The dragon renders yay

This commit is contained in:
Benjamin Kyd
2019-02-17 16:34:56 +00:00
parent d39f5a4884
commit a3207edee8
41 changed files with 134 additions and 3119 deletions

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@@ -1,413 +0,0 @@
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#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
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('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
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#ifdef COMPILER_VERSION_MAJOR
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
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'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
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']','\0'};
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char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
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#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
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# endif
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']','\0'};
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/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__)
# if (defined(_MSC_VER) && !defined(__clang__)) \
|| (defined(__ibmxl__) || defined(__IBMC__))
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View File

@@ -1,602 +0,0 @@
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// in vec2 texcoord;
// in vec3 colour;
// out vec3 Colour;
// out vec2 TexCoord;
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
uniform mat4 proj; uniform mat4 proj;
void main() { void main() {
// Colour = colour;
// TexCoord = texcoord;
gl_Position = proj * view * model * vec4(position, 1.0); gl_Position = proj * view * model * vec4(position, 1.0);
} }

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

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@@ -7,6 +7,7 @@ void LoadOBJ(Logger& logger, std::string file, std::vector<glm::vec4>& vertices,
std::ifstream in(file, std::ios::in); std::ifstream in(file, std::ios::in);
if (!in) { if (!in) {
logger << LOGGER_ERROR << "Cannot open " << file << LOGGER_ENDL; logger << LOGGER_ERROR << "Cannot open " << file << LOGGER_ENDL;
return;
} }
std::string line; std::string line;

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@@ -3,7 +3,8 @@
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
Shader::Shader() { Shader::Shader(Logger& logger)
: logger(logger) {
m_program = glCreateProgram(); m_program = glCreateProgram();
} }
@@ -44,10 +45,10 @@ Shader& Shader::load(GLenum type, std::string sourceLoc) {
if (m_status == GL_FALSE) { if (m_status == GL_FALSE) {
char buf[512]; char buf[512];
glGetShaderInfoLog(m_vert, 512, NULL, buf); glGetShaderInfoLog(m_vert, 512, NULL, buf);
std::cerr << buf << std::endl; logger << LOGGER_ERROR << buf << LOGGER_ENDL;
} }
std::cout << "Vertex shader at '" << sourceLoc << "' compiled..." << std::endl; logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
} else if (type == GL_FRAGMENT_SHADER) { } else if (type == GL_FRAGMENT_SHADER) {
m_fragLoc = sourceLoc; m_fragLoc = sourceLoc;
m_fragSource = (std::string)source; m_fragSource = (std::string)source;
@@ -59,10 +60,10 @@ Shader& Shader::load(GLenum type, std::string sourceLoc) {
if (m_status == GL_FALSE) { if (m_status == GL_FALSE) {
char buf[512]; char buf[512];
glGetShaderInfoLog(m_frag, 512, NULL, buf); glGetShaderInfoLog(m_frag, 512, NULL, buf);
std::cerr << buf << std::endl; logger << LOGGER_ERROR << buf << LOGGER_ENDL;
} }
std::cout << "Vertex shader at '" << sourceLoc << "' compiled..." << std::endl; logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
} }
return *this; return *this;
@@ -90,18 +91,18 @@ Shader& Shader::load(std::string sourceLoc) {
if (m_status == GL_FALSE) { if (m_status == GL_FALSE) {
char buf[512]; char buf[512];
glGetShaderInfoLog(m_vert, 512, NULL, buf); glGetShaderInfoLog(m_vert, 512, NULL, buf);
std::cerr << buf << std::endl; logger << LOGGER_ERROR << buf << LOGGER_ENDL;
} }
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status); glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
if (m_status == GL_FALSE) { if (m_status == GL_FALSE) {
char buf[512]; char buf[512];
glGetShaderInfoLog(m_frag, 512, NULL, buf); glGetShaderInfoLog(m_frag, 512, NULL, buf);
std::cerr << buf << std::endl; logger << LOGGER_ERROR << buf << LOGGER_ENDL;
} }
std::cout << "Vertex shader at '" << m_vertLoc << "' compiled..." << std::endl; logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
std::cout << "Fragment shader at '" << m_fragLoc << "' compiled..." << std::endl; logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
return *this; return *this;
} }

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@@ -3,10 +3,11 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <string> #include <string>
#include <logger.h>
class Shader { class Shader {
public: public:
Shader(); Shader(Logger& logger);
Shader& use(); Shader& use();
Shader& link(); Shader& link();
@@ -32,6 +33,8 @@ private:
std::string m_vertLoc; std::string m_vertLoc;
std::string m_fragLoc; std::string m_fragLoc;
Logger& logger;
GLint m_status; GLint m_status;
}; };