Commit of work up to day 11 of learnopengl.com.

This commit is contained in:
Zed A. Shaw 2026-08-21 13:15:55 -04:00
commit 5ce5b4dda4
447 changed files with 126678 additions and 0 deletions

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#pragma once
#include <glm/glm.hpp>
float vertices_3d[] = {
// vertex coords // texture coords
-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
0.1f, -0.1f, -0.1f, 1.0f, 0.0f,
0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
-0.1f, -0.1f, -0.1f, 0.0f, 0.0f,
-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
0.1f, 0.1f, 0.1f, 1.0f, 1.0f,
-0.1f, 0.1f, 0.1f, 0.0f, 1.0f,
-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
-0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
-0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
0.1f, -0.1f, -0.1f, 1.0f, 1.0f,
0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
0.1f, -0.1f, 0.1f, 1.0f, 0.0f,
-0.1f, -0.1f, 0.1f, 0.0f, 0.0f,
-0.1f, -0.1f, -0.1f, 0.0f, 1.0f,
-0.1f, 0.1f, -0.1f, 0.0f, 1.0f,
0.1f, 0.1f, -0.1f, 1.0f, 1.0f,
0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
0.1f, 0.1f, 0.1f, 1.0f, 0.0f,
-0.1f, 0.1f, 0.1f, 0.0f, 0.0f,
-0.1f, 0.1f, -0.1f, 0.0f, 1.0f
};

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#include "dbc.hpp"
#include <iostream>
void dbc::log(const string &message, const std::source_location location) {
std::cout << '[' << location.file_name() << ':'
<< location.line() << "|"
<< location.function_name() << "] "
<< message << std::endl;
}
void dbc::sentinel(const string &message, const std::source_location location) {
string err = $F("[SENTINEL!] {}", message);
dbc::log(err, location);
throw dbc::SentinelError(err);
}
void dbc::pre(const string &message, bool test, const std::source_location location) {
if(!test) {
string err = $F("[PRE!] {}", message);
dbc::log(err, location);
throw dbc::PreCondError(err);
}
}
void dbc::pre(const string &message, std::function<bool()> tester, const std::source_location location) {
dbc::pre(message, tester(), location);
}
void dbc::post(const string &message, bool test, const std::source_location location) {
if(!test) {
string err = $F("[POST!] {}", message);
dbc::log(err, location);
throw dbc::PostCondError(err);
}
}
void dbc::post(const string &message, std::function<bool()> tester, const std::source_location location) {
dbc::post(message, tester(), location);
}
void dbc::check(bool test, const string &message, const std::source_location location) {
if(!test) {
string err = $F("[CHECK!] {}\n", message);
dbc::log(err, location);
throw dbc::CheckError(err);
}
}

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#pragma once
#include <string>
#include <fmt/core.h>
#include <functional>
#include <source_location>
// AKA the Fuckit macro
#define $F(FMT, ...) fmt::format(FMT, ##__VA_ARGS__)
namespace dbc {
using std::string;
using CheckError = std::runtime_error;
using SentinelError = std::runtime_error;
using PreCondError = std::runtime_error;
using PostCondError = std::runtime_error;
void log(const string &message,
const std::source_location location =
std::source_location::current());
[[noreturn]] void sentinel(const string &message,
const std::source_location location =
std::source_location::current());
void pre(const string &message, bool test,
const std::source_location location =
std::source_location::current());
void pre(const string &message, std::function<bool()> tester,
const std::source_location location =
std::source_location::current());
void post(const string &message, bool test,
const std::source_location location =
std::source_location::current());
void post(const string &message, std::function<bool()> tester,
const std::source_location location =
std::source_location::current());
void check(bool test, const string &message,
const std::source_location location =
std::source_location::current());
}

