base setup for osx in place

This commit is contained in:
Omar Mohamed Ali Mudhir
2017-01-14 18:30:19 +00:00
commit 13d8e6e563
18 changed files with 1143 additions and 0 deletions

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xcuserdata
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engine/app.cpp Normal file
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#include "pch.h"
#include "app.hpp"
App App::I; // singleton
void App::create()
{
width = 800;
height = 600;
}
void App::init()
{
static const char* shader_v =
"#version 150\n"
"uniform mat4 mvp;"
"in vec4 pos;"
"in vec2 uvs;"
"out vec2 uv;"
"void main(){"
" gl_Position = mvp * pos;"
" uv = uvs;"
"}";
static const char* shader_f =
"#version 150\n"
"uniform sampler2D tex;"
"in vec2 uv;"
"out vec4 frag;"
"void main(){"
" frag = texture(tex, uv, 0.0);"
"}";
static const char* shader_color_v =
"#version 150\n"
"uniform mat4 mvp;"
"in vec4 pos;"
"void main(){"
" gl_Position = mvp * pos;"
"}";
static const char* shader_color_f =
"#version 150\n"
"uniform vec4 col;"
"out vec4 frag;"
"void main(){"
" frag = col;"
"}";
shader.create(shader_v, shader_f);
shader_color.create(shader_color_v, shader_color_f);
plane.create<15>(.5f, .5f);
longPlane.create<1>(.3, .05f);
circle.create<6>(.5f);
if (!tex.load("data/image.png"))
printf("error loading image\n");
glViewport(0, 0, width, height);
glEnable(GL_TEXTURE);
glDisable(GL_DEPTH_TEST);
glPointSize(5);
glLineWidth(15);
int n;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
for (int i = 0; i < n; i++)
{
const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
printf("GL ext %03d: %s\n", i, s);
}
printf("GL version: %s\n", glGetString(GL_VERSION));
printf("GL vendor: %s\n", glGetString(GL_VENDOR));
printf("GL renderer: %s\n", glGetString(GL_RENDERER));
GLfloat width_range[2];
glGetFloatv(GL_LINE_WIDTH_RANGE, width_range);
printf("GL line range: %f - %f\n", width_range[0], width_range[1]);
}
void App::update(float dt)
{
static float theta = 0;
theta += M_PI * 0.5f * dt;
float red = fabsf(sinf(theta));
glm::mat4 proj = glm::perspective(glm::radians(85.f), 1.f, .1f, 100.f);
glm::mat4 model = glm::translate(glm::vec3(0, 0, 0));
glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
auto mvp = proj * view * model;
glClearColor(red, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
shader.use();
shader.u_mat4("mvp", glm::mat4());
shader.u_int("tex", 0);
glActiveTexture(GL_TEXTURE0);
tex.bind();
//circle.draw_fill();
tex.unbind();
shader_color.use();
shader_color.u_mat4("mvp", glm::mat4());
shader_color.u_vec4("col", {1, 1, 1, 1});
circle.draw_stroke();
}

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engine/app.hpp Normal file
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#pragma once
#include "shader.hpp"
#include "shape.hpp"
#include "texture.hpp"
class App
{
Shader shader;
Shader shader_color;
Plane plane;
Plane longPlane;
Circle circle;
Texture2D tex;
public:
static App I;
int width;
int height;
void init();
void create();
void update(float dt);
};

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engine/image.cpp Normal file
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#include "pch.h"
#include "image.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include <stb/stb_image.h>
bool Image::load(std::string filename)
{
stbi_set_flip_vertically_on_load(true);
uint8_t* buffer = stbi_load(filename.c_str(), &width, &height, &comp, 0);
m_data = std::unique_ptr<uint8_t[]>(buffer);
return true;
}

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engine/image.hpp Normal file
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#pragma once
class Image
{
std::unique_ptr<uint8_t[]> m_data;
public:
int width;
int height;
int comp;
bool load(std::string filename);
const uint8_t* data() const { return m_data.get(); }
int size() const { return width * height * comp; }
};

