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198 lines
6.0 KiB
C++
198 lines
6.0 KiB
C++
// "Copyright [2023] <Krzysztof Rudnicki>"
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#ifndef ENGINE_ENGINE_CONSTANTS_HPP_
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#define ENGINE_ENGINE_CONSTANTS_HPP_
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <string_view>
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namespace constants {
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inline constexpr int GLFW_MAJOR_VERSION{3};
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inline constexpr int GLFW_MINOR_VERSION{3};
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// best practice is to use inline constexpr
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// std::string_view but glfwCreateWindow takes only char* as input
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inline const char* MAIN_WINDOW_NAME{"Match"};
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inline constexpr int MAIN_WINDOW_WIDTH{800};
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inline constexpr int MAIN_WINDOW_HEIGHT{600};
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inline constexpr struct {
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GLfloat red = 1.0f;
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GLfloat green = 0.0f;
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GLfloat blue = 0.0f;
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GLfloat alpha = 1.0f;
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} RED;
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inline constexpr struct {
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GLfloat red = 1.0f;
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GLfloat green = 1.0f;
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GLfloat blue = 1.0f;
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GLfloat alpha = 1.0f;
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} WHITE;
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inline constexpr struct {
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GLfloat red = 0.2f;
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GLfloat green = 0.3f;
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GLfloat blue = 0.3f;
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GLfloat alpha = 1.0f;
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} LEARN_OPEN_GL_COLOR;
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inline const char* VERTEX_SHADER_COLOR_FILENAME{
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"./Shaders/vertexShaderColor.vs"};
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inline const char* VERTEX_SHADER_UPSIDE_DOWN_FILENAME{
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"./Shaders/vertexShaderUpsideDown.vs"};
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inline const char* VERTEX_SHADER_OFFSET_FILENAME{
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"./Shaders/vertexShaderOffset.vs"};
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// we write vertex shader
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// version of glsl (since ogl 3.3 same as ogl so we pick 330)
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// in this shader we just forward input data to shader output
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// DO NOT REMOVE UNTIL CAN DRAW SQUARE USING CLASS
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inline const char* VERTEX_SHADER_SOURCE{
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0"};
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inline const char* VERTEX_SHADER_SOURCE_FILENAME{
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"./Shaders/vertexShaderSource.vs"};
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inline const char* VERTEX_SHADER_VERTICE_COLOR_FILENAME{
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"./Shaders/vertexShaderVerticeColor.vs"};
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inline const char* VERTEX_SHADER_TASK_THREE_FILENAME{
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"./Shaders/vertexShaderTaskThree.vs"};
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inline const char* VERTEX_SHADER_TEXTURE_FILENAME{
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"./Shaders/vertexShaderTexture.vs"};
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inline const char* FRAGMENT_SHADER_TASK_THREE_FILENAME{
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"./Shaders/fragmentShaderTaskThree.fs"};
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inline const char* FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME{
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"./Shaders/fragmentShaderColorFromVertex.fs"};
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inline const char* FRAGMENT_SHADER_UNIFORMS_FILENAME{
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"./Shaders/fragmentShaderUniforms.fs"};
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// write fragment shader
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// we set the color of each pixel to be orange
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// DO NOT REMOVE UNTIL CAN DRAW SQUARE USING CLASS
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inline const char* FRAGMENT_SHADER_SOURCE{
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0"};
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inline const char* FRAGMENT_SHADER_SOURCE_FILENAME{
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"./Shaders/fragmentShaderSource.fs"};
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inline const char* FRAGMENT_SHADER_SOURCE_YELLOW_FILENAME{
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"./Shaders/fragmentShaderSourceYellow.fs"};
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inline const char* FRAGMENT_SHADER_TEXTURE_FILENAME{
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"./Shaders/fragmentShaderTexture.fs"};
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// we specify three vertices
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// each of them with position in 3d space
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// x y z
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inline constexpr float TRIANGLE_VERTICES[]{-0.5f, -0.5f, 0.0f, 0.5f, -0.5f,
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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
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-0.9f, -0.5f, 0.0f, // left
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-0.0f, -0.5f, 0.0f, // right
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-0.45f, 0.5f, 0.0f, // top
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// second triangle
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0.0f, -0.5f, 0.0f, // left
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0.9f, -0.5f, 0.0f, // right
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0.45f, 0.5f, 0.0f // top
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};
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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
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-0.9f, -0.5f, 0.0f, // left
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-0.0f, -0.5f, 0.0f, // right
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-0.45f, 0.5f, 0.0f, // top
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};
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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
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0.0f, -0.5f, 0.0f, // left
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0.9f, -0.5f, 0.0f, // right
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0.45f, 0.5f, 0.0f // top
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};
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inline constexpr size_t TRIANGLE_TWO_SIZE = {sizeof(TRIANGLE_TWO)};
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inline constexpr float TRIANGLE_COLORS[]{
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// positions // colors
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
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};
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inline constexpr size_t TRIANGLE_COLORS_SIZE = {sizeof(TRIANGLE_COLORS)};
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// compare with square done with only vertices:
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/*
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float vertices[] = {
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// first triangle
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, 0.5f, 0.0f, // top left
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// second triangle
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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bottom right and top left is specified twice !
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*/
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inline constexpr float SQUARE_VERTICES[]{
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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
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-0.25f, 0.5f, 0.0f // top left
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};
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inline constexpr unsigned int SQUARE_INDICES[]{
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0, 1, 3, // first triangle
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1, 2, 3, // second triangle
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};
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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 = {11};
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// https://learnopengl.com/img/getting-started/tex_coords.png
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inline constexpr float TEXTURE_VERTICES[]{
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// positions // colors // texture coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
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};
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inline constexpr size_t TEXTURE_VERTICES_SIZE = {sizeof(TEXTURE_VERTICES)};
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inline constexpr unsigned int TEXTURE_INDICES[]{
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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inline constexpr size_t TEXTURE_INDICES_SIZE = {sizeof(TEXTURE_INDICES)};
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} // namespace constants
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#endif // ENGINE_ENGINE_CONSTANTS_HPP_
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