Files
panopainter/engine/app.cpp

103 lines
2.7 KiB
C++

#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, .25f);
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();
}