Upload to github
388
.gitignore
vendored
Executable file
@ -0,0 +1,388 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
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|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
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|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
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|
||||
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|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
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|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
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|
||||
*.iobj
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
*.tlh
|
||||
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|
||||
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|
||||
*_wpftmp.csproj
|
||||
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|
||||
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|
||||
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|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
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|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
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|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
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|
||||
|
||||
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|
||||
_TeamCity*
|
||||
|
||||
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|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
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|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
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|
||||
.sass-cache/
|
||||
|
||||
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|
||||
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|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Nuget personal access tokens and Credentials
|
||||
nuget.config
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
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|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
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|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
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|
||||
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|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
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|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
.idea/
|
||||
*.sln.iml
|
||||
247
Game.cpp
Executable file
@ -0,0 +1,247 @@
|
||||
#include "Game.h"
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
namespace Env
|
||||
{
|
||||
int windowHeaderHeight = 0;
|
||||
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
|
||||
Vector2f birdStartPos;
|
||||
|
||||
float backgroundSectionWidth;
|
||||
|
||||
int getActualClientHeight()
|
||||
{
|
||||
return height - windowHeaderHeight;
|
||||
}
|
||||
}
|
||||
|
||||
namespace GameObjects
|
||||
{
|
||||
std::shared_ptr<Texture> birdTexturePtr;
|
||||
std::shared_ptr<Texture> backgroundTexturePtr;
|
||||
std::shared_ptr<Texture> pipeTexturePtr;
|
||||
std::shared_ptr<Texture> gameOverTexturePtr;
|
||||
|
||||
VertexDataStruct birdMesh;
|
||||
|
||||
VertexDataStruct backgroundMesh;
|
||||
|
||||
VertexDataStruct pipeMesh;
|
||||
|
||||
VertexDataStruct gameOverMesh;
|
||||
}
|
||||
|
||||
|
||||
PipePairConfig PipePairConfig::CreateTube(float xPos)
|
||||
{
|
||||
PipePairConfig r;
|
||||
|
||||
int vShift = rand() % (Env::getActualClientHeight() / 2) - Env::getActualClientHeight() / 4;
|
||||
|
||||
int holeSize = rand() % (Env::getActualClientHeight() / 4) + Env::getActualClientHeight() / 4;
|
||||
|
||||
r.topPipeVShift = holeSize * 0.5f + vShift;
|
||||
r.bottomPipeVShift = -holeSize * 0.5f + vShift;
|
||||
|
||||
r.xPos = xPos;
|
||||
|
||||
|
||||
// Create pipe lines to check intersection
|
||||
// There are 2 pipes, each consist of 3 lines, total 6 as indexed below:
|
||||
|
||||
/*
|
||||
| |
|
||||
3 | | 5
|
||||
---
|
||||
4
|
||||
|
||||
|
||||
1
|
||||
__
|
||||
| |
|
||||
0 | | 2
|
||||
*/
|
||||
|
||||
|
||||
float xRight = r.xPos - GameConsts::pipeScale * GameObjects::pipeTexturePtr->getWidth() * 0.5f;
|
||||
float xLeft = r.xPos + GameConsts::pipeScale * GameObjects::pipeTexturePtr->getWidth() * 0.5f;
|
||||
|
||||
float yUpBottomPipe = (Env::getActualClientHeight() * 0.5f + r.bottomPipeVShift);
|
||||
float yDownBottomPipe = yUpBottomPipe - GameConsts::pipeScale * GameObjects::pipeTexturePtr->getHeight();
|
||||
|
||||
float yUpTopPipe = (Env::getActualClientHeight() * 0.5f + r.topPipeVShift);
|
||||
float yDownTopPipe = yUpTopPipe + GameConsts::pipeScale * GameObjects::pipeTexturePtr->getHeight();
|
||||
|
||||
r.tubePhysicsLines[0].start.v[0] = xRight;
|
||||
r.tubePhysicsLines[0].end.v[0] = xRight;
|
||||
|
||||
r.tubePhysicsLines[0].start.v[1] = yDownBottomPipe;
|
||||
r.tubePhysicsLines[0].end.v[1] = yUpBottomPipe;
|
||||
|
||||
|
||||
r.tubePhysicsLines[1].start.v[0] = xRight;
|
||||
r.tubePhysicsLines[1].end.v[0] = xLeft;
|
||||
|
||||
r.tubePhysicsLines[1].start.v[1] = yUpBottomPipe;
|
||||
r.tubePhysicsLines[1].end.v[1] = yUpBottomPipe;
|
||||
|
||||
r.tubePhysicsLines[2].start.v[0] = xLeft;
|
||||
r.tubePhysicsLines[2].end.v[0] = xLeft;
|
||||
|
||||
r.tubePhysicsLines[2].start.v[1] = yUpBottomPipe;
|
||||
r.tubePhysicsLines[2].end.v[1] = yDownBottomPipe;
|
||||
|
||||
|
||||
r.tubePhysicsLines[3].start.v[0] = xRight;
|
||||
r.tubePhysicsLines[3].end.v[0] = xRight;
|
||||
|
||||
r.tubePhysicsLines[3].start.v[1] = yUpTopPipe;
|
||||
r.tubePhysicsLines[3].end.v[1] = yDownTopPipe;
|
||||
|
||||
|
||||
r.tubePhysicsLines[4].start.v[0] = xRight;
|
||||
r.tubePhysicsLines[4].end.v[0] = xLeft;
|
||||
|
||||
r.tubePhysicsLines[4].start.v[1] = yDownTopPipe;
|
||||
r.tubePhysicsLines[4].end.v[1] = yDownTopPipe;
|
||||
|
||||
r.tubePhysicsLines[5].start.v[0] = xLeft;
|
||||
r.tubePhysicsLines[5].end.v[0] = xLeft;
|
||||
|
||||
r.tubePhysicsLines[5].start.v[1] = yDownTopPipe;
|
||||
r.tubePhysicsLines[5].end.v[1] = yUpTopPipe;
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
PipePairConfig PipePairConfig::CreateLastTube()
|
