rcpp_framework/rendering/opengl/main_orig_2.cpp

422 lines
8.7 KiB
C++

#include <stdio.h>
#include <vector>
#define SDL_MAIN_HANDLED
#include "sdl.inc.h"
#include "opengl.h"
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include <math.h>
SDL_Window *window;
SDL_GLContext context;
bool running = true;
#include "colored_material.h"
#include "color_material.h"
#include "texture_material.h"
#include "mesh.h"
#include "mesh_instance.h"
#include "mesh_utils.h"
#include "texture.h"
#include "camera.h"
ColoredMaterial *colored_material = nullptr;
ColorMaterial *color_material = nullptr;
TextureMaterial *texture_material = nullptr;
Texture *texture = nullptr;
Mesh *mesh = nullptr;
MeshInstance *mi = nullptr;
MeshInstance *mic = nullptr;
Camera *camera = nullptr;
void first_2d_triangle() {
if (!colored_material) {
colored_material = new ColoredMaterial();
colored_material->color.r = 0;
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
colored_material->bind();
//immediate mode
/*
glBegin(GL_TRIANGLES);
glVertex2f(0.0, 0.5);
glVertex2f(0.5, -0.5);
glVertex2f(-0.5, -0.5);
glEnd();*/
SDL_GL_SwapWindow(window);
}
float color_count = 0;
void first_2d_triangle_uniforms() {
if (!colored_material) {
colored_material = new ColoredMaterial();
colored_material->color.r = 0;
}
if (!mesh) {
/*
//2d
mesh = new Mesh(2);
mesh->add_vertex2(-0.5, 0.5);
mesh->add_vertex2(0.5, -0.5);
mesh->add_vertex2(-0.5, -0.5);
mesh->add_vertex2(0.5, 0.5);
mesh->add_triangle(0, 1, 2);
mesh->add_triangle(0, 1, 3);
*/
//3d
mesh = new Mesh();
mesh->add_vertex3(-0.5, 0.5, 0);
mesh->add_vertex3(0.5, -0.5, 0);
mesh->add_vertex3(-0.5, -0.5, 0);
mesh->add_vertex3(0.5, 0.5, 0);
mesh->add_triangle(0, 1, 2);
mesh->add_triangle(0, 1, 3);
mesh->upload();
}
color_count += 0.01;
if (color_count > 1)
color_count = 0;
colored_material->color.r = color_count;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
colored_material->bind();
mesh->render();
SDL_GL_SwapWindow(window);
}
void first_2d_triangle_uniforms_mi() {
if (!colored_material) {
colored_material = new ColoredMaterial();
colored_material->color.r = 0;
}
if (!mesh) {
mesh = new Mesh();
mesh->add_vertex3(-0.5, 0.5, 0);
mesh->add_vertex3(0.5, -0.5, 0);
mesh->add_vertex3(-0.5, -0.5, 0);
mesh->add_vertex3(0.5, 0.5, 0);
mesh->add_triangle(0, 1, 2);
mesh->add_triangle(0, 1, 3);
mesh->upload();
mi = new MeshInstance();
mi->material = colored_material;
mi->mesh = mesh;
}
color_count += 0.01;
if (color_count > 1)
color_count = 0;
mi->position.x = color_count;
mi->rotation.z = color_count * 100;
mi->scale.x = color_count;
colored_material->color.r = color_count;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
mi->render();
SDL_GL_SwapWindow(window);
}
void first_2d_triangle_uniforms_mi_children() {
if (!colored_material) {
colored_material = new ColoredMaterial();
colored_material->color.r = 0;
}
if (!mesh) {
mesh = new Mesh();
mesh->add_vertex3(-0.5, 0.5, 0);
mesh->add_vertex3(0.5, -0.5, 0);
mesh->add_vertex3(-0.5, -0.5, 0);
mesh->add_vertex3(0.5, 0.5, 0);
mesh->add_triangle(0, 1, 2);
mesh->add_triangle(0, 1, 3);
mesh->upload();
mi = new MeshInstance();
mi->material = colored_material;
mi->mesh = mesh;
mic = new MeshInstance();
mic->material = colored_material;
mic->mesh = mesh;
mic->scale = glm::vec3(0.8, 0.8, 0.8);
//mic->position.x = 0.5;
mi->children.push_back(mic);
}
color_count += 0.01;
if (color_count > 1)
color_count = 0;
