1 | #include "logger.h"
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2 |
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3 | #include <GL/glew.h>
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4 | #include <GLFW/glfw3.h>
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5 |
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6 | #include <cstdio>
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7 | #include <iostream>
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8 | #include <fstream>
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9 | #include <cmath>
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10 |
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11 | using namespace std;
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12 |
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13 | GLuint loadShader(GLenum type, string file);
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14 | GLuint createDataBuffer(size_t size, GLfloat* data);
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15 | GLuint createArrayBuffer(GLuint points_vbo, GLuint colors_vbo);
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16 |
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17 | GLfloat* createCirclePoints(unsigned int smoothness, GLfloat centerX, GLfloat centerY, GLfloat radius);
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18 | GLfloat* createCircleColors(unsigned int smoothness);
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19 |
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20 | const double PI = 3.1415926535897;
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21 | const bool FULLSCREEN = false;
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22 |
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23 | void glfw_error_callback(int error, const char* description) {
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24 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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25 | }
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26 |
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27 | int main(int argc, char* argv[]) {
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28 | cout << "New OpenGL Game" << endl;
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29 |
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30 | if (!restart_gl_log()) {}
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31 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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32 |
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33 | glfwSetErrorCallback(glfw_error_callback);
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34 | if (!glfwInit()) {
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35 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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36 | return 1;
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37 | }
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38 |
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39 | #ifdef __APPLE__
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40 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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41 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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42 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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43 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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44 | #endif
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45 |
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46 | glfwWindowHint(GLFW_SAMPLES, 4);
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47 |
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48 | GLFWwindow* window = NULL;
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49 |
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50 | int width = 640;
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51 | int height = 480;
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52 |
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53 | if (FULLSCREEN) {
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54 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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55 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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56 |
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57 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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58 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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59 |
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60 | width = vmode->width;
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61 | height = vmode->height;
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62 | } else {
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63 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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64 | }
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65 |
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66 | if (!window) {
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67 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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68 | glfwTerminate();
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69 | return 1;
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70 | }
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71 | glfwMakeContextCurrent(window);
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72 | glewExperimental = GL_TRUE;
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73 | glewInit();
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74 |
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75 | // glViewport(0, 0, width*2, height*2);
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76 |
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77 | const GLubyte* renderer = glGetString(GL_RENDERER);
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78 | const GLubyte* version = glGetString(GL_VERSION);
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79 | printf("Renderer: %s\n", renderer);
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80 | printf("OpenGL version supported %s\n", version);
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81 |
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82 | glEnable(GL_DEPTH_TEST);
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83 | glDepthFunc(GL_LESS);
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84 |
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85 | glEnable(GL_CULL_FACE);
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86 | // glCullFace(GL_BACK);
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87 | // glFrontFace(GL_CW);
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88 |
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89 | unsigned int numBallPoints = 36;
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90 |
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91 | GLfloat ballRadius = 0.2f;
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92 | GLfloat paddleThickness = 0.1f;
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93 |
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94 | GLfloat* points = createCirclePoints(numBallPoints, 0.0f, 0.0f, ballRadius);
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95 | GLfloat* colors = createCircleColors(numBallPoints);
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96 |
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97 | GLfloat points_paddle[] = {
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98 | -1.0f, 0.15f, 0.0f,
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99 | -1.0f, -0.15f, 0.0f,
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100 | -0.9f, -0.15f, 0.0f,
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101 | -1.0f, 0.15f, 0.0f,
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102 | -0.9f, -0.15f, 0.0f,
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103 | -0.9f, 0.15f, 0.0f,
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104 | };
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105 |
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106 | GLfloat colors_paddle[] = {
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107 | 1.0, 0.0, 0.0,
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108 | 1.0, 0.0, 0.0,
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109 | 1.0, 0.0, 0.0,
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110 | 1.0, 0.0, 0.0,
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111 | 1.0, 0.0, 0.0,
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112 | 1.0, 0.0, 0.0,
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113 | };
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114 |
