We now have a triangle :D

This commit is contained in:
Warwick 2021-01-26 16:38:56 +00:00
parent 3291732dd3
commit 3652cd82d4
2 changed files with 81 additions and 53 deletions

View file

@ -9,6 +9,8 @@ BUILDDIR = build/
all: $(TARGET) all: $(TARGET)
$(TARGET): $(SRCDIR)main.cpp $(TARGET): $(SRCDIR)main.cpp $(BUILDDIR)
$(CC) $(CFLAGS) -o $(BUILDDIR)$(TARGET) $(SRCDIR)main.cpp $(CC) $(CFLAGS) -o $(BUILDDIR)$(TARGET) $(SRCDIR)main.cpp
$(BUILDDIR):
mkdir -p $(BUILDDIR)

View file

@ -1,64 +1,90 @@
//#include <iostream> //#include <iostream>
#include <GL/glew.h> #include <GL/glew.h>
// Make sure Glew is loaded first
#include <GL/gl.h> #include <GL/gl.h>
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h> #include <SDL2/SDL_opengl.h>
//TODO: Create Error handling class // TODO: Create Error handling class
int main(int argc, char ** argv){ int main(int argc, char **argv) {
// Initialise SDL2 // Initialise SDL2
//TODO: Check if sdl initialised // TODO: Check if sdl initialised
SDL_Init(SDL_INIT_EVERYTHING); SDL_Init(SDL_INIT_EVERYTHING);
//Make OpenGL use double buffering (Render game first then shove to output) // Make OpenGL use double buffering (Render game first then shove to output)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
//TODO: Understand what a depth buffer is // TODO: Understand what a depth buffer is
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
//TODO: Discover if thid is necessary for linux and what values they need be // TODO: Discover if thid is necessary for linux and what values they need be
//SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
//SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
//SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
//SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
// Create Window // Create Window
SDL_Window *window = SDL_Window *window =
SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
800, 600, SDL_WINDOW_SHOWN|SDL_WINDOW_OPENGL); 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
//TODO: Test that window was created successfully // TODO: Test that window was created successfully
//Create glContext // Create glContext
SDL_GLContext glContext = SDL_GL_CreateContext(window); SDL_GLContext glContext = SDL_GL_CreateContext(window);
//TODO: Test that glContext was created successfully // TODO: Test that glContext was created successfully
//Initialise Glew // Initialise Glew
if (glewInit() != GLEW_OK){ if (glewInit() != GLEW_OK) {
//TODO: Throw an error lol // TODO: Throw an error lol
} }
// Create event handling struct
//Create event handling struct
SDL_Event input; SDL_Event input;
// test triangle
float vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
// Vertex Buffer Object
unsigned int VBO;
glGenBuffers(1, &VBO);
// Bind the buffer and size it to the data provided
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Create vertex array that will populate buffer
unsigned int VAO;
glCreateVertexArrays(1, &VAO);
glEnableVertexArrayAttrib(VAO, 0);
// set up vertex array atributes
glVertexArrayAttribFormat(VAO, 0, 3, GL_FLOAT, GL_FALSE, 0);
// sut up vbo for vao
glVertexArrayVertexBuffer(VAO, 0, VBO, 0, sizeof(float) * 3);
// shove vertex array into buffer
glBindVertexArray(VAO);
// Game loop // Game loop
bool running = true; bool running = true;
while(running){ while (running) {
//SDL Event handling loop // SDL Event handling loop
while (SDL_PollEvent(&input) > 0){ while (SDL_PollEvent(&input) > 0) {
// Handle SDL quit event // Handle SDL quit event
if (input.type == SDL_QUIT){ if (input.type == SDL_QUIT) {
running = false; running = false;
} }
//TODO: Do something with keys lol // TODO: Do something with keys lol
}; };
//Clear screen ready for next loop // Clear screen ready for next loop
glClearColor(0.0f,0.0f,0.0f,0.0f); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// TODO: Run game here lol // TODO: Run game here lol
// Draw triangle
glDrawArrays(GL_TRIANGLES, 0, 3);
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);
}; };