Add basics for breakout game, separate tutorial code
This commit is contained in:
parent
17a89269f0
commit
864dca6f3d
@ -122,8 +122,10 @@
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\AssetManager.cpp" />
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<ClCompile Include="src\AssetManager.cpp" />
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<ClCompile Include="src\dengine.cpp" />
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<ClCompile Include="src\dengine.cpp" />
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<ClCompile Include="src\Game.cpp" />
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<ClCompile Include="src\Shader.cpp" />
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<ClCompile Include="src\Shader.cpp" />
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<ClCompile Include="src\Texture.cpp" />
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<ClCompile Include="src\Texture.cpp" />
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<ClCompile Include="src\Tutorial.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="data\shaders\default.frag.glsl" />
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<None Include="data\shaders\default.frag.glsl" />
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@ -132,6 +134,7 @@
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\include\Dengine\AssetManager.h" />
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<ClInclude Include="src\include\Dengine\AssetManager.h" />
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<ClInclude Include="src\include\Dengine\Common.h" />
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<ClInclude Include="src\include\Dengine\Common.h" />
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<ClInclude Include="src\include\Breakout\Game.h" />
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<ClInclude Include="src\include\Dengine\OpenGL.h" />
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<ClInclude Include="src\include\Dengine\OpenGL.h" />
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<ClInclude Include="src\include\Dengine\Shader.h" />
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<ClInclude Include="src\include\Dengine\Shader.h" />
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<ClInclude Include="src\include\Dengine\Texture.h" />
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<ClInclude Include="src\include\Dengine\Texture.h" />
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@ -27,6 +27,12 @@
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<ClCompile Include="src\AssetManager.cpp">
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<ClCompile Include="src\AssetManager.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="src\Game.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Tutorial.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="data\shaders\default.vert.glsl" />
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<None Include="data\shaders\default.vert.glsl" />
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@ -48,5 +54,8 @@
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<ClInclude Include="src\include\Dengine\AssetManager.h">
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<ClInclude Include="src\include\Dengine\AssetManager.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="src\include\Breakout\Game.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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13
src/Game.cpp
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13
src/Game.cpp
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@ -0,0 +1,13 @@
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#include <Breakout\Game.h>
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namespace Breakout
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{
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Game::Game(i32 width, i32 height) {}
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Game::~Game() {}
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void Game::init() {}
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void Game::processInput(f32 dt) {}
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void Game::update(f32 dt) {}
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void Game::render() {}
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}
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@ -16,14 +16,44 @@ Texture::Texture()
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glGenTextures(1, &mId);
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glGenTextures(1, &mId);
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}
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}
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enum BytesPerPixel
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{
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Greyscale = 1,
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GreyscaleAlpha = 2,
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RGB = 3,
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RGBA = 4,
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};
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INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
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{
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switch (bytesPerPixel)
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{
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case Greyscale:
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return GL_LUMINANCE;
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case GreyscaleAlpha:
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return GL_LUMINANCE_ALPHA;
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case RGB:
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return (srgb ? GL_SRGB : GL_RGB);
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case RGBA:
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return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
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default:
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// TODO(doyle): Invalid
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//std::cout << "getGLFormat() invalid bytesPerPixel: "
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// << bytesPerPixel << std::endl;
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return GL_LUMINANCE;
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}
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}
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void Texture::generate(GLuint width, GLuint height, u8 *image)
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void Texture::generate(GLuint width, GLuint height, u8 *image)
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{
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{
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// TODO(doyle): Let us set the parameters gl params as well
