engineer-thesis-WUT/Engine/engine/match.cpp

248 lines
8.4 KiB
C++

#ifndef MAIN_CPP
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <random> // I am using standart library RNG because I am lazy and wanted to create quick code snippet
// upgrade to this: https://arvid.io/2018/06/30/on-cxx-random-number-generator-quality/ whenever, if ever I feel like it
#include <chrono> // for std::chrono
#include "constants.hpp"
void configureGLFW() {
// first argument tells us what option to configure
// second is to what we set the value of this option
// see: https://www.glfw.org/docs/latest/window.html#window_hints
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// we set GLFW to 3.3 CORE
// core profile gives us access to smaller subset of OGL without backwards compatible features
// if we are on Mac OS X we need this for our code to work
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
}
void instantiateGLFWwindow() {
// Initialize GLFW
glfwInit();
configureGLFW();
}
GLFWwindow* createWindowObject() {
// First two arguments are width and height
// Third is the name of the window
// We ignore last two
GLFWwindow* window = glfwCreateWindow(constants::MAIN_WINDOW_WIDTH, constants::MAIN_WINDOW_HEIGHT, constants::MAIN_WINDOW_NAME, NULL, NULL);
return window;
}
int initializeGLAD()
{
// we load address of OGL OS-specific function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
return 0;
}
// resizes viewport when user resizes window
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void viewPort(GLFWwindow* window)
{
// We tell OGL size of rendering window
// First two define left corner of window
// 3th and 4th width and height of rendering window
// we could set them to be smaller than window dimension, ogl rendering will be then displayed in smaller window
glViewport(0, 0, constants::MAIN_WINDOW_WIDTH, constants::MAIN_WINDOW_HEIGHT);
// processed coordinates are between -1 and 1 so here we map:
// (-1 to 1) to (0, constants::MAIN_WINDOW_WIDTH) and (0, constants::MAIN_WINDOW_HEIGHT)
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// we call framebuffer_size_callback on every window resize
}
void processInput(GLFWwindow *window)
{
// glfwGetKey takes window and key as an input and checks is currently being pressed
// if the user pressed escape we close window
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if(glfwGetKey(window, GLFW_KEY_C) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int shaderProgramLinkingSuccessful(const unsigned int shaderProgram)
{
// check if compilation was successful
// int because glGetShaderiv requires int
int successfulLinking;
// here we store info about compilation
char infoLog[512];
// check if compilation was successful
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &successfulLinking);
// if not display compilation log
if(!successfulLinking)
{
glGetProgramInfoLog(shaderProgram, sizeof(infoLog) / sizeof(infoLog[0]), NULL, infoLog);
std::cout << "ERROR shaderProgram compilation failed \n" << infoLog << std::endl;
}
return successfulLinking;
}
int shaderCompilationSuccessful(const unsigned int shader)
{
// check if compilation was successful
// int because glGetShaderiv requires int
int successfulCompilation;
// here we store info about compilation
char infoLog[512];
// check if compilation was successful
glGetShaderiv(shader, GL_COMPILE_STATUS, &successfulCompilation);
// if not display compilation log
if(!successfulCompilation)
{
glGetShaderInfoLog(shader, sizeof(infoLog) / sizeof(infoLog[0]), NULL, infoLog);
std::cout << "ERROR vertex shader compilation failed \n" << infoLog << std::endl;
}
return successfulCompilation;
}
unsigned int compileShader(const GLenum shaderType, const char * shaderSource)
{
// we create vertex shader and assign its id to shader variable
unsigned int shaderID;
shaderID = glCreateShader(GL_VERTEX_SHADER);
// attach shader source code to shader object
// from left: shader object to compile, how many strings as source code, actual source code (we leave the 4th as NULL)
glShaderSource(shaderID, 1, &shaderSource, NULL);
// compile shader
glCompileShader(shaderID);
if(!shaderCompilationSuccessful(shaderID)) return 0;
return shaderID;
}
void drawTriangle()
{
// we specify three vertices
// each of them with position in 3d space
// x y z
const float triangleVertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
// stores vertices in gpu memory
unsigned int vertexBufferObject;
// this is open gl object so we refer it by its ID generated here and stored in vertexBufferObject variable
glGenBuffers(1, &vertexBufferObject);
// buffer type of vertex buffer object is GL_ARRAY_BUFFER
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
// now whenever we change GL_ARRAY_BUFFER we change bound buffer vertexBufferObject
/* we copy vertex data into buffer memory
GL_STREAM_DRAW: the data is set only once and used by the GPU at most a few times.
GL_STATIC_DRAW: the data is set only once and used many times.
GL_DYNAMIC_DRAW: the data is changed a lot and used many times.
*/
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
unsigned int vertexShader = compileShader(GL_VERTEX_SHADER, constants::vertexShaderSource);
if(vertexShader == 0) return;
unsigned int fragmentShader = compileShader(GL_FRAGMENT_SHADER, constants::fragmentShaderSource);
if(fragmentShader == 0) return;
// link shader objects into shader program
// will store shader program id
unsigned int shaderProgram;
// creates program
shaderProgram = glCreateProgram();
// attachShaders
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
// link shaders
glLinkProgram(shaderProgram);
if(!shaderProgramLinkingSuccessful(shaderProgram)) return;
// activate program
// after that every shader and rendering call will use this program object
glUseProgram(shaderProgram);
// delete shaders (they are linked into shaderProgram and we do not need them anymore)
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
void renderLoop(GLFWwindow* window)
{
// glfwWindowShouldClose checks if GLFW was instructed to close
while(!glfwWindowShouldClose(window))
{
// input
processInput(window);
// We specify the color to clear the screen with
// RGB and alpha value
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);
// There is GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT and GL_STENCIL_BUFFER_BIT
glClear(GL_COLOR_BUFFER_BIT);
// swaps buffer containing color values of each pixel in window
// there is front buffer (final image) and back buffer (where all rendering commands draw to)
// when back buffer is ready we swap it with front buffer to eliminate flickering
glfwSwapBuffers(window);
// glfwPollEvents checks if any event (like mouse/keyboard input was triggered), updates window state and calls functions (which we register via callback methods)
glfwPollEvents();
drawTriangle();
}
}
int main()
{
instantiateGLFWwindow();
GLFWwindow* window = createWindowObject();
// function returns GLFWWindow object
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
// we make context of this window main context of current thread
glfwMakeContextCurrent(window);
if(initializeGLAD() == -1) return -1;
viewPort(window);
renderLoop(window);
// clean GLFW resources
glfwTerminate();
return 0;
}
#endif