1 | #include "opengl-game.hpp"
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2 |
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3 | #include <iostream>
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4 |
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5 | #include "consts.hpp"
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6 | #include "logger.hpp"
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7 |
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8 | #include "utils.hpp"
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9 |
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10 | using namespace std;
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11 |
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12 | OpenGLGame::OpenGLGame() {
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13 | gui = nullptr;
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14 | window = nullptr;
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15 | }
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16 |
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17 | OpenGLGame::~OpenGLGame() {
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18 | }
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19 |
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20 | void OpenGLGame::run(int width, int height, unsigned char guiFlags) {
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21 | #ifdef NDEBUG
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22 | cout << "DEBUGGING IS OFF" << endl;
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23 | #else
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24 | cout << "DEBUGGING IS ON" << endl;
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25 | #endif
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26 |
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27 | cout << "OpenGL Game" << endl;
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28 |
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29 | // TODO: Refactor the logger api to be more flexible,
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30 | // esp. since gl_log() and gl_log_err() have issues printing anything besides stirngs
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31 | restart_gl_log();
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32 | gl_log("starting GLFW\n%s", glfwGetVersionString());
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33 |
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34 | open_log();
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35 | get_log() << "starting GLFW" << endl;
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36 | get_log() << glfwGetVersionString() << endl;
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37 |
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38 | if (initWindow(width, height, guiFlags) == RTWO_ERROR) {
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39 | return;
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40 | }
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41 |
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42 | initOpenGL();
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43 | mainLoop();
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44 | cleanup();
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45 |
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46 | close_log();
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47 | }
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48 |
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49 | // TODO: Make some more initi functions, or call this initUI if the
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50 | // amount of things initialized here keeps growing
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51 | bool OpenGLGame::initWindow(int width, int height, unsigned char guiFlags) {
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52 | // TODO: Put all fonts, textures, and images in the assets folder
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53 | gui = new GameGui_GLFW();
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54 |
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55 | if (gui->init() == RTWO_ERROR) {
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56 | // TODO: Also print these sorts of errors to the log
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57 | cout << "UI library could not be initialized!" << endl;
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58 | cout << gui->getError() << endl;
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59 | return RTWO_ERROR;
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60 | }
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61 | cout << "GUI init succeeded" << endl;
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62 |
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63 | window = (GLFWwindow*) gui->createWindow("OpenGL Game", width, height, guiFlags & GUI_FLAGS_WINDOW_FULLSCREEN);
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64 | if (window == nullptr) {
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65 | cout << "Window could not be created!" << endl;
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66 | cout << gui->getError() << endl;
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67 | return RTWO_ERROR;
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68 | }
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69 |
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70 | viewport = { 0, 0, gui->getWindowWidth(), gui->getWindowHeight() };
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71 |
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72 | cout << "Target window size: (" << width << ", " << height << ")" << endl;
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73 | cout << "Actual window size: (" << viewport.width << ", " << viewport.height << ")" << endl;
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74 |
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75 | return RTWO_SUCCESS;
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76 | }
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77 |
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78 | void OpenGLGame::initOpenGL() {
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79 | glfwMakeContextCurrent(window);
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80 | glViewport(0, 0, gui->getWindowWidth(), gui->getWindowHeight());
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81 |
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82 | glewExperimental = GL_TRUE;
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83 | glewInit();
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84 |
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85 | if (GLEW_KHR_debug) {
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86 | cout << "FOUND GLEW debug extension" << endl;
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87 | glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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88 | glDebugMessageCallback((GLDEBUGPROC)opengl_debug_callback, nullptr);
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89 | cout << "Bound debug callback" << endl;
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90 | } else {
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91 | cout << "OpenGL debug message callback is not supported" << endl;
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92 | }
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93 |
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94 | // Setup Dear ImGui binding
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95 | IMGUI_CHECKVERSION();
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96 | ImGui::CreateContext();
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97 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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98 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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99 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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100 | ImGui_ImplGlfwGL3_Init(window, true);
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101 |
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102 | // Setup style
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103 | ImGui::StyleColorsDark();
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104 | //ImGui::StyleColorsClassic();
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105 |
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106 | // The glfw event handlers have to be bound after ImGui is initialized.