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115 | GLfloat model[] = {
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116 | 1.0f, 0.0f, 0.0f, 0.0f, // column 1
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117 | 0.0f, 1.0f, 0.0f, 0.0f, // column 2
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118 | 0.0f, 0.0f, 1.0f, 0.0f, // column 3
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119 | 0.0f, 0.0f, 0.0f, 1.0f, // column 4
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120 | };
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121 |
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122 | GLuint ball_points_vbo = createDataBuffer(numBallPoints*9*sizeof(GLfloat), points);
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123 | GLuint ball_colors_vbo = createDataBuffer(numBallPoints*9*sizeof(GLfloat), colors);
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124 | GLuint ball_vao = createArrayBuffer(ball_points_vbo, ball_colors_vbo);
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125 |
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126 | GLuint paddle_points_vbo = createDataBuffer(sizeof(points_paddle), points_paddle);
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127 | GLuint paddle_colors_vbo = createDataBuffer(sizeof(colors_paddle), colors_paddle);
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128 | GLuint paddle_vao = createArrayBuffer(paddle_points_vbo, paddle_colors_vbo);
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129 |
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130 | GLuint vs = loadShader(GL_VERTEX_SHADER, "./test.vert");
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131 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, "./test.frag");
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132 |
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133 | GLuint shader_program = glCreateProgram();
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134 | glAttachShader(shader_program, vs);
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135 | glAttachShader(shader_program, fs);
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136 |
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137 | glLinkProgram(shader_program);
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138 | glUseProgram(shader_program);
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139 |
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140 | GLint location = glGetUniformLocation(shader_program, "model");
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141 |
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142 | float speedX = 1.0f;
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143 | float speedY = 0.0f;
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144 | float last_position_x = 0.0f;
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145 | float last_position_y = 0.0f;
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146 | float last_paddle_pos = 0.0f;
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147 |
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148 | double previous_seconds = glfwGetTime();
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149 | while (!glfwWindowShouldClose(window)) {
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150 | double current_seconds = glfwGetTime();
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151 | double elapsed_seconds = current_seconds - previous_seconds;
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152 | previous_seconds = current_seconds;
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153 |
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154 | if (last_position_x > 1.0f-ballRadius) {
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155 | speedX = -speedX;
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156 | }
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157 | if (last_position_y+ballRadius>1.0f || last_position_y-ballRadius<-1.0f) {
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158 | speedY = -speedY;
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159 | }
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160 |
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161 | if (last_position_x < -1.0f+ballRadius+paddleThickness &&
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162 | last_position_x > -1.0f) {
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163 | if (fabs(last_paddle_pos-last_position_y) < 0.15f) {
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164 | speedX = -speedX;
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165 | } else {
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166 | // if the ball hits the paddle on a corner, make it bounce off
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167 | // at an angle
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168 | float horDist = fabs(paddleThickness-1.0f-last_position_x);
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169 | float verDist1 = fabs(last_paddle_pos+0.15f-last_position_y);
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170 | float verDist2 = fabs(last_paddle_pos-0.15f-last_position_y);
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171 |
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172 | float dist1 = pow(horDist, 2)+pow(verDist1, 2);
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173 | float dist2 = pow(horDist, 2)+pow(verDist2, 2);
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174 |
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175 | if (dist1 < ballRadius) {
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176 | if (speedX == -1.0f || speedY == 0.7f) {
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177 | speedX = 0.7f;
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178 | speedY = 0.7f;
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179 | } else {
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180 | speedX = 1.0f;
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181 | speedY = 0.0f;
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182 | }
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183 | } else if (dist2 < ballRadius) {
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184 | if (speedX == -1.0f || speedY == -0.7f) {
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185 | speedX = 0.7f;
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186 | speedY = -0.7f;
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187 | } else {
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188 | speedX = 1.0f;
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189 | speedY = 0.0f;
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190 | }
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191 | }
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192 | }
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193 | }
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194 |
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195 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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196 |
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197 | model[12] = 0.0f;
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198 | model[13] = last_paddle_pos;
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199 | glUniformMatrix4fv(location, 1, GL_FALSE, model);
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200 |
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201 | glBindVertexArray(paddle_vao);
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202 | glEnableVertexAttribArray(0);
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203 | glEnableVertexAttribArray(1);
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204 |
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205 | glDrawArrays(GL_TRIANGLES, 0, sizeof(points_paddle)/sizeof(GLfloat)/3);
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206 |
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207 | model[12] = last_position_x + speedX*elapsed_seconds;
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208 | last_position_x = model[12];
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209 | model[13] = last_position_y + speedY*elapsed_seconds;
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210 | last_position_y = model[13];
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211 | glUniformMatrix4fv(location, 1, GL_FALSE, model);
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212 |
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213 | glBindVertexArray(ball_vao);
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214 | glEnableVertexAttribArray(0);
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215 | glEnableVertexAttribArray(1);
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216 |
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217 | glDrawArrays(GL_TRIANGLES, 0, numBallPoints*3);
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218 |
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219 | glfwPollEvents();