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engine/main.cpp Normal file
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#include "pch.h"
#include "shader.hpp"
#include "shape.hpp"
#include "texture.hpp"
#include "image.hpp"
#include "app.hpp"
#include <CoreFoundation/CoreFoundation.h>
#include <Cocoa/Cocoa.h>
#include <CoreVideo/CoreVideo.h>
#include <OpenGL/OpenGL.h>
@interface View : NSOpenGLView
{
CVDisplayLinkRef dl;
}
@end @implementation View
- (instancetype)initWithFrame:(NSRect)frameRect
{
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 24,
// Must specify the 3.2 Core Profile to use OpenGL 3.2
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion4_1Core,
// Multisample
NSOpenGLPFAMultisample,
NSOpenGLPFASamples, 2,
NSOpenGLPFASampleBuffers, 1,
0
};
NSOpenGLPixelFormat *pf = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pf shareContext:nil];
self = [super initWithFrame:frameRect pixelFormat:pf];
[self setPixelFormat:pf];
[self setOpenGLContext:context];
return self;
}
- (void)prepareOpenGL
{
NSLog(@"prepare");
// Synchronize buffer swaps with vertical refresh rate
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
// Create a display link capable of being used with all active displays
CVDisplayLinkCreateWithActiveCGDisplays(&dl);
// Set the renderer output callback function
CVDisplayLinkSetOutputCallback(dl, &MyDisplayLinkCallback, (__bridge void*)self);
// Set the display link for the current renderer
CGLContextObj cglContext = [[self openGLContext] CGLContextObj];
CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj];
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(dl, cglContext, cglPixelFormat);
// Activate the display link
CVDisplayLinkStart(dl);
CGLEnable([self.openGLContext CGLContextObj], kCGLCECrashOnRemovedFunctions);
App::I.init();
}
// This is the renderer output callback function
static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now,
const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext)
{
CVReturn result = [(__bridge View*)displayLinkContext getFrameForTime:outputTime];
return result;
}
- (CVReturn)getFrameForTime:(const CVTimeStamp*)outputTime
{
static double _timeFreq = CVGetHostClockFrequency();
static double _prevTime = (double)outputTime->hostTime / _timeFreq;
double hostTime = (double)outputTime->hostTime;
double now = hostTime / _timeFreq;
// this will not update unless 1/30th of a second has passed since the last update
if ( now < _prevTime + (1.0 / 30.0) )
{
// Add your drawing codes here
[[self openGLContext] makeCurrentContext];
App::I.update(now - _prevTime);
[[self openGLContext] flushBuffer];
// returning NO will cause the layer to NOT be redrawn
return NO;
}
else
{
// change whatever you want to change here, as a function of time elapsed
_prevTime = now;
// return YES to have your layer redrawn
return YES;
}
return kCVReturnSuccess;
}
- (void)dealloc
{
// Release the display link
CVDisplayLinkRelease(dl);
}
- (void)drawRect:(NSRect)dirtyRect
{
NSLog(@"drawRect");
}
@end
@interface Window : NSWindow
@end @implementation Window
- (void)keyDown:(NSEvent *)theEvent
{
[[self windowController] keyDown:theEvent];
}
@end
@interface Controller : NSWindowController
@end @implementation Controller
- (void)keyDown:(NSEvent *)theEvent
{
unichar c = [[theEvent charactersIgnoringModifiers] characterAtIndex:0];
if (c == 27)
{
[[NSApplication sharedApplication] terminate:nil];
}
}
@end
@interface AppOSX : NSApplication<NSApplicationDelegate>
{
Window* window;
Controller* controller;
View* view;
}
@end @implementation AppOSX
- (instancetype)init
{
self = [super init];
[self setActivationPolicy:NSApplicationActivationPolicyRegular]; // make it to the front
[self setDelegate:self];
return self;
}
- (void)applicationDidFinishLaunching:(NSNotification *)notification
{
auto& app = App::I;
app.create();
NSRect r = NSMakeRect(0, 0, app.width, app.height);
view = [[View alloc] initWithFrame:r];
window = [[Window alloc] initWithContentRect:r
styleMask:NSTitledWindowMask|NSMiniaturizableWindowMask
backing:NSBackingStoreBuffered
defer:NO];
[window setTitle:@"hello engine"];
[window center];
[window makeKeyAndOrderFront:controller];
[window setContentView:view];
controller = [[Controller alloc] initWithWindow:window];
auto menubar = [NSMenu new];
auto appMenuItem = [NSMenuItem new];
[menubar addItem:appMenuItem];
[self setMainMenu:menubar];
auto appMenu = [NSMenu new];
auto appName = [[NSProcessInfo processInfo] processName];
auto quitTitle = [@"Quit " stringByAppendingString:appName];
auto quitMenuItem = [[NSMenuItem alloc] initWithTitle:quitTitle
action:@selector(terminate:) keyEquivalent:@"q"];
[appMenu addItem:quitMenuItem];
[appMenuItem setSubmenu:appMenu];
NSLog(@"app launched");
}
@end
int main(int argc, const char * argv[])
{
AppOSX* app = [AppOSX sharedApplication];
[app run];
return 0;
}

