feat: resizable window

This commit is contained in:
ktyl 2023-08-12 00:16:35 +02:00
parent 4795d88b91
commit 2b6444dfac
2 changed files with 15 additions and 10 deletions

View File

@ -7,9 +7,7 @@
#include "io.hpp"
const int WIDTH = 640;
const int HEIGHT = 480;
const float ASPECT = (float)WIDTH / (float)HEIGHT;
float aspect_;
// Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
// Returns 0 for success, and -1 for any failure.
@ -25,8 +23,10 @@ int initGraphics(GLFWwindow** window, const std::string& title)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
*window = glfwCreateWindow(640, 480, title.c_str(), NULL, NULL);
*window = glfwCreateWindow(WIDTH, HEIGHT, title.c_str(), NULL, NULL);
if (!window)
{
glfwTerminate();
@ -34,6 +34,8 @@ int initGraphics(GLFWwindow** window, const std::string& title)
return -1;
}
glfwSetWindowSizeCallback(*window, windowSizeCallback);
glfwMakeContextCurrent(*window);
glewExperimental = GL_TRUE;
@ -48,6 +50,12 @@ int initGraphics(GLFWwindow** window, const std::string& title)
return 0;
}
void windowSizeCallback(GLFWwindow* window, int width, int height)
{
aspect_ = (float)width / (float)height;
glViewport(0, 0, width, height);
}
GLuint compileShader(const std::string& shaderPath, GLenum shaderType)
{
GLuint shader;
@ -102,7 +110,7 @@ GLuint compileShaderProgram(const std::string& fragShaderPath)
void updateProjectionMatrix(GLuint shaderProgram)
{
float left = -ASPECT, right = ASPECT, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0;
float left = -aspect_, right = aspect_, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0;
glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far);
GLint projectionLocation = getShaderUniformLocation(shaderProgram, "_Projection");
glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, &projection[0][0]);

View File

@ -5,11 +5,8 @@
#include "GL/glew.h"
#include <GLFW/glfw3.h>
extern const int WIDTH;
extern const int HEIGHT;
extern const float ASPECT;
int initGraphics(GLFWwindow** window, const std::string& title);
void windowSizeCallback(GLFWwindow* window, int width, int height);
GLuint compileShaderProgram(const std::string& fragShaderPath);
GLuint compileShader(const std::string& shaderPath, GLenum shaderType);
@ -18,4 +15,4 @@ GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformN
void updateProjectionMatrix(GLuint shaderProgram);
void updateModelMatrix(GLuint shaderProgram, float time);
void updateViewMatrix(GLuint shaderProgram);
void updateModelViewProjectionMatrix(GLuint shaderProgram, float time);
void updateModelViewProjectionMatrix(GLuint shaderProgram, float time);