| 1 | #include "logger.h"
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| 2 |
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| 3 | #include <GL/glew.h>
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| 4 | #include <GLFW/glfw3.h>
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| 5 |
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| 6 | #include <cstdio>
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| 7 | #include <iostream>
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| 8 | #include <fstream>
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| 9 | #include <cmath>
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| 10 |
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| 11 | using namespace std;
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| 12 |
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| 13 | GLuint loadShader(GLenum type, string file);
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| 14 | GLuint createDataBuffer(size_t size, GLfloat* data);
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| 15 | GLuint createArrayBuffer(GLuint points_vbo, GLuint colors_vbo);
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| 16 |
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| 17 | GLfloat* createCirclePoints(unsigned int smoothness, GLfloat centerX, GLfloat centerY, GLfloat radius);
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| 18 | GLfloat* createCircleColors(unsigned int smoothness);
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| 19 |
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| 20 | const double PI = 3.1415926535897;
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| 21 | const bool FULLSCREEN = false;
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| 22 |
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| 23 | void glfw_error_callback(int error, const char* description) {
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| 24 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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| 25 | }
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| 26 |
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| 27 | int main(int argc, char* argv[]) {
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| 28 | cout << "New OpenGL Game" << endl;
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| 29 |
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| 30 | if (!restart_gl_log()) {}
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| 31 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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| 32 |
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| 33 | glfwSetErrorCallback(glfw_error_callback);
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| 34 | if (!glfwInit()) {
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| 35 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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| 36 | return 1;
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| 37 | }
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| 38 |
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| 39 | #ifdef __APPLE__
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| 40 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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| 41 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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| 42 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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| 43 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 44 | #endif
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| 45 |
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| 46 | glfwWindowHint(GLFW_SAMPLES, 4);
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| 47 |
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| 48 | GLFWwindow* window = NULL;
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| 49 |
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| 50 | int width = 640;
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| 51 | int height = 480;
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| 52 |
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| 53 | if (FULLSCREEN) {
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| 54 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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| 55 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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| 56 |
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| 57 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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| 58 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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| 59 |
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| 60 | width = vmode->width;
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| 61 | height = vmode->height;
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| 62 | } else {
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| 63 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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| 64 | }
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| 65 |
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| 66 | if (!window) {
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| 67 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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| 68 | glfwTerminate();
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| 69 | return 1;
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| 70 | }
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| 71 | glfwMakeContextCurrent(window);
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| 72 | glewExperimental = GL_TRUE;
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| 73 | glewInit();
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| 74 |
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| 75 | // glViewport(0, 0, width*2, height*2);
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| 76 |
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| 77 | const GLubyte* renderer = glGetString(GL_RENDERER);
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| 78 | const GLubyte* version = glGetString(GL_VERSION);
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| 79 | printf("Renderer: %s\n", renderer);
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| 80 | printf("OpenGL version supported %s\n", version);
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| 81 |
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| 82 | glEnable(GL_DEPTH_TEST);
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| 83 | glDepthFunc(GL_LESS);
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| 84 |
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| 85 | glEnable(GL_CULL_FACE);
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| 86 | // glCullFace(GL_BACK);
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| 87 | // glFrontFace(GL_CW);
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| 88 |
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| 89 | unsigned int numBallPoints = 36;
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| 90 |
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| 91 | GLfloat ballRadius = 0.2f;
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| 92 | GLfloat paddleThickness = 0.1f;
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| 93 |
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| 94 | GLfloat* points = createCirclePoints(numBallPoints, 0.0f, 0.0f, ballRadius);
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| 95 | GLfloat* colors = createCircleColors(numBallPoints);
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| 96 |
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| 97 | GLfloat points_paddle[] = {
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| 98 | -1.0f, 0.15f, 0.0f,
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| 99 | -1.0f, -0.15f, 0.0f,
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| 100 | -0.9f, -0.15f, 0.0f,
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| 101 | -1.0f, 0.15f, 0.0f,
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| 102 | -0.9f, -0.15f, 0.0f,
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| 103 | -0.9f, 0.15f, 0.0f,
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| 104 | };
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| 105 |
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| 106 | GLfloat colors_paddle[] = {
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| 107 | 1.0, 0.0, 0.0,
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| 108 | 1.0, 0.0, 0.0,
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| 109 | 1.0, 0.0, 0.0,
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| 110 | 1.0, 0.0, 0.0,
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| 111 | 1.0, 0.0, 0.0,
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| 112 | 1.0, 0.0, 0.0,
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| 113 | };
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| 114 |
