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406 lines
17 KiB
C++
406 lines
17 KiB
C++
//------------------------------------------------------------------------------
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// Copyright (c) 2018-2025 Michele Morrone
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// All rights reserved.
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//
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// https://michelemorrone.eu - https://brutpitt.com
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//
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// X: https://x.com/BrutPitt - GitHub: https://github.com/BrutPitt
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//
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// direct mail: brutpitt(at)gmail.com - me(at)michelemorrone.eu
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//
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// This software is distributed under the terms of the BSD 2-Clause license
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//------------------------------------------------------------------------------
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#include <cstdlib>
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#include <iostream>
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#include <glad/glad.h>
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#include <imgui/imgui.h>
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#include <imgui/imgui_internal.h>
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#include <imgui/imgui_impl_sdl2.h>
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#include <imgui/imgui_impl_opengl3.h>
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#include <SDL2/SDL.h>
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#include "oglDebug.h"
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#include "../commons/shadersAndModel.h"
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/////////////////////////////////////////////////////////////////////////////
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// imGuIZMO: include imGuIZMOquat.h or imguizmo_quat.h
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#include <imguizmo_quat.h> // now also imguizmo_quat.h from v3.1
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void renderWidgets(vg::vGizmo3D &track, vec3& vLight, int width, int height);
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int width = 1280, height = 800;
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SDL_Window *sdlWindow = nullptr;
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SDL_GLContext gl_context;
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const int nElemVtx = 4;
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const int nVertex = sizeof(coloredCubeData)/(sizeof(float)*2*nElemVtx);
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// Shaders & Vertex attributes
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GLuint program, vao, vaoBuffer;
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enum loc { vtxIdx = 0, colIdx, mvpIdx, lightIdx}; // shader locations
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mat4 mvpMatrix, viewMatrix, projMatrix;
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mat4 lightObj, lightMatrix, cubeObj;
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vec3 lightPos(2, 2.5, 3); // Light Position
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/// imGuIZMO / vGizmo3D : declare global/static/member/..
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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vg::vGizmo3D track; // using vGizmo3D global/static/member instead of specifics variables...
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// have rotations & Pan/Dolly position variables inside to use with imGuIZMO.quat
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// And it's necessary if you want use also direct-screen manipulator
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mat4 compensateView; // compensate rotation of viewMatrix lookAt Matrix
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// helper func: vec3 <===> quat (vec3 is center axes based)
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vec3 getLightPosFromQuat(quat &q, float centerDistance) { return (q * vec3(-1.0f, 0.0f, 0.0f)) * centerDistance ;}
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quat getQuatRotFromVec3(vec3 &lPos) {
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return normalize(angleAxis(acosf(-lPos.x/length(lPos)), normalize(vec3(FLT_EPSILON, lPos.z, -lPos.y))));
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}
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void draw()
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{
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glUseProgram(program);
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glProgramUniformMatrix4fv(program, loc::mvpIdx, 1, false, value_ptr(mvpMatrix) ); // vgMath permits cast to mat4*
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glProgramUniformMatrix4fv(program, loc::lightIdx, 1, false, value_ptr(lightMatrix)); // using value_ptr maintains GLM compatibility
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glBindVertexArray(vao);
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//glDrawArrays(GL_TRIANGLES, 0, nVertex);
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glDrawArraysInstanced(GL_TRIANGLES, 0, nVertex, 2); // now using instanced draw to "simulate" light
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glUseProgram(0);
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}
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void setPerspective()
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{
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float aspectRatio = float(height) / float(width); // Set "camera" position and perspective
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float fov = radians( 45.0f ) * aspectRatio;
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projMatrix = perspective( fov, 1/aspectRatio, 0.1f, 100.0f );
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}
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void setScene()
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{
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viewMatrix = lookAt( vec3( 10.0f, 10.0f, 10.0f ), // From / EyePos
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vec3( 0.0f, 0.0f, 0.0f ), // To /
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vec3( 3.0f, 1.0f, .0f)); // Up
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// Now scale cube to better view light position
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cubeObj = mat4(1); // nothing to do ... scale( vec3(.5));
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/// imGuIZMO / vGizmo3D
