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131 lines
5.2 KiB
C++
131 lines
5.2 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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bool processInput(GLFWwindow *window, bool whatToDraw)
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{
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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(glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS ) return !whatToDraw;
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return whatToDraw;
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}
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unsigned int compileShader(const GLenum shaderType, const char * shaderSource)
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{
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// we create vertex shader and assign its id to shader variable
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unsigned int shaderID;
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shaderID = glCreateShader(shaderType);
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// attach shader source code to shader object
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// from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as NULL)
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glShaderSource(shaderID, 1, &shaderSource, NULL);
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// compile shader
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glCompileShader(shaderID);
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if(!shaderCompilationSuccessful(shaderID)) return 0;
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return shaderID;
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}
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template <typename T>
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// https://stackoverflow.com/a/25680092
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unsigned int copyVerticesMemory(const T 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()
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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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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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}
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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(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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bool renderLoopInside(GLFWwindow* window, bool 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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bool whatToDraw = true;
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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 |