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#ifndef pch_h
#define pch_h
#include <OpenGL/gl.h>
#include <OpenGL/gl3.h>
#include <iostream>
#define GLM_FORCE_RADIANS
#define GLM_SWIZZLE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/euler_angles.hpp>
#endif

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#include "pch.h"
#include "shader.hpp"
bool Shader::create(std::string vertex, std::string fragment)
{
GLint status;
static char infolog[4096];
int infolen;
const GLchar* source;
auto vs = glCreateShader(GL_VERTEX_SHADER);
if (!vs)
{
return false;
}
source = vertex.c_str();
glShaderSource(vs, 1, &source, nullptr);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
printf("VERTEX SHADER:\n%s", infolog);
if (status == 0)
{
glDeleteShader(vs);
return false;
}
auto fs = glCreateShader(GL_FRAGMENT_SHADER);
if (!fs)
{
glDeleteShader(vs);
return false;
}
source = fragment.c_str();
glShaderSource(fs, 1, &source, nullptr);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
printf("FRAGMENT SHADER:\n%s", infolog);
if (status == 0)
{
glDeleteShader(vs);
glDeleteShader(fs);
return false;
}
auto ps = glCreateProgram();
if (!ps)
{
glDeleteShader(vs);
glDeleteShader(fs);
return false;
}
glAttachShader(ps, vs);
glAttachShader(ps, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glBindAttribLocation(ps, 0, "pos");
glBindAttribLocation(ps, 1, "uvs");
glLinkProgram(ps);
glGetShaderiv(ps, GL_LINK_STATUS, &status);
glGetShaderInfoLog(ps, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
printf("LINK SHADER:\n%s", infolog);
if (status == 0)
{
glDeleteProgram(ps);
return false;
}
prog = ps;
return true;
}
void Shader::use()
{
glUseProgram(prog);
}
void Shader::u_vec4(std::string name, const glm::vec4& v)
{
auto loc = glGetUniformLocation(prog, name.c_str());
glUniform4fv(loc, 1, glm::value_ptr(v));
}
void Shader::u_mat4(std::string name, const glm::mat4& m)
{
auto loc = glGetUniformLocation(prog, name.c_str());
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(m));
}
void Shader::u_int(std::string name, int i)
{
auto loc = glGetUniformLocation(prog, name.c_str());
glUniform1i(loc, i);
}

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#pragma once
class Shader
{
GLuint prog;
public:
bool create(std::string vertex, std::string fragment);
void use();
void u_vec4(std::string name, const glm::vec4& v);
void u_mat4(std::string name, const glm::mat4& m);
void u_int(std::string name, int i);
};

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#include "pch.h"
#include "shape.hpp"
void Shape::create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize)
{
glGenBuffers(2, buffers);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, isize, idx, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glBufferData(GL_ARRAY_BUFFER, vsize, vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(2, arrays);
for (int i = 0; i < 2; i++)
{
glBindVertexArray(arrays[i]);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffers[1]);
glBindBuffer(GL_ARRAY_BUFFER, buffers[0]);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
}
glBindVertexArray(0);
}
void Shape::draw_fill() const
{
glBindVertexArray(arrays[0]);
glDrawElements(GL_TRIANGLES, count[0], GL_UNSIGNED_SHORT, ioff[0]);
}
void Shape::draw_stroke() const
{
glBindVertexArray(arrays[1]);
glDrawElements(GL_LINES, count[1], GL_UNSIGNED_SHORT, ioff[1]);
}