||||
{
|
||||
return PipePairConfig::CreateTube(Env::width * 1.6f);
|
||||
}
|
||||
|
||||
|
||||
void GameState::UpdateBirdPos(size_t tickCountDiff)
|
||||
{
|
||||
birdCurrentPos.v[1] = birdCurrentPos.v[1] + yVelocity * tickCountDiff;
|
||||
|
||||
yVelocity += GameConsts::yAcceleration * tickCountDiff;
|
||||
|
||||
birdAngle = -atan(yVelocity / xVelocity);
|
||||
|
||||
|
||||
if (birdCurrentPos.v[1] <= 0)
|
||||
{
|
||||
isGameOver = true;
|
||||
}
|
||||
|
||||
if (birdCurrentPos.v[1] >= Env::height)
|
||||
{
|
||||
isGameOver = true;
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::UpdateBackgroundPos(size_t tickCountDiff)
|
||||
{
|
||||
backgroundShift += GameConsts::backgroundXVelocity * tickCountDiff;
|
||||
|
||||
if (backgroundShift > Env::backgroundSectionWidth)
|
||||
{
|
||||
float c = floor(backgroundShift / Env::backgroundSectionWidth);
|
||||
|
||||
backgroundShift -= c * Env::backgroundSectionWidth;
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::UpdatePipePos(size_t tickCountDiff)
|
||||
{
|
||||
for (size_t i = 0; i < pipePairArr.size(); )
|
||||
{
|
||||
|
||||
pipePairArr[i].xPos += xVelocity * tickCountDiff;
|
||||
|
||||
if (pipePairArr[i].xPos < 0)
|
||||
{
|
||||
pipePairArr.erase(pipePairArr.begin() + i);
|
||||
|
||||
pipePairArr.push_back(PipePairConfig::CreateLastTube());
|
||||
}
|
||||
else
|
||||
{
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void GameState::UpdatePhysics(size_t tickCountDiff)
|
||||
{
|
||||
birdEllipse.center = birdCurrentPos;
|
||||
|
||||
for (size_t i = 0; i < pipePairArr.size(); i++)
|
||||
{
|
||||
|
||||
for (size_t j = 0; j < pipePairArr[i].tubePhysicsLines.size(); j++)
|
||||
{
|
||||
|
||||
pipePairArr[i].tubePhysicsLines[j].start.v[0] += xVelocity * tickCountDiff;
|
||||
pipePairArr[i].tubePhysicsLines[j].end.v[0] += xVelocity * tickCountDiff;
|
||||
|
||||
if (TestIntersection(pipePairArr[i].tubePhysicsLines[j], birdEllipse))
|
||||
{
|
||||
isGameOver = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameState::RestartGame()
|
||||
{
|
||||
|
||||
birdCurrentPos = Env::birdStartPos;
|
||||
|
||||
birdEllipse.center = birdCurrentPos;
|
||||
|
||||
xVelocity = -0.3f;
|
||||
yVelocity = 0.f;
|
||||
|
||||
birdAngle = 0.f;
|
||||
|
||||
backgroundShift = 0.f;
|
||||
|
||||
pipePairArr.clear();
|
||||
|
||||
pipePairArr.push_back(PipePairConfig::CreateTube(Env::width * 0.4f));
|
||||
pipePairArr.push_back(PipePairConfig::CreateTube(Env::width * 0.8f));
|
||||
pipePairArr.push_back(PipePairConfig::CreateTube(Env::width * 1.2f));
|
||||
pipePairArr.push_back(PipePairConfig::CreateTube(Env::width * 1.6f));
|
||||
|
||||
isGameOver = false;
|
||||
}
|
||||
|
||||
void GameState::UpdateScene(size_t tickCountDiff)
|
||||
{
|
||||
|
||||
if (isGameOver)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateBirdPos(tickCountDiff);
|
||||
|
||||
UpdatePipePos(tickCountDiff);
|
||||
|
||||
UpdateBackgroundPos(tickCountDiff);
|
||||
|
||||
UpdatePhysics(tickCountDiff);
|
||||
}
|
||||
|
||||
void GameState::BirdJump()
|
||||
{
|
||||
yVelocity = GameConsts::jumpVelocity;
|
||||
}
|
||||
}
|
||||
106
Game.h
Executable file
@ -0,0 +1,106 @@
|
||||
#pragma once
|
||||
|
||||
#include "Math.h"
|
||||
#include "Physics.h"
|
||||
#include "TextureManager.h"
|
||||
#include "Renderer.h"
|
||||
#include <memory>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
namespace GameConsts
|
||||
{
|
||||
constexpr float yAcceleration = -0.0003f;
|
||||
|
||||
constexpr float backgroundXVelocity = 0.15f;
|
||||
|
||||
constexpr float jumpVelocity = 0.2f;
|
||||
|
||||
constexpr float pipeScale = 0.5f;
|
||||
|
||||
constexpr float birdScale = 0.1f;
|
||||
}
|
||||
|
||||
namespace Env
|
||||
{
|
||||
extern int windowHeaderHeight;
|
||||
|
||||
extern int width;
|
||||
extern int height;
|
||||
|
||||
extern Vector2f birdStartPos;
|
||||
|
||||
//Calculated depending on the background texture and screen size
|
||||
extern float backgroundSectionWidth;
|
||||
|
||||
int getActualClientHeight();
|
||||
}
|
||||
|
||||
|
||||
struct PipePairConfig
|
||||
{
|
||||
float topPipeVShift;
|
||||
float bottomPipeVShift;
|
||||
|
||||
float xPos;
|
||||
|
||||
std::array<LinePhysicsObject, 6> tubePhysicsLines;
|
||||
|
||||
static PipePairConfig CreateTube(float xPos);
|
||||
|
||||
static PipePairConfig CreateLastTube();
|
||||
};
|
||||
|
||||
struct GameState
|
||||
{
|
||||
protected:
|
||||
void UpdateBirdPos(size_t tickCountDiff);
|
||||
|
||||
void UpdateBackgroundPos(size_t tickCountDiff);
|
||||
|
||||
void UpdatePipePos(size_t tickCountDiff);
|
||||
|
||||
void UpdatePhysics(size_t tickCountDiff);
|
||||
|
||||
public:
|
||||
|
||||
Vector2f birdCurrentPos = {0.f, 0.f};
|
||||
|
||||
float xVelocity = -0.3f;
|
||||
float yVelocity = 0.f;
|
||||
|
||||
float birdAngle = 0.f;
|
||||
|
||||
float backgroundShift = 0.f;
|
||||
|
||||
bool isGameOver = false;
|
||||
|
||||
std::vector<PipePairConfig> pipePairArr;
|
||||
|
||||
EllipsePhysicsObject birdEllipse;
|
||||
|
||||
void RestartGame();
|
||||
|
||||
void UpdateScene(size_t tickCountDiff);
|
||||
|
||||
void BirdJump();
|
||||
};
|
||||
|
||||
|
||||
|
||||
namespace GameObjects
|
||||
{
|
||||
extern std::shared_ptr<Texture> birdTexturePtr;
|
||||
extern std::shared_ptr<Texture> backgroundTexturePtr;
|
||||
extern std::shared_ptr<Texture> pipeTexturePtr;
|
||||
extern std::shared_ptr<Texture> gameOverTexturePtr;
|
||||
|
||||
extern VertexDataStruct birdMesh;
|
||||
|
||||
extern VertexDataStruct backgroundMesh;
|
||||
|
||||
extern VertexDataStruct pipeMesh;
|
||||
|
||||
extern VertexDataStruct gameOverMesh;
|
||||
}
|
||||
}
|
||||
164
Math.cpp
Executable file
@ -0,0 +1,164 @@
|
||||
#include "Math.h"
|
||||
|
||||
#include <exception>
|
||||
|
||||
namespace ZL {
|
||||
|
||||
Vector2f operator+(const Vector2f& x, const Vector2f& y)
|
||||
{
|
||||
Vector2f result;
|
||||
|
||||
result.v[0] = x.v[0] + y.v[0];
|
||||
result.v[1] = x.v[1] + y.v[1];
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector2f operator-(const Vector2f& x, const Vector2f& y)
|
||||
{
|
||||
Vector2f result;
|
||||
|
||||
result.v[0] = x.v[0] - y.v[0];
|
||||
result.v[1] = x.v[1] - y.v[1];
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Matrix4f Matrix4f::Identity()
|
||||
