Tutorial code for modern OpenGL rendering

This commit is contained in:
karl 2020-01-03 21:41:23 +01:00
parent 065c89e902
commit 50e5a2b30c
4 changed files with 2066 additions and 16 deletions

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@ -6,8 +6,8 @@ set(CMAKE_CXX_STANDARD 17)
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
find_package(glfw3 REQUIRED) find_package(glfw3 REQUIRED)
add_executable(ecsgame main.cpp) add_executable(ecsgame glad.c main.cpp)
include_directories(${OPENGL_INCLUDE_DIRS}) include_directories(${OPENGL_INCLUDE_DIRS})
target_link_libraries(ecsgame ${OPENGL_LIBRARY} glfw) target_link_libraries(ecsgame ${OPENGL_LIBRARY} glfw ${CMAKE_DL_LIBS})

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@ -1,3 +1,5 @@
# ECSGame # ECSGame
C++ ECS OpenGL game demo C++ ECS OpenGL game demo
Some code adapted from Joey de Vries' (https://twitter.com/JoeyDeVriez) tutorials at https://learnopengl.com/About licensed under https://creativecommons.org/licenses/by-nc/4.0/.

1833
glad.c Normal file

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241
main.cpp
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@ -1,9 +1,15 @@
#include <iostream> #include <iostream>
#include "ECS.h" #include "ECS.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <GL/gl.h>
using namespace ECS; using namespace ECS;
World *world = World::createWorld();
struct Position { struct Position {
Position(float x, float y, float z) : x(x), y(y), z(z) {} Position(float x, float y, float z) : x(x), y(y), z(z) {}
@ -14,16 +20,35 @@ struct Position {
float z; float z;
}; };
struct Movement {
Movement(float speedX, float speedY, float speedZ) : speedX(speedX), speedY(speedY), speedZ(speedZ) {}
float speedX;
float speedY;
float speedZ;
int movingX = 0;
int movingY = 0;
int movingZ = 0;
float velocityX = 0.0f;
float velocityY = 0.0f;
float velocityZ = 0.0f;
};
struct InputEvent {
int key;
int action;
};
class GravitySystem : public EntitySystem { class GravitySystem : public EntitySystem {
public: public:
GravitySystem(float amount) { explicit GravitySystem(float amount) {
gravityAmount = amount; gravityAmount = amount;
} }
virtual ~GravitySystem() {} void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
virtual void tick(World *world, float deltaTime) override {
world->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
position->y += gravityAmount * deltaTime; position->y += gravityAmount * deltaTime;
}); });
} }
@ -32,25 +57,107 @@ private:
float gravityAmount; float gravityAmount;
}; };
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) class PositionDebugOutputSystem : public EntitySystem {
{ public:
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
std::cout << ent->getEntityId() << ": "
<< position->x << ", "
<< position->y << ", "
<< position->z
<< std::endl;
});
}
};
class KeyboardMovementSystem : public EntitySystem, public EventSubscriber<InputEvent> {
void configure(World *pWorld) override {
pWorld->subscribe<InputEvent>(this);
}
void receive(World *pWorld, const InputEvent &event) override {
if (event.key == GLFW_KEY_W) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_S) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_A) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
} else if (event.key == GLFW_KEY_D) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
}
std::cout << "MyEvent was emitted!" << std::endl;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position, Movement>(
[&](Entity *ent, ComponentHandle<Position> position, ComponentHandle<Movement> movement) {
position->x += movement->movingX * movement->speedX * deltaTime;
position->y += movement->movingY * movement->speedY * deltaTime;
position->z += movement->movingZ * movement->speedZ * deltaTime;
});
}
void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
};
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE); glfwSetWindowShouldClose(window, GLFW_TRUE);
world->emit<InputEvent>({key, action});
} }
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";
int main() { int main() {
World *world = World::createWorld();
world->registerSystem(new GravitySystem(-9.8f)); world->registerSystem(new GravitySystem(-9.8f));
world->registerSystem(new PositionDebugOutputSystem());
world->registerSystem(new KeyboardMovementSystem());
Entity *ent = world->create(); Entity *ent = world->create();
ent->assign<Position>(0.f, 0.f, 0.f); // assign() takes arguments and passes them to the constructor ent->assign<Position>(0.f, 0.f, 0.f);
ent->assign<Movement>(1.f, 1.f, 1.f);
world->tick(1.0f);
ComponentHandle<Position> pos = ent->get<Position>(); ComponentHandle<Position> pos = ent->get<Position>();
std::cout << "y position after tick: " << pos->y << std::endl;
GLFWwindow *window; GLFWwindow *window;
/* Initialize the library */ /* Initialize the library */
@ -69,11 +176,119 @@ int main() {
glfwSetKeyCallback(window, key_callback); glfwSetKeyCallback(window, key_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// build and compile our shader program
// ------------------------------------
// vertex shader
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
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
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);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
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
};
unsigned int indices[] = { // 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);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 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);
double timeInLastFrame = glfwGetTime();
double elapsed_time = 0.0;
/* Loop until the user closes the window */ /* Loop until the user closes the window */
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
// Delta time handling
double delta = glfwGetTime() - timeInLastFrame;
timeInLastFrame = glfwGetTime();
elapsed_time += delta;
std::cout << "Elapsed time: " << elapsed_time << std::endl;
world->tick(delta);
/* Render here */ /* Render here */
// render
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_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);
// glBindVertexArray(0); // no need to unbind it every time
/* Swap front and back buffers */ /* Swap front and back buffers */
glfwSwapBuffers(window); glfwSwapBuffers(window);