138 lines
3.7 KiB
C++
138 lines
3.7 KiB
C++
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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 <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <engine/mesh.h>
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#include <engine/shader.h>
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#include <engine/texture.h>
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const int SCREEN_WIDTH = 1920;
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const int SCREEN_HEIGHT = 1080;
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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("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
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std::vector<Vertex> vertices = {
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{ 1, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f },
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{ 1, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
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{ 0, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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{ 0, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }
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};
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std::vector<unsigned int> indices = {
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0, 1, 3,
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1, 2, 3
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};
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Mesh testMesh(vertices, indices);
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std::vector<Vertex> vertices2 = {
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{ 0, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.6f, 1.0f },
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{ 0, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f },
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{ -1, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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{ -1, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f }
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};
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Mesh testMesh2(vertices2, indices);
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Texture texture1("assets/wall.jpg");
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Texture texture2("assets/awesomeface.png", true);
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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.ID);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2.ID);
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testMesh.Draw();
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testMesh2.Draw();
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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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