{
|
||||
Matrix4f r;
|
||||
|
||||
r.m[0] = 1.f;
|
||||
r.m[1] = 0.f;
|
||||
r.m[2] = 0.f;
|
||||
r.m[3] = 0.f;
|
||||
|
||||
r.m[4] = 0.f;
|
||||
r.m[5] = 1.f;
|
||||
r.m[6] = 0.f;
|
||||
r.m[7] = 0.f;
|
||||
|
||||
r.m[8] = 0.f;
|
||||
r.m[9] = 0.f;
|
||||
r.m[10] = 1.f;
|
||||
r.m[11] = 0.f;
|
||||
|
||||
r.m[12] = 0.f;
|
||||
r.m[13] = 0.f;
|
||||
r.m[14] = 0.f;
|
||||
r.m[15] = 1.f;
|
||||
|
||||
return r;
|
||||
|
||||
}
|
||||
|
||||
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2)
|
||||
{
|
||||
Matrix4f r;
|
||||
|
||||
r.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
|
||||
r.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
|
||||
r.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
|
||||
r.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
|
||||
|
||||
r.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
|
||||
r.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
|
||||
r.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
|
||||
r.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
|
||||
|
||||
|
||||
r.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
|
||||
r.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
|
||||
r.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
|
||||
r.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
|
||||
|
||||
r.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
|
||||
r.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
|
||||
r.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
|
||||
r.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar)
|
||||
{
|
||||
float depthRange = zFar - zNear;
|
||||
|
||||
if (depthRange <= 0)
|
||||
{
|
||||
throw std::exception("zFar must be greater than zNear");
|
||||
}
|
||||
|
||||
Matrix4f r;
|
||||
|
||||
r.m[0] = 2.f / width;
|
||||
r.m[1] = 0;
|
||||
r.m[2] = 0;
|
||||
r.m[3] = 0;
|
||||
|
||||
r.m[4] = 0;
|
||||
r.m[5] = 2.f / height;
|
||||
r.m[6] = 0;
|
||||
r.m[7] = 0;
|
||||
|
||||
r.m[8] = 0;
|
||||
r.m[9] = 0;
|
||||
r.m[10] = -1 / depthRange;
|
||||
r.m[11] = 0;
|
||||
|
||||
r.m[12] = -1;
|
||||
r.m[13] = -1;
|
||||
r.m[14] = zNear / depthRange;
|
||||
r.m[15] = 1;
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
Matrix3f QuatToMatrix(const Vector4f& q)
|
||||
{
|
||||
Matrix3f m;
|
||||
|
||||
float wx, wy, wz, xx, yy, yz, xy, xz, zz, s, x2, y2, z2;
|
||||
|
||||
s = 2.0f / (q.v[0] * q.v[0] + q.v[1] * q.v[1] + q.v[2] * q.v[2] + q.v[3] * q.v[3]);
|
||||
|
||||
|
||||
x2 = q.v[0] * s;
|
||||
y2 = q.v[1] * s;
|
||||
z2 = q.v[2] * s;
|
||||
|
||||
wx = q.v[3] * x2; wy = q.v[3] * y2; wz = q.v[3] * z2;
|
||||
xx = q.v[0] * x2; xy = q.v[1] * x2; xz = q.v[2] * x2;
|
||||
yy = q.v[1] * y2; yz = q.v[2] * y2;
|
||||
zz = q.v[2] * z2;
|
||||
|
||||
m.m[0] = 1.0f - (yy + zz);
|
||||
m.m[1] = xy + wz;
|
||||
m.m[2] = xz - wy;
|
||||
|
||||
m.m[3] = xy - wz;
|
||||
m.m[4] = 1.0f - (xx + zz);
|
||||
m.m[5] = yz + wx;
|
||||
|
||||
m.m[6] = xz + wy;
|
||||
m.m[7] = yz - wx;
|
||||
m.m[8] = 1.0f - (xx + yy);
|
||||
|
||||
return m;
|
||||
|
||||
}
|
||||
|
||||
Vector4f QuatFromRotateAroundZ(float angle)
|
||||
{
|
||||
Vector4f result;
|
||||
|
||||
result.v[0] = 0.f;
|
||||
result.v[1] = 0.f;
|
||||
result.v[2] = sinf(angle * 0.5f);
|
||||
result.v[3] = cosf(angle * 0.5f);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
51
Math.h
Executable file
@ -0,0 +1,51 @@
|
||||
#pragma once
|
||||
|
||||
#include <array>
|
||||
|
||||
namespace ZL {
|
||||
|
||||
struct Vector4f
|
||||
{
|
||||
std::array<float, 4> v = { 0.f, 0.f, 0.f, 0.f };
|
||||
};
|
||||
|
||||
struct Vector3f
|
||||
{
|
||||
std::array<float, 3> v = { 0.f, 0.f, 0.f };
|
||||
};
|
||||
|
||||
struct Vector2f
|
||||
{
|
||||
std::array<float, 2> v = {0.f, 0.f};
|
||||
};
|
||||
|
||||
Vector2f operator+(const Vector2f& x, const Vector2f& y);
|
||||
|
||||
Vector2f operator-(const Vector2f& x, const Vector2f& y);
|
||||
|
||||
struct Matrix3f
|
||||
{
|
||||
std::array<float, 9> m = { 0.f, 0.f, 0.f,
|
||||
0.f, 0.f, 0.f,
|
||||
0.f, 0.f, 0.f, };
|
||||
};
|
||||
|
||||
struct Matrix4f
|
||||
{
|
||||
std::array<float, 16> m = { 0.f, 0.f, 0.f, 0.f,
|
||||
0.f, 0.f, 0.f, 0.f,
|
||||
0.f, 0.f, 0.f, 0.f,
|
||||
0.f, 0.f, 0.f, 0.f };
|
||||
|
||||
static Matrix4f Identity();
|
||||
};
|
||||
|
||||
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2);
|
||||
|
||||
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
|
||||
|
||||
Matrix3f QuatToMatrix(const Vector4f& q);
|
||||
|
||||
Vector4f QuatFromRotateAroundZ(float angle);
|
||||
|
||||
};
|
||||
324
OpenGlExtensions.cpp
Executable file
@ -0,0 +1,324 @@
|
||||
#include "OpenGlExtensions.h"
|
||||
|
||||
#include "Utils.h"
|
||||
|
||||
//====================================================
|
||||
//===================== GLSL Shaders =================
|
||||
//====================================================
|
||||
|
||||
//Requires GL_VERSION_2_0
|
||||
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
|
||||
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
|
||||
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
|
||||
PFNGLVALIDATEPROGRAMPROC glValidateProgram = NULL;
|
||||
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
|
||||
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
|
||||
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
|
||||
PFNGLCREATESHADERPROC glCreateShader = NULL;
|
||||
PFNGLDELETESHADERPROC glDeleteShader = NULL;
|
||||
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
|
||||
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
|
||||
PFNGLATTACHSHADERPROC glAttachShader = NULL;
|
||||
PFNGLDETACHSHADERPROC glDetachShader = NULL;
|
||||
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
|
||||
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
|
||||
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation = NULL;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
|
||||
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = NULL;
|
||||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
|
||||
PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv = NULL;
|
||||
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = NULL;
|
||||
PFNGLUNIFORM1IPROC glUniform1i = NULL;
|
||||
PFNGLUNIFORM1FVPROC glUniform1fv = NULL;
|
||||