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//track.setRotation(quat(1,0,0,0)); // vGizmo3D with NO initial rotation (default initialization)
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//track.setRotation(eulerAngleXYZ(vec3(radians(45),
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// radians( 0),
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// radians( 0)))); // vGizmo3D with rotation of 45 degrees on X axis
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track.setRotation(viewMatrix); // vGizmo3D with ViewMatrix (lookAt) rotation
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// for Pan & Dolly always bounded on screen coords (x = left/right, y = up/douw, z = in/out) we remove viewMatrix rotation
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// otherwise Pan & Dolly have as reference the Cartesian axes
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compensateView = inverse(mat4_cast(quat(viewMatrix)));
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// light model
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// acquiring rotation for the light pos
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track.setSecondRot(getQuatRotFromVec3(lightPos)); // store secondary rotation for the Light
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lightObj = translate(mat4(1), lightPos);
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lightObj = scale(lightObj, vec3(.1)); // using same cube vertex but with 10% size
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lightObj = inverse(static_cast<mat4>(track.getSecondRot())) * lightObj ;
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setPerspective();
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}
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void windowResize(int w, int h)
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{
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width = w; height = h;
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setPerspective();
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glViewport(0, 0, width, height);
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track.viewportSize(w, h); // call it on resize window to re-adjust mouse sensitivity
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draw();
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}
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void initGL()
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{
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enableDebugCallback();
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GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vertex_instanced, NULL);
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glCompileShader(vertex);
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glCompileShader(vertex);
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GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fragment_code, NULL);
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glCompileShader(fragment);
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checkShader(fragment);
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program = glCreateProgram();
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glAttachShader(program, vertex);
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glAttachShader(program, fragment);
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glLinkProgram(program);
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checkProgram(program);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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glCreateVertexArrays(1, &vao);
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glCreateBuffers(1, &vaoBuffer);
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glNamedBufferStorage(vaoBuffer, sizeof(coloredCubeData), coloredCubeData, 0);
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glVertexArrayAttribBinding(vao,loc::vtxIdx, 0);
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glVertexArrayAttribFormat(vao, loc::vtxIdx, nElemVtx, GL_FLOAT, GL_FALSE, 0);
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glEnableVertexArrayAttrib(vao, loc::vtxIdx);
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glVertexArrayAttribBinding(vao,loc::colIdx, 0);
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glVertexArrayAttribFormat(vao, loc::colIdx, nElemVtx, GL_FLOAT, GL_FALSE, nElemVtx*sizeof(float));
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glEnableVertexArrayAttrib(vao, loc::colIdx);
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glVertexArrayVertexBuffer(vao, 0, vaoBuffer, 0, 2*nElemVtx*sizeof(float));
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glViewport(0, 0, width, height);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glFrontFace(GL_CW);
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glDepthRange(-1.0, 1.0);
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setScene();
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}
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void initFramework()
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{
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return ;
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}
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// GL 3.0 + GLSL 130
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
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/// SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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#ifdef SDL_HINT_IME_SHOW_UI
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SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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SDL_DisplayMode current;
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SDL_GetCurrentDisplayMode(0, ¤t);
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sdlWindow = SDL_CreateWindow("glCube", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE| SDL_WINDOW_ALLOW_HIGHDPI);
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gl_context = SDL_GL_CreateContext(sdlWindow);
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SDL_GL_MakeCurrent(sdlWindow, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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gladLoadGL();
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}
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void initImGui()
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{
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForOpenGL(sdlWindow, &gl_context);
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ImGui_ImplOpenGL3_Init("#version 450");
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}
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/// vGizmo3D initialize: <br>
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/// set/associate mouse BUTTON IDs and KEY modifier IDs to vGizmo3D functionalities <br><br>
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void initVGizmo3D() // Settings to control vGizmo3D
