2016-06-03 05:07:40 +00:00
|
|
|
#include <Dengine/OpenGL.h>
|
|
|
|
#include <Dengine/Common.h>
|
|
|
|
#include <Dengine/Shader.h>
|
2016-06-04 12:42:22 +00:00
|
|
|
#include <Dengine/AssetManager.h>
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
#include <glm/glm.hpp>
|
|
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
|
|
|
|
#include <iostream>
|
|
|
|
#include <cstdint>
|
|
|
|
#include <fstream>
|
|
|
|
#include <string>
|
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
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);
|
|
|
|
|
|
|
|
f32 lastX = 400;
|
|
|
|
f32 lastY = 300;
|
|
|
|
f32 yaw = -90.0f;
|
|
|
|
f32 pitch = 0.0f;
|
2016-06-04 07:14:08 +00:00
|
|
|
f32 fov = 45.0f;
|
2016-06-04 06:36:37 +00:00
|
|
|
b32 firstMouse;
|
|
|
|
|
|
|
|
b32 keys[1024];
|
|
|
|
|
2016-06-03 05:07:40 +00:00
|
|
|
enum BytesPerPixel
|
|
|
|
{
|
|
|
|
Greyscale = 1,
|
|
|
|
GreyscaleAlpha = 2,
|
|
|
|
RGB = 3,
|
|
|
|
RGBA = 4,
|
|
|
|
};
|
|
|
|
|
|
|
|
INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
|
|
|
|
{
|
|
|
|
switch (bytesPerPixel)
|
|
|
|
{
|
|
|
|
case Greyscale:
|
|
|
|
return GL_LUMINANCE;
|
|
|
|
case GreyscaleAlpha:
|
|
|
|
return GL_LUMINANCE_ALPHA;
|
|
|
|
case RGB:
|
|
|
|
return (srgb ? GL_SRGB : GL_RGB);
|
|
|
|
case RGBA:
|
|
|
|
return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
|
|
|
|
default:
|
|
|
|
// TODO(doyle): Invalid
|
|
|
|
std::cout << "getGLFormat() invalid bytesPerPixel: "
|
|
|
|
<< bytesPerPixel << std::endl;
|
|
|
|
return GL_LUMINANCE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
void doMovement(f32 deltaTime)
|
|
|
|
{
|
|
|
|
f32 cameraSpeed = 5.00f * deltaTime;
|
|
|
|
if (keys[GLFW_KEY_W])
|
|
|
|
cameraPos += (cameraSpeed * cameraFront);
|
|
|
|
if (keys[GLFW_KEY_S])
|
|
|
|
cameraPos -= (cameraSpeed * cameraFront);
|
|
|
|
if (keys[GLFW_KEY_A])
|
|
|
|
cameraPos -=
|
|
|
|
glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
|
|
|
if (keys[GLFW_KEY_D])
|
|
|
|
cameraPos +=
|
|
|
|
glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
void key_callback(GLFWwindow *window, int key, int scancode, int action,
|
|
|
|
int mode)
|
2016-06-03 05:07:40 +00:00
|
|
|
{
|
|
|
|
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
|
|
{
|
|
|
|
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
|
|
}
|
2016-06-04 06:36:37 +00:00
|
|
|
|
|
|
|
if (key >= 0 && key < 1024)
|
|
|
|
{
|
|
|
|
if (action == GLFW_PRESS)
|
|
|
|
keys[key] = TRUE;
|
|
|
|
else if (action == GLFW_RELEASE)
|
|
|
|
keys[key] = FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void mouse_callback(GLFWwindow *window, double xPos, double yPos)
|
|
|
|
{
|
|
|
|
if (firstMouse)
|
|
|
|
{
|
|
|
|
lastX = (f32)xPos;
|
|
|
|
lastY = (f32)yPos;
|
|
|
|
firstMouse = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
f32 xOffset = (f32)xPos - lastX;
|
|
|
|
f32 yOffset = lastY - (f32)yPos;
|
|
|
|
lastX = (f32)xPos;
|
|
|
|
lastY = (f32)yPos;
|
|
|
|
|
|
|
|
f32 sensitivity = 0.05f;
|
|
|
|
xOffset *= sensitivity;
|
|
|
|
yOffset *= sensitivity;
|
|
|
|
|
|
|
|
yaw += xOffset;
|
|
|
|
pitch += yOffset;
|
|
|
|
|
|
|
|