PFNGLUNIFORM3FVPROC glUniform2fv = NULL;
|
||||
PFNGLUNIFORM3FVPROC glUniform3fv = NULL;
|
||||
PFNGLUNIFORM4FVPROC glUniform4fv = NULL;
|
||||
PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f = NULL;
|
||||
PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f = NULL;
|
||||
PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f = NULL;
|
||||
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f = NULL;
|
||||
PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv = NULL;
|
||||
PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv = NULL;
|
||||
PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv = NULL;
|
||||
PFNGLGETACTIVEATTRIBPROC glGetActiveAttrib = NULL;
|
||||
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform = NULL;
|
||||
|
||||
|
||||
//=======================================
|
||||
//=========== Multitexture ==============
|
||||
//=======================================
|
||||
|
||||
//Requires GL version 1.3
|
||||
PFNGLACTIVETEXTUREPROC glActiveTexture = NULL;
|
||||
|
||||
//=======================================
|
||||
//========== Vertex buffer ==============
|
||||
//=======================================
|
||||
|
||||
//Requires GL_VERSION_1_5
|
||||
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
|
||||
PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;
|
||||
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
|
||||
PFNGLBUFFERDATAPROC glBufferData = NULL;
|
||||
PFNGLBUFFERSUBDATAPROC glBufferSubData = NULL;
|
||||
PFNGLMAPBUFFERPROC glMapBuffer = NULL;
|
||||
PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
|
||||
|
||||
//=========================================
|
||||
//============ Frame buffer ===============
|
||||
//=========================================
|
||||
|
||||
//Requires GL_ARB_framebuffer_object
|
||||
PFNGLISRENDERBUFFERPROC glIsRenderbuffer = NULL;
|
||||
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer = NULL;
|
||||
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers = NULL;
|
||||
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers = NULL;
|
||||
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage = NULL;
|
||||
PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv = NULL;
|
||||
PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL;
|
||||
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
|
||||
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
|
||||
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
|
||||
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
|
||||
PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D = NULL;
|
||||
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
|
||||
PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D = NULL;
|
||||
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL;
|
||||
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv = NULL;
|
||||
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
|
||||
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL;
|
||||
PFNGLGENERATEMIPMAPPROC glGenerateMipmap = NULL;
|
||||
PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL;
|
||||
|
||||
|
||||
|
||||
//===========================================
|
||||
//============ Uniform buffer ===============
|
||||
//===========================================
|
||||
|
||||
//Requires GL_ARB_uniform_buffer_object
|
||||
PFNGLGETUNIFORMINDICESPROC glGetUniformIndices = NULL;
|
||||
PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv = NULL;
|
||||
PFNGLGETACTIVEUNIFORMNAMEPROC glGetActiveUniformName = NULL;
|
||||
PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex = NULL;
|
||||
PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv = NULL;
|
||||
PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glGetActiveUniformBlockName = NULL;
|
||||
PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding = NULL;
|
||||
PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL;
|
||||
|
||||
namespace ZL {
|
||||
|
||||
bool BindOpenGlFunctions()
|
||||
{
|
||||
char* extensionList = (char*)glGetString(GL_EXTENSIONS);
|
||||
char* glVersion = (char*)glGetString(GL_VERSION);
|
||||
bool ok = true;
|
||||
|
||||
//Requires OpenGL 2.0 or above
|
||||
if (glVersion[0] >= '2')
|
||||
{
|
||||
|
||||
glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture");
|
||||
|
||||
glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
|
||||
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress("glDeleteBuffers");
|
||||
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
|
||||
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
|
||||
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wglGetProcAddress("glBufferSubData");
|
||||
glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress("glMapBuffer");
|
||||
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress("glUnmapBuffer");
|
||||
|
||||
glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
|
||||
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
|
||||
glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
|
||||
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wglGetProcAddress("glValidateProgram");
|
||||
glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
|
||||
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
|
||||
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
|
||||
glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
|
||||
|
||||
|
||||
glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
|
||||
glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
|
||||
glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
|
||||
glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
|
||||
glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
|
||||
glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
|
||||
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
|
||||
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
|
||||
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
|
||||
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
|
||||
|
||||
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
|
||||
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
|
||||
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wglGetProcAddress("glUniformMatrix3fv");
|
||||
