feat(p_cube.hpp): add vertice & indice length

This commit is contained in:
2026-01-06 22:13:09 +01:00
parent cc956449c7
commit 92e190c1a4
11 changed files with 175 additions and 169 deletions

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@@ -61,12 +61,12 @@ add_dependencies(main Shaders)
target_include_directories(main PRIVATE
inc # project
res/render # ressources (primitive)
res/inc # ressources (primitive)
lib/glad/include # glad
lib/glfw/include # glfw
lib/glm # glm
lib/imgui # imgui
"lib/imgui/backends # imgui backends"
lib/imgui/backends # imgui backends
lib/stb # stb
)

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@@ -1,5 +1,13 @@
#ifndef P_CUBE_HPP
#define P_CUBE_HPP
#include <cstddef>
#include "GLFW/glfw3.h"
namespace mesh
{
// clang-format off
constexpr GLfloat P_CUBE_VERTICE[] = {
// Positions // normales // texture coordinate
// front side
@@ -38,6 +46,10 @@ constexpr GLfloat P_CUBE_VERTICE[] = {
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
};
// clang-format on
constexpr const std::size_t P_CUBE_VERTICE_LEN =
sizeof(P_CUBE_VERTICE) / sizeof(GLfloat);
constexpr unsigned int P_CUBE_INDICE[] = {
0, 1, 2, // 1
@@ -59,7 +71,16 @@ constexpr unsigned int P_CUBE_INDICE[] = {
22, 23, 20 // 12
};
extern "C" const unsigned char P_CUBE_FRAG[];
extern "C" const unsigned int P_CUBE_FRAG_LEN;
extern "C" const unsigned char P_CUBE_VERT[];
extern "C" const unsigned int P_CUBE_VERT_LEN;
constexpr const std::size_t P_CUBE_INDICE_LEN =
sizeof(P_CUBE_VERTICE) / sizeof(unsigned int);
extern "C"
{
extern const unsigned char CUBE_VERT[];
extern const unsigned int CUBE_VERT_LEN;
extern const unsigned char CUBE_FRAG[];
extern const unsigned int CUBE_FRAG_LEN;
}
} // namespace mesh
#endif

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@@ -1,4 +1,4 @@
#include "shader.hpp"
#include "core/shader.hpp"
#include <iostream>

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@@ -1,4 +1,4 @@
#include "cube.hpp"
#include "res/inc/cube.hpp"
#include "ebo.hpp"
#include "glm/ext/matrix_clip_space.hpp"

90
src/game.cpp Normal file
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@@ -0,0 +1,90 @@
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "game.hpp"
#include <time.h>
#include <cstdlib>
#include <format>
#include <iostream>
Game::Game(int width, int height, const char *window_name)
: width(width), height(height), WINDOW_NAME(window_name)
{
glfwSetErrorCallback([](int error, const char *desc)
{ Game::error("GLFW", error, desc); });
if (glfwInit() == GLFW_FALSE)
{
Game::error("GLFW", 0, "Failed to initialize GLFW.");
std::exit(EXIT_FAILURE);
}
// OpenGL CORE 4.1
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// window properties
glfwWindowHint(GLFW_DEPTH_BITS, 24); // request a 24 bits depth buffer
glfwWindowHint(GLFW_STENCIL_BITS, 8); // request an 8 bits stencil buffer
glfwWindowHint(GLFW_SAMPLES, 4); // activate MSAA (x4)
#ifdef __APPLE__ // disable deprecated functionalities on Apple devices
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
this->window = glfwCreateWindow(width, height, WINDOW_NAME, nullptr, nullptr);
if (window == NULL)
{
Game::error("GLFW", 0, "Failed to create GLFW window.");
glfwTerminate();
std::exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
Game::error("GLAD", 0, "Failed to initialize GLAD.");
glfwDestroyWindow(window);
glfwTerminate();
std::exit(EXIT_FAILURE);
}
glfwSwapInterval(1); // activate vsync
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
}
void Game::error(const char *type, int errortype, const char *desc)
{
std::cerr << type << "ERROR"
<< ((errortype) ? std::format("({})", errortype) : "") << ": "
<< desc << std::endl;
}
void Game::run()
{
time.start();
while (!glfwWindowShouldClose(window))
{
glfwGetFramebufferSize(window, &width, &height);
glfwGetWindowSize(window, &width, &height);
glViewport(0, 0, width, height);
glClearColor(0.5f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwPollEvents();
glfwSwapBuffers(window);
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
Game::error("OpenGL", error, "");
std::exit(EXIT_FAILURE);
}
time.update();
}
}

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@@ -1,114 +1,9 @@
#include <cstddef>
#include <cstdlib>
#include <iostream>
#include "core/core.hpp"
#include "core/logger.hpp"
#include "glad/glad.h"
#include "GLFW/glfw3.h"
// #include "imgui.h"
// #include "backends/imgui_impl_glfw.h"
// #include "backends/imgui_impl_opengl3.h"
#include "camera.hpp"
#include "cube.hpp"
constexpr const char *WINDOW_NAME = "window";
int width = 800;
int height = 600;
int main(void)
int main()
{
// define error callback
glfwSetErrorCallback(
[](int error, const char *desc)
{ std::cerr << "GLFW ERROR (" << error << "): " << desc << std::endl; });
if (glfwInit() == GLFW_FALSE)
{
std::cerr << "GLFW ERROR: Failed to initialize glfw." << std::endl;
return EXIT_FAILURE;
}
// OpenGL CORE 4.1
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// window properties
glfwWindowHint(GLFW_DEPTH_BITS, 24); // set depth buffer to 3 bytes (24 bits)
glfwWindowHint(GLFW_STENCIL_BITS, 8); // set stencil buffer to 1 byte (8 bits)
glfwWindowHint(GLFW_SAMPLES, 4); // activate MSAA (4 samples per pixels)
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,
GL_TRUE); // disable deprecated functionalities
#endif
GLFWwindow *window =
glfwCreateWindow(width, height, WINDOW_NAME, nullptr, nullptr);
if (window == NULL)
{
std::cerr << "GLFW ERROR: Failed to create GLFW window." << std::endl;
glfwTerminate();
return EXIT_FAILURE;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cerr << "GLAD ERROR: Failed to initialize GLAD" << std::endl;
glfwDestroyWindow(window);
glfwTerminate();
return EXIT_FAILURE;
}
glfwSwapInterval(1);
// IMGUI_CHECKVERSION();
// ImGui::CreateContext();
// ImGuiIO &io = ImGui::GetIO();
// (void)io;
// ImGui::StyleColorsDark();
// ImGui_ImplGlfw_InitForOpenGL(window, true);
// ImGui_ImplOpenGL3_Init("#version 410");
Camera camera(width, height, window, 0.1f);
Cube cube{camera, glm::vec3{0.f, 0.f, 0.f}, "stone.png"};
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
double deltaTime = 0.f;
double lastTime = glfwGetTime();
while (!glfwWindowShouldClose(window))
{
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
glClearColor(0.5f, 0.2f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
double currentTime = glfwGetTime();
deltaTime = currentTime - lastTime;
lastTime = currentTime;
camera.update(deltaTime);
cube.render(width, height);
glfwPollEvents();
glfwSwapBuffers(window);
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
std::cerr << "error:" << error << std::endl;
exit(1);
}
}
glfwDestroyWindow(window);
glfwTerminate();
return EXIT_SUCCESS;
Game game{800, 600, "window"};
game.run();
return 0;
}