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195
Engine/main.cpp
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195
Engine/main.cpp
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#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image/stb_image.h>
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#include <shader.h>
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const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 600;
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static bool drawWireframe = false;
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static bool wireframeHeld = false;
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void window_resize_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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// Close on Escape
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// Wireframe toggle
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld)
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{
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wireframeHeld = true;
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drawWireframe = !drawWireframe;
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if (drawWireframe)
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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else
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{
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
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wireframeHeld = false;
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}
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int main(int argc, char* argv[])
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{
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// Initialize GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Create GLFW Window
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GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Renderer", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// Initialize GLAD
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Initialize Viewport & setup resize callback
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glfwSetFramebufferSizeCallback(window, window_resize_callback);
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// Load Shader
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Shader shaderTest("shaders/basicVertex.vs", "shaders/basicFragment.fs");
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float vertices[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
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};
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float texCoords[] = {
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0.0f, 0.0f, // lower-left corner
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1.0f, 0.0f, // lower-right corner
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0.5f, 1.0f // top-center corner
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};
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// texture coord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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unsigned int texture1, texture2;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// set the texture wrapping/filtering options (on the currently bound texture object)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load and generate the texture
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int width, height, nrChannels;
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unsigned char *data = stbi_load("placeholders/wall.jpg", &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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// texture 2
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// ---------
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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// set the texture wrapping parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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stbi_set_flip_vertically_on_load(true);
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data = stbi_load("placeholders/awesomeface.png", &width, &height, &nrChannels, 0);
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if (data)
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{
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// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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shaderTest.Use(); // don't forget to activate/use the shader before setting uniforms!
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shaderTest.setInt("ourTexture", 0);
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shaderTest.setInt("decal", 1);
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// Render Loop
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while (!glfwWindowShouldClose(window))
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{
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// Input processing
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processInput(window);
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// Rendering
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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shaderTest.Use();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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// Draw our triangle
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// Call events & swap buffers
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Clean up memory
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glfwTerminate();
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return 0;
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}
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