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
|
||||
glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
|
||||
glUniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
|
||||
glUniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
|
||||
glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
|
||||
glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
|
||||
|
||||
glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
|
||||
glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wglGetProcAddress("glVertexAttrib2f");
|
||||
glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)wglGetProcAddress("glVertexAttrib3f");
|
||||
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
|
||||
glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)wglGetProcAddress("glVertexAttrib2fv");
|
||||
glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)wglGetProcAddress("glVertexAttrib3fv");
|
||||
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
|
||||
glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)wglGetProcAddress("glGetActiveAttrib");
|
||||
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
|
||||
|
||||
|
||||
if (glActiveTexture == NULL ||
|
||||
glGenBuffers == NULL ||
|
||||
glDeleteBuffers == NULL ||
|
||||
glBindBuffer == NULL ||
|
||||
glBufferData == NULL ||
|
||||
glBufferSubData == NULL ||
|
||||
glMapBuffer == NULL ||
|
||||
glCreateProgram == NULL ||
|
||||
glDeleteProgram == NULL ||
|
||||
glLinkProgram == NULL ||
|
||||
glValidateProgram == NULL ||
|
||||
glUseProgram == NULL ||
|
||||
glGetProgramiv == NULL ||
|
||||
glGetProgramInfoLog == NULL ||
|
||||
glCreateShader == NULL ||
|
||||
glDeleteShader == NULL ||
|
||||
glShaderSource == NULL ||
|
||||
glCompileShader == NULL ||
|
||||
glAttachShader == NULL ||
|
||||
glDetachShader == NULL ||
|
||||
glGetShaderiv == NULL ||
|
||||
glGetShaderInfoLog == NULL ||
|
||||
glGetAttribLocation == NULL ||
|
||||
glVertexAttribPointer == NULL ||
|
||||
glEnableVertexAttribArray == NULL ||
|
||||
glDisableVertexAttribArray == NULL ||
|
||||
glGetUniformLocation == NULL ||
|
||||
glUniformMatrix3fv == NULL ||
|
||||
glUniformMatrix4fv == NULL ||
|
||||
glUniform1i == NULL ||
|
||||
glUniform1fv == NULL ||
|
||||
glUniform2fv == NULL ||
|
||||
glUniform3fv == NULL ||
|
||||
glUniform4fv == NULL ||
|
||||
glEnableVertexAttribArray == NULL ||
|
||||
glVertexAttrib1f == NULL ||
|
||||
glVertexAttrib2f == NULL ||
|
||||
glVertexAttrib3f == NULL ||
|
||||
glVertexAttrib4f == NULL ||
|
||||
glVertexAttrib2fv == NULL ||
|
||||
glVertexAttrib3fv == NULL ||
|
||||
glVertexAttrib4fv == NULL ||
|
||||
glGetActiveAttrib == NULL ||
|
||||
glGetActiveUniform == NULL)
|
||||
{
|
||||
ok = false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ok = false;
|
||||
}
|
||||
|
||||
if (findString("GL_ARB_framebuffer_object", extensionList))
|
||||
{
|
||||
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)wglGetProcAddress("glIsRenderbuffer");
|
||||
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress("glBindRenderbuffer");
|
||||
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress("glDeleteRenderbuffers");
|
||||
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress("glGenRenderbuffers");
|
||||
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress("glRenderbufferStorage");
|
||||
glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)wglGetProcAddress("glGetRenderbufferParameteriv");
|
||||
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)wglGetProcAddress("glIsFramebuffer");
|
||||
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
|
||||
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
|
||||
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
|
||||
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wglGetProcAddress("glCheckFramebufferStatus");
|
||||
glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)wglGetProcAddress("glFramebufferTexture1D");
|
||||
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
|
||||
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)wglGetProcAddress("glFramebufferTexture3D");
|
||||
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress("glFramebufferRenderbuffer");
|
||||
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)wglGetProcAddress("glGetFramebufferAttachmentParameteriv");
|
||||
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)wglGetProcAddress("glBlitFramebuffer");
|
||||
glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)wglGetProcAddress("glRenderbufferStorageMultisample");
|
||||
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)wglGetProcAddress("glGenerateMipmap");
|
||||
glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)wglGetProcAddress("glFramebufferTextureLayer");
|
||||
|
||||
if (glIsRenderbuffer == NULL ||
|
||||
glBindRenderbuffer == NULL ||
|
||||
glDeleteRenderbuffers == NULL ||
|
||||
glGenRenderbuffers == NULL ||
|
||||
glRenderbufferStorage == NULL ||
|
||||
glGetRenderbufferParameteriv == NULL ||
|
||||
glIsFramebuffer == NULL ||
|
||||
glBindFramebuffer == NULL ||
|
||||
glDeleteFramebuffers == NULL ||
|
||||
glGenFramebuffers == NULL ||
|
||||
glCheckFramebufferStatus == NULL ||
|
||||
glFramebufferTexture1D == NULL ||
|
||||
glFramebufferTexture2D == NULL ||
|
||||
glFramebufferTexture3D == NULL ||
|
||||
glFramebufferRenderbuffer == NULL ||
|
||||
glGetFramebufferAttachmentParameteriv == NULL ||
|
||||
glBlitFramebuffer == NULL ||
|
||||
glRenderbufferStorageMultisample == NULL ||
|
||||
glGenerateMipmap == NULL ||
|
||||
glFramebufferTextureLayer == NULL)
|
||||
{
|
||||
ok = false;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ok = false;
|
||||
}
|
||||
|
||||
if (findString("GL_ARB_uniform_buffer_object", extensionList))
|
||||
{
|
||||
|
||||
glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)wglGetProcAddress("glGetUniformIndices");
|
||||
glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)wglGetProcAddress("glGetActiveUniformsiv");
|
||||
glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)wglGetProcAddress("glGetActiveUniformName");
|
||||
glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)wglGetProcAddress("glGetUniformBlockIndex");
|
||||
glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)wglGetProcAddress("glGetActiveUniformBlockiv");
