257 lines
7.4 KiB
C++
257 lines
7.4 KiB
C++
// Include Config header generated by GNU autotools
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#include <GL/glew.h>
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// Make sure Glew is loaded first
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#include <GL/gl.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_opengl.h>
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// Not used yet
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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// File reader
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#include <fstream>
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#include <iostream>
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#include <string>
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// Shader
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#include "ShaderLoader.h"
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// Camera
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#include "PlayerCamera.h"
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#include "helpers/RootDir.h"
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// Objects
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#include "Mesh.h"
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#include "Model.h"
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#include <vector>
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// Include error class
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#include "Error.h"
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Error error("main");
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int main(int argc, char **argv) {
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// Initialise SDL2
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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error.crash("Unable to initialise SDL: ", SDL_GetError());
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return 1;
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}
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// Make OpenGL use double buffering (Render game first then shove to output)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// TODO: Understand what a depth buffer is
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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// TODO: Discover if this is necessary for linux and what values they need be
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// SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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// SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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// SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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// SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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// Create Window
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SDL_Window *window =
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SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
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if (window == NULL) {
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error.crash("Unable to initialise SDL Window: ", SDL_GetError());
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return 1;
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}
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// Create glContext
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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// TODO: Test that glContext was created successfully
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// Tell us the number of vertex attributes allowed in bug reports
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//
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int nrAttributes;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
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error.log("Maximum num of vertex attributes supported: " +
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std::to_string(nrAttributes));
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// Initialise Glew
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if (glewInit() != GLEW_OK) {
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error.crash("Unable to initialise GLEW (OpenGL Extention Wrangler)");
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}
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// Create event handling struct
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SDL_Event input;
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ShaderLoader shader(ROOT_DIR "data/shaders/vertex.glsl",
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ROOT_DIR "data/shaders/fragment.glsl");
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// Load texture image
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// SDL_Surface *image = IMG_Load(ROOT_DIR "data/container.jpg");
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// if (image == nullptr) {
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// error.crash("SDL2_image was unable to load a texture", IMG_GetError());
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//}
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// create and bind texture object
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// unsigned int texture;
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// glGenTextures(1, &texture);
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//// glBindTexture(GL_TEXTURE_2D, texture);
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//// Handle different SDL Surface data types
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// int mode = GL_RGB;
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// if (image->format->BytesPerPixel == 4) {
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// mode = GL_RGBA;
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//}
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//// Generate texture and mipmap from image
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// glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode,
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// GL_UNSIGNED_BYTE, image->pixels);
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// glGenerateMipmap(GL_TEXTURE_2D);
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// remove image surface now it's no longer needed to create texture
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// SDL_FreeSurface(image);
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// image = nullptr;
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// Generate Mesh
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// Define some useful structures to be used in the mesh object
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// struct Vertex {
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// glm::vec3 Position;
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// glm::vec3 Normal;
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// glm::vec2 TexCoords;
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// };
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// struct Texture {
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// unsigned int id;
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// std::string type;
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// };
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float vertices[] = {
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// positions // texture Co-ords
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
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};
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// unsigned int indices[] = {
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// 0, 1, 3, // First triangle
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// 1, 2, 3 // Second triangle
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//};
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// std::vector<Vertex> mvertices;
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// Vertex vertex;
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// vertex.Position = glm::vec3(0.5f, 0.5f, 0.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(1.0f, 1.0f);
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// mvertices.push_back(vertex);
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// vertex.Position = glm::vec3(0.5f, -0.5f, 0.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(1.0f, 0.0f);
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// mvertices.push_back(vertex);
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// vertex.Position = glm::vec3(-0.5f, -0.5f, 0.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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// mvertices.push_back(vertex);
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// vertex.Position = glm::vec3(-0.5f, 0.5f, 0.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(0.0f, 1.0f);
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// mvertices.push_back(vertex);
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// std::vector<unsigned int> mindices{
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// 0, 3, 1, // First triangle
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// 1, 3, 2 // Second triangle
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//};
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// std::vector<Texture> mtextures;
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// Texture mtexture;
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// mtexture.id = texture;
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// mtexture.type = "texture_diffuse";
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// Mesh mesh(mvertices, mindices, mtextures);
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// std::vector<Vertex> mvertices2;
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// vertex.Position = glm::vec3(0.5f, 0.5f, 1.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(1.0f, 1.0f);
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// mvertices2.push_back(vertex);
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// vertex.Position = glm::vec3(0.5f, -0.5f, 1.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(1.0f, 0.0f);
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// mvertices2.push_back(vertex);
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// vertex.Position = glm::vec3(-0.5f, -0.5f, 1.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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// mvertices2.push_back(vertex);
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// vertex.Position = glm::vec3(-0.5f, 0.5f, 1.0f);
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// vertex.Normal = glm::vec3();
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// vertex.TexCoords = glm::vec2(0.0f, 1.0f);
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// mvertices2.push_back(vertex);
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// Mesh mesh2(mvertices2, mindices, mtextures);
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// std::vector<Mesh> modelMeshes;
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// modelMeshes.push_back(mesh);
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// modelMeshes.push_back(mesh2);
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// Model model(modelMeshes);
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// Model model2(mesh);
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// model.translate(glm::vec3(1.0f, 0.0f, 0.0f));
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Model backpack(ROOT_DIR "data/models/backpack/backpack.obj");
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// Model cube(ROOT_DIR "data/models/cube/cube.obj");
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// Mess with perspective
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// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1
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// unit <-> 100 units
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float width = 800;
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float height = 600;
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glm::mat4 Projection = glm::perspective(
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glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
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// Create player camera object
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PlayerCamera camera;
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// Enable Render order things don't render in front of the wrong objects
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// glCullFace(GL_FRONT);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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// Game loop
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bool running = true;
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while (running) {
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// SDL Event handling loop
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while (SDL_PollEvent(&input) > 0) {
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// Handle SDL quit event
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if (input.type == SDL_QUIT) {
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running = false;
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}
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// TODO: Do something with keys lol
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};
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camera.tick();
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// Clear screen ready for next loop
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Make every shader/rendering call from this point on use our shader
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// glUseProgram(shaderProgram);
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// Send our glsl shader our mvp
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shader.setMat4("MVP", camera.getMVP());
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// Draw Meshes
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// model2.draw(shader);
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// model.draw(shader);
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// cube.draw(shader);
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backpack.draw(shader);
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// Finally render everything
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shader.use();
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// I think this is meant to be here but it breaks...
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// shove vertex array into buffer
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// glBindVertexArray(VAO);
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// TODO: Run game here lol
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SDL_GL_SwapWindow(window);
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};
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// Escaped Game loop
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// On close also destroy window
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SDL_DestroyWindow(window);
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// Close all leftover SDL systems
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SDL_Quit();
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return 0;
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}
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