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 | const bool FULLSCREEN = false;
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18 |
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19 | void glfw_error_callback(int error, const char* description) {
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20 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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21 | }
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22 |
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23 | int main(int argc, char* argv[]) {
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24 | cout << "New OpenGL Game" << endl;
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25 |
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26 | if (!restart_gl_log()) {}
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27 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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28 |
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29 | glfwSetErrorCallback(glfw_error_callback);
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30 | if (!glfwInit()) {
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31 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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32 | return 1;
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33 | }
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34 |
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35 | #ifdef __APPLE__
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36 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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37 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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38 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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39 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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40 | #endif
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41 |
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42 | glfwWindowHint(GLFW_SAMPLES, 4);
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43 |
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44 | GLFWwindow* window = NULL;
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45 |
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46 | int width = 640;
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47 | int height = 480;
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48 |
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49 | if (FULLSCREEN) {
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50 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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51 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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52 |
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53 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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54 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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55 |
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56 | width = vmode->width;
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57 | height = vmode->height;
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58 | } else {
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59 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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60 | }
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61 |
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62 | if (!window) {
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63 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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64 | glfwTerminate();
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65 | return 1;
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66 | }
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67 | glfwMakeContextCurrent(window);
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68 | glewExperimental = GL_TRUE;
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69 | glewInit();
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70 |
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71 | // glViewport(0, 0, width*2, height*2);
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72 |
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73 | const GLubyte* renderer = glGetString(GL_RENDERER);
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74 | const GLubyte* version = glGetString(GL_VERSION);
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75 | printf("Renderer: %s\n", renderer);
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76 | printf("OpenGL version supported %s\n", version);
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77 |
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78 | glEnable(GL_DEPTH_TEST);
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79 | glDepthFunc(GL_LESS);
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80 |
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81 | glEnable(GL_CULL_FACE);
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82 | // glCullFace(GL_BACK);
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83 | // glFrontFace(GL_CW);
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84 |
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85 | GLfloat points[] = {
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86 | 0.0f, 0.5f, 0.5f,
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87 | -0.5f, -0.5f, 0.5f,
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88 | 0.5f, -0.5f, 0.5f,
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89 | };
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90 |
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91 | GLfloat colors[] = {
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92 | 1.0, 0.0, 0.0,
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93 | 0.0, 0.0, 1.0,
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94 | 0.0, 1.0, 0.0,
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95 | };
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96 |
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97 | GLfloat points_paddle[] = {
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98 | -1.0f, 1.0f, 0.0f,
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99 | -1.0f, 0.7f, 0.0f,
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100 | -0.9f, 0.7f, 0.0f,
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101 | -1.0f, 1.0f, 0.0f,
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102 | -0.9f, 0.7f, 0.0f,
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103 | -0.9f, 1.0f, 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(sizeof(points), points);
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123 | GLuint ball_colors_vbo = createDataBuffer(sizeof(colors), 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 speed = 1.0f;
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143 | float last_position = 0.0f;
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144 |
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145 | double previous_seconds = glfwGetTime();
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146 | while (!glfwWindowShouldClose(window)) {
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147 | double current_seconds = glfwGetTime();
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148 | double elapsed_seconds = current_seconds - previous_seconds;
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149 | previous_seconds = current_seconds;
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150 |
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151 | if (fabs(last_position) > 1.0f) {
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152 | speed = -speed;
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153 | }
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154 |
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155 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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156 |
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157 | model[12] = 0.0f;
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158 | glUniformMatrix4fv(location, 1, GL_FALSE, model);
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159 |
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160 | glBindVertexArray(paddle_vao);
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161 | glEnableVertexAttribArray(0);
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162 | glEnableVertexAttribArray(1);
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163 |
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164 | glDrawArrays(GL_TRIANGLES, 0, sizeof(points_paddle)/sizeof(GLfloat)/3);
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165 |
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166 | model[12] = last_position + speed*elapsed_seconds;
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167 | last_position = model[12];
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168 | glUniformMatrix4fv(location, 1, GL_FALSE, model);
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169 |
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170 | glBindVertexArray(ball_vao);
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171 | glEnableVertexAttribArray(0);
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172 | glEnableVertexAttribArray(1);
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173 |
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174 | glDrawArrays(GL_TRIANGLES, 0, sizeof(points)/sizeof(GLfloat)/3);
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175 |
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176 | glfwPollEvents();
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177 | glfwSwapBuffers(window);
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178 |
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179 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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180 | glfwSetWindowShouldClose(window, 1);
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181 | }
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182 | }
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183 |
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184 | glfwTerminate();
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185 | return 0;
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186 | }
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187 |
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188 | GLuint loadShader(GLenum type, string file) {
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189 | cout << "Loading shader from file " << file << endl;
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190 |
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191 | ifstream shaderFile(file);
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192 | GLuint shaderId = 0;
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193 |
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194 | if (shaderFile.is_open()) {
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195 | string line, shaderString;
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196 |
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197 | while(getline(shaderFile, line)) {
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198 | shaderString += line + "\n";
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199 | }
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200 | shaderFile.close();
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201 | const char* shaderCString = shaderString.c_str();
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202 |
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203 | shaderId = glCreateShader(type);
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204 | glShaderSource(shaderId, 1, &shaderCString, NULL);
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205 | glCompileShader(shaderId);
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206 |
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207 | cout << "Loaded successfully" << endl;
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208 | } else {
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209 | cout << "Failed to loade the file" << endl;
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210 | }
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211 |
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212 | return shaderId;
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213 | }
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214 |
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215 | GLuint createDataBuffer(size_t size, GLfloat* data) {
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216 | GLuint vbo = 0;
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217 | glGenBuffers(1, &vbo);
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218 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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219 | glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
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220 | return vbo;
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221 | }
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222 |
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223 | GLuint createArrayBuffer(GLuint points_vbo, GLuint colors_vbo) {
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224 | GLuint vao = 0;
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225 | glGenVertexArrays(1, &vao);
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226 | glBindVertexArray(vao);
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227 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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228 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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229 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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230 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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231 | return vao;
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232 | }
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