From 5e58ade16fcbb53aa067bbccff9cdf27156edf91 Mon Sep 17 00:00:00 2001 From: MitchellHansen Date: Mon, 28 Nov 2016 22:00:55 -0800 Subject: [PATCH] Modified CMake to now find and link GLEW Slight tweaks to how CMake interacts with VS Added small OpenGL testing class which draws over the raycasted image Going to use Gl to start helping with debug / enabling hybrid rendering --- CMakeLists.txt | 29 +++++++--- include/GL_Testing.h | 29 ++++++++++ include/util.hpp | 3 +- shaders/passthrough.frag | 8 +++ shaders/passthrough.vert | 8 +++ src/GL_Testing.cpp | 118 +++++++++++++++++++++++++++++++++++++++ src/main.cpp | 28 ++++++++-- 7 files changed, 208 insertions(+), 15 deletions(-) create mode 100644 include/GL_Testing.h create mode 100644 shaders/passthrough.frag create mode 100644 shaders/passthrough.vert create mode 100644 src/GL_Testing.cpp diff --git a/CMakeLists.txt b/CMakeLists.txt index af361dc..382c1bd 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,13 +1,14 @@ # Check versions message(STATUS "CMake version: ${CMAKE_VERSION}") cmake_minimum_required(VERSION 3.1) - +set_property(GLOBAL PROPERTY USE_FOLDERS ON) # Set the project name set(PNAME Game) project(${PNAME}) # Set up variables, and find SFML -#set(SFML_ROOT root CACHE STRING "User specified path") +set(SFML_ROOT root CACHE STRING "User specified path") +set(SFML_INCLUDE_DIR ${SFML_ROOT}/include) set(SFML_COMPONENTS graphics window system network audio) set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}) find_package(SFML 2.1 COMPONENTS ${SFML_COMPONENTS} REQUIRED) @@ -17,6 +18,10 @@ message(STATUS "SFML found: ${SFML_FOUND}") find_package( OpenCL REQUIRED ) message(STATUS "OpenCL found: ${OPENCL_FOUND}") +# Find GLEW +find_package(GLEW REQUIRED) +message(STATUS "GLEW found: ${GLEW_FOUND}") + # Find OpenGL find_package( OpenGL REQUIRED) message(STATUS "OpenGL found: ${OPENGL_FOUND}") @@ -27,17 +32,27 @@ include_directories(${OpenCL_INCLUDE_DIRS}) include_directories(${OpenGL_INCLUDE_DIRS}) include_directories(include) -# Set the sources, allows VS to filter them properly -file(GLOB SOURCES "src/*.cpp") -file(GLOB HEADERS "include/*.h" "include/*.hpp") -file(GLOB KERNELS "kernels/*.cl") +# Glob all thr sources into their values +file(GLOB_RECURSE SOURCES "src/*.cpp") +file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp") +file(GLOB_RECURSE KERNELS "kernels/*.cl") +file(GLOB_RECURSE SHADERS "shaders/*.vert" "shaders/*.tesc" "shaders/*.tese" "shaders/*.geom" "shaders/*.frag" "shaders/*.comp") + + +add_executable(${PNAME} ${SOURCES} ${HEADERS} ${KERNELS} ${SHADERS}) + +# put all the sources into their own filter folders +SOURCE_GROUP("kernels" FILES ${KERNELS}) +SOURCE_GROUP("headers" FILES ${HEADERS}) +SOURCE_GROUP("sources" FILES ${SOURCES}) +SOURCE_GROUP("shaders" FILES ${SHADERS}) -add_executable(${PNAME} ${SOURCES} ${HEADERS} ${KERNELS}) # Link CL, GL, and SFML target_link_libraries (${PNAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES}) target_link_libraries (${PNAME} ${OpenCL_LIBRARY}) target_link_libraries (${PNAME} ${OPENGL_LIBRARIES}) +target_link_libraries (${PNAME} ${GLEW_LIBRARIES}) # Setup to use C++11 set_property(TARGET ${PNAME} PROPERTY CXX_STANDARD 11) # Use C++11 diff --git a/include/GL_Testing.h b/include/GL_Testing.h new file mode 100644 index 0000000..b7dd8cc --- /dev/null +++ b/include/GL_Testing.h @@ -0,0 +1,29 @@ +#pragma once +#include +#include +#define GLEW_STATIC +#include + +class GL_Testing +{ +public: + GL_Testing(); + ~GL_Testing(){}; + + + enum Shader_Type {VERTEX, FRAGMENT}; + void compile_shader(std::string file_path, Shader_Type t); + void create_program(); + void create_buffers(); + void draw(); + +private: + + GLuint VBO; //raw points + GLuint EBO; //link triangles + GLuint VAO; + GLuint vertex_shader; + GLuint fragment_shader; + GLuint shader_program; +}; + diff --git a/include/util.hpp b/include/util.hpp index 3cc31d5..92d35fe 100644 --- a/include/util.hpp +++ b/include/util.hpp @@ -10,7 +10,6 @@ const double PI = 3.141592653589793238463; const float PI_F = 3.14159265358979f; struct Light { -#pragma pack(1) sf::Vector4f rgbi; // I believe that Vector3's get padded to Vector4's. Give them a non-garbage value @@ -163,7 +162,7 @@ inline std::string read_file(std::string file_name){ if (!input_file.is_open()){ std::cout << file_name << " could not be opened" << std::endl; - return nullptr; + return ""; } std::stringstream buf; diff --git a/shaders/passthrough.frag b/shaders/passthrough.frag new file mode 100644 index 0000000..1556f46 --- /dev/null +++ b/shaders/passthrough.frag @@ -0,0 +1,8 @@ +#version 330 core + +out vec4 color; + +void main() { + color = vec4(0.0f, 0.5f, 0.2f, 1.0f); + +} \ No newline at end of file diff --git a/shaders/passthrough.vert b/shaders/passthrough.vert new file