126 lines
3.3 KiB
C++
126 lines
3.3 KiB
C++
#include <iostream>
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#include "openglu.hpp"
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#include "transformable.hpp"
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#include <glad/glad.h>
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#include <GLFW/glfw3.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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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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oglu::SetViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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int main(int argc, char** argv)
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{
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// Setup GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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const GLFWvidmode* screen = glfwGetVideoMode(glfwGetPrimaryMonitor());
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int windowSize = screen->height / 4 * 3;
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// Create Window
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GLFWwindow* window = glfwCreateWindow(windowSize, windowSize, "Debug", NULL, NULL);
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if (window == nullptr)
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{
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad stuff
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oglu::LoadGLLoader((GLADloadproc)glfwGetProcAddress);
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oglu::SetViewport(0, 0, windowSize, windowSize);
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// Create vertices for square
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float vertices[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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oglu::VertexAttribute topology[] = {
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{ 0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0 },
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{ 1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)) }
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};
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// Make a square
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oglu::Object square(vertices, sizeof(vertices), indices, sizeof(indices), topology, sizeof(topology));
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oglu::Object square2(square);
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square.Move(-0.6f, 0.0f, 0.0f);
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square2.Move(0.6f, 0.0f, 0.0f);
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// Create a shader
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oglu::Shader shader;
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try
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{
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shader = oglu::MakeShader("shaders/vertexShader.vert", "shaders/fragmentShader.frag");
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}
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catch (const std::runtime_error& e)
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{
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std::cerr << e.what() << std::endl;
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return -1;
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}
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// Create a texture
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oglu::Texture crate = oglu::MakeTexture("assets/crate.jpg");
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oglu::Texture opengl = oglu::MakeTexture("assets/opengl.png");
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -5.0f));
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.f), 1.0f, 0.1f, 100.0f);
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// Window loop
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while (!glfwWindowShouldClose(window))
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{
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processInput(window);
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oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
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square.Rotate(6.0f, 0.0f, 0.0f);
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square2.Rotate(-6.0f, 0.0f, 0.0f);
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view = glm::rotate(view, glm::radians(1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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shader->Use();
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shader->SetUniform("texture1", crate, 0);
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shader->SetUniform("texture2", opengl, 1);
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shader->SetUniform("model", square);
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shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(view));
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shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(projection));
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square.Render();
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shader->SetUniform("model", square2);
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square2.Render();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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