base setup for osx in place
This commit is contained in:
3
.gitignore
vendored
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3
.gitignore
vendored
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@@ -0,0 +1,3 @@
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||||
xcuserdata
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libs
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||||
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||||
BIN
data/image.png
Normal file
BIN
data/image.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 130 KiB |
307
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Normal file
307
engine.xcodeproj/project.pbxproj
Normal file
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generated
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generated
Normal file
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|
||||
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
|
||||
launchStyle = "0"
|
||||
useCustomWorkingDirectory = "NO"
|
||||
ignoresPersistentStateOnLaunch = "NO"
|
||||
debugDocumentVersioning = "YES"
|
||||
debugServiceExtension = "internal"
|
||||
allowLocationSimulation = "YES">
|
||||
<BuildableProductRunnable
|
||||
runnableDebuggingMode = "0">
|
||||
<BuildableReference
|
||||
BuildableIdentifier = "primary"
|
||||
BlueprintIdentifier = "AD58E04E1E107411006ACC15"
|
||||
BuildableName = "engine"
|
||||
BlueprintName = "engine"
|
||||
ReferencedContainer = "container:engine.xcodeproj">
|
||||
</BuildableReference>
|
||||
</BuildableProductRunnable>
|
||||
<AdditionalOptions>
|
||||
</AdditionalOptions>
|
||||
</LaunchAction>
|
||||
<ProfileAction
|
||||
buildConfiguration = "Release"
|
||||
shouldUseLaunchSchemeArgsEnv = "YES"
|
||||
savedToolIdentifier = ""
|
||||
useCustomWorkingDirectory = "NO"
|
||||
debugDocumentVersioning = "YES">
|
||||
<BuildableProductRunnable
|
||||
runnableDebuggingMode = "0">
|
||||
<BuildableReference
|
||||
BuildableIdentifier = "primary"
|
||||
BlueprintIdentifier = "AD58E04E1E107411006ACC15"
|
||||
BuildableName = "engine"
|
||||
BlueprintName = "engine"
|
||||
ReferencedContainer = "container:engine.xcodeproj">
|
||||
</BuildableReference>
|
||||
</BuildableProductRunnable>
|
||||
</ProfileAction>
|
||||
<AnalyzeAction
|
||||
buildConfiguration = "Debug">
|
||||
</AnalyzeAction>
|
||||
<ArchiveAction
|
||||
buildConfiguration = "Release"
|
||||
revealArchiveInOrganizer = "YES">
|
||||
</ArchiveAction>
|
||||
</Scheme>
|
||||
@@ -0,0 +1,22 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>SchemeUserState</key>
|
||||
<dict>
|
||||
<key>engine.xcscheme</key>
|
||||
<dict>
|
||||
<key>orderHint</key>
|
||||
<integer>0</integer>
|
||||
</dict>
|
||||
</dict>
|
||||
<key>SuppressBuildableAutocreation</key>
|
||||
<dict>
|
||||
<key>AD58E04E1E107411006ACC15</key>
|
||||
<dict>
|
||||
<key>primary</key>
|
||||
<true/>
|
||||
</dict>
|
||||
</dict>
|
||||
</dict>
|
||||
</plist>
|
||||
102
engine/app.cpp
Normal file
102
engine/app.cpp
Normal file
@@ -0,0 +1,102 @@
|
||||
#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();
|
||||
}
|
||||
22
engine/app.hpp
Normal file
22
engine/app.hpp
Normal file
@@ -0,0 +1,22 @@
|
||||
#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);
|
||||
};
|
||||
13
engine/image.cpp
Normal file
13
engine/image.cpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#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;
|
||||
}
|
||||
13
engine/image.hpp
Normal file
13
engine/image.hpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#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; }
|
||||
};
|
||||
191
engine/main.cpp
Normal file
191
engine/main.cpp
Normal file
@@ -0,0 +1,191 @@
|
||||
#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;
|
||||
}
|
||||
17
engine/pch.h
Normal file
17
engine/pch.h
Normal file
@@ -0,0 +1,17 @@
|
||||
#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
|
||||
97
engine/shader.cpp
Normal file
97
engine/shader.cpp
Normal file
@@ -0,0 +1,97 @@
|
||||
#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);
|
||||
}
|
||||
12
engine/shader.hpp
Normal file
12
engine/shader.hpp
Normal file
@@ -0,0 +1,12 @@
|
||||
#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);
|
||||
};
|
||||
38
engine/shape.cpp
Normal file
38
engine/shape.cpp
Normal file
@@ -0,0 +1,38 @@
|
||||
#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]);
|
||||
}
|
||||
154
engine/shape.hpp
Normal file
154
engine/shape.hpp
Normal file
@@ -0,0 +1,154 @@
|
||||
#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;
|
||||
}
|
||||
};
|
||||
36
engine/texture.cpp
Normal file
36
engine/texture.cpp
Normal file
@@ -0,0 +1,36 @@
|
||||
#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);
|
||||
}
|
||||
18
engine/texture.hpp
Normal file
18
engine/texture.hpp
Normal file
@@ -0,0 +1,18 @@
|
||||
#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);
|
||||
};
|
||||
Reference in New Issue
Block a user