first
This commit is contained in:
21
.gitignore
vendored
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21
.gitignore
vendored
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@@ -0,0 +1,21 @@
|
|||||||
|
CMakeLists.txt.user
|
||||||
|
CMakeCache.txt
|
||||||
|
CMakeFiles
|
||||||
|
CMakeScripts
|
||||||
|
Testing
|
||||||
|
Makefile
|
||||||
|
cmake_install.cmake
|
||||||
|
install_manifest.txt
|
||||||
|
compile_commands.json
|
||||||
|
CTestTestfile.cmake
|
||||||
|
_deps
|
||||||
|
CMakeUserPresets.json
|
||||||
|
|
||||||
|
build/
|
||||||
|
|
||||||
|
# CLion
|
||||||
|
# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
|
||||||
|
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
|
||||||
|
# and can be added to the global gitignore or merged into this file. For a more nuclear
|
||||||
|
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
|
||||||
|
#cmake-build-*
|
||||||
20
CMakeLists.txt
Normal file
20
CMakeLists.txt
Normal file
@@ -0,0 +1,20 @@
|
|||||||
|
cmake_minimum_required(VERSION 3.30.0)
|
||||||
|
|
||||||
|
project(openglProject VERSION 0.1)
|
||||||
|
|
||||||
|
set(CMAKE_CXX_STANDARD 20)
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||||||
|
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||||
|
|
||||||
|
set(CMAKE_COLOR_MAKEFILE ON)
|
||||||
|
set(CMAKE_COLOR_DIAGNOSTICS ON)
|
||||||
|
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||||
|
|
||||||
|
set(RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin")
|
||||||
|
set(LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/lib")
|
||||||
|
set(ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/lib")
|
||||||
|
|
||||||
|
find_package(GLEW REQUIRED)
|
||||||
|
find_package(OpenGL REQUIRED)
|
||||||
|
|
||||||
|
add_subdirectory(source)
|
||||||
|
add_subdirectory(external)
|
||||||
3
external/CMakeLists.txt
vendored
Normal file
3
external/CMakeLists.txt
vendored
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
# ADD Externals HERE
|
||||||
|
add_subdirectory(glfw)
|
||||||
|
|
||||||
1
external/glad
vendored
Submodule
1
external/glad
vendored
Submodule
Submodule external/glad added at e3c14f9061
1
external/glfw
vendored
Submodule
1
external/glfw
vendored
Submodule
Submodule external/glfw added at 567b1ec244
17
source/CMakeLists.txt
Normal file
17
source/CMakeLists.txt
Normal file
@@ -0,0 +1,17 @@
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|||||||
|
# ADD SOURCES HERE
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||||||
|
set(SOURCE_FILES
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||||||
|
main.cpp
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||||||
|
)
|
||||||
|
|
||||||
|
add_executable(${PROJECT_NAME} ${SOURCE_FILES})
|
||||||
|
|
||||||
|
target_link_libraries(
|
||||||
|
${PROJECT_NAME}
|
||||||
|
PRIVATE
|
||||||
|
OpenGL::GL
|
||||||
|
GLEW::GLEW
|
||||||
|
glfw)
|
||||||
|
target_sources(
|
||||||
|
${PROJECT_NAME}
|
||||||
|
main.cpp
|
||||||
|
)
|
||||||
0
source/engin/shaders.c
Normal file
0
source/engin/shaders.c
Normal file
16
source/engin/shaders.h
Normal file
16
source/engin/shaders.h
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#ifndef SHADERS_H
|
||||||
|
#define SHADERS_H
|
||||||
|
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
char* vertex;
|
||||||
|
int vertexSize;
|
||||||
|
char* fragment;
|
||||||
|
int fragmentSize;
|
||||||
|
} shader;
|
||||||
|
|
||||||
|
int ReadFragmentShader(const char* path, shader* shader);
|
||||||
|
int ReadVertexShader(const char* path, shader* shader);
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
||||||
75
source/engin/window.c
Normal file
75
source/engin/window.c
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|
|||||||
|
#include "window.h"
|
||||||
|
#include "GLFW/glfw3.h"
|
||||||
|
#include <string.h>
|
||||||
|
|
||||||
|
int keyState[GLFW_KEY_LAST] = {0};
|
||||||
|
|
||||||
|
// Key name lookup table (optional, you can hardcode or load from a config)
|
||||||
|
const char* keyNames[GLFW_KEY_LAST] = {
|
||||||
|
"Escape", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
|
||||||
|
