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https://github.com/kuhyx/engineer-thesis-WUT.git
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167 lines
6.8 KiB
C++
167 lines
6.8 KiB
C++
#ifndef RENDER_LOOP_CPP
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#define RENDER_LOOP_CPP
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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 "renderLoop.hpp"
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#include "draw.hpp"
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#include "shaders.hpp"
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#include "constants.hpp"
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#include "misc.hpp"
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int processInput(GLFWwindow *window, const int whatToDraw)
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{
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static bool lockedLeft = false;
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static bool lockedRight = false;
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const bool PRESSED_CHANGE_LEFT = (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS);
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const bool PRESSED_CHANGE_RIGHT = (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS);
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// glfwGetKey takes window and key as an input and checks is currently being pressed
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// if the user pressed escape we close window
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if ( !PRESSED_CHANGE_LEFT )
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lockedLeft = 0;
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if ( !PRESSED_CHANGE_RIGHT )
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lockedRight = 0;
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if ( PRESSED_CHANGE_RIGHT && lockedRight == 0 )
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{
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lockedRight = 1;
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return (whatToDraw == constants::MAX_DRAW_CALL ? 0 : whatToDraw + 1);
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}
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if ( PRESSED_CHANGE_LEFT && lockedLeft == 0 )
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{
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lockedLeft = 1;
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return (whatToDraw == 0 ? constants::MAX_DRAW_CALL : whatToDraw - 1);
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}
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return whatToDraw;
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}
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// https://stackoverflow.com/a/25680092
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unsigned int copyVerticesMemory(const float vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget)
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{
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// stores vertices in gpu memory
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unsigned int vertexBufferObject;
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// this is open gl object so we refer it by its ID generated here and stored in vertexBufferObject variable
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glGenBuffers(1, &vertexBufferObject);
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// buffer type of vertex buffer object is GL_ARRAY_BUFFER
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glBindBuffer(boundBufferTarget, vertexBufferObject);
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// now whenever we change GL_ARRAY_BUFFER we change bound buffer vertexBufferObject
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/* we copy vertex data into buffer memory
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GL_STREAM_DRAW: the data is set only once and used by the GPU at most a few times.
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GL_STATIC_DRAW: the data is set only once and used many times.
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GL_DYNAMIC_DRAW: the data is changed a lot and used many times.
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*/
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glBufferData(boundBufferTarget, sizeOfVertices, vertices, GL_STATIC_DRAW);
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return vertexBufferObject;
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}
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unsigned int copyVerticesMemory(const unsigned int vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget)
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{
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// stores vertices in gpu memory
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unsigned int vertexBufferObject;
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// this is open gl object so we refer it by its ID generated here and stored in vertexBufferObject variable
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glGenBuffers(1, &vertexBufferObject);
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// buffer type of vertex buffer object is GL_ARRAY_BUFFER
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glBindBuffer(boundBufferTarget, vertexBufferObject);
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// now whenever we change GL_ARRAY_BUFFER we change bound buffer vertexBufferObject
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/* we copy vertex data into buffer memory
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GL_STREAM_DRAW: the data is set only once and used by the GPU at most a few times.
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GL_STATIC_DRAW: the data is set only once and used many times.
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GL_DYNAMIC_DRAW: the data is changed a lot and used many times.
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*/
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glBufferData(boundBufferTarget, sizeOfVertices, vertices, GL_STATIC_DRAW);
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return vertexBufferObject;
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}
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void configureVertexAttribute(const bool colorIncluded)
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{
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/* specify how OGL interprets vertex data
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From left:
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which vertex attribute we configure (from shader source code layout (location = 0))
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size of vertex attribute (we use vec3 so it contains 3 values)
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type of data of which vec consists of
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should data be normalized, (useful when we use integer data)
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space between vertex attributes, each position data is 3 times the size of float
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offset of where position data begins in buffer
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see: https://learnopengl.com/img/getting-started/vertex_attribute_pointer.png
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vertex attribute data take data from memory managed by VBO bound to GL_ARRAY_BUFFER */
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if(!colorIncluded) {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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// enable vertex attribute
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glEnableVertexAttribArray(0);
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return;
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}
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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// enable vertex attribute
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glEnableVertexAttribArray(0);
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/* we change attribute location, color values have size of 3 floats
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we do not normalize values, in order to get the next attribute value in data array we need to move 6 floats, (3 for position and 3 for color), we also need to specify an offset, first we have position then after 3 floats we have color
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https://learnopengl.com/img/getting-started/vertex_attribute_pointer_interleaved.png */
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3* sizeof(float)));
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// enable vertex attribute
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glEnableVertexAttribArray(1);
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}
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unsigned int generateBindVAO()
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{
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// vertex array object is used to draw objects by binding them to vao
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// generate vao
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unsigned int vertexArrayObject;
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glGenVertexArrays(1, &vertexArrayObject);
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// bind vao
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glBindVertexArray(vertexArrayObject);
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return vertexArrayObject;
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}
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void copyVerticesArray(const unsigned int vertexBufferObject, const float vertices[], const size_t sizeOfVertices, const GLenum boundBufferTarget)
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{
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// copy vertices array in array useful for OGL
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glBindBuffer(boundBufferTarget, vertexBufferObject);
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glBufferData(boundBufferTarget, sizeOfVertices, vertices, GL_STATIC_DRAW);
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}
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int renderLoopInside(GLFWwindow *window, int whatToDraw)
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{
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// input
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whatToDraw = processInput(window, whatToDraw);
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// We specify the color to clear the screen with
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// RGB and alpha value
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glClearColor(constants::LEARN_OPEN_GL_COLOR.red, constants::LEARN_OPEN_GL_COLOR.green, constants::LEARN_OPEN_GL_COLOR.blue, constants::LEARN_OPEN_GL_COLOR.alpha);
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// There is GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT
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glClear(GL_COLOR_BUFFER_BIT);
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if (drawFigure(whatToDraw) == -1)
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{
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print("error with drawing!");
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glfwSetWindowShouldClose(window, true);
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};
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// swaps buffer containing color values of each pixel in window
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// there is front buffer (final image) and back buffer (where all rendering commands draw to)
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// when back buffer is ready we swap it with front buffer to eliminate flickering
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glfwSwapBuffers(window);
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// glfwPollEvents checks if any event (like mouse/keyboard input was triggered), updates window state and calls functions (which we register via callback methods)
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glfwPollEvents();
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return whatToDraw;
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}
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void renderLoop(GLFWwindow *window)
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{
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int whatToDraw = 0;
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// glfwWindowShouldClose checks if GLFW was instructed to close
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while (!glfwWindowShouldClose(window))
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{
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whatToDraw = renderLoopInside(window, whatToDraw);
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}
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}
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#endif |