| 1 | #include "opengl-game.hpp"
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| 2 |
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| 3 | #include <iostream>
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| 4 |
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| 5 | #include "consts.hpp"
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| 6 | #include "logger.hpp"
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| 7 |
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| 8 | #include "utils.hpp"
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| 9 |
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| 10 | using namespace std;
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| 11 |
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| 12 | OpenGLGame::OpenGLGame() {
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| 13 | gui = nullptr;
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| 14 | window = nullptr;
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| 15 | }
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| 16 |
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| 17 | OpenGLGame::~OpenGLGame() {
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| 18 | }
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| 19 |
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| 20 | void OpenGLGame::run(int width, int height, unsigned char guiFlags) {
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| 21 | #ifdef NDEBUG
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| 22 | cout << "DEBUGGING IS OFF" << endl;
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| 23 | #else
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| 24 | cout << "DEBUGGING IS ON" << endl;
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| 25 | #endif
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| 26 |
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| 27 | cout << "OpenGL Game" << endl;
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| 28 |
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| 29 | // TODO: Refactor the logger api to be more flexible,
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| 30 | // esp. since gl_log() and gl_log_err() have issues printing anything besides stirngs
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| 31 | restart_gl_log();
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| 32 | gl_log("starting GLFW\n%s", glfwGetVersionString());
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| 33 |
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| 34 | open_log();
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| 35 | get_log() << "starting GLFW" << endl;
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| 36 | get_log() << glfwGetVersionString() << endl;
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| 37 |
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| 38 | if (initWindow(width, height, guiFlags) == RTWO_ERROR) {
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| 39 | return;
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| 40 | }
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| 41 |
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| 42 | initOpenGL();
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| 43 | mainLoop();
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| 44 | cleanup();
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| 45 |
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| 46 | close_log();
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| 47 | }
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| 48 |
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| 49 | // TODO: Make some more initi functions, or call this initUI if the
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| 50 | // amount of things initialized here keeps growing
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| 51 | bool OpenGLGame::initWindow(int width, int height, unsigned char guiFlags) {
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| 52 | // TODO: Put all fonts, textures, and images in the assets folder
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| 53 | gui = new GameGui_GLFW();
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| 54 |
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| 55 | if (gui->init() == RTWO_ERROR) {
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| 56 | // TODO: Also print these sorts of errors to the log
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| 57 | cout << "UI library could not be initialized!" << endl;
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| 58 | cout << gui->getError() << endl;
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| 59 | return RTWO_ERROR;
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| 60 | }
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| 61 | cout << "GUI init succeeded" << endl;
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| 62 |
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| 63 | window = (GLFWwindow*) gui->createWindow("OpenGL Game", width, height, guiFlags & GUI_FLAGS_WINDOW_FULLSCREEN);
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| 64 | if (window == nullptr) {
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| 65 | cout << "Window could not be created!" << endl;
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| 66 | cout << gui->getError() << endl;
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| 67 | return RTWO_ERROR;
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| 68 | }
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| 69 |
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| 70 | viewport = { 0, 0, gui->getWindowWidth(), gui->getWindowHeight() };
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| 71 |
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| 72 | cout << "Target window size: (" << width << ", " << height << ")" << endl;
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| 73 | cout << "Actual window size: (" << viewport.width << ", " << viewport.height << ")" << endl;
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| 74 |
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| 75 | return RTWO_SUCCESS;
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| 76 | }
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| 77 |
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| 78 | void OpenGLGame::initOpenGL() {
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| 79 | glfwMakeContextCurrent(window);
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| 80 | glViewport(0, 0, gui->getWindowWidth(), gui->getWindowHeight());
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| 81 |
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| 82 | glewExperimental = GL_TRUE;
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| 83 | glewInit();
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| 84 |
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| 85 | if (GLEW_KHR_debug) {
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| 86 | cout << "FOUND GLEW debug extension" << endl;
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| 87 | glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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| 88 | glDebugMessageCallback((GLDEBUGPROC)opengl_debug_callback, nullptr);
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| 89 | cout << "Bound debug callback" << endl;
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| 90 | } else {
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| 91 | cout << "OpenGL debug message callback is not supported" << endl;
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| 92 | }
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| 93 |
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| 94 | // Setup Dear ImGui binding
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| 95 | IMGUI_CHECKVERSION();
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| 96 | ImGui::CreateContext();
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| 97 | ImGuiIO& io = ImGui::GetIO(); (void)io;
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| 98 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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| 99 | //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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| 100 | ImGui_ImplGlfwGL3_Init(window, true);
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| 101 |
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| 102 | // Setup style
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| 103 | ImGui::StyleColorsDark();
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| 104 | //ImGui::StyleColorsClassic();
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| 105 |
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| 106 | // The glfw event handlers have to be bound after ImGui is initialized.
