Remove inheritances, component implementation
This commit is contained in:
parent
748644b220
commit
20835586ab
15 changed files with 375 additions and 229 deletions
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@ -1,6 +1,7 @@
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#include <iostream>
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#include "uui/opengl/application.hpp"
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#include "uui/opengl/component.hpp"
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using namespace std;
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@ -13,16 +14,17 @@ int main()
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{
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uui::GlApplication app;
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// uui::GlApplication app2; // exception : application already created
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auto window_1 = app.add_window(800, 600, "OpenGl!");
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window_1.lock()->add_box();
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auto window_1 = app.create_window(800, 600, "OpenGl!");
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window_1.lock()->create_component(0, 1, 0.5f, 50);
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app.run();
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}
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{
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uui::GlApplication app;
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auto window_1 = app.add_window(800, 600, "OpenGl!");
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window_1.lock()->add_box();
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auto window_2 = app.add_window(600, 600, "OpenGL 2!");
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window_2.lock()->add_box();
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auto window_1 = app.create_window(800, 600, "OpenGl!");
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window_1.lock()->create_component(0.25f, 0.25f, 0.5f, 0.5f);
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window_1.lock()->create_component(0.75f, 0.75f, 0.25f, 0.25f);
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auto window_2 = app.create_window(600, 600, "OpenGL 2!");
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window_2.lock()->create_component(0, 0.5f, 100, 0.5f);
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app.run();
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}
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}
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@ -3,6 +3,8 @@
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#include <chrono>
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#include <iostream>
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bool uui::GlApplication::application_created = false;
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uui::GlApplication::GlApplication()
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{
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if(application_created)
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@ -76,14 +78,15 @@ void uui::GlApplication::run()
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std::cout << "Ending the GlApplication" << std::endl;
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}
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std::weak_ptr<uui::Window> uui::GlApplication::add_window(int width, int height, const std::string& title)
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std::weak_ptr<uui::GlWindow> uui::GlApplication::create_window(int width, int height, const std::string& title)
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{
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windows.push_back(std::make_unique<GlWindow>(*this, width, height, title));
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std::shared_ptr<uui::GlWindow> window(new uui::GlWindow(*this, width, height, title));
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windows.push_back(window);
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glfwSwapInterval(1);
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if(windows.size() > 1)
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{
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glfwMakeContextCurrent((*(windows.end() - 2))->glfw_window);
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glfwSwapInterval(0);
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}
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return windows.back();
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return window;
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}
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@ -1,178 +0,0 @@
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#include "uui/opengl/box.hpp"
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#include <iostream>
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#include "uui/opengl/application.hpp"
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#include "uui/shader.hpp"
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GLenum glCheckError_(const char* file, int line)
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{
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GLenum errorCode;
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while((errorCode = glGetError()) != GL_NO_ERROR)
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{
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std::string error;
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switch(errorCode)
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{
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case GL_INVALID_ENUM:
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error = "INVALID_ENUM";
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break;
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case GL_INVALID_VALUE:
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error = "INVALID_VALUE";
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break;
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case GL_INVALID_OPERATION:
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error = "INVALID_OPERATION";
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break;
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case GL_STACK_OVERFLOW:
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error = "STACK_OVERFLOW";
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break;
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case GL_STACK_UNDERFLOW:
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error = "STACK_UNDERFLOW";
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break;
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case GL_OUT_OF_MEMORY:
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error = "OUT_OF_MEMORY";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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error = "INVALID_FRAMEBUFFER_OPERATION";
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break;
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}
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std::cout << error << " | " << file << " (" << line << ")" << std::endl;
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}
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return errorCode;
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}
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#define glCheckError() glCheckError_(__FILE__, __LINE__)
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uui::GlBox::GlBox()
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{
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std::cout << "Creating a GlBox" << std::endl;
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// Vertex shader compilation
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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{
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auto vertex_src = readFile("bin/uui/opengl/shaders/main.vert");
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auto vertex_str = std::string(vertex_src.begin(), vertex_src.end());
