hyporo-cpp/source/creator/test.cpp
2023-04-10 22:01:56 +05:00

269 lines
10 KiB
C++

#ifndef __gl_h_
#include <glad/glad.h>
#endif
#include "hpr/window_system/window_system.hpp"
#include "hpr/window_system/glfw/window_system.hpp"
#include "hpr/window_system/glfw/window.hpp"
#include "hpr/gpu.hpp"
#include "hpr/math.hpp"
#include "hpr/mesh.hpp"
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <iostream>
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
const GLchar* vertexSource = R"glsl(
#version 150 core
in vec3 position;
in vec3 color;
in vec2 texcoord;
out vec3 Color;
out vec2 Texcoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform vec3 overrideColor;
void main()
{
Color = overrideColor * color;
Texcoord = texcoord;
gl_Position = proj * view * model * vec4(position, 1.0);
}
)glsl";
int main()
{
using namespace hpr;
gpu::WindowSystem *ws = gpu::WindowSystem::create(gpu::WindowContext::Provider::GLFW);
gpu::Window *w = ws->newWindow();
w->init("test", gpu::Window::Style::Windowed, 0, 0, 600, 400, nullptr, nullptr);
if (gpu::opengl::Device::loadLoader())
std::cerr << "Load gl loader error" << std::endl;
// build and compile our shader program
// ------------------------------------
// vertex shader
/*unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
*/
mesh::Mesh mesh;
mesh.addVertex(-1, 1, 0.5);
mesh.addVertex(1, 1, 0.5);
mesh.addVertex(1, -1, 0.5);
mesh.addVertex(-1, -1, 0.5);
mesh.addEdge(mesh.vertex(0), mesh.vertex(1));
mesh.addEdge(mesh.vertex(1), mesh.vertex(2));
mesh.addEdge(mesh.vertex(2), mesh.vertex(3));
mesh.addEdge(mesh.vertex(3), mesh.vertex(0));
mesh.addEdge(mesh.vertex(0), mesh.vertex(2));
mesh.addFace(mesh.edge(0), mesh.edge(1), mesh.edge(4));
mesh.addFace(mesh.edge(2), mesh.edge(3), mesh.edge(4));
/*darray<float> data (3 * 6, 0.f);
auto arr = mesh.face(0)->vertices() + mesh.face(1)->vertices();
for (auto n = 0; n < arr.size(); ++n)
for (auto k = 0; k < 3; ++k)
data[k + 3 * n] = *(arr[n]->data() + k);*/
darray<unsigned short> indices (6, 0);
darray<float> data;
for (auto v : mesh.vertices())
for (auto c : *v)
data.push(c);
indices[0] = 3;
indices[1] = 1;
indices[2] = 0;
indices[3] = 1;
indices[4] = 2;
indices[5] = 3;
std::cout << "Data: ";
for (auto p : data)
std::cout << p << " ";
std::cout << std::endl;
std::cout << "Indices: ";
for (auto p : indices)
std::cout << p << " ";
std::cout << std::endl;
darray<float> vertices {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
darray<unsigned int> indices2 { // note that we start from 0!
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
/*
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);//data.size(), data.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices2), indices2, GL_STATIC_DRAW);//indices.size(), indices.data(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indices2.size(), indices2.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
*/
gpu::Device* device;
gpu::Device::create(&device, gpu::Device::DeviceAPI::OpenGL);
device->initialize();
gpu::Shader* vertexShader;
device->createVertexShader(&vertexShader, "shaders/test.vert.glsl", "VS");
gpu::Shader* fragmentShader;
device->createFragmentShader(&fragmentShader, "shaders/test.frag.glsl", "FS");
gpu::ShaderProgram* shaderProgram;
device->createShaderProgram(&shaderProgram);
device->attachShader(shaderProgram, vertexShader);
device->attachShader(shaderProgram, fragmentShader);
device->linkProgram(shaderProgram);
gpu::Buffer* vertexBuffer;
device->createVertexBuffer(&vertexBuffer, sizeof(float) * data.size(), (char*)data.data());
gpu::Buffer* indexBuffer;
device->createIndexBuffer(&indexBuffer, sizeof(unsigned short) * indices.size(), (char*)indices.data());
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(dynamic_cast<gpu::glfw::Window*>(w)->instance(), true);
ImGui_ImplOpenGL3_Init("#version 420");
while (w->isOpen())
{
glViewport(0, 0, 600, 400);
glEnable(GL_DEPTH_TEST);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw our first triangle
/*glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
//glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);*/
device->useShaderProgram(shaderProgram);
device->useVertexBuffer(vertexBuffer, 0, 0);
device->useIndexBuffer(indexBuffer, 0);
//dynamic_cast<gpu::opengl::Device*>(device)->Draw(2, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
bool yes = true;
ImGui::ShowDemoWindow(&yes);
ImGui::Begin("Hello, world!");
{
if (ImGui::Button("Exit"))
w->state(gpu::Window::State::Closed);
ImGui::End();
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
dynamic_cast<gpu::glfw::Window*>(w)->swapBuffers();
dynamic_cast<gpu::glfw::Window*>(w)->pollEvents();
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
device->destroyShaderProgram(shaderProgram, false);
device->destroyShader(vertexShader);
device->destroyShader(fragmentShader);
device->destroyBuffer(vertexBuffer);
device->destroyBuffer(indexBuffer);
delete dynamic_cast<gpu::opengl::Device*>(device);
/*glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);*/
ws->destroyWindow(w);
gpu::WindowSystem::destroy(ws);
return 0;
}