Files
Archimedes/modules/Archimedes-Modules/TestTriangle/TestTriangle.cpp
2026-02-04 15:42:30 -06:00

264 lines
10 KiB
C++

#include "TestTriangle.h"
TestTriangle::TestTriangle(Archimedes::App* a, void* h) : Archimedes::Module(a, h) {
name = "TestTriangle";
}
TestTriangle::~TestTriangle() {
if(app) {
app->unregisterEvent(Archimedes::ResizeWindowEvent());
app->unregisterEvent(Archimedes::CloseWindowEvent());
app->unregisterEvent(Archimedes::KeyPressedWindowEvent());
app->unregisterEvent(Archimedes::KeyReleasedWindowEvent());
app->unregisterEvent(Archimedes::MouseButtonPressedWindowEvent());
app->unregisterEvent(Archimedes::MouseButtonReleasedWindowEvent());
app->unregisterEvent(Archimedes::ScrollWindowEvent());
app->unregisterEvent(Archimedes::MouseMovedWindowEvent());
app->unregisterEvent(Archimedes::FocusedWindowEvent());
app->unregisterEvent(Archimedes::FocusLostWindowEvent());
app->unregisterEvent(Archimedes::MovedWindowEvent());
glfwTerminate();
}
}
void TestTriangle::onLoad() {
////////////////////////////register events
app->registerEvent(Archimedes::ResizeWindowEvent());
app->registerEvent(Archimedes::CloseWindowEvent());
app->registerEvent(Archimedes::KeyPressedWindowEvent());
app->registerEvent(Archimedes::KeyReleasedWindowEvent());
app->registerEvent(Archimedes::MouseButtonPressedWindowEvent());
app->registerEvent(Archimedes::MouseButtonReleasedWindowEvent());
app->registerEvent(Archimedes::ScrollWindowEvent());
app->registerEvent(Archimedes::MouseMovedWindowEvent());
app->registerEvent(Archimedes::FocusedWindowEvent());
app->registerEvent(Archimedes::FocusLostWindowEvent());
app->registerEvent(Archimedes::MovedWindowEvent());
//////////////////////glfw
std::cout << "events registered" << std::endl;
data.window = nullptr;
data.sendEvent = [this](Archimedes::Event* e) {
app->emitEvent(e);
};
glfwSetErrorCallback([](int e, const char* m){
std::cout << "GLFW Error " << e << ": " << m << std::endl;
});
if(!glfwInit()) {
std::cout << "glfwInit failed!\n";
std::abort();
}
#if RENDRER == 1
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
w = glfwCreateWindow(640, 480, "Archimedes", NULL, NULL);
if(!w) {
std::cout << "glfwCreateWindow failed!\n";
glfwTerminate();
std::abort();
}
glfwMakeContextCurrent(w);
glfwSwapInterval(1);
glfwSetWindowUserPointer(w, &data);
glfwSetWindowSizeCallback(w, [](GLFWwindow* window, int w, int h){
Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
d.sendEvent(new Archimedes::ResizeWindowEvent(w, h));
});
glfwSetWindowCloseCallback(w, [](GLFWwindow* window){
Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
d.sendEvent(new Archimedes::CloseWindowEvent(d.window));
});
glfwSetKeyCallback(w, [](GLFWwindow* window, int key, int scancode, int action, int mods){
Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
switch(action) {
case GLFW_PRESS:
d.sendEvent(new Archimedes::KeyPressedWindowEvent(key, 0));
break;
case GLFW_RELEASE:
d.sendEvent(new Archimedes::KeyReleasedWindowEvent(key));
break;
case GLFW_REPEAT:
d.sendEvent(new Archimedes::KeyPressedWindowEvent(key, 1));
break;
}
});
glfwSetMouseButtonCallback(w, [](GLFWwindow* window, int button, int action, int mods){
Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
switch(action) {
case GLFW_PRESS:
d.sendEvent(new Archimedes::MouseButtonPressedWindowEvent(button));
break;
case GLFW_RELEASE:
d.sendEvent(new Archimedes::MouseButtonReleasedWindowEvent(button));
break;
}
});
glfwSetScrollCallback(w, [](GLFWwindow* window, double dx, double dy){
Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
d.sendEvent(new Archimedes::ScrollWindowEvent(dx, dy));
});
glfwSetCursorPosCallback(w, [](GLFWwindow* window, double dx, double dy){
Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
d.sendEvent(new Archimedes::MouseMovedWindowEvent(dx, dy));
});
//////////////////////gl
std::cout << "glfw setup" << std::endl;
if(glewInit() != GLEW_OK) {
std::cout << "glew is not ok!" << std::endl;
std::abort();
}
///////////////////////////////NUCLEAR
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char 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
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile 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
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 configure vertex attributes
// ------------------------------------------------------------------
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(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(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
void TestTriangle::run() {
// render
// ------
glClearColor(0.2f, 0.2f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(w);
glfwPollEvents();
}
bool TestTriangle::onEvent(const Archimedes::Event& e) {
unsigned int type = app->getEventType(e);
if(type == app->getEventType(Archimedes::ResizeWindowEvent())) {
Archimedes::ResizeWindowEvent& event = (Archimedes::ResizeWindowEvent&) e;
glViewport(0, 0, event.width, event.height);
return true;
} else if(type == app->getEventType(Archimedes::CloseWindowEvent())) {
app->emitEvent(new Archimedes::DoUnloadModuleEvent(name));
return true;
} else if(type == app->getEventType(Archimedes::KeyPressedWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::KeyReleasedWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::MouseButtonPressedWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::MouseButtonReleasedWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::ScrollWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::MouseMovedWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::FocusedWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::FocusLostWindowEvent())) {
return true;
} else if(type == app->getEventType(Archimedes::MovedWindowEvent())) {
return true;
}
return false;
}