Files
NBEngine/engine/NBGraphics/tests/TestWindow.cpp
T

95 lines
2.3 KiB
C++

#include <NBGraphics/GLLoad.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <NBCore/Errors.hpp>
#include <NBCore/TypeTraits.hpp>
#include <NBGraphics/Image.hpp>
#include <NBGraphics/Mesh.hpp>
#include <NBGraphics/ProgramPipeline.hpp>
#include <NBGraphics/VertexData.hpp>
#include <NBGraphics/Window.hpp>
#include <NBGraphics/Textures.hpp>
int main() {
LOG("Howdy!");
auto window = nb::OGLWindow::CreateWindow(
400,
400,
"Howdy!",
nb::KeyVal(GLFW_CONTEXT_VERSION_MAJOR, 3),
nb::KeyVal(GLFW_CONTEXT_VERSION_MINOR, 3)
);
nb::OGLWindow::MakeCurrent(window);
auto vert = std::make_shared<nb::Shader>(
GL_VERTEX_SHADER,
"#version 330 core\n"
"layout (location = 0) in vec2 aPos;\n"
"out vec4 vColor;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);\n"
" vec2 tmp = (aPos+vec2(1.0, 1.0))*0.5;\n"
" vColor = vec4(tmp.x, 0, tmp.y, 1.0);\n"
"}\0"
);
LOG(vert->log());
auto frag = std::make_shared<nb::Shader>(
GL_FRAGMENT_SHADER,
"#version 330 core\n"
"in vec4 vColor;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vColor;\n"
"}\n\0"
);
LOG(frag->log());
nb::ByteVector data = nb::vectorToBytes<float>({
-0.5, -0.5,
0, 0.5,
0.5, -0.5
});
nb::Program prog({vert, frag});
prog.bind();
std::vector<uint32_t> indxs = {0, 1, 2};
nb::IndexedMesh tri(GL_TRIANGLES, data, {nb::VertexAttribute{
2,
nb::TypeCodes::FLOAT32,
false,
{0, 8}
}}, indxs);
LOG(prog.log());
using nb::WindowCallbacks;
window->setCallback<nb::KEY>(
[](nb::OGLWindow* w, int key, int, int, int)->void{
if (key == GLFW_KEY_Q) {
w->shouldClose(true);
}
});
window->setCallback<nb::CURSOR_POS>(
[](nb::OGLWindow* w, double x, double y)->void{
nb::logger.msg("Pos in x is " + std::to_string(x));
}
);
while(!window->shouldClose()) {
OPENGL_CALL(glClearColor(0.2f, 0.3f, 0.3f, 1.0f));
OPENGL_CALL(glClear(GL_COLOR_BUFFER_BIT));
tri.draw();
window->pollEvents();
window->swapBuffers();
}
return 0;
}