//mi->position.x = color_count;
//mi->rotation.z = color_count * 100;
//mi->scale.x = color_count;
mi->position.x = color_count;
mic->position.x = sin(color_count);
mic->position.y = cos(color_count);
colored_material->color.r = color_count;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
mi->render();
SDL_GL_SwapWindow(window);
}
void cone_perspective() {
if (!camera) {
camera = new PerspectiveCamera();
camera->position.z = -2;
}
if (!color_material) {
color_material = new ColorMaterial();
// color_material->color.r = 0;
}
if (!mesh) {
mesh = new Mesh();
MeshUtils::create_cone(mesh);
mesh->upload();
mi = new MeshInstance();
mi->material = color_material;
mi->mesh = mesh;
}
color_count += 0.01;
if (color_count > 3)
color_count = 0;
// mi->position.x = color_count;
//mi->rotation.x = 210;
mi->rotation.y = color_count;
// mi->scale.x = color_count;
// color_material->color.r = color_count;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
camera->bind();
mi->render();
SDL_GL_SwapWindow(window);
}
void first_2d_triangle_uvs() {
if (!camera) {
camera = new PerspectiveCamera();
camera->position.z = -2;
}
if (!texture) {
texture = new Texture();
texture->load_image("download.bmp");
}
if (!texture_material) {
texture_material = new TextureMaterial();
texture_material->texture = texture;
}
if (!mesh) {
mesh = new Mesh();
mesh->add_uv(0, 0);
mesh->add_vertex3(-0.5, 0.5, 0);
mesh->add_uv(1, 1);
mesh->add_vertex3(0.5, -0.5, 0);
mesh->add_uv(0, 1);
mesh->add_vertex3(-0.5, -0.5, 0);
mesh->add_uv(1, 0);
mesh->add_vertex3(0.5, 0.5, 0);
mesh->add_triangle(0, 1, 2);
mesh->add_triangle(0, 1, 3);
mesh->upload();
mi = new MeshInstance();
mi->material = texture_material;
mi->mesh = mesh;
}
color_count += 0.01;
if (color_count > 1)
color_count = 0;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
camera->position.x = color_count;
camera->bind();
mi->render();
SDL_GL_SwapWindow(window);
}
int current_demo = 5;
//gameloop
void handle_frame() {
//handle input
SDL_Event current_evevnt;
while(SDL_PollEvent(&current_evevnt)) {
if (current_evevnt.type == SDL_QUIT) {
running = false;
}
}
//update world
//most ez nem kell
//render
switch (current_demo) {
case 0:
first_2d_triangle();
break;
case 1:
first_2d_triangle_uniforms();
break;
case 2:
first_2d_triangle_uniforms_mi();
break;
case 3:
first_2d_triangle_uniforms_mi_children();
break;
case 4:
cone_perspective();
break;
case 5:
first_2d_triangle_uvs();
break;
}
}
int main(int argc, char *argv[]) {
SDL_SetMainReady();
int error = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
if (error) {
SDL_Log("SDL_Init: %s", SDL_GetError());
return 1;
}
#if _WIN64
//Use OpenGl 2.1
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#else
//Use OpenGl ES 2.0
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#endif
window = SDL_CreateWindow("SDL + OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (!window) {
SDL_Log("SDL_CreateWindow: %s", SDL_GetError());
return 1;
}
context = SDL_GL_CreateContext(window);
#ifdef _WIN64
gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress);
#endif
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(handle_frame, 0, 1);
#else
while (running) {
handle_frame();
}
#endif
printf("%s\n", glGetString(GL_VERSION));
//if (vbo_init) {
// glDeleteBuffers(1, &triange_VBO);
// }
if (colored_material) {
delete colored_material;
}
SDL_DestroyWindow(window);
window = nullptr;
SDL_Quit();
return 0;
}