264 lines
10 KiB
C++
264 lines
10 KiB
C++
#include "TestTriangle.h"
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TestTriangle::TestTriangle(Archimedes::App* a, void* h) : Archimedes::Module(a, h) {
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name = "TestTriangle";
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}
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TestTriangle::~TestTriangle() {
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if(app) {
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app->unregisterEvent(Archimedes::ResizeWindowEvent());
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app->unregisterEvent(Archimedes::CloseWindowEvent());
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app->unregisterEvent(Archimedes::KeyPressedWindowEvent());
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app->unregisterEvent(Archimedes::KeyReleasedWindowEvent());
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app->unregisterEvent(Archimedes::MouseButtonPressedWindowEvent());
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app->unregisterEvent(Archimedes::MouseButtonReleasedWindowEvent());
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app->unregisterEvent(Archimedes::ScrollWindowEvent());
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app->unregisterEvent(Archimedes::MouseMovedWindowEvent());
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app->unregisterEvent(Archimedes::FocusedWindowEvent());
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app->unregisterEvent(Archimedes::FocusLostWindowEvent());
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app->unregisterEvent(Archimedes::MovedWindowEvent());
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glfwTerminate();
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}
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}
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void TestTriangle::onLoad() {
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////////////////////////////register events
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app->registerEvent(Archimedes::ResizeWindowEvent());
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app->registerEvent(Archimedes::CloseWindowEvent());
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app->registerEvent(Archimedes::KeyPressedWindowEvent());
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app->registerEvent(Archimedes::KeyReleasedWindowEvent());
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app->registerEvent(Archimedes::MouseButtonPressedWindowEvent());
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app->registerEvent(Archimedes::MouseButtonReleasedWindowEvent());
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app->registerEvent(Archimedes::ScrollWindowEvent());
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app->registerEvent(Archimedes::MouseMovedWindowEvent());
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app->registerEvent(Archimedes::FocusedWindowEvent());
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app->registerEvent(Archimedes::FocusLostWindowEvent());
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app->registerEvent(Archimedes::MovedWindowEvent());
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//////////////////////glfw
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std::cout << "events registered" << std::endl;
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data.window = nullptr;
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data.sendEvent = [this](Archimedes::Event* e) {
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app->emitEvent(e);
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};
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glfwSetErrorCallback([](int e, const char* m){
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std::cout << "GLFW Error " << e << ": " << m << std::endl;
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});
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if(!glfwInit()) {
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std::cout << "glfwInit failed!\n";
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std::abort();
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}
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#if RENDRER == 1
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#endif
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w = glfwCreateWindow(640, 480, "Archimedes", NULL, NULL);
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if(!w) {
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std::cout << "glfwCreateWindow failed!\n";
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glfwTerminate();
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std::abort();
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}
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glfwMakeContextCurrent(w);
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glfwSwapInterval(1);
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glfwSetWindowUserPointer(w, &data);
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glfwSetWindowSizeCallback(w, [](GLFWwindow* window, int w, int h){
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Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
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d.sendEvent(new Archimedes::ResizeWindowEvent(w, h));
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});
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glfwSetWindowCloseCallback(w, [](GLFWwindow* window){
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Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
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d.sendEvent(new Archimedes::CloseWindowEvent(d.window));
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});
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glfwSetKeyCallback(w, [](GLFWwindow* window, int key, int scancode, int action, int mods){
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Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
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switch(action) {
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case GLFW_PRESS:
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d.sendEvent(new Archimedes::KeyPressedWindowEvent(key, 0));
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break;
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case GLFW_RELEASE:
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d.sendEvent(new Archimedes::KeyReleasedWindowEvent(key));
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break;
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case GLFW_REPEAT:
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d.sendEvent(new Archimedes::KeyPressedWindowEvent(key, 1));
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break;
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}
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});
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glfwSetMouseButtonCallback(w, [](GLFWwindow* window, int button, int action, int mods){
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Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
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switch(action) {
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case GLFW_PRESS:
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d.sendEvent(new Archimedes::MouseButtonPressedWindowEvent(button));
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break;
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case GLFW_RELEASE:
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d.sendEvent(new Archimedes::MouseButtonReleasedWindowEvent(button));
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break;
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}
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});
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glfwSetScrollCallback(w, [](GLFWwindow* window, double dx, double dy){
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Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
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d.sendEvent(new Archimedes::ScrollWindowEvent(dx, dy));
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});
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glfwSetCursorPosCallback(w, [](GLFWwindow* window, double dx, double dy){
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Archimedes::WindowData& d = *(Archimedes::WindowData*) glfwGetWindowUserPointer(window);
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d.sendEvent(new Archimedes::MouseMovedWindowEvent(dx, dy));
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});
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//////////////////////gl
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std::cout << "glfw setup" << std::endl;
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if(glewInit() != GLEW_OK) {
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std::cout << "glew is not ok!" << std::endl;
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std::abort();
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}
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///////////////////////////////NUCLEAR
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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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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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// check for linking errors
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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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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(VAO);
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// 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
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
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// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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void TestTriangle::run() {
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// render
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// ------
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glClearColor(0.2f, 0.2f, 0.4f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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glUseProgram(shaderProgram);
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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
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(w);
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glfwPollEvents();
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}
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bool TestTriangle::onEvent(const Archimedes::Event& e) {
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unsigned int type = app->getEventType(e);
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if(type == app->getEventType(Archimedes::ResizeWindowEvent())) {
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Archimedes::ResizeWindowEvent& event = (Archimedes::ResizeWindowEvent&) e;
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glViewport(0, 0, event.width, event.height);
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return true;
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} else if(type == app->getEventType(Archimedes::CloseWindowEvent())) {
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app->emitEvent(new Archimedes::DoUnloadModuleEvent(name));
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return true;
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} else if(type == app->getEventType(Archimedes::KeyPressedWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::KeyReleasedWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::MouseButtonPressedWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::MouseButtonReleasedWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::ScrollWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::MouseMovedWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::FocusedWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::FocusLostWindowEvent())) {
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return true;
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} else if(type == app->getEventType(Archimedes::MovedWindowEvent())) {
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return true;
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}
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return false;
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}
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