|
||||
glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)wglGetProcAddress("glGetActiveUniformBlockName");
|
||||
glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)wglGetProcAddress("glUniformBlockBinding");
|
||||
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)wglGetProcAddress("glBindBufferBase");
|
||||
|
||||
if (glGetUniformIndices == NULL ||
|
||||
glGetActiveUniformsiv == NULL ||
|
||||
glGetActiveUniformName == NULL ||
|
||||
glGetUniformBlockIndex == NULL ||
|
||||
glGetActiveUniformBlockiv == NULL ||
|
||||
glGetActiveUniformBlockName == NULL ||
|
||||
glUniformBlockBinding == NULL ||
|
||||
glBindBufferBase == NULL)
|
||||
{
|
||||
ok = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ok = false;
|
||||
}
|
||||
|
||||
return ok;
|
||||
}
|
||||
|
||||
void CheckGlError()
|
||||
{
|
||||
size_t error = glGetError();
|
||||
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
throw std::exception("Gl error");
|
||||
}
|
||||
}
|
||||
}
|
||||
130
OpenGlExtensions.h
Executable file
@ -0,0 +1,130 @@
|
||||
#pragma once
|
||||
|
||||
#include "windows.h"
|
||||
|
||||
#define GET_X_LPARAM(lp) ((int)(short)LOWORD(lp))
|
||||
#define GET_Y_LPARAM(lp) ((int)(short)HIWORD(lp))
|
||||
|
||||
//#define GL_GLEXT_PROTOTYPES
|
||||
|
||||
#include "gl/gl.h"
|
||||
#include "gl/glu.h"
|
||||
#include "gl/glext.h"
|
||||
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <stack>
|
||||
#include <unordered_map>
|
||||
#include <map>
|
||||
#define _USE_MATH_DEFINES
|
||||
#include <math.h>
|
||||
|
||||
//Requires GL_VERSION_2_0
|
||||
extern PFNGLCREATEPROGRAMPROC glCreateProgram;
|
||||
extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
|
||||
extern PFNGLLINKPROGRAMPROC glLinkProgram;
|
||||
extern PFNGLVALIDATEPROGRAMPROC glValidateProgram;
|
||||
extern PFNGLUSEPROGRAMPROC glUseProgram;
|
||||
extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
|
||||
extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
|
||||
extern PFNGLCREATESHADERPROC glCreateShader;
|
||||
extern PFNGLDELETESHADERPROC glDeleteShader;
|
||||
extern PFNGLSHADERSOURCEPROC glShaderSource;
|
||||
extern PFNGLCOMPILESHADERPROC glCompileShader;
|
||||
extern PFNGLATTACHSHADERPROC glAttachShader;
|
||||
extern PFNGLDETACHSHADERPROC glDetachShader;
|
||||
extern PFNGLGETSHADERIVPROC glGetShaderiv;
|
||||
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
|
||||
extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
|
||||
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
|
||||
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
|
||||
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
|
||||
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
|
||||
extern PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv;
|
||||
extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
|
||||
extern PFNGLUNIFORM1IPROC glUniform1i;
|
||||
extern PFNGLUNIFORM1FVPROC glUniform1fv;
|
||||
extern PFNGLUNIFORM3FVPROC glUniform2fv;
|
||||
extern PFNGLUNIFORM3FVPROC glUniform3fv;
|
||||
extern PFNGLUNIFORM4FVPROC glUniform4fv;
|
||||
extern PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f;
|
||||
extern PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f;
|
||||
extern PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f;
|
||||
extern PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
|
||||
extern PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv;
|
||||
extern PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv;
|
||||
extern PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
|
||||
extern PFNGLGETACTIVEATTRIBPROC glGetActiveAttrib;
|
||||
extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
|
||||
|
||||
|
||||
//=======================================
|
||||
//=========== Multitexture ==============
|
||||
//=======================================
|
||||
|
||||
//Requires GL version 1.3
|
||||
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
|
||||
|
||||
//=======================================
|
||||
//========== Vertex buffer ==============
|
||||
//=======================================
|
||||
|
||||
//Requires GL_VERSION_1_5
|
||||
extern PFNGLGENBUFFERSPROC glGenBuffers;
|
||||
extern PFNGLDELETEBUFFERSPROC glDeleteBuffers;
|
||||
extern PFNGLBINDBUFFERPROC glBindBuffer;
|
||||
extern PFNGLBUFFERDATAPROC glBufferData;
|
||||
extern PFNGLBUFFERSUBDATAPROC glBufferSubData;
|
||||
extern PFNGLMAPBUFFERPROC glMapBuffer;
|
||||
extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
|
||||
|
||||
//=========================================
|
||||
//============ Frame buffer ===============
|
||||
//=========================================
|
||||
|
||||
//Requires GL_ARB_framebuffer_object
|
||||
extern PFNGLISRENDERBUFFERPROC glIsRenderbuffer;
|
||||
extern PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
|
||||
extern PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
|
||||
extern PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
|
||||
extern PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
|
||||
extern PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
|
||||
extern PFNGLISFRAMEBUFFERPROC glIsFramebuffer;
|
||||
extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
|
||||
extern PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
|
||||
extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
|
||||
extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
|
||||
extern PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
|
||||
extern PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
|
||||
extern PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
|
||||
extern PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
|
||||
extern PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
|
||||
extern PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
|
||||
extern PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
|
||||
extern PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
|
||||
extern PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer;
|
||||
|
||||
|
||||
|
||||
//===========================================
|
||||
//============ Uniform buffer ===============
|
||||
//===========================================
|
||||
|
||||
//Requires GL_ARB_uniform_buffer_object
