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ex15_depth_testing.cpp
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ex15_depth_testing.cpp
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#include <application.hpp>
#include <shader.hpp>
#include <imgui-utils/utils.hpp>
#include <mesh/mesh.hpp>
#include <mesh/mesh-utils.hpp>
#include <camera/camera.hpp>
#include <camera/controllers/fly_camera_controller.hpp>
#include <glm/gtx/euler_angles.hpp>
struct Transform {
glm::vec3 translation, rotation, scale;
Transform(
const glm::vec3& translation = {0,0,0},
const glm::vec3& rotation = {0,0,0},
const glm::vec3& scale = {1,1,1}
): translation(translation), rotation(rotation), scale(scale) {}
glm::mat4 to_mat4() const {
return glm::translate(glm::mat4(1.0f), translation) *
glm::yawPitchRoll(rotation.y, rotation.x, rotation.z) *
glm::scale(glm::mat4(1.0f), scale);
}
};
class DepthTestingApplication : public our::Application {
our::ShaderProgram program;
our::Mesh model;
std::vector<Transform> objects;
our::Camera camera;
our::FlyCameraController camera_controller;
bool enable_depth_test = false;
GLenum depth_function = GL_LEQUAL;
float clear_depth = 1.0f;
bool depth_mask = true;
glm::bvec4 color_mask = {true, true, true, true};
our::WindowConfiguration getWindowConfiguration() override {
return { "Depth Testing", {1280, 720}, false };
}
void onInitialize() override {
program.create();
program.attach("assets/shaders/ex11_transformation/transform.vert", GL_VERTEX_SHADER);
program.attach("assets/shaders/ex11_transformation/tint.frag", GL_FRAGMENT_SHADER);
program.link();
our::mesh_utils::Cuboid(model, true);
objects.push_back({ {0,-1,0}, {0,0,0}, {7,2,7} });
objects.push_back({ {-2,1,-2}, {0,0,0}, {2,2,2} });
objects.push_back({ {2,1,-2}, {0,0,0}, {2,2,2} });
objects.push_back({ {-2,1,2}, {0,0,0}, {2,2,2} });
objects.push_back({ {2,1,2}, {0,0,0}, {2,2,2} });
int width, height;
glfwGetFramebufferSize(window, &width, &height);
camera.setEyePosition({10, 10, 10});
camera.setTarget({0, 0, 0});
camera.setUp({0, 1, 0});
camera.setupPerspective(glm::pi<float>()/2, static_cast<float>(width)/height, 0.1f, 100.0f);
camera_controller.initialize(this, &camera);
glClearColor(0, 0, 0, 0);
}
void onDraw(double deltaTime) override {
camera_controller.update(deltaTime);
if(enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); // This line enables depth testing.
glDepthFunc(depth_function);
glClearDepth(clear_depth); // Specifies the depth value used when the depth buffer is cleared. The initial value is 1.
glDepthMask(depth_mask);
glColorMask(color_mask.r, color_mask.g, color_mask.b, color_mask.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clearing the depth buffer is important now as we are drawing to it each frame.
glUseProgram(program);
program.set("tint", glm::vec4(1,1,1,1));
for(const auto& object : objects) {
program.set("transform", camera.getVPMatrix() * object.to_mat4());
model.draw();
}
//NOTE: Remember to reset the color mask such that ImGUI can draw
glColorMask(true, true, true, true);
}
void onDestroy() override {
program.destroy();
model.destroy();
camera_controller.release();
}
void onImmediateGui(ImGuiIO &io) override {
ImGui::Begin("Objects");
our::ReorderableList(objects.begin(), objects.end(),
[](size_t index, Transform& transform){
ImGui::DragFloat3("Translation", glm::value_ptr(transform.translation), 1.0f);
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.rotation), 0.1f);
ImGui::DragFloat3("Scale", glm::value_ptr(transform.scale), 0.1f);
}, [this](size_t index){
objects.insert(objects.begin() + index, Transform());
}, [this](size_t index){
objects.erase(objects.begin() + index);
});
ImGui::End();
ImGui::Begin("Controls");
ImGui::Text("Depth Testing");
ImGui::Checkbox("Enable Depth Testing", &enable_depth_test);
our::OptionMapCombo("Comparison Function", depth_function, our::gl_enum_options::comparison_functions);
ImGui::Separator();
ImGui::Text("Extras");
ImGui::DragFloat("Clear Depth Value", &clear_depth, 0.01f, 0.0f, 1.0f);
ImGui::Checkbox("Depth Mask", &depth_mask);
ImGui::Checkbox("Color Mask (Red)", &color_mask.r);
ImGui::Checkbox("Color Mask (Green)", &color_mask.g);
ImGui::Checkbox("Color Mask (Blue)", &color_mask.b);
ImGui::Checkbox("Color Mask (Alpha)", &color_mask.a);
ImGui::End();
}
};
int main(int argc, char** argv) {
return DepthTestingApplication().run();
}