old-Testgame/main.cpp
2016-08-28 15:25:35 +02:00

139 lines
3.5 KiB
C++

#include <iostream>
#include <cstdlib>
#include <main.h>
#include <SDL.h>
#include <GL/glew.h>
#include <renderer/shader.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace std;
bool TestGame::init()
{
GLint link_ok = GL_FALSE;
//Compile Vertex shader
vs = new VertexShader("shaders/triangle.v.glsl");
if(!vs->compile()) {
throw nullptr;
}
//Compile Fragment shader
fs = new FragmentShader("shaders/triangle.f.glsl");
if(!fs->compile()) {
throw nullptr;
}
//Linking
vector<Shader *> shaders;
shaders.push_back(vs);
shaders.push_back(fs);
program=link(shaders);
//Set attributes
const char* attribute_name = "coord3d";
attribute_coord2d = glGetAttribLocation(program, attribute_name);
if (attribute_coord2d == -1) {
cerr << "Could not bind attribute " << attribute_name << endl;
throw nullptr;
}
attribute_name = "v_color";
attribute_v_color = glGetAttribLocation(program, attribute_name);
if (attribute_v_color == -1) {
cerr << "Could not bind attribute " << attribute_name << endl;
throw nullptr;
}
GLfloat triangle_colors[] = {
1.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0,
};
const char* uniform_name = "m_transform";
uniform_m_transform = glGetUniformLocation(program, uniform_name);
if (uniform_m_transform == -1) {
cerr << "Could not bind uniform " << uniform_name << endl;
throw nullptr;
}
t1.init(triangle_colors);
t2.init(triangle_colors);
t3.init(triangle_colors);
return true;
}
void TestGame::stop()
{
//To be written
}
void TestGame::logic()
{
//Calculate colors
if(state.bright)
state.brightness+=0.001;
else
state.brightness-=0.001;
if(state.bright && state.brightness >= 1.0)
state.bright=false;
if(!state.bright && state.brightness < 0.0)
state.bright=true;
//Apply colors
GLfloat triangle_colors[] = {
state.brightness, 0.0, 0.0,
0.0, state.brightness, 0.0,
0.0, 0.0, state.brightness,
};
GLfloat quad_colors[] = {
state.brightness, 0.0, 0.0,
0.0, state.brightness, 0.0,
0.0, 0.0, state.brightness,
state.brightness, state.brightness, state.brightness
};
float angle = SDL_GetTicks() / 1000.0 * 45;
glm::vec3 axis_z(0, 0, 1);
float move = sinf(SDL_GetTicks() / 1000.0 * (2*3.14) / 5);
glm::mat4 m_transform = glm::rotate(glm::mat4(1.0f), glm::radians(angle), axis_z) * glm::translate(glm::mat4(1.0f), glm::vec3(move, 0.0, 0.0));
glUniformMatrix4fv(uniform_m_transform, 1, GL_FALSE, glm::value_ptr(m_transform));
t1.update(triangle_colors);
t2.update(triangle_colors);
t3.update(quad_colors);
}
bool TestGame::tick()
{
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
if (ev.type == SDL_QUIT)
return false;
}
logic();
render();
return true;
}
void TestGame::render()
{
//Clear Background
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(program);
glEnableVertexAttribArray(attribute_coord2d);
glEnableVertexAttribArray(attribute_v_color);
t1.render(attribute_coord2d, attribute_v_color);
t2.render(attribute_coord2d, attribute_v_color);
t3.render(attribute_coord2d, attribute_v_color);
glDisableVertexAttribArray(attribute_v_color);
glDisableVertexAttribArray(attribute_coord2d);
// Display the result
SDL_GL_SwapWindow(window);
}
TestGame::~TestGame()
{
glDeleteProgram(program);
delete fs;
delete vs;
}
int main(int argc, char **argv) {
TestGame game;
game.start();
return 0;
}