initial commit

This commit is contained in:
Benjamin Kyd
2019-02-20 20:56:32 +00:00
parent 8a3ae2992b
commit f88a89cd1a
21 changed files with 306783 additions and 0 deletions

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// 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);
// MXAA
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "4");
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,
// 640, 480,
1280, 720,
SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1);
gladLoadGLLoader(SDL_GL_GetProcAddress);
// SDL_SetRelativeMouseMode(SDL_TRUE);
// SDL_WarpMouseInWindow(window, 0, 0);
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);
LoadOBJ(logger, "./resources/lucy.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)));
// Set up camera
// Camera camera(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -90.0f, 0.0f), 45.0f, 640.0f / 480.0f, 0.1f, 1000.0f);
// Model matrice
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, { -170.0f, -170.0f, -170.0f });
model = glm::rotate(model, glm::radians(-160.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Gets uniform for model matrice, to be used later
GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
// View matrice
glm::mat4 view = glm::lookAt(
glm::vec3(1.0f, 1.0f, 1.0f),
glm::vec3(0.0f, 0.4f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f)
);
// 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);//camera.perspective;
// Get uniform and send it to the GPU
GLint uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
glm::vec3 lightPos = { -2.0f, 4.0f, -1.0f };
GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
simpleShader.use();
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
SDL_Event event;
logger << LOGGER_ENDL;
while (isWindowOpen) {
FPSCount(logger);
// Update tick (60ups)
if (UPSTimer()) {
const Uint8 *state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_Q]) {
model = glm::rotate(model, glm::radians(-1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
}
if (state[SDL_SCANCODE_E]) {
model = glm::rotate(model, glm::radians(1.5f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
}
UpdateClock = SDL_GetTicks();
}
// Handle events
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT || event.key.keysym.sym == SDLK_ESCAPE)
isWindowOpen = false;
if (event.key.keysym.sym == SDLK_r) {
simpleShader.reload();
posAttrib = glGetAttribLocation(simpleShader.getProgram(), "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
normalAttrib = glGetAttribLocation(simpleShader.getProgram(), "normal");
glEnableVertexAttribArray(normalAttrib);
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
uniView = glGetUniformLocation(simpleShader.getProgram(), "view");
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
uniProj = glGetUniformLocation(simpleShader.getProgram(), "proj");
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightpos");
glUniformMatrix3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
}
if (event.type == SDL_MOUSEMOTION) {
int mouseX = event.motion.xrel;
int mouseY = event.motion.yrel;
// camera.rot.y += mouseX * 0.5f;
// camera.rot.x += mouseY * -0.5f;
}
}
glViewport(0, 0, 1280, 720);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_DEPTH_BUFFER_BIT);
const float clear[] = {0.1f, 0.45f, 0.9f, 1.0f};
glClearBufferfv(GL_COLOR, 0, clear);
simpleShader.use();
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
// Swap
SDL_GL_SwapWindow(window);
}
return 0;
}

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#include "object.h"
#include <fstream>
// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Load_OBJ
void LoadOBJ(Logger& logger, std::string file, std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
std::ifstream in(file, std::ios::in);
if (!in) {
logger << LOGGER_ERROR << "Cannot open " << file << LOGGER_ENDL;
return;
}
std::string line;
while (getline(in, line)) {
if (line.substr(0,2) == "v ") {
std::istringstream s(line.substr(2));
glm::vec3 v; s >> v.x; s >> v.y; s >> v.z;
vertices.push_back(v);
} else if (line.substr(0,2) == "f ") {
std::istringstream s(line.substr(2));
GLushort a,b,c;
s >> a; s >> b; s >> c;
a--; b--; c--;
elements.push_back(a); elements.push_back(b); elements.push_back(c);
} else if (line[0] == '#') { }
else {}
}
normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
for (int i = 0; i < elements.size(); i += 3) {
GLushort ia = elements[i];
GLushort ib = elements[i+1];
GLushort ic = elements[i+2];
glm::vec3 normal = glm::normalize(glm::cross(
glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
normals[ia] = normals[ib] = normals[ic] = normal;
}
logger << LOGGER_INFO << "Loaded OBJ: " << file << LOGGER_ENDL;
}
void FlatShade(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
std::vector<glm::vec3> shared_vertices;
for (int i = 0; i < elements.size(); i++) {
vertices.push_back(shared_vertices[elements[i]]);
if ((i % 3) == 2) {
GLushort ia = elements[i-2];
GLushort ib = elements[i-1];
GLushort ic = elements[i];
glm::vec3 normal = glm::normalize(glm::cross(
shared_vertices[ic] - shared_vertices[ia],
shared_vertices[ib] - shared_vertices[ia]));
for (int n = 0; n < 3; n++)
normals.push_back(normal);
}
}
}

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#ifndef SRC_OBJECT_H_
#define SRC_OBJECT_H_
// General includes
#include <vector>
// GL includes
#include <glad/glad.h>
#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
#include <logger.h>
void LoadOBJ(Logger& logger,
std::string file,
std::vector<glm::vec3>& vertices,
std::vector<glm::vec3>& normals,
std::vector<GLushort>& elements);
void FlatShade(std::vector<glm::vec3>& vertices,
std::vector<glm::vec3>& normals,
std::vector<GLushort>& elements);
#endif

