refactor: extract gfx functions
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							| @ -2,8 +2,52 @@ | ||||
| 
 | ||||
| #include <iostream> | ||||
| 
 | ||||
| #include "glm/glm.hpp" | ||||
| #include "glm/gtc/matrix_transform.hpp" | ||||
| 
 | ||||
| #include "io.hpp" | ||||
| 
 | ||||
| const int WIDTH = 640; | ||||
| const int HEIGHT = 480; | ||||
| const float ASPECT = (float)WIDTH / (float)HEIGHT; | ||||
| 
 | ||||
| // Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
 | ||||
| // Returns 0 for success, and -1 for any failure.
 | ||||
| // Failures are printed to STDERR.
 | ||||
| int initGraphics(GLFWwindow** window, const std::string& title) | ||||
| { | ||||
|     // Set up GLFW, OpenGL and GLEW.
 | ||||
|     if (!glfwInit()) | ||||
|     { | ||||
|         std::cerr << "Failed to initialize GLFW" << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | ||||
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||||
|     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||||
| 
 | ||||
|     *window = glfwCreateWindow(WIDTH, HEIGHT, title.c_str(), NULL, NULL); | ||||
|     if (!window) | ||||
|     { | ||||
|         glfwTerminate(); | ||||
|         std::cerr << "Failed to open window with GLFW" << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     glfwMakeContextCurrent(*window); | ||||
| 
 | ||||
|     glewExperimental = GL_TRUE; | ||||
|     if (glewInit() != GLEW_OK) | ||||
|     { | ||||
|         std::cerr << "Failed to initialize GLEW" << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     glEnable(GL_DEPTH_TEST); | ||||
| 
 | ||||
|     return 0; | ||||
| } | ||||
| 
 | ||||
| GLuint compileShader(const std::string& shaderPath, GLenum shaderType) | ||||
| { | ||||
|     GLuint shader; | ||||
| @ -56,3 +100,47 @@ GLuint compileShaderProgram(const std::string& fragShaderPath) | ||||
|     return shaderProgram; | ||||
| } | ||||
| 
 | ||||
| void updateProjectionMatrix(GLuint shaderProgram) | ||||
| { | ||||
|     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]); | ||||
| } | ||||
| 
 | ||||
| void updateModelMatrix(GLuint shaderProgram, float time) | ||||
| { | ||||
|     constexpr float angle = glm::radians(10.0); | ||||
|     glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0); | ||||
|     glm::mat4 model = glm::rotate(glm::mat4(1.0), angle * time, axis); | ||||
|     GLint modelLocation = getShaderUniformLocation(shaderProgram, "_Model"); | ||||
|     glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]); | ||||
| } | ||||
| 
 | ||||
| void updateViewMatrix(GLuint shaderProgram) | ||||
| { | ||||
|     glm::mat4 view = glm::mat4(1.0); | ||||
|     GLint viewLocation = getShaderUniformLocation(shaderProgram, "_View"); | ||||
|     glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]); | ||||
| } | ||||
| 
 | ||||
| void updateModelViewProjectionMatrix(GLuint shaderProgram, float time) | ||||
| { | ||||
|     // Calculate matrices
 | ||||
|     updateProjectionMatrix(shaderProgram); | ||||
|     updateModelMatrix(shaderProgram, time); | ||||
|     updateViewMatrix(shaderProgram); | ||||
| } | ||||
| 
 | ||||
| GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName) | ||||
| { | ||||
|     GLint location = glGetUniformLocation(shaderProgram, uniformName.c_str()); | ||||
|     if (location == -1) | ||||
|     { | ||||
|         std::cerr << "Could not find uniform: " << uniformName << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     return location; | ||||
| } | ||||
| 
 | ||||
|  | ||||
							
								
								
									
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								src/gfx.hpp
									
									
									
									
									
								
							
							
						
						
									
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								src/gfx.hpp
									
									
									
									
									
								
							| @ -3,6 +3,19 @@ | ||||
| #include <string> | ||||
| 
 | ||||
| #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); | ||||
| 
 | ||||
| GLuint compileShaderProgram(const std::string& fragShaderPath); | ||||
| GLuint compileShader(const std::string& shaderPath, GLenum shaderType); | ||||
| GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName); | ||||
| 
 | ||||
| void updateProjectionMatrix(GLuint shaderProgram); | ||||
| void updateModelMatrix(GLuint shaderProgram, float time); | ||||
| void updateViewMatrix(GLuint shaderProgram); | ||||
| void updateModelViewProjectionMatrix(GLuint shaderProgram, float time); | ||||
							
								
								
									
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								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
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								src/main.cpp
									
									
									
