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authorDan Goodliffe <dan@randomdan.homeip.net>2021-01-17 19:36:30 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-01-17 22:16:48 +0000
commit0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c (patch)
tree68a80976a247836bbb1eecc835af437e3489fbb7 /application
parentFirst cut modernizing and sanitizing (diff)
downloadilt-0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c.tar.bz2
ilt-0bf4ad9e4a9e1c97e92aa23a365405dfef89bd7c.tar.xz
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Big reshuffle
Fixes code quality warnings now picked up.
Diffstat (limited to 'application')
-rw-r--r--application/display.cpp47
-rw-r--r--application/display.h26
-rw-r--r--application/main.cpp59
3 files changed, 132 insertions, 0 deletions
diff --git a/application/display.cpp b/application/display.cpp
new file mode 100644
index 0000000..b4a42d7
--- /dev/null
+++ b/application/display.cpp
@@ -0,0 +1,47 @@
+#include "display.h"
+#include <GL/glew.h>
+#include <stdexcept>
+
+Display::Display(int width, int height, const std::string & title)
+{
+ SDL_Init(SDL_INIT_EVERYTHING);
+
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
+ m_window = m_window.create(SDL_CreateWindow, SDL_DestroyWindow, title.c_str(), SDL_WINDOWPOS_CENTERED,
+ SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
+ m_glContext = m_glContext.create(SDL_GL_CreateContext, SDL_GL_DeleteContext, m_window);
+
+ if (glewInit() != GLEW_OK) {
+ throw std::runtime_error {"Glew failed to initialize!"};
+ }
+
+ glEnable(GL_DEPTH_TEST);
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+}
+
+Display::~Display()
+{
+ SDL_Quit();
+}
+
+void
+Display::Clear(float r, float g, float b, float a) const
+{
+ glClearColor(r, g, b, a);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+void
+Display::SwapBuffers() const
+{
+ SDL_GL_SwapWindow(m_window);
+}
diff --git a/application/display.h b/application/display.h
new file mode 100644
index 0000000..b561d77
--- /dev/null
+++ b/application/display.h
@@ -0,0 +1,26 @@
+#ifndef DISPLAY_INCLUDED_H
+#define DISPLAY_INCLUDED_H
+
+#include "ptr.hpp"
+#include <SDL2/SDL.h>
+#include <special_members.hpp>
+#include <string>
+#include <type_traits>
+
+class Display {
+public:
+ Display(int width, int height, const std::string & title);
+ virtual ~Display();
+
+ NO_COPY(Display);
+ NO_MOVE(Display);
+
+ void Clear(float r, float g, float b, float a) const;
+ void SwapBuffers() const;
+
+private:
+ wrapped_ptr<SDL_Window> m_window;
+ wrapped_ptr<std::remove_pointer_t<SDL_GLContext>> m_glContext;
+};
+
+#endif
diff --git a/application/main.cpp b/application/main.cpp
new file mode 100644
index 0000000..a5a09e5
--- /dev/null
+++ b/application/main.cpp
@@ -0,0 +1,59 @@
+#include "display.h"
+#include <SDL2/SDL.h>
+#include <cmath>
+#include <gfx/gl/camera.h>
+#include <gfx/gl/shader.h>
+#include <gfx/gl/transform.h>
+#include <gfx/models/mesh.h>
+#include <gfx/models/texture.h>
+#include <glm/glm.hpp>
+#include <memory>
+#include <numbers>
+
+static const int DISPLAY_WIDTH = 800;
+static const int DISPLAY_HEIGHT = 600;
+
+int
+main(int, char **)
+{
+ Display display(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL");
+
+ Mesh monkey("./res/monkey3.obj");
+ Shader shader("./res/basicShader");
+ Texture texture("./res/bricks.jpg");
+ Transform transform;
+ Camera camera(glm::vec3(0.0F, 0.0F, -5.0F), 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 100.0F);
+
+ SDL_Event e;
+ bool isRunning = true;
+ float counter = 0.0F;
+ while (isRunning) {
+ while (SDL_PollEvent(&e)) {
+ if (e.type == SDL_QUIT) {
+ isRunning = false;
+ }
+ }
+
+ display.Clear(0.0F, 0.0F, 0.0F, 1.0F);
+
+ // float sinCounter = sinf(counter);
+ // float absSinCounter = abs(sinCounter);
+
+ // transform.GetPos()->x = sinCounter;
+ transform.GetRot().y = std::numbers::pi_v<double> + sin(counter);
+ transform.GetRot().z = 0.3 * cos(counter * 10);
+ // transform.GetScale()->x = absSinCounter;
+ // transform.GetScale()->y = absSinCounter;
+
+ shader.Bind();
+ texture.Bind();
+ shader.Update(transform, camera);
+ monkey.Draw();
+
+ display.SwapBuffers();
+ SDL_Delay(1);
+ counter += 0.01F;
+ }
+
+ return 0;
+}