The dragon renders yay
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@@ -19,15 +19,17 @@
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#include <glm/gtc/type_ptr.hpp>
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// Custom includes
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#define LOGGER_DEFINITION
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#include <logger.h>
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#include "timers.h"
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#include "object.h"
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#include "shader.h"
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int main(int argc, char** argv) {
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std::cout << "-----------------------------" << std::endl;
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std::cout << "----- OpenGL Playground -----" << std::endl;
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std::cout << "-------- Version 1.0 --------" << std::endl;
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std::cout << "----- <EFBFBD>Benjamin Kyd 2019 ----" << std::endl;
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std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl;
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std::cout << "-----------------------------" << std::endl;
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std::cout << std::endl;
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@@ -60,25 +62,85 @@ int main(int argc, char** argv) {
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SDL_GL_SetSwapInterval(0);
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gladLoadGLLoader(SDL_GL_GetProcAddress);
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std::vector<glm::vec4> vertices;
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std::vector<glm::vec3> normals;
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std::vector<GLushort> elements;
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isWindowOpen = true;
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logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
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// Load an object into system memory
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std::vector<glm::vec4> vertices;
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std::vector<glm::vec3> normals;
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std::vector<GLushort> elements;
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LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
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// Generate a vertex array object
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GLuint vao;
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glGenVertexArrays(1, &vao);
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// Bind array to GPU
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glBindVertexArray(vao);
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// Generate a vertex buffer object
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GLuint vbo;
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glGenBuffers(1, &vbo);
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// Bind buffer to the GPU
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// Copy vertex data to the vertex buffer already on the GPU
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec4), &vertices[0], GL_STATIC_DRAW);
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// Generate another vertex buffer for the element array buffer
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GLuint ebo;
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glGenBuffers(1, &ebo);
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// Bind buffer to the GPU
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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// Copy buffer data to the buffer already on the GPU
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), &elements[0], GL_STATIC_DRAW);
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// Load, compile, apply and link shader programs
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Shader simpleShader{ logger };
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simpleShader.load("./resources/shaders/simple").attatch().link().use();
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GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
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glEnableVertexAttribArray(posAttrib);
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glVertexAttribPointer(posAttrib, 4, GL_FLOAT, GL_FALSE, 0, 0);
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// Model matrice
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, {-12.0f, -20.0f, -20.0f});
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// Gets uniform for model matrice, to be used later
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GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
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// View matrice
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glm::mat4 view = glm::lookAt(
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glm::vec3(1.0f, 1.0f, 1.0f),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 1.0f)
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);
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// Get uniform and send it to the GPU
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GLint uniView = glGetUniformLocation(simpleShader.getProgram(), "view");
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
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// Projection matrice
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);
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// Get uniform and send it to the GPU
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GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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glEnable(GL_DEPTH_TEST);
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SDL_Event event;
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while (isWindowOpen) {
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FPSCount(logger);
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// Update tick (60ups)
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if (UPSTimer()) {
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model = glm::rotate(model, glm::radians(1.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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model = glm::rotate(model, glm::radians(1.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
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glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
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UpdateClock = SDL_GetTicks();
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}
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// Handle events
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@@ -86,12 +148,13 @@ int main(int argc, char** argv) {
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if (event.type == SDL_QUIT)
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isWindowOpen = false;
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// Clear
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const float clear[] = {0.1f, 0.45f, 0.9f, 1.0f};
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glClearBufferfv(GL_COLOR, 0, clear);
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glClear(GL_DEPTH_BUFFER_BIT);
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// Swap GL frame buffers
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// Draw
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glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
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// Swap
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SDL_GL_SwapWindow(window);
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}
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