mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Code re-work: Debugging
This commit is contained in:
@@ -1,19 +1,22 @@
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader.h>
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// function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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#include <iostream>
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// properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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GLenum glCheckError_(const char *file, int line)
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@@ -44,7 +47,7 @@ void APIENTRY glDebugOutput(GLenum source,
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GLenum severity,
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GLsizei length,
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const GLchar *message,
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void *userParam)
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const void *userParam)
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{
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if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return; // ignore these non-significant error codes
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@@ -86,24 +89,36 @@ void APIENTRY glDebugOutput(GLenum source,
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int main()
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{
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// GLFW initialization
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); // comment this line in a release build!
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// GLFW callback setup
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glfwSetKeyCallback(window, key_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// GLEW initialization
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glewExperimental = GL_TRUE;
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glewInit();
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// due to a bug in GLEW the glewInit call always generates an OpenGL error; clear the flag(s) by calling glGetError();
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glGetError();
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// enable OpenGL debug context if context allows for debug context
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GLint flags; glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
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@@ -115,13 +130,10 @@ int main()
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
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}
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// OpenGL initialization
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int width, height;
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glfwGetFramebufferSize(window, &width, &height); // ensures we get proper viewport dimensions on high DPI devices
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glViewport(0, 0, width, height);
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// OpenGL initial state
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Shader shader("debugging.vs", "debugging.frag");
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@@ -187,59 +199,112 @@ int main()
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glBindVertexArray(0);
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// load cube texture
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GLuint textureID;
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glGenTextures(1, &textureID);
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int texWidth, texHeight;
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unsigned char *image = SOIL_load_image(FileSystem::getPath("resources/textures/wood.png").c_str(), &texWidth, &texHeight, 0, SOIL_LOAD_RGB);
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/wood.png").c_str(), &width, &height, &nrComponents, 0);
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if (data)
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{
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glTexImage2D(GL_FRAMEBUFFER, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_FRAMEBUFFER, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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SOIL_free_image_data(image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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// set up projection matrix
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniform1i(glGetUniformLocation(shader.Program, "tex"), 0);
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glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniform1i(glGetUniformLocation(shader.ID, "tex"), 0);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// check and call events
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glfwPollEvents();
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.Use();
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shader.use();
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GLfloat rotationSpeed = 10.0f;
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GLfloat angle = (float)glfwGetTime() * rotationSpeed;
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(0.0, 0.0f, -2.5));
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 1.0f, 1.0f));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(glGetUniformLocation(shader.ID, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glBindTexture(GL_TEXTURE_2D, textureID);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(cubeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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// swap the buffers
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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// is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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// renderQuad() renders a 1x1 XY quad in NDC
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// -----------------------------------------
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if (quadVAO == 0)
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{
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float quadVertices[] = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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// setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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