90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
#define STB_IMAGE_IMPLEMENTATION
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <funcs.h>
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#include <shader.h>
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#include "data.cpp"
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int main() {
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// Initalize GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Open Window
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GLFWwindow* window = glfwCreateWindow(800, 600, "Howdy Naif!", NULL, NULL);
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if (window == NULL) {
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std::cout << "Could not open the window!\n";
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// Start GLAD loader
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)){
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Set viewport
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glfwSetCursorPosCallback(window, mouse_callback);
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// Create Data
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unsigned int gridX = 20, gridY = 20;
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float* tileCoords = makeGridPoints(gridX, gridY);
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unsigned int* tileIndices = makeGridIndex(gridX, gridY);
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// Use and set shader
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Shader myShader("../shaders/vert.vs", "../shaders/frag.fs");
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myShader.use();
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// Create Vertex Buffer and bind it to array buffer, then specifiy how to use that data
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unsigned int VAO, VBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, 5*gridX*gridY*sizeof(float), tileCoords, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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// Element Buffers
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unsigned int EBO;
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*(gridX-1)*(gridY-1)*sizeof(unsigned int), tileIndices, GL_STATIC_DRAW);
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std::cout << "LOADED DATA\n";
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myShader.use();
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glBindVertexArray(VAO);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// Window loop
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while(!glfwWindowShouldClose(window)) {
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// Input checking
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processInput(window);
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// Rendering Loop
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, (gridX-1)*(gridY-1)*6, GL_UNSIGNED_INT, 0);
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// Events and buffer swap
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glfwPollEvents();
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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delete[] tileCoords;
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//delete[] tileIndices;
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return 0;
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} |