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