Files
Examples/OpenGL/playground/src/main.cpp
2019-02-18 16:15:54 +00:00

171 lines
5.2 KiB
C++

// General includes
#include <chrono>
#include <vector>
// GL includes
#include <glad/glad.h>
// SDL includes different on windows
// the way i have it set up so i gotta
// do it like this unfortunately
#if _WIN32
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Custom includes
#define LOGGER_DEFINITION
#include <logger.h>
#include "timers.h"
#include "object.h"
#include "shader.h"
int main(int argc, char** argv) {
std::cout << "-----------------------------" << std::endl;
std::cout << "----- OpenGL Playground -----" << std::endl;
std::cout << "-------- Version 1.0 --------" << std::endl;
std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl;
std::cout << "-----------------------------" << std::endl;
std::cout << std::endl;
// Get global variables ready
Logger logger;
SDL_Window* window = nullptr;
SDL_GLContext glContext;
bool isWindowOpen = false;
// Initialize SDL and OpenGL
// isWindowOpen = init(logger, window, glContext);
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
window = SDL_CreateWindow("OpenGL Playground V1.0",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1280, 720,
SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(0);
gladLoadGLLoader(SDL_GL_GetProcAddress);
isWindowOpen = true;
logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
// Load an object into system memory
std::vector<glm::vec3> vertices;
std::vector<glm::vec3> normals;
std::vector<GLushort> elements;
LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
std::vector<glm::vec3> toGPU;
toGPU.insert(toGPU.end(), vertices.begin(), vertices.end());
toGPU.insert(toGPU.end(), normals.begin(), normals.end());
// 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, toGPU.size() * sizeof(glm::vec3), &toGPU[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/phong").attatch().link().use();
GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLint normalAttrib = glGetAttribLocation(simpleShader.getProgram(), "normal");
glEnableVertexAttribArray(normalAttrib);
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
// Model matrice
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, {-15.0f, -15.0f, -15.0f});
// 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;
while (isWindowOpen) {
FPSCount(logger);
// Update tick (60ups)
if (UPSTimer()) {
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 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
while (SDL_PollEvent(&event) != 0)
if (event.type == SDL_QUIT)
isWindowOpen = false;
// Clear
const float clear[] = {0.1f, 0.45f, 0.9f, 1.0f};
glClearBufferfv(GL_COLOR, 0, clear);
glClear(GL_DEPTH_BUFFER_BIT);
// Draw
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
// Swap
SDL_GL_SwapWindow(window);
}
return 0;
}