if (pitch > 89.0f)
|
|
|
|
pitch = 89.0f;
|
|
|
|
else if (pitch < -89.0f)
|
|
|
|
pitch = -89.0f;
|
|
|
|
|
|
|
|
glm::vec3 front;
|
|
|
|
front.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw));
|
|
|
|
front.y = sin(glm::radians(pitch));
|
|
|
|
front.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
|
|
|
|
cameraFront = glm::normalize(front);
|
2016-06-03 05:07:40 +00:00
|
|
|
}
|
|
|
|
|
2016-06-04 07:14:08 +00:00
|
|
|
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset)
|
|
|
|
{
|
|
|
|
if (fov >= 1.0f && fov <= 45.0f)
|
|
|
|
fov -= (f32)yOffset;
|
|
|
|
else if (fov <= 1.0f)
|
|
|
|
fov = 1.0f;
|
|
|
|
else // fov >= 45.0f
|
|
|
|
fov = 45.0f;
|
|
|
|
}
|
|
|
|
|
2016-06-04 12:42:22 +00:00
|
|
|
GLenum glCheckError_(const char *file, int line)
|
|
|
|
{
|
|
|
|
GLenum errorCode;
|
|
|
|
while ((errorCode = glGetError()) != GL_NO_ERROR)
|
|
|
|
{
|
|
|
|
std::string error;
|
|
|
|
switch (errorCode)
|
|
|
|
{
|
|
|
|
case GL_INVALID_ENUM:
|
|
|
|
error = "INVALID_ENUM";
|
|
|
|
break;
|
|
|
|
case GL_INVALID_VALUE:
|
|
|
|
error = "INVALID_VALUE";
|
|
|
|
break;
|
|
|
|
case GL_INVALID_OPERATION:
|
|
|
|
error = "INVALID_OPERATION";
|
|
|
|
break;
|
|
|
|
case GL_STACK_OVERFLOW:
|
|
|
|
error = "STACK_OVERFLOW";
|
|
|
|
break;
|
|
|
|
case GL_STACK_UNDERFLOW:
|
|
|
|
error = "STACK_UNDERFLOW";
|
|
|
|
break;
|
|
|
|
case GL_OUT_OF_MEMORY:
|
|
|
|
error = "OUT_OF_MEMORY";
|
|
|
|
break;
|
|
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
|
|
|
error = "INVALID_FRAMEBUFFER_OPERATION";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
std::cout << error << " | " << file << " (" << line << ")" << std::endl;
|
|
|
|
}
|
|
|
|
return errorCode;
|
|
|
|
}
|
|
|
|
#define glCheckError() glCheckError_(__FILE__, __LINE__)
|
|
|
|
|
2016-06-03 05:07:40 +00:00
|
|
|
int main()
|
|
|
|
{
|
|
|
|
glfwInit();
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
|
|
|
|
|
|
GLFWwindow *window =
|
|
|
|
glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
|
|
|
|
|
|
|
|
if (!window)
|
|
|
|
{
|
|
|
|
std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl;
|
|
|
|
glfwTerminate();
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
|
|
|
|
/* Make GLEW use more modern technies for OGL on core profile*/
|
|
|
|
glewExperimental = GL_TRUE;
|
|
|
|
if (glewInit() != GLEW_OK)
|
|
|
|
{
|
|
|
|
std::cout << "glewInit() failed: Failed to initialise GLEW"
|
|
|
|
<< std::endl;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2016-06-03 07:05:28 +00:00
|
|
|
i32 screenWidth, screenHeight;
|
|
|
|
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
|
|
|
|
glViewport(0, 0, screenWidth, screenHeight);
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
glfwSetKeyCallback(window, key_callback);
|
2016-06-04 06:36:37 +00:00
|
|
|
glfwSetCursorPosCallback(window, mouse_callback);
|
2016-06-04 07:14:08 +00:00
|
|
|
glfwSetScrollCallback(window, scroll_callback);
|
|
|
|
|
|
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
2016-06-04 06:36:37 +00:00
|
|
|
firstMouse = TRUE;
|
2016-06-03 05:07:40 +00:00
|
|
|
|
2016-06-03 07:05:28 +00:00
