Remove old tutorial file
This commit is contained in:
parent
85becdfd6c
commit
9ec87fc8be
377
src/Tutorial.cpp
377
src/Tutorial.cpp
@ -1,377 +0,0 @@
|
||||
#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
|
Loading…
Reference in New Issue
Block a user