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#pragma once
class Shape
{
protected:
GLuint buffers[2];
GLuint arrays[2];
GLuint count[2];
GLvoid* ioff[2];
struct vertex_t { glm::vec4 pos; glm::vec2 uvs; };
public:
void create_buffers(GLvoid* idx, GLvoid* vertices, int isize, int vsize);
void draw_fill() const;
void draw_stroke() const;
};
class Plane : public Shape
{
public:
template<int div>
bool create(float w, float h)
{
static GLshort idx[div * div * 6 + 4];
static vertex_t vertices[(div+1)*(div+1)];
count[0] = div * div * 6;
count[1] = 4;
ioff[0] = (GLvoid*)4;
ioff[1] = (GLvoid*)0;
const float dx = w / div;
const float dy = h / div;
const float ox = -w * 0.5f;
const float oy = -h * 0.5f;
int v_index = 0;
for (int y = 0; y <= div; y++)
{
for (int x = 0; x <= div; x++)
{
vertex_t v;
v.pos.x = ox + dx * (float)x;
v.pos.y = oy + dy * (float)y;
v.pos.z = 0;
v.pos.w = 1;
v.uvs = glm::vec2(x, y) / (float)div;
vertices[v_index++] = v;
}
}
// generate indices
auto pidx = idx;
*pidx++ = 0;
*pidx++ = div;
*pidx++ = (div+1)*(div);
*pidx++ = (div+1)*(div+1)-1;
for (int y = 0; y < div; y++)
{
int i = y * (div+1);
for (int x = 0; x < div; x++)
{
*pidx++ = i;
*pidx++ = i + div + 1;
*pidx++ = i + div + 2;
*pidx++ = i;
*pidx++ = i + div + 2;
*pidx++ = i + 1;
i++;
}
}
create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
return true;
}
};
class Circle : public Shape
{
public:
template<int div>
bool create(float radius)
{
static GLushort idx[div * 3 + div * 2];
static vertex_t vertices[div + 1];
count[0] = div * 3;
count[1] = div * 2;
ioff[0] = (GLvoid*)0;
ioff[1] = (GLvoid*)(div * 3 * sizeof(idx[0]));
auto pidx = idx;
auto pidx2 = idx + div * 3;
for (int i = 0; i < div; i++)
{
vertex_t v;
float theta = (float)i / div * M_PI * 2.f;
v.pos.x = sinf(theta) * radius;
v.pos.y = cosf(theta) * radius;
v.pos.z = 0;
v.pos.w = 1;
v.uvs = v.pos.xy() * 0.5f + 0.5f;
vertices[i+1] = v;
*pidx++ = 0;
*pidx++ = i+1;
*pidx++ = ((i+1) % div) + 1;
*pidx2++ = 1 + i;
*pidx2++ = 1 + ((i+1) % div);
}
vertices[0].pos = { 0, 0, 0, 1 };
vertices[0].uvs = { 0.5f, 0.5f };
create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
return true;
}
template<int div>
bool create(float radius_out, float radius_in)
{
static GLubyte idx[div*6 + div*2];
static vertex_t vertices[div * 2];
count[0] = div * 6;
count[1] = div * 2;
auto pidx = idx;
auto pidx2 = idx + div * 6;
for (int i = 0; i < div; i++)
{
float theta = (float)i / div * M_PI * 2.f;
vertices[i*2].pos = { sinf(theta) * radius_in, cosf(theta) * radius_in, 0, 1 };
vertices[i*2].uvs = vertices[i*2].pos.xy() * 0.5f + 0.5f;
vertices[i*2+1].pos = { sinf(theta) * radius_out, cosf(theta) * radius_out, 0, 1 };
vertices[i*2+1].uvs = vertices[i*2+1].pos.xy() * 0.5f + 0.5f;
*pidx++ = i*2; // A
*pidx++ = i*2+1; // B
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = i*2; // A
*pidx++ = ((i+1)*2+1) % (div*2); // C
*pidx++ = ((i+1)*2) % (div*2); // D
*pidx2++ = 1 + i;
*pidx2++ = 1 + ((i+1) % div);
}
create_buffers(idx, vertices, sizeof(idx), sizeof(vertices));
return true;
}
};

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#include "pch.h"
#include "texture.hpp"
#include "image.hpp"
bool Texture2D::create(int width, int height, GLint format, const uint8_t* data, GLint filter, GLint wrap)
{
m_width = width;
m_height = height;
m_format = format;
glGenTextures(1, &m_tex);
bind();
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
unbind();
return true;
}
bool Texture2D::create(const Image& img)
{
static GLint formats[] = { GL_R, GL_RG, GL_RGB, GL_RGBA };
return create(img.width, img.height, formats[img.comp - 1], img.data());
}
bool Texture2D::load(std::string filename)
{
Image img;
if (!img.load(filename))
return false;
return create(img);
}
void Texture2D::update(const uint8_t* data)
{
bind();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, m_format, GL_UNSIGNED_BYTE, data);
}

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#pragma once
class Texture2D
{
GLuint m_tex;
int m_width;
int m_height;
GLint m_format;
public:
bool create(int width, int height, GLint format = GL_RGBA,
const uint8_t* data = nullptr, GLint filter = GL_LINEAR, GLint wrap = GL_CLAMP_TO_EDGE);
bool create(const class Image& img);
bool load(std::string filename);
void destroy() { glDeleteTextures(1, &m_tex); }
void bind() const { glBindTexture(GL_TEXTURE_2D, m_tex); }
void unbind() const { glBindTexture(GL_TEXTURE_2D, 0); }
void update(const uint8_t* data);
};