Exponent/src/main.cc

155 lines
3.7 KiB
C++

#include "GLFW/glfw3.h"
#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.
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/mat2x2.hpp>
#include <stb/stb_image.h>
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);
}
}
#define VERTEX_SHADER_LOCATION "shaders/shader.vert"
#define FRAGMENT_SHADER_LOCATION "shaders/shader.frag"
GLuint g_program_id = 0;
static GLuint translate_unif;
static GLuint rotate_unif;
static void init_shaders() {
dbg_log("Initialising shaders");
const std::vector<std::pair<GLuint, std::string>> shaders = {
{GL_VERTEX_SHADER, VERTEX_SHADER_LOCATION},
{GL_FRAGMENT_SHADER, FRAGMENT_SHADER_LOCATION},
};
try {
g_program_id = compile_and_link_program(shaders);
} catch (GLProgramException e) {
std::cerr << e.what() << std::endl;
} catch (...) {
std::cerr << "Unexpected exception while compiling shaders." << std::endl;
}
glUseProgram(g_program_id);
translate_unif = glGetUniformLocation(g_program_id, "world_pos");
rotate_unif = glGetUniformLocation(g_program_id, "rotation");
}
static GLuint vertex_buf[2];
static GLuint array_buf[2];
static const GLuint vertex_data_position = 0;
static Quad *o1;
static std::array<glm::vec2, 6> verts({
// Tri 2
{0.0f, 0.0f},
{0.5f, 0.0f},
{0.5f, 0.5f},
// Tri 1
{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);
init_shaders();
o1 = new Quad(std::span(verts), (Uniform){.world_pos = translate_unif, .rotation = rotate_unif});
}
int main() {
dbg_log("Initialising glfw");
// Initialise GLFW
if (!glfwInit()) {
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create our context
GLFWwindow *w = glfwCreateWindow(640, 480, "Test", NULL, NULL);
if (!w) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(w);
glfwSwapInterval(1); // Essentially vsync
gladLoadGL(glfwGetProcAddress); // Load openGL using glfw
// Set up the key handler
glfwSetKeyCallback(w, key_callback);
init_opengl();
// Main Loop
while(!glfwWindowShouldClose(w)) {
glClear(GL_COLOR_BUFFER_BIT);
o1->draw();
glfwSwapBuffers(w);
glfwPollEvents();
}
delete(o1);
glfwDestroyWindow(w);
glfwTerminate();
exit(EXIT_SUCCESS);
}