engineer-thesis-WUT/Engine/engine/constants.hpp

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#ifndef CONSTANTS_HPP
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#define CONSTANTS_HPP
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#include <GLFW/glfw3.h>
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#include <iostream>
#include <string_view>
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namespace constants
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{
inline constexpr int GLFW_MAJOR_VERSION { 3 };
inline constexpr int GLFW_MINOR_VERSION { 3 };
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// best practice is to use inline constexpr std::string_view but glfwCreateWindow takes only char* as input
inline const char* MAIN_WINDOW_NAME { "Match" };
inline constexpr int MAIN_WINDOW_WIDTH { 800 };
inline constexpr int MAIN_WINDOW_HEIGHT { 600 };
inline constexpr struct {
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GLfloat red = 1.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
GLfloat alpha = 1.0f;
} RED;
inline constexpr struct {
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GLfloat red = 1.0f;
GLfloat green = 1.0f;
GLfloat blue = 1.0f;
GLfloat alpha = 1.0f;
} WHITE;
inline constexpr struct {
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GLfloat red = 0.2f;
GLfloat green = 0.3f;
GLfloat blue = 0.3f;
GLfloat alpha = 1.0f;
} LEARN_OPEN_GL_COLOR;
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// we send output from vertex shader (vertexColor)...
inline const char *VERTEX_SHADER_COLOR { "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"out vec3 vertexColor;\n" // color output to fragment shader
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n" // we directly give xyz of aPos as an argument
" vertexColor = vec3(0.5, 0.0, 0.0);\n" // dark red color
"}\0" } ;
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inline const char* VERTEX_SHADER_COLOR_FILENAME {
"./Shaders/vertexShaderColor.vs"
};
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inline const char* VERTEX_SHADER_UPSIDE_DOWN_FILENAME {
"./Shaders/vertexShaderUpsideDown.vs"
};
inline const char* VERTEX_SHADER_OFFSET_FILENAME {
"./Shaders/vertexShaderOffset.vs"
};
// we write vertex shader
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// version of glsl (since ogl 3.3 same as ogl so we pick 330)
// in this shader we just forward input data to shader output
inline const char *VERTEX_SHADER_SOURCE { "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0" } ;
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inline const char* VERTEX_SHADER_SOURCE_FILENAME {
"./Shaders/vertexShaderSource.vs"
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};
inline const char *VERTEX_SHADER_VERTICE_COLOR { "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n" // position has attribute position 0
"layout (location = 1) in vec3 aColor;\n" // color has attribute position 1
"out vec3 vertexColor;\n" // output a color to fragment shader
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" vertexColor = aColor;\n"
"}\0" } ;
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inline const char* VERTEX_SHADER_VERTICE_COLOR_FILENAME {
"./Shaders/vertexShaderVerticeColor.vs"
};
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inline const char* VERTEX_SHADER_TASK_THREE_FILENAME {
"./Shaders/vertexShaderTaskThree.vs"
};
inline const char* FRAGMENT_SHADER_TASK_THREE_FILENAME {
"./Shaders/fragmentShaderTaskThree.fs"
};
// ... to fragment shader (vertexColor)
inline const char *FRAGMENT_SHADER_COLOR_FROM_VERTEX {
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 vertexColor;\n" // from vertex
"void main()\n"
"{\n"
"FragColor = vec4(vertexColor, 1.0);\n"
"}\0"
};
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inline const char* FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME {
"./Shaders/fragmentShaderColorFromVertex.fs"
};
// uniforms
inline const char *FRAGMENT_SHADER_UNIFORMS {
"#version 330 core\n"
"out vec4 FragColor;\n"
"uniform vec4 ourColor;\n" // set in OGL code
"void main()\n"
"{\n"
"FragColor = ourColor;\n"
"}\0"
};
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inline const char* FRAGMENT_SHADER_UNIFORMS_FILENAME {
"./Shaders/fragmentShaderUniforms.fs"
};
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// write fragment shader
// we set the color of each pixel to be orange
inline const char *FRAGMENT_SHADER_SOURCE {
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"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0"
};
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inline const char* FRAGMENT_SHADER_SOURCE_FILENAME {
"./Shaders/fragmentShaderSource.fs"
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};
inline const char *FRAGMENT_SHADER_SOURCE_YELLOW {
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"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
"}\0"
};
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inline const char* FRAGMENT_SHADER_SOURCE_YELLOW_FILENAME {
"./Shaders/fragmentShaderSourceYellow.fs"
};
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// we specify three vertices
// each of them with position in 3d space
// x y z
inline constexpr float TRIANGLE_VERTICES[] {
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-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
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inline constexpr size_t TRIANGLE_VERTICES_SIZE = { sizeof(TRIANGLE_VERTICES) };
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inline constexpr float TRIANGLES_VERTICES[] {
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// first triangle
-0.9f, -0.5f, 0.0f, // left
-0.0f, -0.5f, 0.0f, // right
-0.45f, 0.5f, 0.0f, // top
// second triangle
0.0f, -0.5f, 0.0f, // left
0.9f, -0.5f, 0.0f, // right
0.45f, 0.5f, 0.0f // top
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};
inline constexpr size_t TRIANGLES_VERTICES_SIZE = { sizeof(TRIANGLES_VERTICES) };
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inline constexpr float TRIANGLE_ONE[] {
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// first triangle
-0.9f, -0.5f, 0.0f, // left
-0.0f, -0.5f, 0.0f, // right
-0.45f, 0.5f, 0.0f, // top
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};
inline constexpr size_t TRIANGLE_ONE_SIZE = { sizeof(TRIANGLE_ONE) };
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inline constexpr float TRIANGLE_TWO[] {
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// second triangle
0.0f, -0.5f, 0.0f, // left
0.9f, -0.5f, 0.0f, // right
0.45f, 0.5f, 0.0f // top
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};
inline constexpr size_t TRIANGLE_TWO_SIZE = { sizeof(TRIANGLE_TWO) };
inline constexpr float TRIANGLE_COLORS[] {
// positions // colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
};
inline constexpr size_t TRIANGLE_COLORS_SIZE = { sizeof(TRIANGLE_COLORS) };
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// compare with square done with only vertices:
/*
float vertices[] = {
// first triangle
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, 0.5f, 0.0f, // top left
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// second triangle
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
bottom right and top left is specified twice !
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*/
inline constexpr float SQUARE_VERTICES[] {
0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.25f, -0.5f, 0.0f, // bottom left
-0.25f, 0.5f, 0.0f // top left
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};
inline constexpr unsigned int SQUARE_INDICES[] {
0, 1, 3, // first triangle
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1, 2, 3, // second triangle
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};
inline constexpr size_t SQUARE_INDICES_SIZE = { sizeof(SQUARE_INDICES) };
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inline constexpr size_t SQUARE_VERTICES_SIZE = { sizeof(SQUARE_VERTICES) };
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inline constexpr int MAX_DRAW_CALL = { 10 };
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// https://learnopengl.com/img/getting-started/tex_coords.png
inline constexpr float TEXTURE_COORDINATES[] {
0.0f, 0.0f, // lower-left corner
1.0f, 0.0f, // lower-right corner
0.5f, 1.0f // top-center corner
};
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}
#endif