Dengine/src/dengine.cpp

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2016-06-03 05:07:40 +00:00
#include <Dengine/OpenGL.h>
#include <Dengine/Common.h>
#include <Dengine/Shader.h>
#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include <STB/stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <cstdint>
#include <fstream>
#include <string>
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;
}
}
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
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;
}
i32 width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glfwSetKeyCallback(window, key_callback);
/* Initialise shaders */
Dengine::Shader shader = Dengine::Shader("data/shaders/default.vert.glsl",
"data/shaders/default.frag.glsl");
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// Set texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
/* Load a texture */
i32 imgWidth, imgHeight, bytesPerPixel;
stbi_set_flip_vertically_on_load(TRUE);
u8 *image = stbi_load("data/textures/container.jpg", &imgWidth, &imgHeight, &bytesPerPixel, 0);
if (!image)
{
std::cerr << "stdbi_load() failed: " << stbi_failure_reason()
<< std::endl;
}
glTexImage2D(GL_TEXTURE_2D, 0,
getGLFormat((BytesPerPixel)bytesPerPixel, FALSE), imgWidth,
imgHeight, 0, getGLFormat((BytesPerPixel)bytesPerPixel, FALSE),
GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
// Unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(image);
/* 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
-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
};
GLuint indices[] = {
0, 1, 3, // First triangle
1, 2, 3, // First triangle
};
GLuint vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
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);
/* Main game loop */
while (!glfwWindowShouldClose(window))
{
/* Check and call events */
glfwPollEvents();
/* Rendering commands here*/
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.use();
/* Math */
glm::mat4 trans;
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
GLfloat rotation = glm::radians((GLfloat)glfwGetTime() * 50.0f);
trans = glm::rotate(trans, rotation,
glm::vec3(0.0, 0.0, 1.0));
GLuint transformLoc =
glGetUniformLocation(shader.mProgram, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(glGetUniformLocation(shader.mProgram, "ourTexture"), 0);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
/* Swap the buffers */
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ebo);
glfwTerminate();
return 0;
}