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| 107 | // Otherwise, it seems they get overridden by ImGui
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| 108 | ((GameGui_GLFW*)gui)->bindEventHandlers();
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| 109 |
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| 110 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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| 111 |
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| 112 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 113 | offset_of(&SceneObject::points));
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| 114 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 115 | offset_of(&SceneObject::colors));
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| 116 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 117 | offset_of(&SceneObject::normals));
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| 118 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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| 119 | offset_of(&SceneObject::ubo_offset));
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| 120 |
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| 121 | graphicsPipelines.back().createPipeline("gl-shaders/ship.vert", "gl-shaders/ship.frag");
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| 122 |
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| 123 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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| 124 |
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| 125 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 126 | offset_of(&SceneObject::points));
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| 127 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 128 | offset_of(&SceneObject::colors));
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| 129 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 130 | offset_of(&SceneObject::normals));
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| 131 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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| 132 | offset_of(&SceneObject::ubo_offset));
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| 133 |
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| 134 | graphicsPipelines.back().createPipeline("gl-shaders/asteroid.vert", "gl-shaders/asteroid.frag");
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| 135 |
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| 136 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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| 137 |
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| 138 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 139 | offset_of(&SceneObject::points));
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| 140 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 2, GL_FLOAT,
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| 141 | offset_of(&SceneObject::texcoords));
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| 142 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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| 143 | offset_of(&SceneObject::ubo_offset));
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| 144 |
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| 145 | graphicsPipelines.back().createPipeline("gl-shaders/laser.vert", "gl-shaders/laser.frag");
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| 146 |
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| 147 | graphicsPipelines.push_back(GraphicsPipeline_OpenGL(viewport));
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| 148 |
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| 149 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 3, GL_FLOAT,
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| 150 | offset_of(&ParticleEffect::particleVelocities));
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| 151 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_POINT_VARYING, 1, GL_FLOAT,
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| 152 | offset_of(&ParticleEffect::particleTimes));
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| 153 | graphicsPipelines.back().addVaryingAttribute(ATTRIB_OBJECT_VARYING, 1, GL_UNSIGNED_INT,
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| 154 | offset_of(&ParticleEffect::ubo_offset));
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| 155 |
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| 156 | graphicsPipelines.back().createPipeline("gl-shaders/explosion.vert", "gl-shaders/explosion.frag");
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| 157 |
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| 158 | cout << "Created " << graphicsPipelines.size() << " graphics pipelines" << endl;
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| 159 | }
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| 160 |
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| 161 | void OpenGLGame::mainLoop() {
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| 162 | UIEvent uiEvent;
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| 163 | bool quit = false;
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| 164 |
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| 165 | while (!quit) {
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| 166 | gui->processEvents();
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| 167 |
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| 168 | while (gui->pollEvent(&uiEvent)) {
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| 169 | GameEvent& e = uiEvent.event;
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| 170 |
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| 171 | switch (e.type) {
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| 172 | case UI_EVENT_QUIT:
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| 173 | cout << "Quit event detected" << endl;
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| 174 | quit = true;
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| 175 | break;
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| 176 | case UI_EVENT_KEYDOWN:
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| 177 | if (e.key.keycode == GLFW_KEY_ESCAPE) {
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| 178 | quit = true;
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| 179 | } else {
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| 180 | cout << "Key event detected" << endl;
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| 181 | }
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| 182 | break;
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| 183 | case UI_EVENT_WINDOWRESIZE:
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| 184 | cout << "Window resize event detected" << endl;
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| 185 | viewport.width = e.windowResize.width;
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| 186 | viewport.height = e.windowResize.height;
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| 187 | break;
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| 188 | default:
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| 189 | cout << "Unhandled UI event: " << e.type << endl;
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| 190 | }
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| 191 | }
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| 192 |
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| 193 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 194 |
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| 195 | // Anton's book suggests placing this here, after glClear(). Check it's impact on framerate
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| 196 | // TODO: This doesn't seem to work correctly when in the loop. DO some research
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| 197 | // max viewport dims are clamped to glGet(GL_MAX_VIEWPORT_DIMS)
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| 198 | //glViewport(0, 0, gui->getWindowWidth(), gui->getWindowHeight());
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| 199 |
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| 200 | renderScene();
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| 201 | renderUI();
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| 202 |
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| 203 | glfwSwapBuffers(window);
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| 204 | }
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| 205 | }
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| 206 |
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| 207 | void OpenGLGame::renderScene() {
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| 208 |
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| 209 | }
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| 210 |
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| 211 | void OpenGLGame::renderUI() {
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| 212 | ImGui_ImplGlfwGL3_NewFrame();
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| 213 |
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| 214 | {
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| 215 | int padding = 4;
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| 216 | ImGui::SetNextWindowPos(ImVec2(-padding, -padding), ImGuiCond_Once);
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| 217 | ImGui::SetNextWindowSize(ImVec2(gui->getWindowWidth() + 2 * padding, gui->getWindowHeight() + 2 * padding), ImGuiCond_Always);
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| 218 | ImGui::Begin("WndMain", NULL,
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| 219 | ImGuiWindowFlags_NoTitleBar |
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| 220 | ImGuiWindowFlags_NoResize |
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| 221 | ImGuiWindowFlags_NoMove);