|
||||
extern PFNGLGETUNIFORMINDICESPROC glGetUniformIndices;
|
||||
extern PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv;
|
||||
extern PFNGLGETACTIVEUNIFORMNAMEPROC glGetActiveUniformName;
|
||||
extern PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
|
||||
extern PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv;
|
||||
extern PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glGetActiveUniformBlockName;
|
||||
extern PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
|
||||
extern PFNGLBINDBUFFERBASEPROC glBindBufferBase;
|
||||
|
||||
namespace ZL {
|
||||
|
||||
bool BindOpenGlFunctions();
|
||||
|
||||
void CheckGlError();
|
||||
}
|
||||
77
Physics.cpp
Executable file
@ -0,0 +1,77 @@
|
||||
#include "Physics.h"
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
|
||||
bool TestIntersection(const LinePhysicsObject& line, const EllipsePhysicsObject& ellipse)
|
||||
{
|
||||
|
||||
// x*x / (a*a) + y*y / (b*b) = 1
|
||||
|
||||
// x = x0 + (x1 - x0) * t = x0 + dx * t
|
||||
|
||||
// y = y0 + (y1 - y0) * t = y0 + dy * t
|
||||
|
||||
//^ solve above for t, and make sure 0 > t > 1
|
||||
|
||||
float x0 = line.start.v[0] - ellipse.center.v[0];
|
||||
|
||||
float y0 = line.start.v[1] - ellipse.center.v[1];
|
||||
|
||||
float dx = line.end.v[0] - line.start.v[0];
|
||||
|
||||
float dy = line.end.v[1] - line.start.v[1];
|
||||
|
||||
|
||||
static const float EPS = 0.0001f; //Must very close to 0 to handle extreme situations
|
||||
|
||||
|
||||
float a = dx * dx * ellipse.b * ellipse.b + dy * dy * ellipse.a * ellipse.a;
|
||||
|
||||
float b = 2.f * (x0 * dx * ellipse.b * ellipse.b + y0 * dy * ellipse.a * ellipse.a);
|
||||
|
||||
float c = ellipse.b * ellipse.b * x0 * x0 + ellipse.a * ellipse.a * y0 * y0 - ellipse.a * ellipse.a * ellipse.b * ellipse.b;
|
||||
|
||||
if (abs(a) < EPS) //Here consider a = 0 and equation becomes linear
|
||||
{
|
||||
float t = -c / b;
|
||||
|
||||
if ((t > 0) && (t < 1.f))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float D2 = b * b - 4 * a * c;
|
||||
|
||||
if (D2 < 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
float D = sqrtf(D2);
|
||||
|
||||
float t1 = (-b - D) / (2 * a);
|
||||
|
||||
float t2 = (-b + D) / (2 * a);
|
||||
|
||||
if (((t1 > 0) && (t1 < 1.f)) || ((t2 > 0) && (t2 < 1.f)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
22
Physics.h
Executable file
@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include "Math.h"
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
struct EllipsePhysicsObject
|
||||
{
|
||||
Vector2f center = {0.f, 0.f};
|
||||
|
||||
float a = 0.f;
|
||||
float b = 0.f;
|
||||
};
|
||||
|
||||
struct LinePhysicsObject
|
||||
{
|
||||
Vector2f start = { 0.f, 0.f };
|
||||
Vector2f end = { 0.f, 0.f };
|
||||
};
|
||||
|
||||
bool TestIntersection(const LinePhysicsObject& line, const EllipsePhysicsObject& ellipse);
|
||||
|
||||
}
|
||||
415
Renderer.cpp
Executable file
@ -0,0 +1,415 @@
|
||||
#include "Renderer.h"
|
||||
|
||||
|
||||
|
||||
namespace ZL {
|
||||
|
||||
VBOHolder::VBOHolder()
|
||||
{
|
||||
glGenBuffers(1, &Buffer);
|
||||
}
|
||||
|
||||
VBOHolder::~VBOHolder()
|
||||
{
|
||||
glDeleteBuffers(1, &Buffer);
|
||||
}
|
||||
|
||||
GLuint VBOHolder::getBuffer()
|
||||
{
|
||||
return Buffer;
|
||||
}
|
||||
|
||||
|
||||
VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel)
|
||||
{
|
||||
Vector2f posFrom = center - halfWidthHeight;
|
||||
|
||||
Vector2f posTo = center + halfWidthHeight;
|
||||
|
||||
Vector3f pos1 = { posFrom.v[0], posFrom.v[1], zLevel };
|
||||
Vector3f pos2 = { posFrom.v[0], posTo.v[1], zLevel };
|
||||
Vector3f pos3 = { posTo.v[0], posTo.v[1], zLevel };
|
||||
Vector3f pos4 = { posTo.v[0], posFrom.v[1], zLevel };
|
||||
|
||||
|
||||
Vector2f texCoordPos1 = { 0.0f, 0.0f };
|
||||
Vector2f texCoordPos2 = { 0.0f, 1.0f };
|
||||
Vector2f texCoordPos3 = { 1.0f, 1.0f };
|
||||
Vector2f texCoordPos4 = { 1.0f, 0.0f };
|
||||
|
||||
VertexDataStruct result;
|
||||
|
||||
result.PositionData.push_back(pos1);
|
||||
result.PositionData.push_back(pos2);
|
||||
result.PositionData.push_back(pos3);
|
||||
result.PositionData.push_back(pos3);
|
||||
result.PositionData.push_back(pos4);
|
||||
result.PositionData.push_back(pos1);
|
||||
|
||||
result.TexCoordData.push_back(texCoordPos1);
|
||||
result.TexCoordData.push_back(texCoordPos2);
|
||||
result.TexCoordData.push_back(texCoordPos3);
|
||||
result.TexCoordData.push_back(texCoordPos3);
|
||||
result.TexCoordData.push_back(texCoordPos4);
|
||||
result.TexCoordData.push_back(texCoordPos1);
|
||||
|
||||
result.RefreshVBO();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount)
|
||||
{
|
||||
Vector2f posFrom = center - halfWidthHeight;
|
||||
|
||||
Vector2f posTo = center + halfWidthHeight;
|
||||
|
||||
float sectionWidth = halfWidthHeight.v[0] * 2.f;
|
||||
|
||||
VertexDataStruct result;
|
||||
|
||||
for (size_t i = 0; i < sectionCount; i++)
|
||||
{
|
||||
Vector3f pos1 = { posFrom.v[0]+sectionWidth*i, posFrom.v[1], zLevel };
|
||||
Vector3f pos2 = { posFrom.v[0] + sectionWidth * i, posTo.v[1], zLevel };
|
||||
Vector3f pos3 = { posTo.v[0] + sectionWidth * i, posTo.v[1], zLevel };
|
||||
Vector3f pos4 = { posTo.v[0] + sectionWidth * i, posFrom.v[1], zLevel };
|
||||
|
||||
result.PositionData.push_back(pos1);
|
||||
result.PositionData.push_back(pos2);
|
||||
result.PositionData.push_back(pos3);
|
||||
result.PositionData.push_back(pos3);
|
||||
result.PositionData.push_back(pos4);
|
||||
result.PositionData.push_back(pos1);
|
||||
|
||||
Vector2f texCoordPos1 = { 0.0f, 0.0f };
|
||||
Vector2f texCoordPos2 = { 0.0f, 1.0f };
|
||||
Vector2f texCoordPos3 = { 1.0f, 1.0f };
|
||||
Vector2f texCoordPos4 = { 1.0f, 0.0f };
|
||||
|
||||
result.TexCoordData.push_back(texCoordPos1);
|
||||
result.TexCoordData.push_back(texCoordPos2);
|
||||
result.TexCoordData.push_back(texCoordPos3);
|
||||
result.TexCoordData.push_back(texCoordPos3);
|
||||
result.TexCoordData.push_back(texCoordPos4);
|
||||
result.TexCoordData.push_back(texCoordPos1);
|
||||
}
|
||||
|
||||
|
||||
result.RefreshVBO();
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
void VertexDataStruct::RefreshVBO()
|
||||
{
|
||||
//Check if main thread, check if data is not empty...