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{
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// Initialization are necessary to associate your preferences to vGizmo3D
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// These are also the DEFAULT values, so if you want to maintain these combinations you can omit they
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// and to override only the associations that you want modify
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track.setGizmoRotControl (vg::evButton1 /* or vg::evLeftButton */, 0 /* vg::evNoModifier */ );
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// Rotations around specific axis: mouse button and key modifier
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track.setGizmoRotXControl (vg::evButton1 /* or vg::evLeftButton */, vg::evShiftModifier);
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track.setGizmoRotYControl (vg::evButton1 /* or vg::evLeftButton */, vg::evControlModifier);
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track.setGizmoRotZControl (vg::evButton1 /* or vg::evLeftButton */, vg::evAltModifier | vg::evSuperModifier);
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// Set vGizmo3D control for secondary rotation
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track.setGizmoSecondRotControl(vg::evButton2 /* or vg::evRightButton */, 0 /* vg::evNoModifier */ );
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// Pan and Dolly/Zoom: mouse button and key modifier
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track.setDollyControl (vg::evButton2 /* or vg::evRightButton */, vg::evControlModifier);
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track.setPanControl (vg::evButton2 /* or vg::evRightButton */, vg::evShiftModifier);
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// N.B. vg::enums are ONLY mnemonic: select and pass specific vg::enum to framework (that can have also different IDs)
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// passing the screen sizes auto-set the mouse sensitivity
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track.viewportSize(width, height); // but if you need to more feeling with the mouse use:
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// track.setGizmoFeeling(1.0); // 1.0 default, > 1.0 more sensible, < 1.0 less sensible
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// setIdleRotSpeed(1.0) // If used Idle() feature (continue rotation on Idle) it set that speed: more speed > 1.0 , less < 1.0
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// other settings if you need it
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// track.setDollyScale(1.0f); // > 1.0 more sensible, < 1.0 less sensible
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// track.setDollyPosition(/* your pos */); // input: float/double or vec3... in vec3 only Z is acquired
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// track.setPanScale(1.0f); // > 1.0 more sensible, < 1.0 less sensible
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// track.setPanyPosition(/* your pos */); // vec3 ==> only X and Y are acquired
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// track.setPosition(/* your pos */); // input vec3 is equivalent to call: track.setDollyPosition(/* your pos */); and track.setPanyPosition(/* your pos */);
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// track.setRotationCenter(/* vec3 */); // new rotation center
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//
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// Watch vGizmo.h for more functionalities
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}
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/// vGizmo3D: Check key modifier currently pressed (GLFW version)
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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int getModifier(SDL_Window* window = nullptr) {
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SDL_Keymod keyMod = SDL_GetModState();
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if(keyMod & KMOD_CTRL) return vg::evControlModifier;
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else if(keyMod & KMOD_SHIFT) return vg::evShiftModifier;
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else if(keyMod & KMOD_ALT) return vg::evAltModifier;
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else if(keyMod & KMOD_GUI) return vg::evSuperModifier;
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else return vg::evNoModifier;
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}
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int main(int /* argc */, char ** /* argv */) // necessary for SDLmain in Windows
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{
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initFramework(); // initialize GLFW framework
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initGL(); // init OpenGL building vaoBuffer and shader program (compile and link vtx/frag shaders)
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// vGizmo3D: initialize
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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initVGizmo3D();
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// other OpenGL settings... used locally
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vec4 bgColor = vec4(0.0f);
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GLfloat f=1.0f;
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// Setup/Initialize Dear ImGui context
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initImGui();
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ImGuiStyle& style = ImGui::GetStyle();
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// imGuIZMO: set mouse feeling and key mods
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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imguiGizmo::setGizmoFeelingRot(1.5f); // default 1.0, >1 more mouse sensitivity, <1 less mouse sensitivity
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imguiGizmo::setPanScale(.5f); // default 1.0, >1 more, <1 less
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imguiGizmo::setDollyScale(.5f); // default 1.0, >1 more, <1 less
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imguiGizmo::setDollyWheelScale(.5f); // default 1.0, > more, < less ... (from v3.1 separate values)
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imguiGizmo::setPanModifier(vg::evSuperModifier); // change KEY modifier: CTRL (default) ==> SUPER
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imguiGizmo::setDollyModifier(vg::evControlModifier); // change KEY modifier: SHIFT (default) ==> CTRL
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SDL_Event event;
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bool done = false;
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// main render/draw loop
