Add basics for breakout game, separate tutorial code

This commit is contained in:
Doyle Thai 2016-06-05 17:54:41 +10:00
parent 17a89269f0
commit 864dca6f3d
8 changed files with 511 additions and 197 deletions

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@ -122,8 +122,10 @@
<ItemGroup>
<ClCompile Include="src\AssetManager.cpp" />
<ClCompile Include="src\dengine.cpp" />
<ClCompile Include="src\Game.cpp" />
<ClCompile Include="src\Shader.cpp" />
<ClCompile Include="src\Texture.cpp" />
<ClCompile Include="src\Tutorial.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="data\shaders\default.frag.glsl" />
@ -132,6 +134,7 @@
<ItemGroup>
<ClInclude Include="src\include\Dengine\AssetManager.h" />
<ClInclude Include="src\include\Dengine\Common.h" />
<ClInclude Include="src\include\Breakout\Game.h" />
<ClInclude Include="src\include\Dengine\OpenGL.h" />
<ClInclude Include="src\include\Dengine\Shader.h" />
<ClInclude Include="src\include\Dengine\Texture.h" />

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@ -27,6 +27,12 @@
<ClCompile Include="src\AssetManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Game.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Tutorial.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="data\shaders\default.vert.glsl" />
@ -48,5 +54,8 @@
<ClInclude Include="src\include\Dengine\AssetManager.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\include\Breakout\Game.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

13
src/Game.cpp Normal file
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@ -0,0 +1,13 @@
#include <Breakout\Game.h>
namespace Breakout
{
Game::Game(i32 width, i32 height) {}
Game::~Game() {}
void Game::init() {}
void Game::processInput(f32 dt) {}
void Game::update(f32 dt) {}
void Game::render() {}
}

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@ -16,14 +16,44 @@ Texture::Texture()
glGenTextures(1, &mId);
}
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 Texture::generate(GLuint width, GLuint height, u8 *image)
{
// TODO(doyle): Let us set the parameters gl params as well
mWidth = width;
mHeight = height;
glBindTexture(GL_TEXTURE_2D, mId);
/* Load image into texture */
// TODO(doyle) Figure out the gl format
glTexImage2D(GL_TEXTURE_2D, 0, mInternalFormat, mWidth, mHeight, 0,
mImageFormat, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);

377
src/Tutorial.cpp Normal file
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@ -0,0 +1,377 @@
#if 0
#include <Dengine/OpenGL.h>
#include <Dengine/Common.h>
#include <Dengine/Shader.h>
#include <Dengine/AssetManager.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>
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,
int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
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);
}
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 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__)
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);
glm::ivec2 windowSize = glm::ivec2(800, 600);
GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y,
"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;
}
glm::ivec2 frameBufferSize;
glfwGetFramebufferSize(window, &frameBufferSize.x, &frameBufferSize.y);
glViewport(0, 0, frameBufferSize.x, frameBufferSize.y);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
firstMouse = TRUE;
glEnable(GL_DEPTH_TEST | GL_CULL_FACE);
glCullFace(GL_BACK);
/* Initialise shaders */
Dengine::AssetManager assetManager;
i32 result = 0;
result = assetManager.loadShaderFiles("data/shaders/default.vert.glsl",
"data/shaders/default.frag.glsl",
"default");
if (result) return result;
/* Load a texture */
result = assetManager.loadTextureImage("data/textures/container.jpg",
"container");
if (result) return result;
result = assetManager.loadTextureImage("data/textures/wall.jpg",
"wall");
if (result) return result;
Dengine::Texture *containerTex = assetManager.getTexture("container");
Dengine::Texture *wallTex = assetManager.getTexture("wall");
Dengine::Shader *shader = assetManager.getShader("default");
/* Create OGL Vertex objects */
GLfloat sceneVertex[] = {
// Positions Colors Texture Coords
// Floor
+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
// Wall
+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 sceneIndices[] = {
// Floor
0, 3, 1, // First triangle
1, 2, 3, // Second triangle
// Wall
4, 7, 5, // First triangle
5, 6, 7, // Second 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(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

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@ -1,8 +1,11 @@
#if 1
#include <Dengine/OpenGL.h>
#include <Dengine/Common.h>
#include <Dengine/Shader.h>
#include <Dengine/AssetManager.h>
#include <Breakout/Game.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
@ -12,120 +15,32 @@
#include <fstream>
#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,
int mode)
{
Breakout::Game *game =
static_cast<Breakout::Game *>(glfwGetWindowUserPointer(window));
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >= 0 && key < 1024)
if (key >= 0 && key < Breakout::NUM_KEYS)
{
if (action == GLFW_PRESS)
keys[key] = TRUE;
game->keys[key] = TRUE;
else if (action == GLFW_RELEASE)
keys[key] = FALSE;
game->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);
}
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)
@ -172,12 +87,15 @@ int main()
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow *window =
glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
glm::ivec2 windowSize = glm::ivec2(800, 600);
GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y,
"Breakout", nullptr, nullptr);
if (!window)
{
std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl;
std::cout << "glfwCreateWindow() failed: Failed to create window"
<< std::endl;
glfwTerminate();
return -1;
}
@ -192,19 +110,26 @@ int main()
<< std::endl;
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;
glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
glViewport(0, 0, screenWidth, screenHeight);
glm::ivec2 frameBufferSize;
glfwGetFramebufferSize(window, &frameBufferSize.x, &frameBufferSize.y);
glViewport(0, 0, frameBufferSize.x, frameBufferSize.y);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
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 */
Dengine::AssetManager assetManager;
@ -220,64 +145,14 @@ int main()
"container");
if (result) return result;
result = assetManager.loadTextureImage("data/textures/wall.jpg",
"wall");
if (result) return result;
Dengine::Texture *containerTex = assetManager.getTexture("container");
Dengine::Texture *wallTex = assetManager.getTexture("wall");
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 lastFrame = 0.0f; // Time of last frame
@ -290,56 +165,25 @@ int main()
/* Check and call events */
glfwPollEvents();
doMovement(deltaTime);
game.processInput(deltaTime);
game.update(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);
glBindTexture(GL_TEXTURE_2D, containerTex->mId);
glUniform1i(glGetUniformLocation(shader->mProgram, "ourTexture"), 0);
shader->use();
/* 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);
game.render();
/* Swap the buffers */
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
#if 0
glDeleteBuffers(1, &ebo);
#endif
glfwTerminate();
return 0;
}
#else
#include <Tutorial.cpp>
#endif

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@ -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

View File

@ -15,6 +15,7 @@ class AssetManager
{
public:
AssetManager();
// TODO(doyle): Unload all resources in memory
~AssetManager();
/* Texture */