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#include "shader.h"
#include <iostream>
#include <fstream>
Shader::Shader(Logger& logger)
: logger(logger) {
m_program = glCreateProgram();
}
Shader& Shader::use() {
glUseProgram(m_program);
return *this;
}
Shader& Shader::link() {
glLinkProgram(m_program);
return *this;
}
Shader& Shader::attatch() {
glAttachShader(m_program, m_vert);
glAttachShader(m_program, m_frag);
return *this;
}
std::string readShader(std::string source) {
std::ifstream t(source);
std::string shaderCode((std::istreambuf_iterator<char>(t)),
std::istreambuf_iterator<char>());
return shaderCode;
}
Shader& Shader::load(GLenum type, std::string sourceLoc) {
const char* source = readShader(sourceLoc).c_str();
if (type == GL_VERTEX_SHADER) {
m_vertLoc = sourceLoc;
m_vertSource = (std::string)source;
m_vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(m_vert, 1, &source, NULL);
glCompileShader(m_vert);
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
if (m_status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(m_vert, 512, NULL, buf);
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
}
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
} else if (type == GL_FRAGMENT_SHADER) {
m_fragLoc = sourceLoc;
m_fragSource = (std::string)source;
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_frag, 1, &source, NULL);
glCompileShader(m_frag);
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
if (m_status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(m_frag, 512, NULL, buf);
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
}
logger << LOGGER_INFO << "Vertex shader at '" << sourceLoc << "' compiled..." << LOGGER_ENDL;
}
return *this;
}
Shader& Shader::load(std::string sourceLoc) {
m_vertLoc = sourceLoc + ".vert";
m_fragLoc = sourceLoc + ".frag";
m_vertSource = readShader(m_vertLoc);
m_fragSource = readShader(m_fragLoc);
m_vert = glCreateShader(GL_VERTEX_SHADER);
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
const char* vertSource = m_vertSource.c_str();
glShaderSource(m_vert, 1, &vertSource, NULL);
glCompileShader(m_vert);
const char* fragSource = m_fragSource.c_str();
glShaderSource(m_frag, 1, &fragSource, NULL);
glCompileShader(m_frag);
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
if (m_status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(m_vert, 512, NULL, buf);
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
}
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
if (m_status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(m_frag, 512, NULL, buf);
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
}
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
return *this;
}
Shader& Shader::reload() {
glDeleteProgram(m_program);
glDeleteShader(m_vert);
glDeleteShader(m_frag);
m_vertSource = readShader(m_vertLoc);
m_fragSource = readShader(m_fragLoc);
m_vert = glCreateShader(GL_VERTEX_SHADER);
m_frag = glCreateShader(GL_FRAGMENT_SHADER);
const char* vertSource = m_vertSource.c_str();
glShaderSource(m_vert, 1, &vertSource, NULL);
glCompileShader(m_vert);
const char* fragSource = m_fragSource.c_str();
glShaderSource(m_frag, 1, &fragSource, NULL);
glCompileShader(m_frag);
glGetShaderiv(m_vert, GL_COMPILE_STATUS, &m_status);
if (m_status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(m_vert, 512, NULL, buf);
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
}
glGetShaderiv(m_frag, GL_COMPILE_STATUS, &m_status);
if (m_status == GL_FALSE) {
char buf[512];
glGetShaderInfoLog(m_frag, 512, NULL, buf);
logger << LOGGER_ERROR << buf << LOGGER_ENDL;
}
logger << LOGGER_INFO << "Vertex shader at '" << m_vertLoc << "' compiled..." << LOGGER_ENDL;
logger << LOGGER_INFO << "Fragment shader at '" << m_fragLoc << "' compiled..." << LOGGER_ENDL;
link();
attatch();
return *this;
}
GLuint Shader::getProgram() {
return m_program;
}
GLuint Shader::getVertex() {
return m_vert;
}
GLuint Shader::getFragment() {
return m_frag;
}
Shader::~Shader() {
glDeleteProgram(m_program);
glDeleteShader(m_vert);
glDeleteShader(m_frag);
}

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#ifndef SRC_SHADER_H_
#define SRC_SHADER_H_
#include <glad/glad.h>
#include <string>
#include <logger.h>
class Shader {
public:
Shader(Logger& logger);
Shader& use();
Shader& link();
Shader& attatch();
Shader& load(GLenum type, std::string sourceLoc);
Shader& load(std::string sourceLoc);
Shader& reload();
GLuint getProgram();
GLuint getVertex();
GLuint getFragment();
virtual ~Shader();
private:
Shader(Shader const &) = delete;
Shader & operator=(Shader const &) = delete;
GLuint m_program;
GLuint m_vert;
GLuint m_frag;
std::string m_vertSource;
std::string m_fragSource;
std::string m_vertLoc;
std::string m_fragLoc;
Logger& logger;
GLint m_status;
};
#endif

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#ifndef SRC_TIMERS_H_
#define SRC_TIMERS_H_
// General includes
#include <chrono>
// GL includes
#if _WIN32
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
// Custom includes
#include <logger.h>
std::chrono::high_resolution_clock timer;
auto FPSCalculateLast = timer.now();
auto FPSClock = SDL_GetTicks();
auto UpdateClock = SDL_GetTicks();
void FPSCount(Logger& logger) {
if (SDL_GetTicks() - FPSClock >= 1000) {
auto deltaTime = std::chrono::duration_cast<std::chrono::nanoseconds>(timer.now() - FPSCalculateLast).count();
logger << LOGGER_INFO << "FPS: " << (int)(1 / ((float)deltaTime * 1e-9)) << LOGGER_ENDL;
FPSClock = SDL_GetTicks();
}
FPSCalculateLast = timer.now();
}
bool UPSTimer() {
return (SDL_GetTicks() - UpdateClock >= 10);
}
#endif