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| 115 | GLfloat model[] = {
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| 116 | 1.0f, 0.0f, 0.0f, 0.0f, // column 1
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| 117 | 0.0f, 1.0f, 0.0f, 0.0f, // column 2
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| 118 | 0.0f, 0.0f, 1.0f, 0.0f, // column 3
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| 119 | 0.0f, 0.0f, 0.0f, 1.0f, // column 4
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| 120 | };
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| 121 |
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| 122 | GLuint ball_points_vbo = createDataBuffer(numBallPoints*9*sizeof(GLfloat), points);
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| 123 | GLuint ball_colors_vbo = createDataBuffer(numBallPoints*9*sizeof(GLfloat), colors);
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| 124 | GLuint ball_vao = createArrayBuffer(ball_points_vbo, ball_colors_vbo);
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| 125 |
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| 126 | GLuint paddle_points_vbo = createDataBuffer(sizeof(points_paddle), points_paddle);
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| 127 | GLuint paddle_colors_vbo = createDataBuffer(sizeof(colors_paddle), colors_paddle);
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| 128 | GLuint paddle_vao = createArrayBuffer(paddle_points_vbo, paddle_colors_vbo);
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| 129 |
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| 130 | GLuint vs = loadShader(GL_VERTEX_SHADER, "./test.vert");
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| 131 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, "./test.frag");
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| 132 |
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| 133 | GLuint shader_program = glCreateProgram();
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| 134 | glAttachShader(shader_program, vs);
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| 135 | glAttachShader(shader_program, fs);
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| 136 |
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| 137 | glLinkProgram(shader_program);
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| 138 | glUseProgram(shader_program);
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| 139 |
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| 140 | GLint location = glGetUniformLocation(shader_program, "model");
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| 141 |
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| 142 | float speedX = 1.0f;
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| 143 | float speedY = 0.0f;
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| 144 | float last_position_x = 0.0f;
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| 145 | float last_position_y = 0.0f;
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| 146 | float last_paddle_pos = 0.0f;
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| 147 |
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| 148 | double previous_seconds = glfwGetTime();
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| 149 | while (!glfwWindowShouldClose(window)) {
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| 150 | double current_seconds = glfwGetTime();
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| 151 | double elapsed_seconds = current_seconds - previous_seconds;
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| 152 | previous_seconds = current_seconds;
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| 153 |
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| 154 | if (last_position_x > 1.0f-ballRadius) {
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| 155 | speedX = -speedX;
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| 156 | }
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| 157 | if (last_position_y+ballRadius>1.0f || last_position_y-ballRadius<-1.0f) {
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| 158 | speedY = -speedY;
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| 159 | }
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| 160 |
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| 161 | if (last_position_x < -1.0f+ballRadius+paddleThickness &&
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| 162 | last_position_x > -1.0f) {
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| 163 | if (fabs(last_paddle_pos-last_position_y) < 0.15f) {
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| 164 | speedX = -speedX;
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| 165 | } else {
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| 166 | // if the ball hits the paddle on a corner, make it bounce off
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| 167 | // at an angle
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| 168 | float horDist = fabs(paddleThickness-1.0f-last_position_x);
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| 169 | float verDist1 = fabs(last_paddle_pos+0.15f-last_position_y);
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| 170 | float verDist2 = fabs(last_paddle_pos-0.15f-last_position_y);
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| 171 |
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| 172 | float dist1 = pow(horDist, 2)+pow(verDist1, 2);
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| 173 | float dist2 = pow(horDist, 2)+pow(verDist2, 2);
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| 174 |
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| 175 | if (dist1 < ballRadius) {
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| 176 | if (speedX == -1.0f || speedY == 0.7f) {
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| 177 | speedX = 0.7f;
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| 178 | speedY = 0.7f;
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| 179 | } else {
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| 180 | speedX = 1.0f;
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| 181 | speedY = 0.0f;
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| 182 | }
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| 183 | } else if (dist2 < ballRadius) {
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| 184 | if (speedX == -1.0f || speedY == -0.7f) {
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| 185 | speedX = 0.7f;
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| 186 | speedY = -0.7f;
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| 187 | } else {
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| 188 | speedX = 1.0f;
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| 189 | speedY = 0.0f;
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| 190 | }
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| 191 | }
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| 192 | }
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| 193 | }
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| 194 |
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| 195 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 196 |
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| 197 | model[12] = 0.0f;
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| 198 | model[13] = last_paddle_pos;
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| 199 | glUniformMatrix4fv(location, 1, GL_FALSE, model);
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| 200 |
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| 201 | glBindVertexArray(paddle_vao);
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| 202 | glEnableVertexAttribArray(0);
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| 203 | glEnableVertexAttribArray(1);
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| 204 |
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| 205 | glDrawArrays(GL_TRIANGLES, 0, sizeof(points_paddle)/sizeof(GLfloat)/3);
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| 206 |
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| 207 | model[12] = last_position_x + speedX*elapsed_seconds;
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| 208 | last_position_x = model[12];
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| 209 | model[13] = last_position_y + speedY*elapsed_seconds;
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| 210 | last_position_y = model[13];
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| 211 | glUniformMatrix4fv(location, 1, GL_FALSE, model);
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| 212 |
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| 213 | glBindVertexArray(ball_vao);
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| 214 | glEnableVertexAttribArray(0);
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| 215 | glEnableVertexAttribArray(1);
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| 216 |
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| 217 | glDrawArrays(GL_TRIANGLES, 0, numBallPoints*3);
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| 218 |
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| 219 | glfwPollEvents();