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auto vertex_code = vertex_str.c_str();
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glShaderSource(vertex_shader, 1, &vertex_code, NULL);
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glCompileShader(vertex_shader);
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if constexpr(uui::GlApplication::debug_mode)
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{
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int success;
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char info[512];
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(vertex_shader, 512, NULL, info);
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std::cout << "GlBox vertex shader creation error : " << info << std::endl;
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}
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}
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}
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// Fragment shader compilation
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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{
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auto fragment_src = readFile("bin/uui/opengl/shaders/main.frag");
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auto fragment_str = std::string(fragment_src.begin(), fragment_src.end());
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auto fragment_code = fragment_str.c_str();
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glShaderSource(fragment_shader, 1, &fragment_code, NULL);
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glCompileShader(fragment_shader);
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if constexpr(uui::GlApplication::debug_mode)
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{
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int success;
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char info[512];
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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if(!success)
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{
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glGetShaderInfoLog(fragment_shader, 512, NULL, info);
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std::cout << "GlBox fragment shader creation error : " << info << std::endl;
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}
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}
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}
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// Creating shader program
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gl_program = glCreateProgram();
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glAttachShader(gl_program, vertex_shader);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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glAttachShader(gl_program, fragment_shader);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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glLinkProgram(gl_program);
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if constexpr(uui::GlApplication::debug_mode)
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{
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int success;
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char info[512];
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glGetProgramiv(gl_program, GL_LINK_STATUS, &success);
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if(!success)
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{
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glGetProgramInfoLog(gl_program, 512, NULL, info);
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std::cout << "GlBox error : " << info << std::endl;
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}
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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glGenVertexArrays(1, &gl_vao);
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glGenBuffers(1, &gl_vbo);
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glGenBuffers(1, &gl_ebo);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(gl_vao);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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// clang-format off
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float vertices[] = {
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0.5f, 0.5f, 0.0f, // top right
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f // top left
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};
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// clang-format on
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glBindBuffer(GL_ARRAY_BUFFER, gl_vbo);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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glVertexAttribPointer(
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0, // index
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // enable normalization,
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3 * sizeof(float), // stride
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(void*)0 // offset
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);
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glEnableVertexAttribArray(0);
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl_ebo);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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// unbinding VBO/VAO
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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uui::GlBox::~GlBox()
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{
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std::cout << "Closing a GlBox" << std::endl;
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glDeleteVertexArrays(1, &gl_vao);
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glDeleteBuffers(1, &gl_vbo);
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glDeleteBuffers(1, &gl_ebo);
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glDeleteProgram(gl_program);
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}
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void uui::GlBox::render()
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{
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glUseProgram(gl_program);
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glBindVertexArray(gl_vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)0);
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if constexpr(uui::GlApplication::debug_mode)
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glCheckError();
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}
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122
src/uui/opengl/component.cpp
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122
src/uui/opengl/component.cpp
Normal file
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@ -0,0 +1,122 @@
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#include "uui/opengl/component.hpp"
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#include <iostream>
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#include "uui/opengl/application.hpp"
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#include "uui/opengl/gl_utils.hpp"
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uui::GlComponent::GlComponent(
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GlWindow* window, const std::variant<int, float> x, const std::variant<int, float> y,
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const std::variant<int, float> width, const std::variant<int, float> height):
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window(window),
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position_x(x), position_y(y), size_width(width), size_height(height), initialized(false)
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{
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std::cout << "Creating a GlBox" << std::endl;
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auto zero_to_float = [](std::variant<int, float>& value) {
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if(value.index() == 0 && std::get<0>(value) == 0)
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value = 0.0f;
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};
