139 lines
3.6 KiB
C++
139 lines
3.6 KiB
C++
#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Mesh.h>
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#include <string>
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/*
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* extern "C"
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{
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#include "lauxlib.h"
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#include "lua.h"
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#include "lualib.h"
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}
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*/
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//#include <include/AssetManager/ModelImporter.h>
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#include <gorilla/gau.h>
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#include <gorilla/ga.h>
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int main(int argc, char* argv[]) {
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spdlog::info("Working directory: {}", argv[0]);
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//ModelImporter::Test();
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Mesh mesh;
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mesh.vertices = {
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glm::vec3( 0.5f, 0.5f, 0.0f), // top, right
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glm::vec3( 0.5f, -0.5f, 0.0f), // bottom right
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glm::vec3(-0.5f, -0.5f, 0.0f), // bottom left
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glm::vec3(-0.5f, 0.5f, 0.0f) // top left
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};
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mesh.elements = {
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0,1,3,
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1,2,3
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};
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Camera cam(glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f,0.0f,0.0f), 90.0f);
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BarinkWindow GameWindow(800, 600);
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std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
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std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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Shader shader (vertexShaderSource, fragmentShaderSource);
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/*
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* lua_State* L = luaL_newstate();
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luaL_openlibs(L);
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luaL_dostring(L, "print('BarinkEngine')");
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luaL_dofile(L,"./script.lua");
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*/
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spdlog::info("Vertices: {}, {} bytes", mesh.vertices.size(), sizeof(glm::vec3));
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spdlog::info("Elements: {}, {} bytes", mesh.elements.size(), sizeof(GLushort));
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(glm::vec3), &mesh.vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.elements.size() * sizeof(GLushort), &mesh.elements[0], GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glm::vec3 rotation = glm::vec3(0.0f , 90.0f, 0.0f);
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glm::mat4 tran = glm::translate(glm::mat4(),glm::vec3(0.0f, 0.0f, 0.0f));
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glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f));
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glm::mat4 rot =
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glm::rotate(glm::mat4(), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 model = tran * rot * scale;
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glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
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gau_Manager* mgr;
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ga_Mixer* mixer;
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ga_Sound sound;
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ga_Handle handle;
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gau_SampleSourceLoop* loopSrc = 0;
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gau_SampleSourceLoop** pLoopSrc = &loopSrc;
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gc_int32 loop = 0;
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gc_int32 quit = 0;
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gc_initialize(0);
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mgr = gau_manager_create();
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mixer = gau_manager_mixer(mgr);
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while (!GameWindow.WindowShouldClose()) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) ;
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shader.Use();
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shader.setUniformMat4("P", projection);
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shader.setUniformMat4("M", model);
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shader.setUniformMat4("V", cam.GetViewMatrix());
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glBindVertexArray(VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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GameWindow.Poll();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &EBO);
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}
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