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| 220 | glfwSwapBuffers(window);
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| 221 |
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| 222 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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| 223 | glfwSetWindowShouldClose(window, 1);
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| 224 | }
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| 225 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_UP)) {
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| 226 | last_paddle_pos += 1.0f * elapsed_seconds;
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| 227 | if (last_paddle_pos > 0.85f) {
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| 228 | last_paddle_pos = 0.85f;
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| 229 | }
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| 230 | }
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| 231 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_DOWN)) {
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| 232 | last_paddle_pos -= 1.0f * elapsed_seconds;
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| 233 | if (last_paddle_pos < -0.85f) {
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| 234 | last_paddle_pos = -0.85f;
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| 235 | }
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| 236 | }
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| 237 | }
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| 238 |
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| 239 | glfwTerminate();
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| 240 |
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| 241 | delete points;
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| 242 | delete colors;
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| 243 |
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| 244 | return 0;
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| 245 | }
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| 246 |
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| 247 | GLuint loadShader(GLenum type, string file) {
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| 248 | cout << "Loading shader from file " << file << endl;
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| 249 |
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| 250 | ifstream shaderFile(file);
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| 251 | GLuint shaderId = 0;
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| 252 |
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| 253 | if (shaderFile.is_open()) {
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| 254 | string line, shaderString;
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| 255 |
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| 256 | while(getline(shaderFile, line)) {
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| 257 | shaderString += line + "\n";
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| 258 | }
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| 259 | shaderFile.close();
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| 260 | const char* shaderCString = shaderString.c_str();
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| 261 |
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| 262 | shaderId = glCreateShader(type);
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| 263 | glShaderSource(shaderId, 1, &shaderCString, NULL);
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| 264 | glCompileShader(shaderId);
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| 265 |
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| 266 | cout << "Loaded successfully" << endl;
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| 267 | } else {
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| 268 | cout << "Failed to loade the file" << endl;
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| 269 | }
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| 270 |
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| 271 | return shaderId;
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| 272 | }
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| 273 |
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| 274 | GLuint createDataBuffer(size_t size, GLfloat* data) {
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| 275 | GLuint vbo = 0;
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| 276 | glGenBuffers(1, &vbo);
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| 277 | glBindBuffer(GL_ARRAY_BUFFER, vbo);
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| 278 | glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
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| 279 | return vbo;
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| 280 | }
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| 281 |
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| 282 | GLuint createArrayBuffer(GLuint points_vbo, GLuint colors_vbo) {
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| 283 | GLuint vao = 0;
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| 284 | glGenVertexArrays(1, &vao);
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| 285 | glBindVertexArray(vao);
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| 286 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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| 287 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 288 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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| 289 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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| 290 | return vao;
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| 291 | }
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| 292 |
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| 293 | GLfloat* createCirclePoints(unsigned int smoothness, GLfloat centerX, GLfloat centerY, GLfloat radius) {
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| 294 | GLfloat* points = new GLfloat[smoothness*9];
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| 295 |
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| 296 | GLfloat curX, curY, nextX, nextY;
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| 297 | curX = centerX;
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| 298 | curY = centerY+radius;
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| 299 |
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| 300 | for (unsigned int i=0; i<smoothness; i++) {
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| 301 | double radians = PI/2 + 2*PI * (i+1)/smoothness;
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| 302 | nextX = centerX + cos(radians)*radius;
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| 303 | nextY = centerY + sin(radians)*radius;
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| 304 |
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| 305 | points[i*9] = curX;
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| 306 | points[i*9+1] = curY;
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| 307 | points[i*9+2] = 0.5f;
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| 308 | points[i*9+3] = nextX;
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| 309 | points[i*9+4] = nextY;
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| 310 | points[i*9+5] = 0.5f;
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| 311 | points[i*9+6] = centerX;
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| 312 | points[i*9+7] = centerY;
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| 313 | points[i*9+8] = 0.5f;
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| 314 |
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| 315 | curX = nextX;
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| 316 | curY = nextY;
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| 317 | }
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| 318 |
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| 319 | return points;
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| 320 | }
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| 321 |
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| 322 | GLfloat* createCircleColors(unsigned int smoothness) {
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| 323 | GLfloat* colors = new GLfloat[smoothness*9];
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| 324 |
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| 325 | for (unsigned int i=0; i<smoothness*3; i++) {
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| 326 | colors[i*3] = 0.0f;
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| 327 | colors[i*3+1] = 1.0f;
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| 328 | colors[i*3+2] = 0.0f;
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| 329 | }
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| 330 |
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| 331 | return colors;
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| 332 | }
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