"Backspace", "Tab", "Return", "Space", "Delete", "Insert", "Home", "End", "PageUp", "PageDown",
|
||||||
|
"Left", "Up", "Right", "Down", "PrintScreen", "Pause", "ScrollLock", "NumLock", "CapsLock",
|
||||||
|
"Shift", "Control", "Alt", "Super", "Enter", "Backspace", "Tab", "Space",
|
||||||
|
// Add more key names as needed
|
||||||
|
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
|
||||||
|
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9",
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||||||
|
// Add more if needed
|
||||||
|
};
|
||||||
|
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||||
|
|
||||||
|
int WindowCreate(window* w, window_config *config) {
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_PROFILE);
|
||||||
|
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
|
||||||
|
|
||||||
|
w->ctx = glfwCreateWindow(config->width, config->height, config->Name, 0, 0);
|
||||||
|
|
||||||
|
glfwMakeContextCurrent(w->ctx);
|
||||||
|
|
||||||
|
glfwSetKeyCallback(w->ctx, keyCallback);
|
||||||
|
|
||||||
|
glewExperimental = GL_TRUE;
|
||||||
|
glewInit();
|
||||||
|
glfwGetFramebufferSize(w->ctx, &w->width, &w->height);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int WindowHandleInput(window* w) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
int WindowEventHandler(window* w) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int keyNameToCode(const char* name) {
|
||||||
|
for (int i = 0; i < GLFW_KEY_LAST; ++i) {
|
||||||
|
if (strcmp(name, keyNames[i]) == 0) {
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return -1; // invalid key
|
||||||
|
}
|
||||||
|
|
||||||
|
// GetKey wrapper
|
||||||
|
int GetKey(const char* keyName) {
|
||||||
|
int keyCode = keyNameToCode(keyName);
|
||||||
|
if (keyCode == -1) {
|
||||||
|
return 0; // or you can handle error differently
|
||||||
|
}
|
||||||
|
return keyState[keyCode];
|
||||||
|
}
|
||||||
|
|
||||||
|
// GLFW key callback
|
||||||
|
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
|
||||||
|
if (key >= 0 && key < GLFW_KEY_LAST) {
|
||||||
|
if (action == GLFW_PRESS) {
|
||||||
|
keyState[key] = 1;
|
||||||
|
} else if (action == GLFW_RELEASE) {
|
||||||
|
keyState[key] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
44
source/engin/window.h
Normal file
44
source/engin/window.h
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
#ifndef WINDOW_H
|
||||||
|
#define WINDOW_H
|
||||||
|
|
||||||
|
typedef int(*window_evnet_cb)(int argc, void* argv);
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
const char* Log;
|
||||||
|
window_evnet_cb callback;
|
||||||
|
|
||||||
|
|
||||||
|
}window_event;
|
||||||
|
|
||||||
|
#ifdef _GLFW_WAYLAND
|
||||||
|
#define GLEW_STATIC
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
typedef GLFWwindow context;
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||||||
|
#else
|
||||||
|
// If not using GLFW
|
||||||
|
#endif
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
const char* Name;
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||||||
|
const char* Description;
|
||||||
|
int width;
|
||||||
|
int height;
|
||||||
|
window_event windowClosedEvent;
|
||||||
|
window_event windowOpenEvent;
|
||||||
|
window_event windowKeyEvent;
|
||||||
|
}window_config;
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
const char* Name;
|
||||||
|
const char* Description;
|
||||||
|
int width;
|
||||||
|
int height;
|
||||||
|
context* ctx;
|
||||||
|
}window;
|
||||||
|
|
||||||
|
int WindowCreate(window* w,window_config* config);
|
||||||
|
int WindowHandleInput(window* w);
|
||||||
|
int WindowEventHandler(window* w);
|
||||||
|
int GetKeyDown(const char* keyName);
|
||||||
|
#endif
|
||||||
170
source/main.cpp
Normal file
170
source/main.cpp
Normal file
@@ -0,0 +1,170 @@
|
|||||||
|
/* #############################################################################
|
||||||
|
* # openglProject
|
||||||
|
* This is a test for opengl
|
||||||
|
*
|
||||||
|
* AUTHER: Preacherdhm
|
||||||
|
* DATE: 22/06/26
|
||||||
|
* #############################################################################
|
||||||
|
*/