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#define _USE_MATH_DEFINES
#include <math.h>
#include "dbc.hpp"
#include <print>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <vector>
#include <functional>
#include "shader.hpp"
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "data.hpp"
#include "physics.hpp"
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
struct Config {
Shader shader;
unsigned int VAO = 0;
unsigned int VBO = 0;
unsigned int texture1 = 0;
unsigned int texture2 = 0;
};
void init_glfw() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
}
void framebuffer_size_callback(GLFWwindow *, int width, int height) {
glViewport(0, 0, width, height);
}
GLFWwindow* create_window() {
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
dbc::check(window != NULL, "failed to open window");
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
auto good = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
dbc::check(good, "failed to load GLAD");
return window;
}
void processInput(GLFWwindow *window, BoxTest &box) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
b2Vec2 force(0.0f, 0.5f);
for(size_t i = 0; i < BODY_COUNT; i++) {
box.bodies[i]->ApplyForceToCenter(force, true);
box.bodies[i]->ApplyTorque(0.1f, true);
}
}
}
unsigned int load_texture(const std::string& image_file) {
unsigned int texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width = 0;
int height = 0;
int nrChannels = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load(image_file.c_str(), &width, &height, &nrChannels, 0);
dbc::check(data != nullptr, std::format("Failed to load texture: {}", image_file));
dbc::check(nrChannels == 3 || nrChannels == 4,
std::format("Image {} has invalid channels {} should be 3 or 4.", image_file, nrChannels));
auto rgb_or_a = nrChannels == 3 ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, rgb_or_a, width, height, 0, rgb_or_a, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
return texture_id;
}
Config setup() {
glEnable(GL_DEPTH_TEST);
Config config{{"shaders/4.2.texture.vs", "shaders/4.2.texture.fs"}};
unsigned int VBO = 0;
unsigned int VAO = 0;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_3d), vertices_3d, 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);
config.texture1 = load_texture("resources/textures/container.jpg");
config.texture2 = load_texture("resources/textures/awesomeface.png");
config.shader.use();
config.shader.setInt("texture1", 0);
config.shader.setInt("texture2", 1);
config.VAO = VAO;
config.VBO = VBO;
return config;
}
void render(GLFWwindow* window, const Config& config, BoxTest& box, b2World& world) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, config.texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, config.texture2);
config.shader.use();
// this is position
float time = glfwGetTime();
Box2d_step_world(world);
glm::mat4 view = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
config.shader.setMat4("view", view);
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
config.shader.setMat4("projection", projection);
glBindVertexArray(config.VAO);
for(unsigned int i = 0; i < BODY_COUNT; i++) {
glm::mat4 model = glm::mat4(1.0f);
// get position from box
b2Vec2 position = box.bodies[i]->GetPosition();
float angle = box.bodies[i]->GetAngle();
model = glm::translate(model, glm::vec3(position.x, position.y, 0.0f));
model = glm::rotate(model, angle / 5.0f, glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(time * 10.0f), glm::vec3(0.0f, 1.0f, 1.0f));
config.shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
void cleanup(Config& config) {
glDeleteVertexArrays(1, &config.VAO);
glDeleteBuffers(1, &config.VAO);
glDeleteBuffers(1, &config.VBO);
config.shader.cleanup();
}
int main() {
init_glfw();
b2Vec2 gravity(0.0f, -10.0f);
b2World world(gravity);
BoxTest box = Box2d_setup(world);
auto window = create_window();
auto config = setup();
while(!glfwWindowShouldClose(window)) {
processInput(window, box);
render(window, config, box, world);
}
cleanup(config);
glfwTerminate();
return 0;
}

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#include "physics.hpp"
struct BoxTest Box2d_setup(b2World &world) {
BoxTest box;
float wall_x[4] = {0.0f, 0.0f, -0.99f, 0.99f};
float wall_y[4] = {-0.99, 0.99f, 0.0f, 0.0f};
float bound_w[4] = {1.0f, 1.0f, 0.1f, 0.1f};
float bound_h[4] = {0.1f, 0.1f, 1.0f, 1.0f};
for(size_t i = 0; i < 4; i++) {
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(wall_x[i], wall_y[i]);
b2Body *groundBody = world.CreateBody(&groundBodyDef);
b2PolygonShape groundBox;
groundBox.SetAsBox(bound_w[i], bound_h[i]);
groundBody->CreateFixture(&groundBox, 1.0f);
box.walls[i] = groundBody;
}
for(size_t i = 0; i < BODY_COUNT; i++) {
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(0.0f, 0.5f);
box.bodies[i] = world.CreateBody(&bodyDef);
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(0.1f, 0.1f);
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.density = 1.0f;
fixtureDef.friction = 0.3f;
box.bodies[i]->CreateFixture(&fixtureDef);
}
return box;
}
void Box2d_step_world(b2World& world) {
float timeStep = 1.0f / 60.0f;
int velocityIterations = 6;
int positionIterations = 2;
// step the world
world.Step(timeStep, velocityIterations, positionIterations);
}