									
									
								
							| @ -35,120 +35,17 @@ | ||||
| // cmake ..
 | ||||
| // cmake --build .
 | ||||
| 
 | ||||
| #include "glm/glm.hpp" | ||||
| #include "glm/gtc/matrix_transform.hpp" | ||||
| #include <GL/glew.h> | ||||
| #include <GLFW/glfw3.h> | ||||
| 
 | ||||
| #include <iostream> | ||||
| #include <string> | ||||
| 
 | ||||
| #include "gfx.hpp" | ||||
| #include "icosphere.hpp" | ||||
| #include "orbit.hpp" | ||||
| 
 | ||||
| #include <cmath> | ||||
| #include "astro/twoBodyMethods.hpp" | ||||
| 
 | ||||
| const int WIDTH = 640; | ||||
| const int HEIGHT = 480; | ||||
| const float ASPECT = (float)WIDTH / (float)HEIGHT; | ||||
| 
 | ||||
| // Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
 | ||||
| // Returns 0 for success, and -1 for any failure.
 | ||||
| // Failures are printed to STDERR.
 | ||||
| int initGraphics(GLFWwindow** window) | ||||
| { | ||||
|     // Set up GLFW, OpenGL and GLEW.
 | ||||
|     if (!glfwInit()) | ||||
|     { | ||||
|         std::cerr << "Failed to initialize GLFW" << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | ||||
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||||
|     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||||
| 
 | ||||
|     *window = glfwCreateWindow(WIDTH, HEIGHT, "Hello Astro", NULL, NULL); | ||||
|     if (!window) | ||||
|     { | ||||
|         glfwTerminate(); | ||||
|         std::cerr << "Failed to open window with GLFW" << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     glfwMakeContextCurrent(*window); | ||||
| 
 | ||||
|     glewExperimental = GL_TRUE; | ||||
|     if (glewInit() != GLEW_OK) | ||||
|     { | ||||
|         std::cerr << "Failed to initialize GLEW" << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     glEnable(GL_DEPTH_TEST); | ||||
| 
 | ||||
|     return 0; | ||||
| } | ||||
| 
 | ||||
| GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName) | ||||
| { | ||||
|     GLint location = glGetUniformLocation(shaderProgram, uniformName.c_str()); | ||||
|     if (location == -1) | ||||
|     { | ||||
|         std::cerr << "Could not find uniform: " << uniformName << std::endl; | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     return location; | ||||
| } | ||||
| 
 | ||||
| void updateProjectionMatrix(GLuint shaderProgram) | ||||
| { | ||||
|     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]); | ||||
| } | ||||
| 
 | ||||
| void updateModelMatrix(GLuint shaderProgram, float time) | ||||
| { | ||||
|     constexpr float angle = glm::radians(10.0); | ||||
|     glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0); | ||||
|     glm::mat4 model = glm::rotate(glm::mat4(1.0), angle * time, axis); | ||||
|     GLint modelLocation = getShaderUniformLocation(shaderProgram, "_Model"); | ||||
|     glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]); | ||||
| } | ||||
| 
 | ||||
| void updateViewMatrix(GLuint shaderProgram) | ||||
| { | ||||
|     glm::mat4 view = glm::mat4(1.0); | ||||
|     GLint viewLocation = getShaderUniformLocation(shaderProgram, "_View"); | ||||
|     glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]); | ||||
| } | ||||
| 
 | ||||
| void updateModelViewProjectionMatrix(GLuint shaderProgram, float time) | ||||
| { | ||||
|     // Calculate matrices
 | ||||
|     updateProjectionMatrix(shaderProgram); | ||||
|     updateModelMatrix(shaderProgram, time); | ||||
|     updateViewMatrix(shaderProgram); | ||||
| } | ||||
| 
 | ||||
| int main() | ||||
| { | ||||
|     // Calculate period of ISS orbit around the Earth
 | ||||
|     const float semiMajorAxis = 6738000; | ||||
|     const float gravitationalParameter = 3.986e14; | ||||
|     float period = astro::computeKeplerOrbitalPeriod(semiMajorAxis, gravitationalParameter); | ||||
|     period /= 60.0; | ||||
|     std::cout << period << std::endl; | ||||
| 
 | ||||
|     glm::vec3 v(0.0, 1.0, 2.0); | ||||
|     std::cout << "(" << v.x << ", " << v.y << ", " << v.z << ")" << std::endl; | ||||
| 
 | ||||
|     GLFWwindow* window = nullptr; | ||||
|     if (initGraphics(&window) != 0) | ||||
|     if (initGraphics(&window, "Hello Astro") != 0) | ||||
|         return -1; | ||||
| 
 | ||||
|     GLuint litProgram = compileShaderProgram("./frag_lit.glsl"); | ||||
|  | ||||
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