) xpos; (void) ypos;
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static double lastX = 0;
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static double lastY = 0;
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if (lastX == 0 && lastY == 0)
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{
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lastX = xpos;
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lastY = ypos;
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}
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double xoffset = xpos - lastX;
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double yoffset = lastY - ypos;
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
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{
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win->_scene->getCamera()->processMouse(xoffset, yoffset, true);
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win->_frameCount = 0;
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}
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lastX = xpos;
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lastY = ypos;
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}
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void Window::mouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) button; (void) mods;
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_RELEASE)
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{
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win->_frameCount = 0;
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}
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}
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void Window::keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) key; (void) scancode; (void) action; (void) mods;
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if (key == 67 && action == GLFW_PRESS)
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{
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glm::vec3 pos = win->_scene->getCamera()->getPosition();
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glm::vec2 dir = win->_scene->getCamera()->getDirection();
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glm::vec3 settings = win->_scene->getCamera()->getViewSetting();
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int bounce = win->_scene->getCamera()->getBounce();
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std::cout << "\nCAM\t" << pos.x << " " << pos.y << " " << pos.z << "\t"
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<< dir.x << " " << dir.y << " " << "\t"
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<< settings.x << " " << settings.y << " " << settings.z << "\t" << bounce
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<< std::endl;
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}
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}
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void Window::display()
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{
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static double lastTime = glfwGetTime();
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double currentTime = glfwGetTime();
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_delta = currentTime - lastTime;
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lastTime = currentTime;
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_fps = 1.0f / _delta;
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_frameCount++;
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if (_scene->getCamera()->getVelocity() > 0.0f)
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_frameCount = 0;
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glfwSwapBuffers(_window);
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}
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void Window::pollEvents()
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{
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this->process_input();
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_scene->getCamera()->update(_delta);
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glfwPollEvents();
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}
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bool Window::shouldClose()
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{
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return glfwWindowShouldClose(_window);
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}
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GLFWwindow *Window::getWindow(void) const
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{
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return (_window);
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}
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float Window::getFps(void) const
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{
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return (_fps);
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}
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int Window::getFrameCount(void) const
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{
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return (_frameCount);
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}
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int Window::getPixelisation(void)
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{
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bool mouse = glfwGetMouseButton(_window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS;
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bool movement = _scene->getCamera()->getVelocity() > 0.0f;
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if (mouse || movement)
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{
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if(_fps < 60 && _pixelisation < 16)
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_pixelisation++;
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if(_fps > 90 && _pixelisation > 0)
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_pixelisation--;
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}
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else if(_pixelisation)
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_pixelisation = 0;
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return (_pixelisation + 1);
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}
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