#include"mx.hpp" #include"argz.hpp" #ifdef __EMSCRIPTEN__ #include <emscripten/emscripten.h> #include <emscripten/html5.h> #include <GLES3/gl3.h> #endif #include"gl.hpp" #include"loadpng.hpp" #define CHECK_GL_ERROR() \ { GLenum err = glGetError(); \ if (err != GL_NO_ERROR) \ printf("OpenGL Error: %d at %s:%d\n", err, __FILE__, __LINE__); } GLfloat vertices[] = { -1.0f, -1.0f, 1.0f, // front face 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, // left side -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, // top -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, // bottom -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, // right 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, // back face 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, }; GLfloat texCoords[] = { 0, 1, // Front face 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, // Left face 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, // Top face 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, // Bottom face 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, // Right face 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, // Back face 1, 0, 0, 0, 0, 1, 1, 1, 1, 0 }; class Cube : public gl::GLObject { public: gl::ShaderProgram shaderProgram; GLuint VAO, VBO; GLuint texture; Cube() = default; virtual ~Cube() override { glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteTextures(1, &texture); } std::vector<GLfloat> cubeData; virtual void load(gl::GLWindow *win) override { size_t vertexCount = sizeof(vertices) / (3 * sizeof(GLfloat)); size_t texCoordCount = sizeof(texCoords) / (2 * sizeof(GLfloat)); if (vertexCount != texCoordCount) { throw std::runtime_error("Vertices and texture coordinates size mismatch"); } cubeData.resize(vertexCount * 5); for (size_t i = 0; i < vertexCount; ++i) { cubeData[i * 5] = vertices[i * 3]; // Position X cubeData[i * 5 + 1] = vertices[i * 3 + 1]; // Position Y cubeData[i * 5 + 2] = vertices[i * 3 + 2]; // Position Z cubeData[i * 5 + 3] = texCoords[i * 2]; // Texture U cubeData[i * 5 + 4] = texCoords[i * 2 + 1]; // Texture V } glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, cubeData.size() * sizeof(GLfloat), cubeData.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glBindVertexArray(0); if (!shaderProgram.loadProgram(win->util.getFilePath("data/tri.vert"), win->util.getFilePath("data/tri.frag"))) { throw mx::Exception("Failed to load shader program"); } shaderProgram.useProgram(); glm::mat4 model = glm::mat4(1.0f); // Identity matrix // glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -5.0f)); // Camera backward glm::mat4 view = glm::lookAt( glm::vec3(0.0f, 0.0f, 5.0f), // Camera position glm::vec3(0.0f, 0.0f, 0.0f), // Look at origin glm::vec3(0.0f, 1.0f, 0.0f) // Up vector ); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)win->w / win->h, 0.1f, 100.0f); shaderProgram.setUniform("model", model); shaderProgram.setUniform("view", view); shaderProgram.setUniform("projection", projection); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); SDL_Surface *surface = png::LoadPNG(win->util.getFilePath("data/bg.png").c_str()); if (!surface) { mx::system_err << "Error: loading PNG.\n"; exit(EXIT_FAILURE); } GLenum format = (surface->format->BytesPerPixel == 4) ? GL_RGBA : GL_RGB; glTexImage2D(GL_TEXTURE_2D, 0, format, surface->w, surface->h, 0, format, GL_UNSIGNED_BYTE, surface->pixels); SDL_FreeSurface(surface); } float alpha = 1.0; int dir = 1; virtual void draw(gl::GLWindow *win) override { shaderProgram.useProgram(); CHECK_GL_ERROR(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); CHECK_GL_ERROR(); #ifdef __EMSCRIPTEN__ static Uint32 lastTime = emscripten_get_now(); float currentTime = emscripten_get_now(); float deltaTime = (currentTime - lastTime) / 1000.0f; lastTime = currentTime; #else static Uint32 lastTime = SDL_GetTicks(); Uint32 currentTime = SDL_GetTicks(); float deltaTime = (currentTime - lastTime) / 1000.0f; lastTime = currentTime; #endif static float rotationAngle = 0.0f; rotationAngle += deltaTime * 50.0f; glm::mat4 model = glm::rotate(glm::mat4(1.0f), glm::radians(rotationAngle), glm::vec3(0.0f, 1.0f, 0.0f)); shaderProgram.setUniform("model", model); if(dir == 1) { alpha += 0.1f; if(alpha > 10.0f) dir = 0; } else { alpha -= 0.1f; if(alpha <= 1.0) dir = 1; } shaderProgram.setUniform("alpha", alpha); CHECK_GL_ERROR(); size_t vertexCount = cubeData.size() / 5; glDrawArrays(GL_TRIANGLES, 0, vertexCount); CHECK_GL_ERROR(); glBindVertexArray(0); CHECK_GL_ERROR(); } virtual void event(gl::GLWindow *window, SDL_Event &e) override { } private: }; class MainWindow : public gl::GLWindow { public: MainWindow(std::string path, int tw, int th) : gl::GLWindow("OpenGL Example", tw, th) { setPath(path); setObject(new Cube()); object->load(this); } ~MainWindow() override {} virtual void event(SDL_Event &e) override {} virtual void draw() override { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glViewport(0, 0, w, h); object->draw(this); swap(); } private: }; MainWindow *main_w = nullptr; void eventProc() { main_w->proc(); } int main(int argc, char **argv) { #ifdef __EMSCRIPTEN__ MainWindow main_window("/", 960, 720); main_w =&main_window; emscripten_set_main_loop(eventProc, 0, 1); #else Argz<std::string> parser(argc, argv); parser.addOptionSingle('h', "Display help message") .addOptionSingleValue('p', "assets path") .addOptionDoubleValue('P', "path", "assets path") .addOptionSingleValue('r',"Resolution WidthxHeight") .addOptionDoubleValue('R',"resolution", "Resolution WidthxHeight"); Argument<std::string> arg; std::string path; int value = 0; int tw = 1920, th = 1080; try { while((value = parser.proc(arg)) != -1) { switch(value) { case 'h': case 'v': parser.help(std::cout); exit(EXIT_SUCCESS); break; case 'p': case 'P': path = arg.arg_value; break; case 'r': case 'R': { auto pos = arg.arg_value.find("x"); if(pos == std::string::npos) { mx::system_err << "Error invalid resolution use WidthxHeight\n"; mx::system_err.flush(); exit(EXIT_FAILURE); } std::string left, right; left = arg.arg_value.substr(0, pos); right = arg.arg_value.substr(pos+1); tw = atoi(left.c_str()); th = atoi(right.c_str()); } break; } } } catch (const ArgException<std::string>& e) { mx::system_err << e.text() << "\n"; } if(path.empty()) { mx::system_out << "mx: No path provided trying default current directory.\n"; path = "."; } try { MainWindow main_window(path, tw, th); main_window.loop(); } catch(const mx::Exception &e) { mx::system_err << "mx: Exception: " << e.text() << "\n"; mx::system_err.flush(); exit(EXIT_FAILURE); } #endif return 0; }