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
|
2016-06-03 05:07:40 +00:00
|
|
|
/* Initialise shaders */
|
2016-06-04 12:42:22 +00:00
|
|
|
Dengine::AssetManager assetManager;
|
|
|
|
i32 result = 0;
|
2016-06-03 05:07:40 +00:00
|
|
|
|
2016-06-04 12:42:22 +00:00
|
|
|
result = assetManager.loadShaderFiles("data/shaders/default.vert.glsl",
|
|
|
|
"data/shaders/default.frag.glsl",
|
|
|
|
"default");
|
|
|
|
if (result) return result;
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
/* Load a texture */
|
2016-06-04 12:42:22 +00:00
|
|
|
result = assetManager.loadTextureImage("data/textures/container.jpg",
|
|
|
|
"container");
|
|
|
|
if (result) return result;
|
2016-06-03 05:07:40 +00:00
|
|
|
|
2016-06-04 12:42:22 +00:00
|
|
|
Dengine::Texture *containerTex = assetManager.getTexture("container");
|
|
|
|
Dengine::Shader *shader = assetManager.getShader("default");
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
/* Create OGL Vertex objects */
|
|
|
|
GLfloat vertices[] = {
|
|
|
|
// Positions Colors Texture Coords
|
|
|
|
+0.5f, +0.5f, +0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
|
|
|
|
+0.5f, -0.5f, +0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
|
2016-06-03 07:05:28 +00:00
|
|
|
-0.5f, -0.5f, +0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom left
|
|
|
|
-0.5f, +0.5f, +0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top left
|
2016-06-03 05:07:40 +00:00
|
|
|
};
|
2016-06-04 13:09:59 +00:00
|
|
|
|
2016-06-03 05:07:40 +00:00
|
|
|
GLuint indices[] = {
|
|
|
|
0, 1, 3, // First triangle
|
|
|
|
1, 2, 3, // First triangle
|
|
|
|
};
|
2016-06-03 07:05:28 +00:00
|
|
|
|
|
|
|
GLuint vbo, vao;
|
2016-06-03 05:07:40 +00:00
|
|
|
glGenVertexArrays(1, &vao);
|
|
|
|
glGenBuffers(1, &vbo);
|
2016-06-03 07:05:28 +00:00
|
|
|
GLuint ebo;
|
2016-06-03 05:07:40 +00:00
|
|
|
glGenBuffers(1, &ebo);
|
|
|
|
|
|
|
|
// 1. Bind vertex array object
|
|
|
|
glBindVertexArray(vao);
|
|
|
|
|
|
|
|
// 2. Bind and set vertex buffer(s) and attribute pointer(s)
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
|
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
const i32 numPos = 3;
|
|
|
|
const i32 numColors = 3;
|
|
|
|
const i32 numTexCoord = 2;
|
|
|
|
|
|
|
|
const GLint vertexSize =
|
|
|
|
(numPos + numColors + numTexCoord) * sizeof(GLfloat);
|
|
|
|
|
|
|
|
const GLint vertByteOffset = 0;
|
|
|
|
const GLint colorByteOffset = vertByteOffset + (numPos * sizeof(GLfloat));
|
|
|
|
const GLint texCoordByteOffset = colorByteOffset + (numColors * sizeof(GLfloat));
|
|
|
|
|
|
|
|
glVertexAttribPointer(0, numPos, GL_FLOAT, GL_FALSE, vertexSize,
|
|
|
|
(GLvoid *)vertByteOffset);
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
glVertexAttribPointer(1, numColors, GL_FLOAT, GL_FALSE, vertexSize,
|
|
|
|
(GLvoid *)colorByteOffset);
|
|
|
|
glEnableVertexAttribArray(1);
|
|
|
|
glVertexAttribPointer(2, numTexCoord, GL_FLOAT, GL_FALSE, vertexSize,
|
|
|
|
(GLvoid *)texCoordByteOffset);
|
|
|
|
glEnableVertexAttribArray(2);
|
|
|
|
|
|
|
|
// 4. Unbind to prevent mistakes
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