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while(!done) {
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while(SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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if(event.type == SDL_QUIT || event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(sdlWindow))
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done = true;
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if(event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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int w, h;
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SDL_GetWindowSize(sdlWindow, &w, &h);
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windowResize(w, h);
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}
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}
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if (SDL_GetWindowFlags(sdlWindow) & SDL_WINDOW_MINIMIZED) {
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SDL_Delay(10);
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continue;
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}
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glClearBufferfv(GL_DEPTH, 0, &f);
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glClearBufferfv(GL_COLOR, 0, value_ptr(bgColor));
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// vGizmo3D: is necessary intercept mouse event not destined to ImGui
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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if(!ImGui::GetIO().WantCaptureMouse) {
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static int leftPress = 0, rightPress = 0;
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int x, y;
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int mouseState = SDL_GetMouseState(&x, &y);
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if(leftPress != (mouseState & SDL_BUTTON_LMASK)) { // check if leftButton state is changed
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leftPress = mouseState & SDL_BUTTON_LMASK ; // set new (different!) state
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track.mouse(vg::evLeftButton, getModifier(sdlWindow), // send communication to vGizmo3D...
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leftPress, x, y); // ... checking if a key modifier currently is pressed
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}
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if(rightPress != (mouseState & SDL_BUTTON_RMASK)) { // check if rightButton state is changed
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rightPress = mouseState & SDL_BUTTON_RMASK; // set new (different!) state
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track.mouse(vg::evRightButton, getModifier(sdlWindow), // send communication to vGizmo3D...
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rightPress, x, y); // ... checking if a key modifier currently is pressed
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}
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track.motion(x,y);
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}
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// vGizmo3D: call it every rendering loop if you want a continue rotation until you do not click on screen
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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track.idle(); // set continuous rotation on Idle: the slow rotation depends on speed of last mouse movements
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// It can be adjusted from setIdleRotSpeed(1.0) > more speed, < less
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// It can be stopped by click on screen (without mouse movement)
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track.idleSecond(); // set continuous rotation on Idle also for secondary rot
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// ImGUI: prepare new frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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// ImGui: Your windows here
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// using vec3 (lightPos) is necessary sync with vGizmo3D : in next example (08) this will no longer be necessary
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lightPos = getLightPosFromQuat(track.refSecondRot() ,length(lightPos)); //to syncronize trackball & lightPos passed to the Widgets call
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// Render ALL ImGuIZMO_quat widgets
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renderWidgets(track, lightPos, width, height); // in next example (08) we will use directly quaternions
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// using vec3 (lightPos) is necessary re-sync with vGizmo3D: in next example (08) this will no longer be necessary
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track.setSecondRot(getQuatRotFromVec3(lightPos)); //to re-syncronize trackball & lightPos passed to the Widgets call
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// transferring the rotation to cube model matrix...
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mat4 modelMatrix = cubeObj * mat4_cast(track.getRotation());
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// Build a "translation" matrix
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mat4 translationMatrix = translate(mat4(1), track.getPosition()); // add translations (pan/dolly) to an identity matrix
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// build MVPs matrices to pass to shader
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mvpMatrix = projMatrix * viewMatrix * compensateView * translationMatrix * modelMatrix;
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lightMatrix = projMatrix * viewMatrix * compensateView * translationMatrix * translate(mat4(1), lightPos) * scale(mat4(1), vec3(.1));
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// draw the cube, passing matrices to the vtx shader
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draw();
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// ImGui Rendering
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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SDL_GL_SwapWindow(sdlWindow);
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}
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// Cleanup ImGui
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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// Cleanup OpenGL
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vaoBuffer);
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glDeleteProgram(program);
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// Cleanup Framework
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SDL_DestroyWindow(sdlWindow);
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SDL_Quit();
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return EXIT_SUCCESS;
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} |