Shark.h
author František Kučera <franta-hg@frantovo.cz>
Sat, 02 Dec 2023 15:02:56 +0100
branchv_0
changeset 7 e6065118326f
parent 5 ee4ba9f5a053
child 8 80ad08521091
permissions -rw-r--r--
monitor texture and shader file writes using inotify: print file events

/**
 * ShaderShark
 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, version 3 of the License.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#pragma once

#include <iostream>
#include <iomanip>
#include <string>
#include <memory>
#include <functional>
#include <sstream>
#include <vector>
#include <chrono>
#include <unistd.h>
#include <sys/stat.h>

#include "Configuration.h"
#include "x11.h"
#include "opengl.h"
#include "EPoll.h"
#include "Logger.h"
#include "MappedFile.h"
#include "ImageLoader.h"
#include "Shader.h"
#include "Program.h"
#include "FileMonitor.h"

class Shark {
private:

	struct {
		GLint aVertexXYZ = -2;
		GLint aTextureXY = -2;

		GLint fColor = -2;

		GLint uModel = -2;
		GLint uView = -2;
		GLint uProjection = -2;
		GLint uTexture = -2;
	} ProgAttr;

	struct {
		float yaw = -90.f;
		float pitch = 0.f;
		float roll = 0.f;
		float fov = 45.0f;
		glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
		glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
		glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);

		void adjustFov(float diff) {
			fov += diff;
			if (fov < 1.0f) fov = 1.0f;
			else if (fov > 120.0f) fov = 120.0f;
			std::cerr << "field of view: " << fov << " °" << std::endl;
		}

		void moveForward(const float cameraSpeed) {
			cameraPos += cameraSpeed * cameraFront;
		}

		void moveBackward(const float cameraSpeed) {
			cameraPos -= cameraSpeed * cameraFront;
		}

		void moveLeft(const float cameraSpeed) {
			cameraPos -= glm::normalize(
					glm::cross(cameraFront, cameraUp)) * cameraSpeed;
		}

		void moveRight(const float cameraSpeed) {
			cameraPos += glm::normalize(
					glm::cross(cameraFront, cameraUp)) * cameraSpeed;
		}

		void moveUp(const float cameraSpeed) {
			cameraPos += cameraSpeed * glm::normalize(cameraUp);
		}

		void moveDown(const float cameraSpeed) {
			cameraPos -= cameraSpeed * glm::normalize(cameraUp);
		}

		void updateCameraFrontAndUp() {
			std::cerr << "--- updateCameraFrontAndUp() --------" << std::endl;
			dump("pitch, yaw, roll", glm::vec3(pitch, yaw, roll));
			dump("cameraPos", cameraPos);
			dump("cameraFront", cameraFront);
			const auto pitchR = glm::radians(pitch); // around X axis
			const auto yawR = glm::radians(yaw); //     around Y axis
			const auto rollR = glm::radians(roll); //   around Z axis

			cameraFront.x = cos(pitchR) * cos(yawR);
			cameraFront.y = sin(pitchR);
			cameraFront.z = cos(pitchR) * sin(yawR);
			cameraFront = glm::normalize(cameraFront);
			dump("cameraFront", cameraFront);
			dump("cameraUp", cameraUp);

			// TODO: review ROLL rotation and default angle
			glm::mat4 rollMatrix = glm::rotate(
					glm::mat4(1.0f), rollR, cameraFront);
			cameraUp = glm::mat3(rollMatrix) * glm::vec3(0., 1., 0.);
			dump("cameraUp", cameraUp);
			std::cerr << "-------------------------------------" << std::endl;
		}

		void limitPitch() {
			if (pitch > +89.0f) pitch = +89.0f;
			if (pitch < -89.0f) pitch = -89.0f;
		}

		void turnLeft(const float angleSpeed) {
			yaw -= angleSpeed;
			updateCameraFrontAndUp();
		}

		void turnRight(const float angleSpeed) {
			yaw += angleSpeed;
			updateCameraFrontAndUp();
		}

		void turnUp(const float angleSpeed) {
			pitch += angleSpeed;
			limitPitch();
			updateCameraFrontAndUp();
		}

		void turnDown(const float angleSpeed) {
			pitch -= angleSpeed;
			limitPitch();
			updateCameraFrontAndUp();
		}

		void rollLeft(const float angleSpeed) {
			roll += angleSpeed;
			updateCameraFrontAndUp();
		}

		void rollRight(const float angleSpeed) {
			roll -= angleSpeed;
			updateCameraFrontAndUp();
		}

	} initialCtx, ctx;

	class Texture {
	public:
		GLuint id;
		std::string fileName;
		int width;
		int height;

		GLfloat getRatio() const {
			return (GLfloat) width / (GLfloat) height;
		}
	};

	Display* dpy;
	Window win;
	XVisualInfo* vi;
	GLXContext glc;

	FileMonitor fileMonitor;
	std::vector<WatchedFile> watchedFiles;
	ImageLoader imageLoader;
	std::vector<std::shared_ptr<Shader>> shaders;
	std::shared_ptr<Program> shaderProgram;
	std::vector<Texture> textures;

	Configuration cfg;
	std::ostream& logOutput = std::cerr;

	void clear();
	void runShaders();
	Window getRootWindow(Window defaultValue);
	void log(LogLevel level, std::string message);
	int setNonBlocking(int fd);
	void loadVertices();
	Texture loadTexture(const std::string& fileName);
	void loadTextures();
	std::shared_ptr<Program> loadShaders();
public:
	Shark(const Configuration& cfg);
	virtual ~Shark();
	Shark(const Shark&) = delete;
	Shark& operator=(const Shark&) = delete;
	void run();
};