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
// GLEW
|
||||||
|
#define GLEW_STATIC
|
||||||
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
// GLFW
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
|
||||||
|
// Function prototypes
|
||||||
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
||||||
|
|
||||||
|
// Window dimensions
|
||||||
|
const GLuint WIDTH = 800, HEIGHT = 600;
|
||||||
|
|
||||||
|
// Shaders
|
||||||
|
const GLchar* vertexShaderSource = "#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 position;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
|
||||||
|
"}\0";
|
||||||
|
const GLchar* fragmentShaderSource = "#version 330 core\n"
|
||||||
|
"out vec4 color;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
|
// The MAIN function, from here we start the application and run the game loop
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Init GLFW
|
||||||
|
glfwInit();
|
||||||
|
// Set all the required options for GLFW
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||||
|
|
||||||
|
// Create a GLFWwindow object that we can use for GLFW's functions
|
||||||
|
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
|
||||||
|
// Set the required callback functions
|
||||||
|
glfwSetKeyCallback(window, key_callback);
|
||||||
|
|
||||||
|
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
|
||||||
|
glewExperimental = GL_TRUE;
|
||||||
|
// Initialize GLEW to setup the OpenGL Function pointers
|
||||||
|
glewInit();
|
||||||
|
|
||||||
|
// Define the viewport dimensions
|
||||||
|
int width, height;
|
||||||
|
glfwGetFramebufferSize(window, &width, &height);
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
|
||||||
|
|
||||||
|
// Build and compile our shader program
|
||||||
|
// Vertex shader
|
||||||
|
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
// Check for compile time errors
|
||||||
|
GLint success;
|
||||||
|
GLchar infoLog[512];
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// Fragment shader
|
||||||
|
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
// Check for compile time errors
|
||||||
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// Link shaders
|
||||||
|
GLuint shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
// Check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
|
||||||
|
// Set up vertex data (and buffer(s)) and attribute pointers
|
||||||
|
// We add a new set of vertices to form a second triangle (a total of 6 vertices); the vertex attribute configuration remains the same (still one 3-float position vector per vertex)
|
||||||
|
GLfloat vertices[] = {
|
||||||
|
// First triangle
|
||||||
|
0.9f, 0.5f, 0.0f, // Left
|
||||||
|
0.0f, 0.5f, 0.0f, // Right
|
||||||
|
0.9f, -0.5f, 0.0f, // Top
|
||||||
|
// Second triangle
|
||||||
|
0.0f, -0.5f, 0.0f, // Left
|
||||||
|
0.9f, -0.5f, 0.0f, // Right
|
||||||
|
0.00f, 0.5f, 0.0f // Top
|
||||||
|
};
|
||||||
|
GLuint VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
|
||||||
|
|
||||||
|
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs)
|
||||||
|
|
||||||
|
// Game loop
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
|
||||||
|
glfwPollEvents();
|
||||||
|
|
||||||
|
// Render
|
||||||
|
// Clear the colorbuffer
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// Draw our first triangle
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6); // We set the count to 6 since we're drawing 6 vertices now (2 triangles); not 3!
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// Swap the screen buffers
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
}
|
||||||
|
// Properly de-allocate all resources once they've outlived their purpose
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
// Terminate GLFW, clearing any resources allocated by GLFW.
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Is called whenever a key is pressed/released via GLFW
|
||||||
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
||||||
|
{
|
||||||
|
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||||
|
}
|
||||||
|
|
||||||
Reference in New Issue
Block a user