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#include <iostream>
#include "Display.hpp"
#include "Shader.hpp"
Display *Display::instance = nullptr;
Display::Display(int w, int h, std::string title, World *worldPtr) {
if (instance != nullptr)
throw 516;
instance = this;
world = worldPtr;
//GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(w, h, title.c_str(), nullptr, nullptr);
if (window == nullptr) {
std::cerr << "Can't create GLFW window" << std::endl;
glfwTerminate();
throw 517;
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, &Display::callback_key);
//GLEW
glewExperimental = GL_TRUE;
GLenum glewStatus = glewInit();
if (glewStatus != GLEW_OK) {
std::cerr << "Can't initialize GLEW: " << glewGetErrorString(glewStatus) << std::endl;
throw 518;
}
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
}
Display::~Display() {
instance = nullptr;
glfwTerminate();
}
bool Display::IsClosed() {
return false;
}
void Display::SetPlayerPos(float x, float y) {
}
void Display::MainLoop() {
Shader vertexShader("./graphics/simpleVS.vs");
Shader fragmentShader("./graphics/simpleFS.fs", false);
ShaderProgram program;
program.Attach(vertexShader);
program.Attach(fragmentShader);
program.Link();
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(VBO, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *) 0);
glEnableVertexAttribArray(0);
GLuint VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// 2. Копируем наш массив вершин в буфер для OpenGL
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 3. Устанавливаем указатели на вершинные атрибуты
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *) 0);
glEnableVertexAttribArray(0);
//4. Отвязываем VAO
glBindVertexArray(0);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram((GLuint) program);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
}
void Display::callback_key(GLFWwindow *window, int key, int scancode, int action, int mode) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(instance->window, GL_TRUE);
}
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