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

142 lines
4.2 KiB
C++

#ifndef CONSTANTS_HPP
#define CONSTANTS_HPP
#include <GLFW/glfw3.h>
#include <iostream>
#include <string_view>
namespace constants
{
inline constexpr int GLFW_MAJOR_VERSION{3};
inline constexpr int GLFW_MINOR_VERSION{3};
// 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
{
GLfloat red = 1.0f;
GLfloat green = 0.0f;
GLfloat blue = 0.0f;
GLfloat alpha = 1.0f;
} RED;
inline constexpr struct
{
GLfloat red = 1.0f;
GLfloat green = 1.0f;
GLfloat blue = 1.0f;
GLfloat alpha = 1.0f;
} WHITE;
inline constexpr struct
{
GLfloat red = 0.2f;
GLfloat green = 0.3f;
GLfloat blue = 0.3f;
GLfloat alpha = 1.0f;
} LEARN_OPEN_GL_COLOR;
// we write vertex shader
// 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"};
// write fragment shader
// we set the color of each pixel to be orange
inline const char *FRAGMENT_SHADER_SOURCE{
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0"};
inline const char *FRAGMENT_SHADER_SOURCE_YELLOW{
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"FragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
"}\0"};
// we specify three vertices
// each of them with position in 3d space
// x y z
inline constexpr float TRIANGLE_VERTICES[]{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f};
inline constexpr size_t TRIANGLE_VERTICES_SIZE = {sizeof(TRIANGLE_VERTICES)};
inline constexpr float TRIANGLES_VERTICES[]{
// 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
};
inline constexpr size_t TRIANGLES_VERTICES_SIZE = {sizeof(TRIANGLES_VERTICES)};
inline constexpr float TRIANGLE_ONE[]{
// first triangle
-0.9f, -0.5f, 0.0f, // left
-0.0f, -0.5f, 0.0f, // right
-0.45f, 0.5f, 0.0f, // top
};
inline constexpr size_t TRIANGLE_ONE_SIZE = {sizeof(TRIANGLE_ONE)};
inline constexpr float TRIANGLE_TWO[]{
// second triangle
0.0f, -0.5f, 0.0f, // left
0.9f, -0.5f, 0.0f, // right
0.45f, 0.5f, 0.0f // top
};
inline constexpr size_t TRIANGLE_TWO_SIZE = {sizeof(TRIANGLE_TWO)};
// 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
// 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 !
*/
inline constexpr float SQUARE_VERTICES[]{
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
inline constexpr unsigned int SQUARE_INDICES[]{
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
inline constexpr size_t SQUARE_INDICES_SIZE = {sizeof(SQUARE_INDICES)};
inline constexpr size_t SQUARE_VERTICES_SIZE = {sizeof(SQUARE_VERTICES)};
inline constexpr int MAX_DRAW_CALL = {4};
}
#endif