Write most boilerplate code

This commit is contained in:
hiimgoodpack 2021-01-28 21:09:10 -05:00
parent ef960b3807
commit f4fe28e0ab
Signed by: hiimgoodpack
GPG key ID: 4E0E62733C14AE69
6 changed files with 2249 additions and 0 deletions

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[submodule "digraphene-headers"]
path = digraphene-headers
url = https://gitlab.com/TestingPlant/digraphene-headers.git
[submodule "fast_obj"]
path = fast_obj
url = https://github.com/thisistherk/fast_obj.git

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/*
Copyright (C) 2021 hiimgoodpack
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#define FAST_OBJ_IMPLEMENTATION
#include "../fast_obj/fast_obj.h"
#include <mesh.h>
#include <GLFW/glfw3.h>
#include <shader.h>
#include <cstring>
#include <cassert>
#include <iostream>
typedef struct {
linalg::aliases::float3 position;
} Vertex;
typedef unsigned int Element;
const Mesh::Attribute VERTEX_ATTRIBUTES[] = {
{
.index = 0,
.size = 3,
.type = GL_FLOAT,
.stride = sizeof(Vertex),
.pointer = (void*)offsetof(Vertex, position)
}
};
Mesh::InstancedElements processMesh(const char* const path) {
fastObjMesh* mesh = fast_obj_read(path);
assert(mesh && "An error occured while reading a mesh. Make sure the path is correct and points to a wavefront object file");
const unsigned int vertexCount = mesh->position_count-1;
const unsigned int indexCount = mesh->face_count*3;
Vertex* const vertices = new Vertex[vertexCount];
Element* const elements = new Element[indexCount];
// Index 0 is an invalid index to use in an object file, so we'll remove it
for (unsigned int i = 1; i < mesh->position_count; i++) {
vertices[i-1].position = {mesh->positions[i*3], mesh->positions[i*3+1], mesh->positions[i*3+2]};
}
for (unsigned int i = 0; i < mesh->face_count; i += 3) {
elements[i] = mesh->indices[i].p-1;
elements[i+1] = mesh->indices[i].t-1;
elements[i+2] = mesh->indices[i].n-1;
}
fast_obj_destroy(mesh);
// TODO: Make a way to clean up buffers
Buffer::Specialized<Vertex, GL_ARRAY_BUFFER> vertexBuffer(vertices, vertexCount * sizeof(Vertex), GL_STATIC_DRAW);
Buffer::Specialized<Element, GL_ELEMENT_ARRAY_BUFFER> elementBuffer(elements, indexCount * sizeof(Element), GL_STATIC_DRAW);
delete[] vertices;
delete[] elements;
Mesh::Buffer buffers[2] = {
{
.buffer = vertexBuffer,
.attributes = VERTEX_ATTRIBUTES,
.attributeCount = sizeof(VERTEX_ATTRIBUTES)/sizeof(Mesh::Attribute)
},
{
.buffer = elementBuffer
}
};
return Mesh::InstancedElements(buffers, 2, indexCount, 1, GL_UNSIGNED_INT);
}
#include <fstream>
std::string readExternalFile(const char* name) {
std::string contents;
std::ifstream file;
file.open(name, std::fstream::in);
if (!file.is_open())
std::cerr << "Failed to load file " << name << ": " << strerror(errno) << "\n";
std::string line;
while (getline(file, line)) {
contents += line;
contents += "\n";
}
file.close();
return std::string(contents);
}
void onDebugOutput(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, const void* /* userParam */) {
std::cerr << "OpenGL ";
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH: std::cerr << "high severity"; break;
case GL_DEBUG_SEVERITY_MEDIUM: std::cerr << "moderately severity"; break;
case GL_DEBUG_SEVERITY_LOW: std::cerr << "low severity"; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: std::cerr << "notification"; break;
default: std::cerr << "[unknown severity " << severity << "]"; break;
}
std::cerr << " ";
switch (type) {
case GL_DEBUG_TYPE_ERROR: std::cerr << "error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cerr << "deprecation warning"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cerr << "undefined behavior warning"; break;
case GL_DEBUG_TYPE_PORTABILITY: std::cerr << "portability warning"; break;
case GL_DEBUG_TYPE_PERFORMANCE: std::cerr << "performance warning"; break;
case GL_DEBUG_TYPE_MARKER: std::cerr << "debug marker"; break;
case GL_DEBUG_TYPE_PUSH_GROUP: std::cerr << "pushed group"; break;
case GL_DEBUG_TYPE_POP_GROUP: std::cerr << "popped group"; break;
case GL_DEBUG_TYPE_OTHER: std::cerr << "debug message"; break;
default: std::cerr << "[unknown message type " << type << "]"; break;
}
std::cerr << " from ";
switch (source) {
case GL_DEBUG_SOURCE_API: std::cerr << "API"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cerr << "window system"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cerr << "shader compiler"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: std::cerr << "third party"; break;
case GL_DEBUG_SOURCE_APPLICATION: std::cerr << "application"; break;
case GL_DEBUG_SOURCE_OTHER: std::cerr << "unknown source"; break;
default: std::cerr << "[unknown source type " << source << "]"; break;
}
std::cerr << ": ";
if (length < 0)
std::cerr << message;
else
std::cerr << std::string(message, length);
std::cerr << " (message id: " << id << ")\n";
}
void onGLFWError(int errorCode, const char* error) {
std::cerr << "GLFW error: " << error << " (error code: " << errorCode << ")\n";
}
int main() {
glfwSetErrorCallback(onGLFWError);
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_VISIBLE, false);
GLFWwindow* window = glfwCreateWindow(1, 1, "You aren't supposed to see this", NULL, NULL);
glfwMakeContextCurrent(window);
Mesh::InstancedElements sphere = processMesh("../meshes/sphere.obj");
Shader::Program shader;
shader.add(readExternalFile("../shaders/vertex.glsl").c_str(), -1, GL_VERTEX_SHADER);
shader.add(readExternalFile("../shaders/fragment.glsl").c_str(), -1, GL_FRAGMENT_SHADER);
shader.link();
shader.use();
}