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| 222 |
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| 223 | ImGui::InvisibleButton("", ImVec2(10, 80));
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| 224 | ImGui::InvisibleButton("", ImVec2(285, 18));
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| 225 | ImGui::SameLine();
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| 226 | ImGui::Button("New Game");
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| 227 |
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| 228 | ImGui::InvisibleButton("", ImVec2(10, 15));
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| 229 | ImGui::InvisibleButton("", ImVec2(300, 18));
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| 230 | ImGui::SameLine();
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| 231 | ImGui::Button("Quit");
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| 232 |
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| 233 | ImGui::End();
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| 234 | }
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| 235 |
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| 236 | ImGui::Render();
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| 237 | ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData());
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| 238 | }
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| 239 |
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| 240 | void OpenGLGame::cleanup() {
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| 241 | ImGui_ImplGlfwGL3_Shutdown();
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| 242 | ImGui::DestroyContext();
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| 243 |
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| 244 | gui->destroyWindow();
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| 245 | gui->shutdown();
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| 246 | delete gui;
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| 247 | }
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| 248 |
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| 249 | void APIENTRY opengl_debug_callback(
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| 250 | GLenum source,
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| 251 | GLenum type,
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| 252 | GLuint id,
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| 253 | GLenum severity,
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| 254 | GLsizei length,
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| 255 | const GLchar* message,
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| 256 | const void* userParam
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| 257 | ) {
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| 258 | string strMessage(message);
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| 259 |
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| 260 | // TODO: Use C++ strings directly and see if there are other ways to clean
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| 261 | // this function up
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| 262 | char source_str[2048];
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| 263 | char type_str[2048];
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| 264 | char severity_str[2048];
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| 265 |
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| 266 | switch (source) {
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| 267 | case 0x8246:
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| 268 | strcpy(source_str, "API");
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| 269 | break;
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| 270 | case 0x8247:
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| 271 | strcpy(source_str, "WINDOW_SYSTEM");
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| 272 | break;
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| 273 | case 0x8248:
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| 274 | strcpy(source_str, "SHADER_COMPILER");
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| 275 | break;
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| 276 | case 0x8249:
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| 277 | strcpy(source_str, "THIRD_PARTY");
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| 278 | break;
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| 279 | case 0x824A:
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| 280 | strcpy(source_str, "APPLICATION");
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| 281 | break;
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| 282 | case 0x824B:
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| 283 | strcpy(source_str, "OTHER");
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| 284 | break;
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| 285 | default:
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| 286 | strcpy(source_str, "undefined");
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| 287 | break;
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| 288 | }
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| 289 |
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| 290 | switch (type) {
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| 291 | case 0x824C:
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| 292 | strcpy(type_str, "ERROR");
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| 293 | break;
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| 294 | case 0x824D:
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| 295 | strcpy(type_str, "DEPRECATED_BEHAVIOR");
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| 296 | break;
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| 297 | case 0x824E:
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| 298 | strcpy(type_str, "UNDEFINED_BEHAVIOR");
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| 299 | break;
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| 300 | case 0x824F:
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| 301 | strcpy(type_str, "PORTABILITY");
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| 302 | break;
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| 303 | case 0x8250:
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| 304 | strcpy(type_str, "PERFORMANCE");
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| 305 | break;
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| 306 | case 0x8251:
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| 307 | strcpy(type_str, "OTHER");
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| 308 | break;
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| 309 | case 0x8268:
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| 310 | strcpy(type_str, "MARKER");
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| 311 | break;
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| 312 | case 0x8269:
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| 313 | strcpy(type_str, "PUSH_GROUP");
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| 314 | break;
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| 315 | case 0x826A:
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| 316 | strcpy(type_str, "POP_GROUP");
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| 317 | break;
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| 318 | default:
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| 319 | strcpy(type_str, "undefined");
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| 320 | break;
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| 321 | }
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| 322 | switch (severity) {
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| 323 | case 0x9146:
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| 324 | strcpy(severity_str, "HIGH");
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| 325 | break;
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| 326 | case 0x9147:
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| 327 | strcpy(severity_str, "MEDIUM");
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| 328 | break;
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| 329 | case 0x9148:
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| 330 | strcpy(severity_str, "LOW");
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| 331 | break;
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| 332 | case 0x826B:
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| 333 | strcpy(severity_str, "NOTIFICATION");
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| 334 | break;
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| 335 | default:
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| 336 | strcpy(severity_str, "undefined");
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| 337 | break;
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| 338 | }
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| 339 |
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| 340 | if (string(severity_str) != "NOTIFICATION") {
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| 341 | cout << "OpenGL Error!!!" << endl;
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| 342 | cout << "Source: " << string(source_str) << endl;
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| 343 | cout << "Type: " << string(type_str) << endl;
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| 344 | cout << "Severity: " << string(severity_str) << endl;
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| 345 | cout << strMessage << endl;
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| 346 | }
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| 347 | }
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