f32 deltaTime = 0.0f; // Time between current frame and last frame
|
|
|
|
f32 lastFrame = 0.0f; // Time of last frame
|
2016-06-03 07:05:28 +00:00
|
|
|
|
2016-06-03 05:07:40 +00:00
|
|
|
/* Main game loop */
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
|
|
{
|
2016-06-04 06:36:37 +00:00
|
|
|
f32 currentFrame = (f32)glfwGetTime();
|
|
|
|
deltaTime = currentFrame - lastFrame;
|
|
|
|
lastFrame = currentFrame;
|
|
|
|
|
2016-06-03 05:07:40 +00:00
|
|
|
/* Check and call events */
|
|
|
|
glfwPollEvents();
|
2016-06-04 06:36:37 +00:00
|
|
|
doMovement(deltaTime);
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
/* Rendering commands here*/
|
|
|
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
2016-06-03 07:05:28 +00:00
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
2016-06-03 05:07:40 +00:00
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
/* Bind textures */
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
2016-06-04 12:42:22 +00:00
|
|
|
glBindTexture(GL_TEXTURE_2D, containerTex->mId);
|
|
|
|
glUniform1i(glGetUniformLocation(shader->mProgram, "ourTexture"), 0);
|
2016-06-03 05:07:40 +00:00
|
|
|
|
2016-06-04 12:42:22 +00:00
|
|
|
shader->use();
|
2016-06-03 07:05:28 +00:00
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
/* Camera/View transformation */
|
2016-06-04 13:09:59 +00:00
|
|
|
glm::mat4 model;
|
2016-06-04 06:36:37 +00:00
|
|
|
glm::mat4 view;
|
|
|
|
// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
|
|
|
|
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
|
2016-06-03 07:05:28 +00:00
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
/* Projection */
|
2016-06-03 07:05:28 +00:00
|
|
|
glm::mat4 projection;
|
2016-06-04 07:14:08 +00:00
|
|
|
projection = glm::perspective(fov,
|
2016-06-04 06:36:37 +00:00
|
|
|
((f32)screenWidth / (f32)screenHeight),
|
|
|
|
0.1f, 100.0f);
|
2016-06-03 07:05:28 +00:00
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
/* Get shader uniform locations */
|
2016-06-04 12:42:22 +00:00
|
|
|
GLuint modelLoc = glGetUniformLocation(shader->mProgram, "model");
|
2016-06-04 13:09:59 +00:00
|
|
|
GLuint viewLoc = glGetUniformLocation(shader->mProgram, "view");
|
|
|
|
GLuint projectionLoc =
|
|
|
|
glGetUniformLocation(shader->mProgram, "projection");
|
2016-06-03 05:07:40 +00:00
|
|
|
|
2016-06-04 06:36:37 +00:00
|
|
|
/* Pass matrices to the shader */
|
2016-06-04 13:09:59 +00:00
|
|
|
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
2016-06-04 06:36:37 +00:00
|
|
|
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
|
|
|
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
glBindVertexArray(vao);
|
2016-06-04 13:09:59 +00:00
|
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
2016-06-03 05:07:40 +00:00
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
/* Swap the buffers */
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDeleteVertexArrays(1, &vao);
|
|
|
|
glDeleteBuffers(1, &vbo);
|
2016-06-03 07:05:28 +00:00
|
|
|
#if 0
|
2016-06-03 05:07:40 +00:00
|
|
|
glDeleteBuffers(1, &ebo);
|
2016-06-03 07:05:28 +00:00
|
|
|
#endif
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
|
|
}
|