Move object and vertex data into Quad and Mesh

This commit is contained in:
Archie Hilton 2024-05-14 21:04:15 +01:00
parent 2141e9d338
commit 4eb6d9de2c
9 changed files with 148 additions and 47 deletions

3
.gitignore vendored
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@ -1 +1,2 @@
build
build
.cache

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@ -3,7 +3,8 @@ cmake_minimum_required(VERSION 3.21)
project(Exponent CXX)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsanitize=address -fsanitize=undefined")
add_subdirectory(glfw)
add_subdirectory(src)
add_subdirectory(glm)
add_subdirectory(glm)

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@ -2,6 +2,8 @@ add_executable(Exponent
main.cc
GLProgramLoader.cc
stb_image.cc
Quad.cc
Mesh.cc
)
target_link_libraries(Exponent PUBLIC glfw glm::glm)
@ -10,4 +12,4 @@ target_include_directories(Exponent PUBLIC ${CMAKE_SOURCE_DIR}/include)
target_compile_definitions(Exponent PRIVATE GLFW_INCLUDE_NONE)
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/shaders/shader.frag" DESTINATION "${CMAKE_CURRENT_BINARY_DIR}/shaders/")
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/shaders/shader.vert" DESTINATION "${CMAKE_CURRENT_BINARY_DIR}/shaders/")
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/shaders/shader.vert" DESTINATION "${CMAKE_CURRENT_BINARY_DIR}/shaders/")

22
src/Mesh.cc Normal file
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@ -0,0 +1,22 @@
#include "Mesh.hh"
#include <glad/gl.h>
#include <span>
#include <glm/glm.hpp>
Mesh::Mesh(std::span<glm::vec2> verts) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(glm::vec2), verts.data(), GL_STATIC_DRAW);
// TODO: Handle if the buffer can't be allocated
glVertexAttribPointer(vertex_data_position, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(vertex_data_position);
}
Mesh::~Mesh() {
glDeleteVertexArrays(1, &vao);
}

25
src/Mesh.hh Normal file
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@ -0,0 +1,25 @@
#pragma once
#include <glad/gl.h>
#include <span>
#include <glm/glm.hpp>
class Mesh {
const static GLuint vertex_data_position = 0;
private:
// std::array<float, T> m_verts;
GLuint vbo;
GLuint vao;
public:
Mesh(std::span<glm::vec2> verts);
~Mesh();
Mesh(Mesh &m) = delete;
void bindVAO() {
glBindVertexArray(vao);
}
};

29
src/Quad.cc Normal file
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@ -0,0 +1,29 @@
#include "Quad.hh"
#include <glad/gl.h>
#include <GLFW/glfw3.h>
Quad::Quad(std::span<glm::vec2> verts, const Uniform &uniform_data)
: m_mesh(verts) {
m_uniform_data.rotation = uniform_data.rotation;
m_uniform_data.world_pos = uniform_data.world_pos;
}
glm::vec2 Quad::get_position_vector() {
return glm::vec2(m_pos_x, m_pos_y);
}
void Quad::draw(){
float time = glfwGetTime();
m_rotation = 2*sin(time);
m_pos_x = 0.25*sin(time);
m_pos_y = 0.5*cos(time);
glUniform2f(m_uniform_data.world_pos, m_pos_x, m_pos_y);
glUniform1f(m_uniform_data.rotation, m_rotation);
m_mesh.bindVAO();
glDrawArrays(GL_TRIANGLES, 0, 6);
}

24
src/Quad.hh Normal file
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@ -0,0 +1,24 @@
#pragma once
#include "Mesh.hh"
#include "src/Uniform.hh"
#include <glad/gl.h>
#include <glm/glm.hpp>
class Quad {
public:
Uniform m_uniform_data;
Mesh m_mesh;
float m_pos_x = 0;
float m_pos_y = 0.0f;
float m_rotation = 0.0f;
Quad(std::span<glm::vec2> verts, const Uniform &uniform_data);
Quad(Quad &q) = delete;
glm::vec2 get_position_vector();
void draw();
};

8
src/Uniform.hh Normal file
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@ -0,0 +1,8 @@
#pragma once
#include <glad/gl.h>
struct Uniform {
GLuint world_pos;
GLuint rotation;
};

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@ -2,12 +2,16 @@
#include "GLProgramLoader.hh"
#include "Quad.hh"
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include <vector>
#include <format>
#include <array>
// This has to come last.
@ -24,6 +28,20 @@ static void dbg_log(const char* str) {
std::cout << str << std::endl;
}
void GLAPIENTRY
MessageCallback( GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam )
{
fprintf( stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = \n\t%s\n",
( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
type, severity, message );
}
static void key_callback(GLFWwindow *w, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(w, GL_TRUE);
@ -60,30 +78,13 @@ static void init_shaders() {
rotate_unif = glGetUniformLocation(g_program_id, "rotation");
}
class Quad {
public:
GLfloat data[12];
float m_pos_x = 0;
float m_pos_y = 0;
float rotation = 0.0f;
Quad(std::array<glm::vec2, 6> verts) {
for (std::size_t i = 0; i < 6; i++) {
data[i*2] = verts[i][0];
data[i*2+1] = verts[i][1];
}
}
std::array<float, 2> get_world_projection() {
return std::array<float, 2>({m_pos_x, m_pos_y});
}
};
static GLuint vertex_buf[2];
static GLuint array_buf[2];
static const GLuint vertex_data_position = 0;
static Quad o1(std::array<glm::vec2, 6>({
static Quad *o1;
static std::array<glm::vec2, 6> verts({
// Tri 2
{0.0f, 0.0f},
{0.5f, 0.0f},
@ -92,24 +93,22 @@ static Quad o1(std::array<glm::vec2, 6>({
{0.0f, 0.0f},
{0.5f, 0.5f},
{0.0f, 0.5f},
}));
});
// Do the work of initialising opengl so we can draw stuff
static void init_opengl() {
dbg_log("Initialising opengl");
// During init, enable debug output
glEnable ( GL_DEBUG_OUTPUT );
glDebugMessageCallback( MessageCallback, 0 );
// Configure the context's capabilities
glClearColor(0.0, 0.0, 0.0, 1.0);
glGenVertexArrays(2, array_buf);
glBindVertexArray(array_buf[0]);
glGenBuffers(2, vertex_buf);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buf[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(Quad::data), o1.data, GL_STATIC_DRAW);
glVertexAttribPointer(vertex_data_position, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(vertex_data_position);
init_shaders();
o1 = new Quad(std::span(verts), (Uniform){.world_pos = translate_unif, .rotation = rotate_unif});
}
int main() {
@ -140,26 +139,16 @@ int main() {
// Main Loop
while(!glfwWindowShouldClose(w)) {
float time = glfwGetTime();
o1.rotation = 2*sin(time);
o1.m_pos_x = 0.25*sin(time);
o1.m_pos_y = 0.5*cos(time);
glClear(GL_COLOR_BUFFER_BIT);
glUniform2fv(translate_unif, 1, o1.get_world_projection().data());
glUniform1f(rotate_unif, o1.rotation);
glBindVertexArray(array_buf[0]);
glDrawArrays(GL_TRIANGLES, 0, 6);
o1->draw();
glfwSwapBuffers(w);
glfwPollEvents();
}
delete(o1);
glfwDestroyWindow(w);
glfwTerminate();
exit(EXIT_SUCCESS);
}
}