SimpleEngine/examples/dev_testing/src/main.cpp

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#include "simpleengine/gfx/texture.h"
#include "simpleengine/shapes/2d/square.h"
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#include "simpleengine/vector.h"
#include <simpleengine/gfx/shader.h>
#include <simpleengine/renderable.h>
#include <simpleengine/event/event.h>
#include <simpleengine/shader_program.h>
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#include <simpleengine/game.h>
#include <simpleengine/shapes/2d/triangle.h>
#include <simpleengine/vertex.h>
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#include <chrono>
#include <iostream>
#include <sstream>
#include <stdint.h>
#include <cmrc/cmrc.hpp>
CMRC_DECLARE(resource_shaders);
#include <SOIL2/SOIL2.h>
std::string read_resource_shader(const std::string& path) {
auto fs = cmrc::resource_shaders::get_filesystem();
cmrc::file vertex_file = fs.open(path);
return std::string(vertex_file.begin());
}
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int main(int argc, char *argv[]) {
simpleengine::Game game(640, 480, "SimpleEngine 3D OpenGL - Developer Testing", GLFW_OPENGL_CORE_PROFILE, 4, 4, false);
// Load shaders
std::string vertex_core = read_resource_shader("shaders/vertex_core.glsl");
std::string fragment_core = read_resource_shader("shaders/fragment_core.glsl");
// Create shader program
simpleengine::ShaderProgram shader_prog;
shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Vertex, vertex_core);
shader_prog.add_shader_from_source(simpleengine::gfx::ShaderType::ST_Fragment, fragment_core);
shader_prog.link();
std::shared_ptr<GLuint> base_shader_program = shader_prog.program;
simpleengine::gfx::Texture wall_texture("resources/wall.jpg");
simpleengine::gfx::Texture crate_texture("resources/container.jpg", true, true);
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std::vector<simpleengine::Vertex> vertices = {
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{ simpleengine::Vectorf(-0.5f, -0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(0.f, 0.f) }, // bottom left
{ simpleengine::Vectorf(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) }, // bottom right
{ simpleengine::Vectorf(0.f, 0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.5f, 1.0f) }, // top
};
auto tri = std::make_shared<simpleengine::shapes_2d::Triangle>(base_shader_program, vertices);
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//tri->set_texture(wall_texture);
game.add_event(tri);
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/* std::vector<simpleengine::Vertex> vertices = {
{ glm::vec3(0.5f, 0.5f, 0.f), glm::vec3(1.f, 0.f, 0.f), glm::vec2(1.f, 1.f) },
{ glm::vec3(0.5f, -0.5f, 0.f), glm::vec3(0.f, 1.f, 0.f), glm::vec2(1.f, 0.f) },
{ glm::vec3(-0.5f, -0.5f, 0.f), glm::vec3(0.f, 0.f, 1.f), glm::vec2(0.f, 0.f) },
{ glm::vec3(-0.5f, 0.5f, 0.f), glm::vec3(1.f, 1.f, 0.f), glm::vec2(0.f, 1.f) },
};
std::vector<GLuint> indicies = {
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0, 1, 3,
1, 2, 3
};
auto square = std::make_shared<simpleengine::shapes_2d::Square>(base_shader_program, vertices, indicies);
//square->set_texture(crate_texture);
game.add_event(square); */
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return game.run();
}