198 lines
6.2 KiB
C++
198 lines
6.2 KiB
C++
#include "App.hpp"
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#include <array>
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#include <iostream>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "LogUtils.hpp"
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#include "ShaderProgramBuilder.hpp"
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#include "stb_image.h"
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#include "TimestampLog.hpp"
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constexpr std::array<std::array<float, 6>, 36> getCubeVertices();
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namespace ugly {
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int App::main(std::vector<std::string> &args) {
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// Initialize global log.
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auto cerrLog = TimestampLog{"ugly::log", std::cerr};
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log = LogAlias{&cerrLog};
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log("hello, world! app started.");
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// Initialize GLFW.
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glfwSetErrorCallback(error_callback_s);
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// Create GLFW window and OpenGL context for GLEW.
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auto window = glfwCreateWindow(640, 480, "uGLy", NULL, NULL);
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glfwMakeContextCurrent(window);
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glewExperimental = GL_TRUE;
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if(glewInit() != GLEW_OK) {
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log("glewInit() failed!");
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}
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// Run app.
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auto app = App{window};
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app.game_loop();
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// Clean up.
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glfwTerminate();
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glfwSetErrorCallback(NULL);
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log("app quitting.");
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return 0;
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}
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void App::error_callback_s(int error, const char *description)
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{
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log("(glfw error): {}", description);
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}
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void App::key_callback_s(GLFWwindow *window, int key, int scancode, int action, int mods) {
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auto app = static_cast<App*>(glfwGetWindowUserPointer(window));
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app->key_callback(key, scancode, action, mods);
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}
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App::App(GLFWwindow *window):
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mpWindow{window},
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mShaderProgram{} {
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// To allow key_callback_s to access member functions
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glfwSetWindowUserPointer(mpWindow, this);
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glfwSetKeyCallback(mpWindow, key_callback_s);
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// Prepare shader
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mShaderProgram = ShaderProgramBuilder{}
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.attachFromFile(GL_VERTEX_SHADER, "assets/shaders/shader.vert")
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.attachFromFile(GL_FRAGMENT_SHADER, "assets/shaders/shader.frag")
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.link();
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GLint posAttrib = glGetAttribLocation(mShaderProgram, "inPosition");
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GLint colorAttrib = glGetAttribLocation(mShaderProgram, "inColor");
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glCreateVertexArrays(1, &mVAO);
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glBindVertexArray(mVAO);
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// Upload vertice attributes (position and color)
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const auto vertices = getCubeVertices();
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), (void*)(&vertices), GL_STATIC_DRAW);
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// Vertex format = { x, y, z, r, g, b }
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 0);
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glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(posAttrib);
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glEnableVertexAttribArray(colorAttrib);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void App::game_loop() {
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// Generate view and projection tranforms
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int width, height;
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glfwGetWindowSize(mpWindow, &width, &height);
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auto projMatrix = glm::perspective(glm::radians(60.0f), float(width) / height, 0.01f, 1000.f);
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auto viewMatrix = glm::lookAt(
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glm::vec3{0.f, 0.f, 0.f},
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glm::vec3{0.f, 0.f, 1.f},
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glm::vec3{0.f, 1.f, 0.f}
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);
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GLint matrixUniform = glGetUniformLocation(mShaderProgram, "inTransformation");
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float startTime = glfwGetTime();
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while(!glfwWindowShouldClose(mpWindow)) {
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glfwPollEvents();
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// Rotate the cube each frame
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float dt = glfwGetTime() - startTime;
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auto modelMatrix = glm::identity<glm::mat4>();
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modelMatrix = glm::translate(modelMatrix, glm::vec3{0.f, 0.f, 2.f});
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modelMatrix = glm::rotate(modelMatrix, glm::radians(20.f * dt), glm::vec3{1.f, 1.f, 0.f});
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auto finalMatrix = projMatrix * viewMatrix * modelMatrix;
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// Draw logic
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(mShaderProgram);
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glBindVertexArray(mVAO);
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glUniformMatrix4fv(matrixUniform, 1, GL_FALSE, glm::value_ptr(finalMatrix));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glUseProgram(0);
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glDisable(GL_DEPTH_TEST);
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glfwSwapBuffers(mpWindow);
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}
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}
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void App::key_callback(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(mpWindow, GLFW_TRUE);
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}
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}
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}
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constexpr std::array<std::array<float, 6>, 36> getCubeVertices() {
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// The eight vertices of a cube
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const float cubeVertices[8][3] = {
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{ -0.5f, -0.5f, -0.5f },
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{ -0.5f, +0.5f, -0.5f },
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{ +0.5f, +0.5f, -0.5f },
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{ +0.5f, -0.5f, -0.5f },
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{ -0.5f, -0.5f, +0.5f },
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{ -0.5f, +0.5f, +0.5f },
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{ +0.5f, +0.5f, +0.5f },
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{ +0.5f, -0.5f, +0.5f }
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};
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// Color for each of the six faces
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const float cubeColors[6][3] = {
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{ 1.0f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f },
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{ 1.0f, 0.0f, 1.0f },
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{ 0.0f, 1.0f, 1.0f }
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};
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// Each face consists of two triangles, so 36 unique vertices total
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const int vertexIndices[36] = {
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0, 1, 2, 2, 3, 0, // B
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4, 5, 1, 1, 0, 4, // L
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7, 6, 5, 5, 4, 7, // F
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3, 2, 6, 6, 7, 3, // R
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0, 3, 7, 7, 4, 0, // D
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2, 1, 5, 5, 6, 2 // U
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};
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// Construct an array suitable for OpenGL - concatenates position and color for each vertex
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// { x, y, z, r, g, b }
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std::array<std::array<float, 6>, 36> vertices;
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for(int i = 0; i < 36; i++) {
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vertices[i][0] = cubeVertices[vertexIndices[i]][0];
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vertices[i][1] = cubeVertices[vertexIndices[i]][1];
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vertices[i][2] = cubeVertices[vertexIndices[i]][2];
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vertices[i][3] = cubeColors[i/6][0];
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vertices[i][4] = cubeColors[i/6][1];
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vertices[i][5] = cubeColors[i/6][2];
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}
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return vertices;
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}
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