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zero_to_float(position_x);
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zero_to_float(position_y);
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zero_to_float(size_width);
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zero_to_float(size_height);
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background_color = {0.0f, 0.0f, 0.0f, 0.0f};
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}
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uui::GlComponent::~GlComponent()
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{
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std::cout << "Closing a GlBox" << std::endl;
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if(initialized)
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deinit();
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}
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void uui::GlComponent::init()
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{
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if(initialized)
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throw std::runtime_error("GlBox error : calling init while already initialized");
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glGenVertexArrays(1, &gl_vao);
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glGenBuffers(1, &gl_vbo);
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glGenBuffers(1, &gl_ebo);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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glBindVertexArray(gl_vao);
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if constexpr(uui::GlApplication::debug_mode)
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_glCheckError();
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{
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float vert_x = position_x.index() == 1 ? std::get<1>(position_x)
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: static_cast<float>(std::get<0>(position_x)) / static_cast<float>(window->width);
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float vert_y = position_y.index() == 1 ? std::get<1>(position_y)
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: static_cast<float>(std::get<0>(position_y)) / static_cast<float>(window->height);
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float vert_w = size_width.index() == 1 ? std::get<1>(size_width)
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: static_cast<float>(std::get<0>(size_width)) / static_cast<float>(window->width);
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float vert_h = size_height.index() == 1 ? std::get<1>(size_height)
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: static_cast<float>(std::get<0>(size_height)) / static_cast<float>(window->height);
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float x_min = (2.0f * vert_x) - 1.0f;
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float x_max = x_min + (2.0f * vert_w);
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float y_min = (-2.0f * vert_y) + 1.0f;
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float y_max = y_min - (2.0f * vert_h);
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// clang-format off
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float vertices[] = {
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x_max, y_min, 0.0f, // top right
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x_max, y_max, 0.0f, // bottom right
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x_min, y_max, 0.0f, // bottom left
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x_min, y_min, 0.0f // top left
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};
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// clang-format on
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glBindBuffer(GL_ARRAY_BUFFER, gl_vbo);
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if constexpr(uui::GlApplication::debug_mode)
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_glCheckError();
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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if constexpr(uui::GlApplication::debug_mode)
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_glCheckError();
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}
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glVertexAttribPointer(
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0, // index
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // enable normalization,
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3 * sizeof(float), // stride
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(void*)0 // offset
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);
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glEnableVertexAttribArray(0);
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl_ebo);
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if constexpr(uui::GlApplication::debug_mode)
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_glCheckError();
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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if constexpr(uui::GlApplication::debug_mode)
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_glCheckError();
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// unbinding VBO/VAO
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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initialized = true;
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}
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void uui::GlComponent::deinit()
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{
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if(!initialized)
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throw std::runtime_error("GlBox error : calling deinit while not initialized");
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glDeleteVertexArrays(1, &gl_vao);
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glDeleteBuffers(1, &gl_vbo);
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glDeleteBuffers(1, &gl_ebo);
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initialized = false;
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}
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void uui::GlComponent::render()
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{
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glBindVertexArray(gl_vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)0);
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if constexpr(uui::GlApplication::debug_mode)
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_glCheckError();
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}
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39
src/uui/opengl/gl_utils.cpp
Normal file
39
src/uui/opengl/gl_utils.cpp
Normal file
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@ -0,0 +1,39 @@
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#include "uui/opengl/gl_utils.hpp"
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#include <iostream>
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#include <string>
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GLenum uui::gl::glCheckError(const char* file, int line)
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{
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GLenum errorCode;
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while((errorCode = glGetError()) != GL_NO_ERROR)
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{
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std::string error;
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switch(errorCode)
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{
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case GL_INVALID_ENUM:
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error = "INVALID_ENUM";
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break;
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case GL_INVALID_VALUE:
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error = "INVALID_VALUE";
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break;
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case GL_INVALID_OPERATION:
