205 lines
6.1 KiB
C++
205 lines
6.1 KiB
C++
// TODO: Stop this fuckery
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const char *vertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\0";
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// Include Config header generated by GNU autotools
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#include "../config.h"
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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_opengl.h>
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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 = SDL_CreateWindow(PACKAGE_STRING, SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, 800, 600,
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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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// 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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// test square!
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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unsigned int indices[] = {
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// note that we start from 0!
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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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// Vertex Buffer Object
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unsigned int VBO;
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glGenBuffers(1, &VBO);
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// Bind the buffer and size it to the data provided
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Create vertex array that will populate buffer
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unsigned int VAO;
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glCreateVertexArrays(1, &VAO);
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glEnableVertexArrayAttrib(VAO, 0);
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// set up vertex array atributes
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glVertexArrayAttribFormat(VAO, 0, 3, GL_FLOAT, GL_FALSE, 0);
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// set up vbo for vao
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glVertexArrayVertexBuffer(VAO, 0, VBO, 0, sizeof(float) * 3);
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// shove vertex array into buffer
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glBindVertexArray(VAO);
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// Create element buffer (allows the use of indices)
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unsigned int EBO;
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glGenBuffers(1, &EBO);
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// Bind element Buffer
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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// create vertex shader
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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// compile vertex shader
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// TODO: test the shader was compiled
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// https://learnopengl.com/Getting-started/Hello-Triangle
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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error.crash("vertex shader compilation failed", infoLog);
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}
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// create fragment shader
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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// compile fragment shader
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// TODO: test the shader was compiled
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// https://learnopengl.com/Getting-started/Hello-Triangle
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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error.crash("fragment shader compilation failed", infoLog);
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}
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// Tell openGL how to interpret vertex data
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Create the shader program
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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// Attach shaders to the shader program
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// test the shader was linked
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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error.crash("failed to create shader program", infoLog);
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}
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// Clean up shader creation stuff from memory
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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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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// Clear screen ready for next loop
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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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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// 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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// Draw triangle
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// glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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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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