#include "simpleengine/camera.h" #include "simpleengine/gfx/light.h" #include "simpleengine/gfx/model.h" #include "simpleengine/gfx/texture.h" #include "simpleengine/vector.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include CMRC_DECLARE(resource_shaders); #include namespace se = simpleengine; std::string read_resource_shader(const std::string& path) { auto fs = cmrc::resource_shaders::get_filesystem(); cmrc::file vertex_file = fs.open(path); return std::string(vertex_file.begin()); } int main(int argc, char *argv[]) { se::Game game(640, 480, "SimpleEngine 3D OpenGL - Developer Testing", GLFW_OPENGL_CORE_PROFILE, 4, 4, false); /* se::gfx::Texture wall_texture("resources/wall.jpg"); se::gfx::Texture crate_texture("resources/container.jpg", true, true); */ // Load core shaders from simpleengine resources se::gfx::shaders::Core3dShader core_shader; auto light = std::make_shared(core_shader, glm::vec3(0.f, 0.f, -20.f), glm::vec3(1.f, 1.f, 1.f)); game.add_event(light); se::gfx::Texture white_texture("examples/dev_testing/resources/white_texture.png"); /* white_texture.shine_damper = 10; white_texture.reflectivity = 1; */ auto dragon = std::make_shared(game.get_window(), core_shader, white_texture, "examples/dev_testing/resources/dragon.obj"); dragon->translate(0.f, -5.f, -25.f); game.add_event(dragon); /* se::gfx::Texture stall_texture("resources/stallTexture.png"); auto stall = std::make_shared(game.get_window(), core_shader, stall_texture, "resources/stall.obj"); stall->translate(0.f, -4.f, -25.f); game.add_event(stall); */ /* std::vector square_vertices = { { se::Vectorf(0.5f, 0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right { se::Vectorf(0.5f, -0.5f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, // bottom right { se::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left { se::Vectorf(-0.5f, 0.5f, -1.f), glm::vec3(.5f, 0.5f, 0.f), glm::vec2(0.5f, 1.0f) }, // top left }; std::vector indicies = { 0, 1, 3, 1, 2, 3 }; auto square = std::make_shared(game.get_window(), core_shader, square_vertices, indicies); square->translate(1.25f, 0.f, -1.f); square->scale(.75f); game.add_event(square); std::vector tri_vertices = { { se::Vectorf(-0.5f, -0.5f, -1.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // top right { se::Vectorf(0.5f, -0.5f, -1.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, // bottom right { se::Vectorf(0.f, 0.5f, -1.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // bottom left }; auto tri = std::make_shared(game.get_window(), core_shader, tri_vertices); tri->translate(-1.25f, 0.f, -1.f); tri->scale(.75f); game.add_event(tri); */ /* std::vector cube_vertices = { { se::Vectorf(-0.5f,0.5f,-0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) }, { se::Vectorf(-0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, { se::Vectorf(0.5f,-0.5f,-0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) }, { se::Vectorf(0.5f,0.5f,-0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) }, { se::Vectorf(-0.5f,0.5f,0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) }, { se::Vectorf(-0.5f,-0.5f,0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, { se::Vectorf(0.5f,-0.5f,0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) }, { se::Vectorf(0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) }, { se::Vectorf(0.5f,0.5f,-0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) }, { se::Vectorf(0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, { se::Vectorf(0.5f,-0.5f,0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) }, { se::Vectorf(0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) }, { se::Vectorf(-0.5f,0.5f,-0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) }, { se::Vectorf(-0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, { se::Vectorf(-0.5f,-0.5f,0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) }, { se::Vectorf(-0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) }, { se::Vectorf(-0.5f,0.5f,0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) }, { se::Vectorf(-0.5f,0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, { se::Vectorf(0.5f,0.5f,-0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) }, { se::Vectorf(0.5f,0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) }, { se::Vectorf(-0.5f,-0.5f,0.5f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) }, { se::Vectorf(-0.5f,-0.5f,-0.5f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, { se::Vectorf(0.5f,-0.5f,-0.5f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) }, { se::Vectorf(0.5f,-0.5f,0.5f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) }, }; std::vector cube_indicies = { 0,1,3, 3,1,2, 4,5,7, 7,5,6, 8,9,11, 11,9,10, 12,13,15, 15,13,14, 16,17,19, 19,17,18, 20,21,23, 23,21,22 }; auto cube = std::make_shared(game.get_window(), core_shader, cube_vertices, cube_indicies); game.add_event(cube); */ auto camera = std::make_shared(game.get_window(), core_shader, 70, glm::vec3(0, 0, -10)); game.add_event(camera); return game.run(); }