You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
165 lines
4.4 KiB
165 lines
4.4 KiB
#include <GLFW/glfw3.h> |
|
|
|
#include "inferno/application.h" |
|
#include "inferno/assertions.h" |
|
#include "inferno/core.h" |
|
#include "inferno/event/applicationevent.h" |
|
#include "inferno/event/event.h" |
|
#include "inferno/input.h" |
|
#include "inferno/log.h" |
|
#include "inferno/settings.h" |
|
#include "inferno/render/buffer.h" |
|
#include "inferno/render/context.h" |
|
#include "inferno/render/renderer.h" |
|
#include "inferno/render/shader.h" |
|
#include "inferno/render/texture.h" |
|
#include "inferno/window.h" |
|
|
|
namespace Inferno { |
|
|
|
Application* Application::s_instance = nullptr; |
|
|
|
Application::Application() |
|
{ |
|
ASSERT(!s_instance, "Application already exists!"); |
|
s_instance = this; |
|
|
|
// Initialize Settings |
|
Settings::initialize(); |
|
|
|
m_window = std::make_unique<Window>(); |
|
m_window->setEventCallback(NF_BIND_EVENT(Application::onEvent)); |
|
|
|
TextureManager textureManager; |
|
m_texture = textureManager.load("assets/gfx/test.png"); |
|
|
|
// ----------------------------------------- |
|
|
|
float verticesColor[] = { |
|
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, |
|
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, |
|
0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, |
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, |
|
}; |
|
|
|
uint32_t indicesColor[] = { |
|
0, 1, 2, 2, 3, 0 |
|
}; |
|
|
|
m_vertexArrayColor = std::make_shared<VertexArray>(); |
|
|
|
std::shared_ptr<VertexBuffer> vertexBufferColor = std::make_shared<VertexBuffer>(verticesColor, sizeof(verticesColor)); |
|
vertexBufferColor->setLayout({ |
|
{ BufferElementType::Vec3, "a_position" }, |
|
{ BufferElementType::Vec4, "a_color" }, |
|
}); |
|
|
|
m_vertexArrayColor->addVertexBuffer(vertexBufferColor); |
|
|
|
std::shared_ptr<IndexBuffer> indexBufferColor = std::make_shared<IndexBuffer>(indicesColor, sizeof(indicesColor)); |
|
|
|
m_vertexArrayColor->setIndexBuffer(indexBufferColor); |
|
|
|
// ----------------------------------------- |
|
|
|
m_vertexArrayTexture = std::make_shared<VertexArray>(); |
|
|
|
float verticesTexture[] = { |
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, |
|
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, |
|
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, |
|
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, |
|
}; |
|
|
|
uint32_t indicesTexture[] = { |
|
0, 1, 2, 2, 3, 0 |
|
}; |
|
|
|
std::shared_ptr<VertexBuffer> vertexBufferTexture = std::make_shared<VertexBuffer>(verticesTexture, sizeof(verticesTexture)); |
|
vertexBufferTexture->setLayout({ |
|
{ BufferElementType::Vec3, "a_position" }, |
|
{ BufferElementType::Vec2, "a_texCoord" }, |
|
}); |
|
|
|
m_vertexArrayTexture->addVertexBuffer(vertexBufferTexture); |
|
|
|
std::shared_ptr<IndexBuffer> indexBufferTexture = std::make_shared<IndexBuffer>(indicesTexture, sizeof(indicesTexture)); |
|
|
|
m_vertexArrayTexture->setIndexBuffer(indexBufferTexture); |
|
|
|
// ----------------------------------------- |
|
|
|
m_shaderSimple = std::make_shared<Shader>("assets/glsl/simple.vert", "assets/glsl/simple.frag"); |
|
m_shaderTexture = std::make_shared<Shader>("assets/glsl/texture.vert", "assets/glsl/texture.frag"); |
|
m_shaderTexture->setInt("u_texture", m_texture->id()); |
|
} |
|
|
|
Application::~Application() |
|
{ |
|
} |
|
|
|
void Application::run() |
|
{ |
|
dbg() << "Application startup"; |
|
|
|
while(!glfwWindowShouldClose(m_window->getWindow())) { |
|
|
|
if(glfwGetKey(m_window->getWindow(), GLFW_KEY_ESCAPE) == GLFW_PRESS) { |
|
glfwSetWindowShouldClose(m_window->getWindow(), GL_TRUE); |
|
} |
|
|
|
Command::clearColor({ 0.2f, 0.3f, 0.3f, 1.0f }); |
|
Command::clear(); |
|
|
|
// Renderer::beginScene(); // camera, lights, environment |
|
|
|
// m_shaderSimple->bind(); |
|
// Renderer::submit(m_vertexArrayColor); |
|
// m_shaderSimple->unbind(); |
|
|
|
m_shaderTexture->bind(); |
|
m_texture->bind(); |
|
Renderer::submit(m_vertexArrayTexture); |
|
m_texture->unbind(); |
|
m_shaderTexture->unbind(); |
|
|
|
// Renderer::endScene(); |
|
|
|
m_window->update(); |
|
} |
|
|
|
dbg() << "Application shutdown"; |
|
} |
|
|
|
void Application::onEvent(Event &e) |
|
{ |
|
EventDispatcher dispatcher(e); |
|
dispatcher.dispatch<WindowCloseEvent>(NF_BIND_EVENT(Application::onWindowClose)); |
|
dispatcher.dispatch<WindowResizeEvent>(NF_BIND_EVENT(Application::onWindowResize)); |
|
} |
|
|
|
bool Application::onWindowClose(WindowCloseEvent &e) |
|
{ |
|
// Suppress unused warning |
|
(void)e; |
|
|
|
dbg(Log::Info) << "WindowCloseEvent triggered"; |
|
|
|
glfwSetWindowShouldClose(m_window->getWindow(), GL_TRUE); |
|
|
|
return true; |
|
} |
|
|
|
bool Application::onWindowResize(WindowResizeEvent &e) |
|
{ |
|
// Suppress unused warning |
|
(void)e; |
|
|
|
dbgln(Log::Info, "WindowResizeEvent {}x{} triggered", e.getWidth(), e.getHeight()); |
|
|
|
m_window->getContext()->setViewport(0, 0, e.getWidth(), e.getHeight()); |
|
|
|
return true; |
|
} |
|
|
|
}
|
|
|