161 lines
4.4 KiB
C++
161 lines
4.4 KiB
C++
#include "gfx.hpp"
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#include <iostream>
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#include "io.hpp"
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float aspect_;
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// Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
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// Returns 0 for success, and -1 for any failure.
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// Failures are printed to STDERR.
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int initGraphics(GLFWwindow** window, const std::string& title)
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{
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// Set up GLFW, OpenGL and GLEW.
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if (!glfwInit())
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{
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
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}
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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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glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
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*window = glfwCreateWindow(640, 480, title.c_str(), NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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std::cerr << "Failed to open window with GLFW" << std::endl;
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return -1;
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}
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glfwSetWindowSizeCallback(*window, windowSizeCallback);
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glfwMakeContextCurrent(*window);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cerr << "Failed to initialize GLEW" << std::endl;
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return -1;
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}
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glEnable(GL_DEPTH_TEST);
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return 0;
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}
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void windowSizeCallback(GLFWwindow* window, int width, int height)
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{
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aspect_ = (float)width / (float)height;
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glViewport(0, 0, width, height);
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}
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GLuint compileShader(const std::string& shaderPath, GLenum shaderType)
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{
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GLuint shader;
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GLint success;
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std::string shaderSource = readFile(shaderPath);
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const char* source = shaderSource.c_str();
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shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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GLchar infoLog[512];
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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std::cerr << "shader compilation failed" << std::endl
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<< infoLog << std::endl;
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}
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return shader;
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}
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GLuint compileShaderProgram(const std::string& fragShaderPath)
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{
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GLuint vertShader = compileShader("./vert.glsl", GL_VERTEX_SHADER);
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GLuint fragShader = compileShader(fragShaderPath, GL_FRAGMENT_SHADER);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertShader);
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glAttachShader(shaderProgram, fragShader);
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glLinkProgram(shaderProgram);
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GLint success;
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GLchar infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success)
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{
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cerr << "shader linking failed" << std::endl
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<< infoLog << std::endl;
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exit(-1);
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}
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// We no longer need the individual shaders
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glDeleteShader(vertShader);
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glDeleteShader(fragShader);
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return shaderProgram;
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}
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void updateProjectionMatrix(GLuint shaderProgram)
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{
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float left = -aspect_, right = aspect_, bottom = -1.0, top = 1.0, near = -2.0, far = 1.0;
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glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far);
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GLint projectionLocation = getShaderUniformLocation(shaderProgram, "_Projection");
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glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, &projection[0][0]);
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}
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void updateModelMatrix(GLuint shaderProgram)
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{
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glm::mat4 model = glm::mat4(1.0);
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GLint modelLocation = getShaderUniformLocation(shaderProgram, "_Model");
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glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]);
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}
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void updateViewMatrix(GLuint shaderProgram, float time)
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{
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glm::mat4 view = glm::mat4(1.0);
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// Rotation
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// TODO: disconnect application and simulation time
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constexpr float angle = 0;
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//constexpr float angle = glm::radians(10.0);
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glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0);
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view = glm::rotate(view, angle * time, axis);
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GLint viewLocation = getShaderUniformLocation(shaderProgram, "_View");
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glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]);
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}
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void updateModelViewProjectionMatrix(GLuint shaderProgram, float time)
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{
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// Calculate matrices
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updateProjectionMatrix(shaderProgram);
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updateModelMatrix(shaderProgram);
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updateViewMatrix(shaderProgram, time);
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}
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GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName)
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{
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GLint location = glGetUniformLocation(shaderProgram, uniformName.c_str());
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if (location == -1)
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{
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std::cerr << "Could not find uniform: " << uniformName << std::endl;
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return -1;
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}
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return location;
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}
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