game/src/main.cpp

257 lines
7.4 KiB
C++

// Include Config header generated by GNU autotools
#include <GL/glew.h>
// Make sure Glew is loaded first
#include <GL/gl.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_opengl.h>
// Not used yet
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// File reader
#include <fstream>
#include <iostream>
#include <string>
// Shader
#include "ShaderLoader.h"
// Camera
#include "PlayerCamera.h"
#include "helpers/RootDir.h"
// Objects
#include "Mesh.h"
#include "Model.h"
#include <vector>
// 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(ROOT_DIR "data/shaders/vertex.glsl",
ROOT_DIR "data/shaders/fragment.glsl");
// Load texture image
// SDL_Surface *image = IMG_Load(ROOT_DIR "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;
// Generate Mesh
// Define some useful structures to be used in the mesh object
// struct Vertex {
// glm::vec3 Position;
// glm::vec3 Normal;
// glm::vec2 TexCoords;
// };
// struct Texture {
// unsigned int id;
// std::string type;
// };
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
//};
// std::vector<Vertex> mvertices;
// Vertex vertex;
// vertex.Position = glm::vec3(0.5f, 0.5f, 0.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(1.0f, 1.0f);
// mvertices.push_back(vertex);
// vertex.Position = glm::vec3(0.5f, -0.5f, 0.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(1.0f, 0.0f);
// mvertices.push_back(vertex);
// vertex.Position = glm::vec3(-0.5f, -0.5f, 0.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(0.0f, 0.0f);
// mvertices.push_back(vertex);
// vertex.Position = glm::vec3(-0.5f, 0.5f, 0.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(0.0f, 1.0f);
// mvertices.push_back(vertex);
// std::vector<unsigned int> mindices{
// 0, 3, 1, // First triangle
// 1, 3, 2 // Second triangle
//};
// std::vector<Texture> mtextures;
// Texture mtexture;
// mtexture.id = texture;
// mtexture.type = "texture_diffuse";
// Mesh mesh(mvertices, mindices, mtextures);
// std::vector<Vertex> mvertices2;
// vertex.Position = glm::vec3(0.5f, 0.5f, 1.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(1.0f, 1.0f);
// mvertices2.push_back(vertex);
// vertex.Position = glm::vec3(0.5f, -0.5f, 1.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(1.0f, 0.0f);
// mvertices2.push_back(vertex);
// vertex.Position = glm::vec3(-0.5f, -0.5f, 1.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(0.0f, 0.0f);
// mvertices2.push_back(vertex);
// vertex.Position = glm::vec3(-0.5f, 0.5f, 1.0f);
// vertex.Normal = glm::vec3();
// vertex.TexCoords = glm::vec2(0.0f, 1.0f);
// mvertices2.push_back(vertex);
// Mesh mesh2(mvertices2, mindices, mtextures);
// std::vector<Mesh> modelMeshes;
// modelMeshes.push_back(mesh);
// modelMeshes.push_back(mesh2);
// Model model(modelMeshes);
// Model model2(mesh);
// model.translate(glm::vec3(1.0f, 0.0f, 0.0f));
Model backpack(ROOT_DIR "data/models/backpack/backpack.obj");
// Model cube(ROOT_DIR "data/models/cube/cube.obj");
// 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);
// Create player camera object
PlayerCamera camera;
// Enable Render order things don't render in front of the wrong objects
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// glCullFace(GL_FRONT);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
// 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
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());
// Draw Meshes
// model2.draw(shader);
// model.draw(shader);
// cube.draw(shader);
backpack.draw(shader);
// Finally render everything
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
SDL_GL_SwapWindow(window);
};
// Escaped Game loop
// On close also destroy window
SDL_DestroyWindow(window);
// Close all leftover SDL systems
SDL_Quit();
return 0;
}