game/src/main.cpp

205 lines
6.1 KiB
C++

// TODO: Stop this fuckery
const char *vertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\0";
// Include Config header generated by GNU autotools
#include "../config.h"
#include <GL/glew.h>
// Make sure Glew is loaded first
#include <GL/gl.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.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(PACKAGE_STRING, 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
// Initialise Glew
if (glewInit() != GLEW_OK) {
error.crash("Unable to initialise GLEW (OpenGL Extention Wrangler)");
}
// Create event handling struct
SDL_Event input;
// test square!
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = {
// note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
// 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);
// set up vbo for vao
glVertexArrayVertexBuffer(VAO, 0, VBO, 0, sizeof(float) * 3);
// shove vertex array into buffer
glBindVertexArray(VAO);
// Create element buffer (allows the use of indices)
unsigned int EBO;
glGenBuffers(1, &EBO);
// Bind element Buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
// create vertex shader
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
// compile vertex shader
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// TODO: test the shader was compiled
// https://learnopengl.com/Getting-started/Hello-Triangle
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
error.crash("vertex shader compilation failed", infoLog);
}
// create fragment shader
unsigned int fragmentShader;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
// compile fragment shader
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// TODO: test the shader was compiled
// https://learnopengl.com/Getting-started/Hello-Triangle
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
error.crash("fragment shader compilation failed", infoLog);
}
// Tell openGL how to interpret vertex data
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// Create the shader program
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
// Attach shaders to the shader program
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// test the shader was linked
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
error.crash("failed to create shader program", infoLog);
}
// Clean up shader creation stuff from memory
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// 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
};
// 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);
// 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;
}