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#pragma once
#include <box2d/box2d.h>
#define BODY_COUNT 20
struct BoxTest {
b2Body *walls[4];
b2Body *bodies[BODY_COUNT];
};
struct BoxTest Box2d_setup(b2World &world);
void Box2d_step_world(b2World& world);

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#include "shader.hpp"
#include <iostream>
#include <fstream>
#include <sstream>
#include <print>
#include <filesystem>
#include "dbc.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
namespace fs = std::filesystem;
inline std::string read_file(const std::string& filename) {
// load the file
std::ifstream in_file{filename, std::ios::binary};
// get the size of the file
std::stringstream in_str;
in_str << in_file.rdbuf();
return in_str.str();
}
void check_error(const std::string& what, unsigned int thing, GLenum check_type) {
int success = 0;
char infoLog[512] = {0};
if(check_type == GL_LINK_STATUS) {
glGetProgramiv(thing, check_type, &success);
if(!success) {
glGetProgramInfoLog(thing, 512, NULL, infoLog);
dbc::sentinel(std::format("ERROR: Program {} compile failed: {}", what, infoLog));
}
} else {
glGetShaderiv(thing, check_type, &success);
if(!success) {
glGetShaderInfoLog(thing, 512, NULL, infoLog);
dbc::sentinel(std::format("ERROR: Shader {} compile failed: {}", what, infoLog));
}
}
}
unsigned int Shader::load_shader(const std::string& filename, GLenum shader_type) {
dbc::check(fs::exists(filename),
std::format("shader file {} does not exist", filename));
// create the shader
std::string shader_code = read_file(filename);
const char* shader_code_ptr = shader_code.c_str();
int shader_id = glCreateShader(shader_type);
glShaderSource(shader_id, 1, &shader_code_ptr, NULL);
glCompileShader(shader_id);
check_error(filename, shader_id, GL_COMPILE_STATUS);
// check compile error
return shader_id;
}
Shader::Shader(const char* vertexPath, const char* fragmentPath) {
unsigned int vertex = load_shader(vertexPath, GL_VERTEX_SHADER);
unsigned int fragment = load_shader(fragmentPath, GL_FRAGMENT_SHADER);
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
check_error("link", ID, GL_LINK_STATUS);
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::use() const {
glUseProgram(ID);
}
void Shader::cleanup() {
glDeleteProgram(ID);
}
void Shader::setBool(const std::string &name, bool value) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform1i(uniform, (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform1i(uniform, value);
}
void Shader::setFloat(const std::string &name, float value) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform1f(uniform, value);
}
void Shader::setVec4(const std::string &name, float v1, float v2, float v3, float v4) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform4f(uniform, v1, v2, v3, v4);
}
void Shader::setMat4(const std::string &name, const glm::mat4& mat) const {
unsigned int loc = glGetUniformLocation(ID, name.c_str());
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(mat));
}

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#pragma once
#include <glad/glad.h>
#include <string>
#include <climits>
#include <glm/glm.hpp>
class Shader
{
public:
unsigned int ID = UINT_MAX;
Shader(const char* vertexPath, const char* fragmentPath);
unsigned int load_shader(const std::string& filename, GLenum shader_type);
void use() const;
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
void setVec4(const std::string &name, float v1, float v2, float v3, float v4) const;
void setMat4(const std::string &name, const glm::mat4& what) const;
void cleanup();
};

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#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

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