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mWidth = width;
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mWidth = width;
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mHeight = height;
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mHeight = height;
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glBindTexture(GL_TEXTURE_2D, mId);
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glBindTexture(GL_TEXTURE_2D, mId);
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/* Load image into texture */
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/* Load image into texture */
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// TODO(doyle) Figure out the gl format
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glTexImage2D(GL_TEXTURE_2D, 0, mInternalFormat, mWidth, mHeight, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, mInternalFormat, mWidth, mHeight, 0,
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mImageFormat, GL_UNSIGNED_BYTE, image);
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mImageFormat, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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377
src/Tutorial.cpp
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377
src/Tutorial.cpp
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@ -0,0 +1,377 @@
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#if 0
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#include <Dengine/OpenGL.h>
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#include <Dengine/Common.h>
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#include <Dengine/Shader.h>
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#include <Dengine/AssetManager.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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#include <cstdint>
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#include <fstream>
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#include <string>
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glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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f32 lastX = 400;
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f32 lastY = 300;
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f32 yaw = -90.0f;
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f32 pitch = 0.0f;
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f32 fov = 45.0f;
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b32 firstMouse;
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b32 keys[1024];
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enum BytesPerPixel
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{
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Greyscale = 1,
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GreyscaleAlpha = 2,
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RGB = 3,
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RGBA = 4,
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};
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INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
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{
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switch (bytesPerPixel)
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{
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case Greyscale:
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return GL_LUMINANCE;
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case GreyscaleAlpha:
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return GL_LUMINANCE_ALPHA;
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case RGB:
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return (srgb ? GL_SRGB : GL_RGB);
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case RGBA:
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return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
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default:
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// TODO(doyle): Invalid
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std::cout << "getGLFormat() invalid bytesPerPixel: "
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<< bytesPerPixel << std::endl;
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return GL_LUMINANCE;
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}
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}
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void doMovement(f32 deltaTime)
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{
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f32 cameraSpeed = 5.00f * deltaTime;
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if (keys[GLFW_KEY_W])
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cameraPos += (cameraSpeed * cameraFront);
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if (keys[GLFW_KEY_S])
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cameraPos -= (cameraSpeed * cameraFront);
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if (keys[GLFW_KEY_A])
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cameraPos -=
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glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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if (keys[GLFW_KEY_D])
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cameraPos +=
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glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
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}
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void key_callback(GLFWwindow *window, int key, int scancode, int action,
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int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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if (key >= 0 && key < 1024)
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{
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if (action == GLFW_PRESS)
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keys[key] = TRUE;
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else if (action == GLFW_RELEASE)
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keys[key] = FALSE;
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}
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}
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void mouse_callback(GLFWwindow *window, double xPos, double yPos)
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{
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if (firstMouse)
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{
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lastX = (f32)xPos;
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lastY = (f32)yPos;
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firstMouse = false;
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}
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f32 xOffset = (f32)xPos - lastX;
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f32 yOffset = lastY - (f32)yPos;