mode 100644 index 0000000..f50985c --- /dev/null +++ b/shaders/passthrough.vert @@ -0,0 +1,8 @@ +#version 330 core + +layout (location = 0) in vec3 position; + +void main() { + gl_Position = vec4(position.x, position.y, position.z, 1.0); + +} \ No newline at end of file diff --git a/src/GL_Testing.cpp b/src/GL_Testing.cpp new file mode 100644 index 0000000..c001790 --- /dev/null +++ b/src/GL_Testing.cpp @@ -0,0 +1,118 @@ +#include "GL_Testing.h" + +GL_Testing::GL_Testing() { + + GLint err = glewInit(); + + if (err) { + std::cout << "error initializing glew" << std::endl; + } + +} + +void GL_Testing::compile_shader(std::string file_path, Shader_Type t) { + + + + // Load in the source and cstring it + const char* source; + std::string tmp; + + tmp = read_file(file_path); + source = tmp.c_str(); + + GLint success; + GLchar log[512]; + + if (t == Shader_Type::VERTEX) { + + vertex_shader = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vertex_shader, 1, &source, NULL); + glCompileShader(vertex_shader); + + glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success); + + if (!success) { + glGetShaderInfoLog(vertex_shader, 512, NULL, log); + std::cout << "Vertex shader failed compilation: " << log << std::endl; + } + + } else if (t == Shader_Type::FRAGMENT) { + + fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(fragment_shader, 1, &source, NULL); + glCompileShader(fragment_shader); + + glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success); + + if (!success) { + glGetShaderInfoLog(fragment_shader, 512, NULL, log); + std::cout << "Vertex shader failed compilation: " << log << std::endl; + } + } +} + +void GL_Testing::create_program() { + + GLint success; + GLchar log[512]; + + shader_program = glCreateProgram(); + glAttachShader(shader_program, vertex_shader); + glAttachShader(shader_program, fragment_shader); + glLinkProgram(shader_program); + + + glGetProgramiv(shader_program, GL_LINK_STATUS, &success); + + if (!success) { + glGetProgramInfoLog(shader_program, 512, NULL, log); + std::cout << "Failed to link shaders into program: " << log << std::endl; + } + + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); +} + +void GL_Testing::create_buffers() { + + GLfloat vertices[] = { + 0.5f, 0.5f, 0.0f, // Top Right + 0.5f, -0.5f, 0.0f, // Bottom Right + -0.5f, -0.5f, 0.0f, // Bottom Left + -0.5f, 0.5f, 0.0f // Top Left + }; + GLuint indices[] = { // Note that we start from 0! + 0, 1, 3 // First Triangle + // Second Triangle + }; + + glGenVertexArrays(1, &VAO); + glGenBuffers(1, &VBO); + glGenBuffers(1, &EBO); + // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s). + glBindVertexArray(VAO); + + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0); + glEnableVertexAttribArray(0); + + glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind + + glBindVertexArray(0); +} + +void GL_Testing::draw() { + + glUseProgram(shader_program); + glBindVertexArray(VAO); + //glDrawArrays(GL_TRIANGLES, 0, 6); + glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0); + glBindVertexArray(0); +} +// diff --git a/src/main.cpp b/src/main.cpp index 7e79518..942f2f0 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,15 +1,14 @@ -#ifdef linux +#include "GL_Testing.h" + +#ifdef linux #include #include #elif defined _WIN32 #include -#include #include #include -#include - #elif defined TARGET_OS_MAC #include # include @@ -24,6 +23,8 @@ #include #include #include + + #include #include "Old_Map.h" #include "util.hpp" @@ -33,6 +34,7 @@ #include #include "Software_Caster.h" + const int WINDOW_X = 1920; const int WINDOW_Y = 1080; const int WORK_SIZE = WINDOW_X * WINDOW_Y; @@ -66,6 +68,12 @@ int main() { sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); + GL_Testing t; + t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT); + t.compile_shader("../shaders/passthrough.vert", GL_Testing::Shader_Type::VERTEX); + t.create_program(); + t.create_buffers(); + // Initialize the raycaster hardware, compat, or software RayCaster *rc = new Hardware_Caster(); //RayCaster *rc = new Software_Caster(); @@ -190,7 +198,7 @@ int main() { if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) { // Mouse movement - //sf::Mouse::setPosition(fixed); + sf::Mouse::setPosition(fixed); prev_pos = sf::Mouse::getPosition(); camera->slew_camera(sf::Vector2f( deltas.y / 300.0f, @@ -220,6 +228,14 @@ int main() { // Run the raycast rc->compute(); rc->draw(&window); + + window.popGLStates(); + + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + t.draw(); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + window.pushGLStates(); // Give the frame counter the frame time and draw the average frame time fps.frame(delta_time); @@ -227,7 +243,7 @@ int main() { cam_text_x.draw(&window); cam_text_y.draw(&window); - + window.display(); }