254 lines
9.7 KiB
C++
254 lines
9.7 KiB
C++
#include <iostream>
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#include <glad/glad.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <fstream>
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#include <chrono>
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#include <string>
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#include <map>
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#include "shader.hpp"
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// void GLAPIENTRY MessageCallback(GLenum source,
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// GLenum type,
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// GLuint id,
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// GLenum severity,
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// GLsizei length,
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// const GLchar* message,
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// const void* userParam) {
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// fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
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// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
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// type, severity, message);
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// }
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class Game {
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public:
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SDL_Window* window = nullptr;
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SDL_GLContext glContext = nullptr;
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bool isWindowClosed = true;
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};
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int main(int argc, char** argv) {
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Game* game = new Game();
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SDL_Init(SDL_INIT_EVERYTHING);
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IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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game->window = SDL_CreateWindow("GL CUBE",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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500, 500,
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SDL_WINDOW_OPENGL);
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game->glContext = SDL_GL_CreateContext(game->window);
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SDL_GL_SetSwapInterval(0);
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gladLoadGLLoader(SDL_GL_GetProcAddress);
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// SDL_WarpMouseInWindow(m_window, width / 2, height / 2);
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// SDL_SetRelativeMouseMode(SDL_TRUE);
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game->isWindowClosed = false;
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// Set GL error handling callback
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// glEnable(GL_DEBUG_OUTPUT);
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// glDebugMessageCallback(MessageCallback, 0);
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// Set GL clear colour (light blue)
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glClearColor(0.1f, 0.45f, 0.9f, 1.0f);
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// GL Screen coordinates of a 2D triangle followed by the colour and the texture coordinates
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GLint numOfVerticies = 288;
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float vertices[] = {
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// Positions Colour Texture
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
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};
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// Element array - order of verticies drawn
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GLuint elements[] = {
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0, 1, 2,
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2, 3, 0
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};
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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, sizeof(vertices[0]) * numOfVerticies, vertices, 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, sizeof(elements), elements, GL_STATIC_DRAW);
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// Load, compile, apply and link shader programs
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Shader simpleShader;
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simpleShader.load("./resources/shaders/simple").attatch().link().use();
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// Load texture from file
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SDL_Surface* sur = IMG_Load("./resources/textures/dirt.png");
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if (sur == NULL) {
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std::cerr << "Failed to load image: " << IMG_GetError() << std::endl;
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} else {
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std::cout << "Loaded texture 'dirt.png'" << std::endl;
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}
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// Set up a GL texture
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GLuint tex;
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glBindTexture(GL_TEXTURE_2D, tex);
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// Set mag and min filtering levels
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Passes SDL texture into the texture buffer for GL to use in shaders
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sur->w, sur->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, sur->pixels);
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GLint posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
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glEnableVertexAttribArray(posAttrib);
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE,
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8*sizeof(float), 0);
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GLint colAttrib = glGetAttribLocation(simpleShader.getProgram(), "colour");
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glEnableVertexAttribArray(colAttrib);
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glVertexAttribPointer(colAttrib, 3, GL_FLOAT, GL_FALSE,
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8*sizeof(float), (void*)(3*sizeof(float)));
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GLint texAttrib = glGetAttribLocation(simpleShader.getProgram(), "texcoord");
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glEnableVertexAttribArray(texAttrib);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE,
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8*sizeof(float), (void*)(6*sizeof(float)));
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// Model matrice
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glm::mat4 model = glm::mat4(1.0f);
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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(1.2f, 1.2f, 1.2f),
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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), 1.0f, 1.0f, 10.0f);
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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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// Enable depth buffer
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glEnable(GL_DEPTH_TEST);
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std::chrono::high_resolution_clock timer;
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auto FPSCalculateLast = timer.now();
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auto FPSClock = SDL_GetTicks();
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auto UpdateClock = SDL_GetTicks();
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SDL_Event event;
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while (!game->isWindowClosed) {
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// Measure fps
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if (SDL_GetTicks() - FPSClock >= 1000) {
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auto deltaTime = std::chrono::duration_cast<std::chrono::nanoseconds>(timer.now() - FPSCalculateLast).count();
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std::cout << "FPS: " << (int)(1 / ((float)deltaTime * 1e-9)) << std::endl;
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FPSClock = SDL_GetTicks();
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}
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FPSCalculateLast = timer.now();
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// Input handling
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while (SDL_PollEvent(&event) != 0)
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if (event.type == SDL_QUIT)
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game->isWindowClosed = true;
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// Rotate cube
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if (SDL_GetTicks() - UpdateClock >= 10) {
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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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// Clear the screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Draw a triangle from the 3 vertices
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Swap buffers
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SDL_GL_SwapWindow(game->window);
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}
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game->isWindowClosed = true;
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SDL_GL_DeleteContext(game->glContext);
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SDL_DestroyWindow(game->window);
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SDL_Quit();
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return 0;
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}
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