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lastX = (f32)xPos;
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lastY = (f32)yPos;
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f32 sensitivity = 0.05f;
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xOffset *= sensitivity;
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yOffset *= sensitivity;
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yaw += xOffset;
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pitch += yOffset;
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if (pitch > 89.0f)
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pitch = 89.0f;
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else if (pitch < -89.0f)
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pitch = -89.0f;
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glm::vec3 front;
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front.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw));
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front.y = sin(glm::radians(pitch));
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front.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
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cameraFront = glm::normalize(front);
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}
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void scroll_callback(GLFWwindow *window, double xOffset, double yOffset)
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{
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if (fov >= 1.0f && fov <= 45.0f)
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fov -= (f32)yOffset;
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else if (fov <= 1.0f)
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fov = 1.0f;
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else // fov >= 45.0f
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fov = 45.0f;
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}
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GLenum glCheckError_(const char *file, int line)
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{
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GLenum errorCode;
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while ((errorCode = glGetError()) != GL_NO_ERROR)
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{
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std::string error;
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switch (errorCode)
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{
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case GL_INVALID_ENUM:
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error = "INVALID_ENUM";
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break;
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case GL_INVALID_VALUE:
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error = "INVALID_VALUE";
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break;
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case GL_INVALID_OPERATION:
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error = "INVALID_OPERATION";
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break;
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case GL_STACK_OVERFLOW:
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error = "STACK_OVERFLOW";
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break;
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case GL_STACK_UNDERFLOW:
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error = "STACK_UNDERFLOW";
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break;
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case GL_OUT_OF_MEMORY:
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error = "OUT_OF_MEMORY";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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error = "INVALID_FRAMEBUFFER_OPERATION";
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break;
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}
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std::cout << error << " | " << file << " (" << line << ")" << std::endl;
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}
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return errorCode;
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}
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#define glCheckError() glCheckError_(__FILE__, __LINE__)
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int main()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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glm::ivec2 windowSize = glm::ivec2(800, 600);
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GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y,
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"LearnOpenGL", nullptr, nullptr);
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if (!window)
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{
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std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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/* Make GLEW use more modern technies for OGL on core profile*/
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cout << "glewInit() failed: Failed to initialise GLEW"
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<< std::endl;
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return -1;
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}
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glm::ivec2 frameBufferSize;
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glfwGetFramebufferSize(window, &frameBufferSize.x, &frameBufferSize.y);
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glViewport(0, 0, frameBufferSize.x, frameBufferSize.y);
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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firstMouse = TRUE;
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glEnable(GL_DEPTH_TEST | GL_CULL_FACE);
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glCullFace(GL_BACK);
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/* Initialise shaders */
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Dengine::AssetManager assetManager;
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i32 result = 0;
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result = assetManager.loadShaderFiles("data/shaders/default.vert.glsl",
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"data/shaders/default.frag.glsl",
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"default");
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if (result) return result;
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/* Load a texture */
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result = assetManager.loadTextureImage("data/textures/container.jpg",
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"container");
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if (result) return result;