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220 | glfwSwapBuffers(window);
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221 |
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222 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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223 | glfwSetWindowShouldClose(window, 1);
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224 | }
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225 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_UP)) {
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226 | last_paddle_pos += 1.0f * elapsed_seconds;
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227 | if (last_paddle_pos > 0.85f) {
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228 | last_paddle_pos = 0.85f;
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229 | }
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230 | }
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231 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_DOWN)) {
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232 | last_paddle_pos -= 1.0f * elapsed_seconds;
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233 | if (last_paddle_pos < -0.85f) {
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234 | last_paddle_pos = -0.85f;
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235 | }
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236 | }
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237 | }
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238 |
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239 | glfwTerminate();
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240 |
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241 | delete points;
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242 | delete colors;
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243 |
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244 | return 0;
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245 | }
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246 |
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247 | GLuint loadShader(GLenum type, string file) {
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248 | cout << "Loading shader from file " << file << endl;
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249 |
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250 | ifstream shaderFile(file);
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251 | GLuint shaderId = 0;
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252 |
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253 | if (shaderFile.is_open()) {
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254 | string line, shaderString;
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255 |
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256 | while(getline(shaderFile, line)) {
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257 | shaderString += line + "\n";
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258 | }
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259 | shaderFile.close();
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260 | const char* shaderCString = shaderString.c_str();
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261 |
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262 | shaderId = glCreateShader(type);
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263 | glShaderSource(shaderId, 1, &shaderCString, NULL);
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264 | glCompileShader(shaderId);
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265 |
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266 | cout << "Loaded successfully" << endl;
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267 | } else {
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268 | cout << "Failed to loade the file" << endl;
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269 | }
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270 |
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271 | return shaderId;
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272 | }
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273 |
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274 | GLuint createDataBuffer(size_t size, GLfloat* data) {
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275 | GLuint vbo = 0;
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276 | glGenBuffers(1, &vbo);
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277 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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278 | glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
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279 | return vbo;
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280 | }
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281 |
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282 | GLuint createArrayBuffer(GLuint points_vbo, GLuint colors_vbo) {
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283 | GLuint vao = 0;
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284 | glGenVertexArrays(1, &vao);
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285 | glBindVertexArray(vao);
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286 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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287 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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288 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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289 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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290 | return vao;
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291 | }
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292 |
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293 | GLfloat* createCirclePoints(unsigned int smoothness, GLfloat centerX, GLfloat centerY, GLfloat radius) {
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294 | GLfloat* points = new GLfloat[smoothness*9];
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295 |
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296 | GLfloat curX, curY, nextX, nextY;
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297 | curX = centerX;
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298 | curY = centerY+radius;
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299 |
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300 | for (unsigned int i=0; i<smoothness; i++) {
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301 | double radians = PI/2 + 2*PI * (i+1)/smoothness;
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302 | nextX = centerX + cos(radians)*radius;
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303 | nextY = centerY + sin(radians)*radius;
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304 |
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305 | points[i*9] = curX;
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306 | points[i*9+1] = curY;
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307 | points[i*9+2] = 0.5f;
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308 | points[i*9+3] = nextX;
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309 | points[i*9+4] = nextY;
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310 | points[i*9+5] = 0.5f;
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311 | points[i*9+6] = centerX;
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312 | points[i*9+7] = centerY;
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313 | points[i*9+8] = 0.5f;
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314 |
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315 | curX = nextX;
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316 | curY = nextY;
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317 | }
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318 |
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319 | return points;
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320 | }
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321 |
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322 | GLfloat* createCircleColors(unsigned int smoothness) {
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323 | GLfloat* colors = new GLfloat[smoothness*9];
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324 |
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325 | for (unsigned int i=0; i<smoothness*3; i++) {
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326 | colors[i*3] = 0.0f;
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327 | colors[i*3+1] = 1.0f;
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328 | colors[i*3+2] = 0.0f;
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329 | }
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330 |
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331 | return colors;
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332 | }
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