// Include Config header generated by GNU autotools #include // Make sure Glew is loaded first #include #include #include #include // Not used yet #include #include // File reader #include #include #include // Shader #include "ShaderLoader.h" // Camera #include "PlayerCamera.h" // Include error class #include "Error.h" Error error("main"); int main(int argc, char **argv) { // Initialise SDL2 if (SDL_Init(SDL_INIT_EVERYTHING) != 0) { error.crash("Unable to initialise SDL: ", SDL_GetError()); return 1; } // Make OpenGL use double buffering (Render game first then shove to output) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // TODO: Understand what a depth buffer is SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // TODO: Discover if this is necessary for linux and what values they need be // SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); // Create Window SDL_Window *window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL); if (window == NULL) { error.crash("Unable to initialise SDL Window: ", SDL_GetError()); return 1; } // Create glContext SDL_GLContext glContext = SDL_GL_CreateContext(window); // TODO: Test that glContext was created successfully // Tell us the number of vertex attributes allowed in bug reports // int nrAttributes; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes); error.log("Maximum num of vertex attributes supported: " + std::to_string(nrAttributes)); // Initialise Glew if (glewInit() != GLEW_OK) { error.crash("Unable to initialise GLEW (OpenGL Extention Wrangler)"); } // Create event handling struct SDL_Event input; ShaderLoader shader("./data/shaders" "/vertex.glsl", "./data/shaders" "/fragment.glsl"); float vertices[] = { // positions // texture Co-ords 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left }; unsigned int indices[] = { 0, 1, 3, // First triangle 1, 2, 3 // Second triangle }; unsigned int VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); // bind the Vertex Array Object first, then bind and set vertex buffer(s), and // then configure vertex attributes(s). glBindVertexArray(VAO); // Bind VBO glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Bind EBO glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); // texture attribute glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float))); glEnableVertexAttribArray(1); // You can unbind the VAO afterwards so other VAO calls won't accidentally // modify this VAO, but this rarely happens. Modifying other VAOs requires a // call to glBindVertexArray anyways so we generally don't unbind VAOs (nor // VBOs) when it's not directly necessary. glBindVertexArray(0); // Determine how we handle textures glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); // Determine border colour for incorrectly sized textures float borderColor[] = {0.5f, 0.5f, 0.5f, 1.0f}; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); // Texture aliasing glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Load texture image SDL_Surface *image = IMG_Load("./data" "/container.jpg"); if (image == nullptr) { error.crash("SDL2_image was unable to load a texture", IMG_GetError()); } // create and bind texture object unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); // Handle different SDL Surface data types int mode = GL_RGB; if (image->format->BytesPerPixel == 4) { mode = GL_RGBA; } // Generate texture and mipmap from image glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode, GL_UNSIGNED_BYTE, image->pixels); glGenerateMipmap(GL_TEXTURE_2D); // remove image surface now it's no longer needed to create texture SDL_FreeSurface(image); image = nullptr; // Mess with perspective // Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 // unit <-> 100 units float width = 800; float height = 600; glm::mat4 Projection = glm::perspective( glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f); //// Camera matrix // glm::mat4 View = glm::lookAt( // glm::vec3(4, 3, 3), // Camera is at (4,3,3), in World Space // glm::vec3(0, 0, 0), // and looks at the origin // glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down) //); //// Model matrix : an identity matrix (model will be at the origin) // glm::mat4 Model = glm::mat4(1.0f); //// Our ModelViewProjection : multiplication of our 3 matrices // glm::mat4 mvp = // Projection * View * // Model; // Remember, matrix multiplication is the other way around PlayerCamera camera; // Game loop bool running = true; while (running) { // SDL Event handling loop while (SDL_PollEvent(&input) > 0) { // Handle SDL quit event if (input.type == SDL_QUIT) { running = false; } // TODO: Do something with keys lol }; camera.tick(); // Clear screen ready for next loop glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Make every shader/rendering call from this point on use our shader // glUseProgram(shaderProgram); // Send our glsl shader our mvp shader.setMat4("MVP", camera.getMVP()); shader.use(); // I think this is meant to be here but it breaks... // shove vertex array into buffer glBindVertexArray(VAO); // TODO: Run game here lol // Draw triangle // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // glBindVertexArray(0); SDL_GL_SwapWindow(window); }; // Escaped Game loop // On close also destroy window SDL_DestroyWindow(window); // Close all leftover SDL systems SDL_Quit(); return 0; }