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error = "INVALID_OPERATION";
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break;
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case GL_STACK_OVERFLOW:
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error = "STACK_OVERFLOW";
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break;
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case GL_STACK_UNDERFLOW:
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error = "STACK_UNDERFLOW";
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break;
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case GL_OUT_OF_MEMORY:
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error = "OUT_OF_MEMORY";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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error = "INVALID_FRAMEBUFFER_OPERATION";
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break;
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}
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std::cout << error << " | " << file << " (" << line << ")" << std::endl;
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}
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return errorCode;
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}
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@ -1,4 +1,5 @@
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#version 460 core
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out vec4 FragColor;
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void main()
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@ -2,7 +2,9 @@
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#include <iostream>
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#include "uui/opengl/box.hpp"
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#include "uui/opengl/component.hpp"
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#include "uui/opengl/gl_utils.hpp"
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#include "uui/shader.hpp"
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static void APIENTRY
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glDebugOutput(GLenum source, GLenum type, unsigned int id, GLenum severity, GLsizei length, const char* message, const void* userParam)
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@ -49,9 +51,12 @@ glDebugOutput(GLenum source, GLenum type, unsigned int id, GLenum severity, GLsi
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std::cout << std::endl;
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}
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static void glfw_resize_callback(GLFWwindow* window, int width, int height)
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void uui::GlWindow::glfw_resize_callback(GLFWwindow* window, int width, int height)
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{
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glfwMakeContextCurrent(window);
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auto gl_window = reinterpret_cast<uui::GlWindow*>(glfwGetWindowUserPointer(window));
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gl_window->width = width;
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gl_window->height = height;
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glViewport(0, 0, width, height);
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}
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@ -61,7 +66,8 @@ static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int act
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glfwSetWindowShouldClose(window, true);
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}
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uui::GlWindow::GlWindow(const uui::GlApplication& app, int width, int height, const std::string& title): app(app)
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uui::GlWindow::GlWindow(const uui::GlApplication& app, int width, int height, const std::string& title):
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app(app), width(width), height(height)
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{
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std::cout << "Creating a GlWindow" << std::endl;
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this->title = title;
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@ -71,6 +77,7 @@ uui::GlWindow::GlWindow(const uui::GlApplication& app, int width, int height, co
|
|||
throw std::runtime_error("GLWindow : failed to create GLFW window");
|
||||
glfwMakeContextCurrent(glfw_window);
|
||||
|
||||
glfwSetWindowUserPointer(glfw_window, this);
|
||||
glfwSetFramebufferSizeCallback(glfw_window, glfw_resize_callback);
|
||||
glfwSetKeyCallback(glfw_window, glfw_key_callback);
|
||||
|
||||
|
|
@ -89,12 +96,78 @@ uui::GlWindow::GlWindow(const uui::GlApplication& app, int width, int height, co
|
|||
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
// Vertex shader compilation
|
||||
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
{
|
||||
auto vertex_src = readFile("bin/uui/opengl/shaders/main.vert");
|
||||
auto vertex_str = std::string(vertex_src.begin(), vertex_src.end());
|
||||
auto vertex_code = vertex_str.c_str();
|
||||
glShaderSource(vertex_shader, 1, &vertex_code, NULL);
|
||||
glCompileShader(vertex_shader);
|
||||
if constexpr(uui::GlApplication::debug_mode)
|
||||
{
|
||||
int success;
|
||||
char info[512];
|
||||
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetShaderInfoLog(vertex_shader, 512, NULL, info);
|
||||
std::cout << "GlBox vertex shader creation error : " << info << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fragment shader compilation
|
||||
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
{
|
||||
auto fragment_src = readFile("bin/uui/opengl/shaders/main.frag");
|
||||
auto fragment_str = std::string(fragment_src.begin(), fragment_src.end());
|
||||
auto fragment_code = fragment_str.c_str();
|
||||
glShaderSource(fragment_shader, 1, &fragment_code, NULL);
|
||||
glCompileShader(fragment_shader);
|
||||
if constexpr(uui::GlApplication::debug_mode)
|
||||
{
|
||||
int success;
|
||||
char info[512];
|
||||
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetShaderInfoLog(fragment_shader, 512, NULL, info);
|
||||
std::cout << "GlBox fragment shader creation error : " << info << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Creating shader program
|
||||
gl_program = glCreateProgram();
|
||||
glAttachShader(gl_program, vertex_shader);
|
||||
if constexpr(uui::GlApplication::debug_mode)
|
||||
_glCheckError();
|
||||
glAttachShader(gl_program, fragment_shader);
|
||||
if constexpr(uui::GlApplication::debug_mode)
|
||||
_glCheckError();
|
||||
glLinkProgram(gl_program);
|
||||
if constexpr(uui::GlApplication::debug_mode)
|
||||
{
|
||||
int success;
|
||||
char info[512];
|
||||
glGetProgramiv(gl_program, GL_LINK_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetProgramInfoLog(gl_program, 512, NULL, info);
|
||||
std::cout << "GlBox error : " << info << std::endl;
|
||||
}
|
||||
}
|
||||
glDeleteShader(vertex_shader);
|
||||
glDeleteShader(fragment_shader);
|
||||
}
|
||||
|
||||
uui::GlWindow::~GlWindow()
|
||||
{
|
||||
std::cout << "Closing a GlWindow" << std::endl;
|
||||
glfwMakeContextCurrent(glfw_window);
|
||||
glDeleteProgram(gl_program);
|
||||
components.clear();
|
||||
glfwDestroyWindow(glfw_window);
|
||||
}
|
||||
|
|
@ -105,13 +178,20 @@ void uui::GlWindow::draw()
|
|||
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(gl_program);
|
||||
for(auto& component: components) component->render();
|
||||
|
||||
glfwSwapBuffers(glfw_window);
|
||||
}
|
||||
|
||||
void uui::GlWindow::add_box()
|
||||
std::weak_ptr<uui::GlComponent> uui::GlWindow::create_component(
|
||||
const std::variant<int, float> x, const std::variant<int, float> y, const std::variant<int, float> width,
|
||||
const std::variant<int, float> height)
|
||||
{
|
||||
glfwMakeContextCurrent(glfw_window);
|
||||
components.push_back(std::make_unique<GlBox>());
|
||||
// std::shared_ptr<uui::GlWindow> self_ptr(this);
|
||||
std::shared_ptr<uui::GlComponent> component(new uui::GlComponent(this, x, y, width, height));
|
||||
component->init();
|
||||
components.push_back(component);
|
||||
return component;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue