155 lines
3.7 KiB
C++
155 lines
3.7 KiB
C++
#include "GLFW/glfw3.h"
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#include "GLProgramLoader.hh"
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#include "Quad.hh"
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <string>
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#include <vector>
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#include <format>
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#include <array>
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// This has to come last.
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#define GLAD_GL_IMPLEMENTATION
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#include <glad/gl.h>
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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#include <glm/mat2x2.hpp>
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#include <stb/stb_image.h>
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static void dbg_log(const char* str) {
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std::cout << str << std::endl;
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}
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void GLAPIENTRY
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MessageCallback( GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam )
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{
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fprintf( stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = \n\t%s\n",
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( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
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type, severity, message );
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}
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static void key_callback(GLFWwindow *w, int key, int scancode, int action, int mods) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(w, GL_TRUE);
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}
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}
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#define VERTEX_SHADER_LOCATION "shaders/shader.vert"
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#define FRAGMENT_SHADER_LOCATION "shaders/shader.frag"
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GLuint g_program_id = 0;
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static GLuint translate_unif;
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static GLuint rotate_unif;
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static void init_shaders() {
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dbg_log("Initialising shaders");
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const std::vector<std::pair<GLuint, std::string>> shaders = {
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{GL_VERTEX_SHADER, VERTEX_SHADER_LOCATION},
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{GL_FRAGMENT_SHADER, FRAGMENT_SHADER_LOCATION},
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};
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try {
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g_program_id = compile_and_link_program(shaders);
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} catch (GLProgramException e) {
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std::cerr << e.what() << std::endl;
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} catch (...) {
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std::cerr << "Unexpected exception while compiling shaders." << std::endl;
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}
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glUseProgram(g_program_id);
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translate_unif = glGetUniformLocation(g_program_id, "world_pos");
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rotate_unif = glGetUniformLocation(g_program_id, "rotation");
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}
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static GLuint vertex_buf[2];
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static GLuint array_buf[2];
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static const GLuint vertex_data_position = 0;
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static Quad *o1;
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static std::array<glm::vec2, 6> verts({
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// Tri 2
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{0.0f, 0.0f},
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{0.5f, 0.0f},
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{0.5f, 0.5f},
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// Tri 1
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{0.0f, 0.0f},
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{0.5f, 0.5f},
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{0.0f, 0.5f},
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});
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// Do the work of initialising opengl so we can draw stuff
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static void init_opengl() {
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dbg_log("Initialising opengl");
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// During init, enable debug output
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glEnable ( GL_DEBUG_OUTPUT );
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glDebugMessageCallback( MessageCallback, 0 );
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// Configure the context's capabilities
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glClearColor(0.0, 0.0, 0.0, 1.0);
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init_shaders();
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o1 = new Quad(std::span(verts), (Uniform){.world_pos = translate_unif, .rotation = rotate_unif});
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}
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int main() {
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dbg_log("Initialising glfw");
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// Initialise GLFW
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if (!glfwInit()) {
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exit(EXIT_FAILURE);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Create our context
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GLFWwindow *w = glfwCreateWindow(640, 480, "Test", NULL, NULL);
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if (!w) {
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(w);
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glfwSwapInterval(1); // Essentially vsync
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gladLoadGL(glfwGetProcAddress); // Load openGL using glfw
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// Set up the key handler
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glfwSetKeyCallback(w, key_callback);
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init_opengl();
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// Main Loop
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while(!glfwWindowShouldClose(w)) {
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glClear(GL_COLOR_BUFFER_BIT);
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o1->draw();
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glfwSwapBuffers(w);
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glfwPollEvents();
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}
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delete(o1);
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glfwDestroyWindow(w);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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