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result = assetManager.loadTextureImage("data/textures/wall.jpg",
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"wall");
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if (result) return result;
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Dengine::Texture *containerTex = assetManager.getTexture("container");
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Dengine::Texture *wallTex = assetManager.getTexture("wall");
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Dengine::Shader *shader = assetManager.getShader("default");
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/* Create OGL Vertex objects */
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GLfloat sceneVertex[] = {
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// Positions Colors Texture Coords
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// Floor
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+0.5f, +0.5f, +0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
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+0.5f, -0.5f, +0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
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-0.5f, -0.5f, +0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom left
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-0.5f, +0.5f, +0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top left
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// Wall
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+0.5f, +0.5f, +0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
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+0.5f, -0.5f, +0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
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-0.5f, -0.5f, +0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom left
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-0.5f, +0.5f, +0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top left
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};
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GLuint sceneIndices[] = {
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// Floor
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0, 3, 1, // First triangle
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1, 2, 3, // Second triangle
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// Wall
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4, 7, 5, // First triangle
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5, 6, 7, // Second triangle
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};
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||||||
|
GLuint vbo, vao;
|
||||||
|
glGenVertexArrays(1, &vao);
|
||||||
|
glGenBuffers(1, &vbo);
|
||||||
|
GLuint ebo;
|
||||||
|
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(sceneVertex), sceneVertex,
|
||||||
|
GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sceneIndices), sceneIndices,
|
||||||
|
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);
|
||||||
|
|
||||||
|
f32 deltaTime = 0.0f; // Time between current frame and last frame
|
||||||
|
f32 lastFrame = 0.0f; // Time of last frame
|
||||||
|
|
||||||
|
/* Main game loop */
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
f32 currentFrame = (f32)glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
/* Check and call events */
|
||||||
|
glfwPollEvents();
|
||||||
|
doMovement(deltaTime);
|
||||||
|
|
||||||
|
/* Rendering commands here*/
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
/* Bind textures */
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
shader->use();
|
||||||
|
|
||||||
|
/* Camera/View transformation */
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, glm::vec3(0.0f, -0.3f, 0.0f));
|
||||||
|
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||||
|
|
||||||
|
glm::mat4 view;
|
||||||
|
// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
|
||||||
|
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
|
||||||
|
|
||||||
|
/* Projection */
|
||||||
|
glm::mat4 projection;
|
||||||
|
f32 aspectRatio = static_cast<f32>(frameBufferSize.x) /
|
||||||
|
static_cast<f32>(frameBufferSize.y);
|
||||||
|
projection = glm::perspective(fov, aspectRatio, 0.1f, 100.0f);
|
||||||
|
|
||||||
|
/* Get shader uniform locations */
|
||||||
|
GLuint modelLoc = glGetUniformLocation(shader->mProgram, "model");
|
||||||
|
GLuint viewLoc = glGetUniformLocation(shader->mProgram, "view");
|
||||||
|
GLuint projectionLoc =
|
||||||
|
glGetUniformLocation(shader->mProgram, "projection");
|
||||||
|
|
||||||
|
/* Pass matrices to the shader */
|
||||||
|
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
||||||
|
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
||||||
|
|
||||||
|
glBindVertexArray(vao);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, containerTex->mId);
|
||||||
|
glUniform1i(glGetUniformLocation(shader->mProgram, "ourTexture"), 0);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, wallTex->mId);
|
||||||
|
glUniform1i(glGetUniformLocation(shader->mProgram, "ourTexture"), 0);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (GLvoid *)&sceneVertex[4]);
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
/* Swap the buffers */
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
glDeleteVertexArrays(1, &vao);
|
||||||
|
glDeleteBuffers(1, &vbo);
|
||||||
|
#if 0
|
||||||
|
glDeleteBuffers(1, &ebo);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
#endif
|
238
src/dengine.cpp
238
src/dengine.cpp
@ -1,8 +1,11 @@
|
|||||||
|
#if 1
|
||||||
#include <Dengine/OpenGL.h>
|
#include <Dengine/OpenGL.h>
|
||||||
#include <Dengine/Common.h>
|
#include <Dengine/Common.h>
|
||||||
#include <Dengine/Shader.h>
|
#include <Dengine/Shader.h>
|
||||||
#include <Dengine/AssetManager.h>
|
#include <Dengine/AssetManager.h>
|
||||||
|
|
||||||
|
#include <Breakout/Game.h>
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <glm/gtc/type_ptr.hpp>
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
@ -12,120 +15,32 @@
|
|||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
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;
|
|
||||||
f32 fov = 45.0f;
|
|
||||||
b32 firstMouse;
|
|
||||||
|
|
||||||
b32 keys[1024];
|
|
||||||
|
|
||||||
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 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,
|
void key_callback(GLFWwindow *window, int key, int scancode, int action,
|
||||||
int mode)
|
int mode)
|
||||||
{
|
{
|
||||||
|
Breakout::Game *game =
|
||||||
|
static_cast<Breakout::Game *>(glfwGetWindowUserPointer(window));
|
||||||
|
|
||||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (key >= 0 && key < 1024)
|
if (key >= 0 && key < Breakout::NUM_KEYS)
|
||||||
{
|
{
|
||||||
if (action == GLFW_PRESS)
|
if (action == GLFW_PRESS)
|
||||||
keys[key] = TRUE;
|
game->keys[key] = TRUE;
|
||||||
else if (action == GLFW_RELEASE)
|
else if (action == GLFW_RELEASE)
|
||||||
keys[key] = FALSE;
|