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107 | // Otherwise, it seems they get overridden by ImGui
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108 | ((GameGui_GLFW*)gui)->bindEventHandlers();
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109 |
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110 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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111 |
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112 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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113 | offset_of(&SceneObject::points));
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114 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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115 | offset_of(&SceneObject::colors));
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116 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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117 | offset_of(&SceneObject::normals));
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118 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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119 | offset_of(&SceneObject::ubo_offset));
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120 |
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121 | graphicsPipelines.back().createPipeline("gl-shaders/ship.vert", "gl-shaders/ship.frag");
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122 |
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123 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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124 |
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125 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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126 | offset_of(&SceneObject::points));
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127 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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128 | offset_of(&SceneObject::colors));
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129 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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130 | offset_of(&SceneObject::normals));
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131 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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132 | offset_of(&SceneObject::ubo_offset));
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133 |
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134 | graphicsPipelines.back().createPipeline("gl-shaders/asteroid.vert", "gl-shaders/asteroid.frag");
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135 |
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136 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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137 |
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138 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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139 | offset_of(&SceneObject::points));
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140 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 2, GL_FLOAT,
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141 | offset_of(&SceneObject::texcoords));
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142 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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143 | offset_of(&SceneObject::ubo_offset));
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144 |
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145 | graphicsPipelines.back().createPipeline("gl-shaders/laser.vert", "gl-shaders/laser.frag");
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146 |
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147 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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148 |
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149 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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150 | offset_of(&ParticleEffect::particleVelocities));
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151 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 1, GL_FLOAT,
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152 | offset_of(&ParticleEffect::particleTimes));
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153 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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154 | offset_of(&ParticleEffect::ubo_offset));
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155 |
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156 | graphicsPipelines.back().createPipeline("gl-shaders/explosion.vert", "gl-shaders/explosion.frag");
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157 |
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158 | cout << "Created " << graphicsPipelines.size() << " graphics pipelines" << endl;
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159 | }
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160 |
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161 | void OpenGLGame::mainLoop() {
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162 | UIEvent e;
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163 | bool quit = false;
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164 |
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165 | while (!quit) {
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166 | gui->processEvents();
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167 |
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168 | while (gui->pollEvent(&e)) {
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169 | switch (e.type) {
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170 | case UI_EVENT_QUIT:
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171 | cout << "Quit event detected" << endl;
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172 | quit = true;
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173 | break;
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174 | case UI_EVENT_KEY:
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175 | if (e.key.keycode == GLFW_KEY_ESCAPE) {
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176 | quit = true;
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177 | } else {
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178 | cout << "Key event detected" << endl;
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179 | }
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180 | break;
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181 | case UI_EVENT_WINDOWRESIZE:
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182 | cout << "Window resize event detected" << endl;
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183 | viewport.width = e.windowResize.width;
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184 | viewport.height = e.windowResize.height;
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185 | break;
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186 | default:
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187 | cout << "Unhandled UI event: " << e.type << endl;
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188 | }
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189 | }
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190 |
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191 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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192 |
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193 | // Anton's book suggests placing this here, after glClear(). Check it's impact on framerate
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194 | // TODO: This doesn't seem to work correctly when in the loop. DO some research
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195 | // max viewport dims are clamped to glGet(GL_MAX_VIEWPORT_DIMS)
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196 | //glViewport(0, 0, gui->getWindowWidth(), gui->getWindowHeight());
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197 |
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198 | renderScene();
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199 | renderUI();
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200 |
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201 | glfwSwapBuffers(window);
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202 | }
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203 | }
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204 |
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205 | void OpenGLGame::renderScene() {
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206 |
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207 | }
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208 |
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209 | void OpenGLGame::renderUI() {
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210 | ImGui_ImplGlfwGL3_NewFrame();
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211 |
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212 | {
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213 | int padding = 4;
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214 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
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215 | ImGui::SetNextWindowSize(ImVec2(gui->getWindowWidth() + 2 * padding, gui->getWindowHeight() + 2 * padding), ImGuiCond_Always);
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216 | ImGui::Begin("WndMain", NULL,
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217 | ImGuiWindowFlags_NoTitleBar |
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218 | ImGuiWindowFlags_NoResize |
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219 | ImGuiWindowFlags_NoMove);
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220 |
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221 | ImGui::InvisibleButton("", ImVec2(10, 80));
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222 | ImGui::InvisibleButton("", ImVec2(285, 18));
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223 | ImGui::SameLine();
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224 | ImGui::Button("New Game");
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225 |
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226 | ImGui::InvisibleButton("", ImVec2(10, 15));
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227 | ImGui::InvisibleButton("", ImVec2(300, 18));
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228 | ImGui::SameLine();
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229 | ImGui::Button("Quit");
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230 |
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231 | ImGui::End();
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232 | }
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233 |
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234 | ImGui::Render();
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235 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
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236 | }
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237 |
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238 | void OpenGLGame::cleanup() {
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239 | ImGui_ImplGlfwGL3_Shutdown();
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240 | ImGui::DestroyContext();
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241 |
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242 | gui->destroyWindow();
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243 | gui->shutdown();
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244 | delete gui;
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245 | }
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246 |
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247 | void APIENTRY opengl_debug_callback(
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248 | GLenum source,
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249 | GLenum type,
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250 | GLuint id,
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251 | GLenum severity,
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252 | GLsizei length,
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253 | const GLchar* message,
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254 | const void* userParam
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255 | ) {
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256 | string strMessage(message);
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257 |
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258 | // TODO: Use C++ strings directly and see if there are other ways to clean
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259 | // this function up
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260 | char source_str[2048];
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261 | char type_str[2048];
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262 | char severity_str[2048];
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263 |
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264 | switch (source) {
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265 | case 0x8246:
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266 | strcpy(source_str, "API");
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267 | break;
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268 | case 0x8247:
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269 | strcpy(source_str, "WINDOW_SYSTEM");
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270 | break;
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271 | case 0x8248:
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272 | strcpy(source_str, "SHADER_COMPILER");
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273 | break;
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274 | case 0x8249:
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275 | strcpy(source_str, "THIRD_PARTY");
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276 | break;
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277 | case 0x824A:
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278 | strcpy(source_str, "APPLICATION");
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279 | break;
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280 | case 0x824B:
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281 | strcpy(source_str, "OTHER");
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282 | break;
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283 | default:
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284 | strcpy(source_str, "undefined");
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285 | break;
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286 | }
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287 |
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288 | switch (type) {
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289 | case 0x824C:
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290 | strcpy(type_str, "ERROR");
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291 | break;
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292 | case 0x824D:
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293 | strcpy(type_str, "DEPRECATED_BEHAVIOR");
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294 | break;
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295 | case 0x824E:
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296 | strcpy(type_str, "UNDEFINED_BEHAVIOR");
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297 | break;
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298 | case 0x824F:
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299 | strcpy(type_str, "PORTABILITY");
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300 | break;
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301 | case 0x8250:
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302 | strcpy(type_str, "PERFORMANCE");
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303 | break;
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304 | case 0x8251:
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305 | strcpy(type_str, "OTHER");
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306 | break;
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307 | case 0x8268:
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308 | strcpy(type_str, "MARKER");
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309 | break;
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310 | case 0x8269:
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311 | strcpy(type_str, "PUSH_GROUP");
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312 | break;
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313 | case 0x826A:
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314 | strcpy(type_str, "POP_GROUP");
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315 | break;
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316 | default:
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317 | strcpy(type_str, "undefined");
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318 | break;
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319 | }
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320 | switch (severity) {
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321 | case 0x9146:
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322 | strcpy(severity_str, "HIGH");
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323 | break;
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324 | case 0x9147:
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325 | strcpy(severity_str, "MEDIUM");
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326 | break;
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327 | case 0x9148:
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328 | strcpy(severity_str, "LOW");
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329 | break;
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330 | case 0x826B:
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331 | strcpy(severity_str, "NOTIFICATION");
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332 | break;
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333 | default:
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334 | strcpy(severity_str, "undefined");
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335 | break;
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336 | }
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337 |
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338 | if (string(severity_str) != "NOTIFICATION") {
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339 | cout << "OpenGL Error!!!" << endl;
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340 | cout << "Source: " << string(source_str) << endl;
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341 | cout << "Type: " << string(type_str) << endl;
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342 | cout << "Severity: " << string(severity_str) << endl;
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343 | cout << strMessage << endl;
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344 | }
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345 | }
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