game->keys[key] = FALSE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void mouse_callback(GLFWwindow *window, double xPos, double yPos)
|
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset)
|
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GLenum glCheckError_(const char *file, int line)
|
GLenum glCheckError_(const char *file, int line)
|
||||||
@ -172,12 +87,15 @@ int main()
|
|||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||||
|
|
||||||
GLFWwindow *window =
|
glm::ivec2 windowSize = glm::ivec2(800, 600);
|
||||||
glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
|
|
||||||
|
GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y,
|
||||||
|
"Breakout", nullptr, nullptr);
|
||||||
|
|
||||||
if (!window)
|
if (!window)
|
||||||
{
|
{
|
||||||
std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl;
|
std::cout << "glfwCreateWindow() failed: Failed to create window"
|
||||||
|
<< std::endl;
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
@ -192,21 +110,28 @@ int main()
|
|||||||
<< std::endl;
|
<< std::endl;
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
// NOTE(doyle): glewInit() bug that sets the gl error flag after init
|
||||||
|
// regardless of success. Catch it once by calling glGetError
|
||||||
|
glGetError();
|
||||||
|
|
||||||
i32 screenWidth, screenHeight;
|
glm::ivec2 frameBufferSize;
|
||||||
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
|
glfwGetFramebufferSize(window, &frameBufferSize.x, &frameBufferSize.y);
|
||||||
glViewport(0, 0, screenWidth, screenHeight);
|
glViewport(0, 0, frameBufferSize.x, frameBufferSize.y);
|
||||||
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
glfwSetKeyCallback(window, key_callback);
|
||||||
glfwSetCursorPosCallback(window, mouse_callback);
|
glfwSetCursorPosCallback(window, mouse_callback);
|
||||||
glfwSetScrollCallback(window, scroll_callback);
|
glfwSetScrollCallback(window, scroll_callback);
|
||||||
|
|
||||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||||
firstMouse = TRUE;
|
glEnable(GL_CULL_FACE | GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
glCullFace(GL_BACK);
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
Breakout::Game game = Breakout::Game(frameBufferSize.x, frameBufferSize.y);
|
||||||
|
glfwSetWindowUserPointer(window, static_cast<void *>(&game));
|
||||||
|
game.init();
|
||||||
|
|
||||||
/* Initialise shaders */
|
/* Initialise shaders */
|
||||||
Dengine::AssetManager assetManager;
|
Dengine::AssetManager assetManager;
|
||||||
i32 result = 0;
|
i32 result = 0;
|
||||||
|
|
||||||
@ -220,64 +145,14 @@ int main()
|
|||||||
"container");
|
"container");
|
||||||
if (result) return result;
|
if (result) return result;
|
||||||
|
|
||||||
|
result = assetManager.loadTextureImage("data/textures/wall.jpg",
|
||||||
|
"wall");
|
||||||
|
if (result) return result;
|
||||||
|
|
||||||
Dengine::Texture *containerTex = assetManager.getTexture("container");
|
Dengine::Texture *containerTex = assetManager.getTexture("container");
|
||||||
|
Dengine::Texture *wallTex = assetManager.getTexture("wall");
|
||||||
Dengine::Shader *shader = assetManager.getShader("default");
|
Dengine::Shader *shader = assetManager.getShader("default");
|
||||||
|
|
||||||
/* 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;
|
|
||||||
glGenVertexArrays(1, &vao);
|
|
||||||
glGenBuffers(1, &vbo);
|
|
||||||
GLuint ebo;
|
|
||||||
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);
|
|
||||||
|
|
||||||
f32 deltaTime = 0.0f; // Time between current frame and last frame
|
f32 deltaTime = 0.0f; // Time between current frame and last frame
|
||||||
f32 lastFrame = 0.0f; // Time of last frame
|
f32 lastFrame = 0.0f; // Time of last frame
|
||||||
|
|
||||||
@ -290,56 +165,25 @@ int main()
|
|||||||
|
|
||||||
/* Check and call events */
|
/* Check and call events */
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
doMovement(deltaTime);
|
|
||||||
|
game.processInput(deltaTime);
|
||||||
|
game.update(deltaTime);
|
||||||
|
|
||||||
/* Rendering commands here*/
|
/* Rendering commands here*/
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
/* Bind textures */
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, containerTex->mId);
|
|
||||||
glUniform1i(glGetUniformLocation(shader->mProgram, "ourTexture"), 0);
|
|
||||||
|
|
||||||
shader->use();
|
shader->use();
|
||||||
|
game.render();
|
||||||
/* Camera/View transformation */
|
|
||||||
glm::mat4 model;
|
|
||||||
glm::mat4 view;
|
|
||||||
// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
|
|
||||||
view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
|
|
||||||
|
|
||||||
/* Projection */
|
|
||||||
glm::mat4 projection;
|
|
||||||
projection = glm::perspective(fov,
|
|
||||||
((f32)screenWidth / (f32)screenHeight),
|
|
||||||
0.1f, 100.0f);
|
|
||||||
|
|
||||||
/* Get shader uniform locations */
|
|
||||||
GLuint modelLoc = glGetUniformLocation(shader->mProgram, "model");
|
|
||||||
GLuint viewLoc = glGetUniformLocation(shader->mProgram, "view");
|
|
||||||
GLuint projectionLoc =
|
|
||||||
glGetUniformLocation(shader->mProgram, "projection");
|
|
||||||
|
|
||||||
/* Pass matrices to the shader */
|
|
||||||
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
|
||||||
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
|
||||||
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
|
||||||
|
|
||||||
glBindVertexArray(vao);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
/* Swap the buffers */
|
/* Swap the buffers */
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
}
|
}
|
||||||
|
|
||||||
glDeleteVertexArrays(1, &vao);
|
|
||||||
glDeleteBuffers(1, &vbo);
|
|
||||||
#if 0
|
|
||||||
glDeleteBuffers(1, &ebo);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#else
|
||||||
|
#include <Tutorial.cpp>
|
||||||
|
#endif
|
||||||
|
37
src/include/Breakout/Game.h
Normal file
37
src/include/Breakout/Game.h
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
#ifndef BREAKOUT_GAME_H
|
||||||
|
#define BREAKOUT_GAME_H
|
||||||
|
|
||||||
|
#include <Dengine\OpenGL.h>
|
||||||
|
#include <Dengine\Common.h>
|
||||||
|
|
||||||
|
namespace Breakout
|
||||||
|
{
|
||||||
|
|
||||||
|
GLOBAL_VAR const i32 NUM_KEYS = 1024;
|
||||||
|
|
||||||
|
enum GameState
|
||||||
|
{
|
||||||
|
GAME_ACTIVE,
|
||||||
|
GAME_MENU,
|
||||||
|
GAME_WIN
|
||||||
|
};
|
||||||
|
|
||||||
|
class Game
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
GameState mState;
|
||||||
|
GLboolean keys[NUM_KEYS];
|
||||||
|
i32 width, height;
|
||||||
|
|
||||||
|
Game(i32 width, i32 height);
|
||||||
|
~Game();
|
||||||
|
|
||||||
|
void init();
|
||||||
|
|
||||||
|
void processInput(f32 dt);
|
||||||
|
void update(f32 dt);
|
||||||
|
void render();
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
@ -15,6 +15,7 @@ class AssetManager
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
AssetManager();
|
AssetManager();
|
||||||
|
// TODO(doyle): Unload all resources in memory
|
||||||
~AssetManager();
|
~AssetManager();
|
||||||
|
|
||||||
/* Texture */
|
/* Texture */
|
||||||
|
Loading…
Reference in New Issue
Block a user