|
||||
|
||||
if (!positionVBO)
|
||||
{
|
||||
positionVBO = std::make_shared<VBOHolder>();
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, positionVBO->getBuffer());
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, PositionData.size() * 12, &PositionData[0], GL_STATIC_DRAW);
|
||||
|
||||
if (!texCoordVBO)
|
||||
{
|
||||
texCoordVBO = std::make_shared<VBOHolder>();
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, texCoordVBO->getBuffer());
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, TexCoordData.size() * 8, &TexCoordData[0], GL_STATIC_DRAW);
|
||||
|
||||
}
|
||||
|
||||
void Renderer::InitOpenGL()
|
||||
{
|
||||
ModelviewMatrixStack.push(Matrix4f::Identity());
|
||||
ProjectionMatrixStack.push(Matrix4f::Identity());
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
}
|
||||
|
||||
void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar)
|
||||
{
|
||||
Matrix4f m = MakeOrthoMatrix(width, height, zNear, zFar);
|
||||
ProjectionMatrixStack.push(m);
|
||||
SetMatrix();
|
||||
|
||||
if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
||||
{
|
||||
throw std::exception("Projection matrix stack overflow!!!!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Renderer::PopProjectionMatrix()
|
||||
{
|
||||
if (ProjectionMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Projection matrix stack underflow!!!!");
|
||||
}
|
||||
ProjectionMatrixStack.pop();
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
|
||||
void Renderer::SetMatrix()
|
||||
{
|
||||
if (ProjectionMatrixStack.size() <= 0)
|
||||
{
|
||||
throw std::exception("Projection matrix stack out!");
|
||||
}
|
||||
|
||||
if (ModelviewMatrixStack.size() <= 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack out!");
|
||||
}
|
||||
|
||||
ProjectionModelViewMatrix = ProjectionMatrixStack.top() * ModelviewMatrixStack.top();
|
||||
|
||||
static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
|
||||
|
||||
//static const std::string ProjectionMatrixName = "ProjectionMatrix";
|
||||
|
||||
RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, &ProjectionModelViewMatrix.m[0]);
|
||||
|
||||
//RenderUniformMatrix4fv(ProjectionMatrixName, false, &ProjectionMatrixStack.top().m[0]);
|
||||
|
||||
}
|
||||
|
||||
void Renderer::PushMatrix()
|
||||
{
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
|
||||
ModelviewMatrixStack.push(ModelviewMatrixStack.top());
|
||||
|
||||
if (ModelviewMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack overflow!!!!");
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::LoadIdentity()
|
||||
{
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
|
||||
ModelviewMatrixStack.pop();
|
||||
ModelviewMatrixStack.push(Matrix4f::Identity());
|
||||
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
void Renderer::TranslateMatrix(const Vector3f& p)
|
||||
{
|
||||
|
||||
Matrix4f m = Matrix4f::Identity();
|
||||
m.m[12] = p.v[0];
|
||||
m.m[13] = p.v[1];
|
||||
m.m[14] = p.v[2];
|
||||
|
||||
m = ModelviewMatrixStack.top() * m;
|
||||
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
|
||||
ModelviewMatrixStack.pop();
|
||||
ModelviewMatrixStack.push(m);
|
||||
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
void Renderer::ScaleMatrix(float scale)
|
||||
{
|
||||
Matrix4f m = Matrix4f::Identity();
|
||||
m.m[0] = scale;
|
||||
m.m[5] = scale;
|
||||
m.m[10] = scale;
|
||||
|
||||
m = ModelviewMatrixStack.top() * m;
|
||||
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
|
||||
ModelviewMatrixStack.pop();
|
||||
ModelviewMatrixStack.push(m);
|
||||
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
void Renderer::ScaleMatrix(const Vector3f& scale)
|
||||
{
|
||||
Matrix4f m = Matrix4f::Identity();
|
||||
m.m[0] = scale.v[0];
|
||||
m.m[5] = scale.v[1];
|
||||
m.m[10] = scale.v[2];
|
||||
|
||||
m = ModelviewMatrixStack.top() * m;
|
||||
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
|
||||
ModelviewMatrixStack.pop();
|
||||
ModelviewMatrixStack.push(m);
|
||||
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
void Renderer::RotateMatrix(const Vector4f& q)
|
||||
{
|
||||
|
||||
Matrix3f m3 = QuatToMatrix(q);
|
||||
Matrix4f m = Matrix4f::Identity();
|
||||
m.m[0] = m3.m[0];
|
||||
m.m[1] = m3.m[1];
|
||||
m.m[2] = m3.m[2];
|
||||
|
||||
m.m[4] = m3.m[3];
|
||||
m.m[5] = m3.m[4];
|
||||
m.m[6] = m3.m[5];
|
||||
|
||||
m.m[8] = m3.m[6];
|
||||
m.m[9] = m3.m[7];
|
||||
m.m[10] = m3.m[8];
|
||||
|
||||
m = ModelviewMatrixStack.top() * m;
|
||||
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
|
||||
ModelviewMatrixStack.pop();
|
||||
ModelviewMatrixStack.push(m);
|
||||
|
||||
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
void Renderer::PushSpecialMatrix(const Matrix4f& m)
|
||||
{
|
||||
if (ModelviewMatrixStack.size() > 64)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack overflow!!!!");
|
||||
}
|
||||
ModelviewMatrixStack.push(m);
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
|
||||
void Renderer::PopMatrix()
|
||||
{
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Modelview matrix stack underflow!!!!");
|
||||
}
|
||||
ModelviewMatrixStack.pop();
|
||||
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
|
||||
void Renderer::EnableVertexAttribArray(const std::string& attribName)
|
||||
{
|
||||
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
||||
glEnableVertexAttribArray(shader->attribList[attribName]);
|
||||
}
|
||||
|
||||
void Renderer::DisableVertexAttribArray(const std::string& attribName)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
||||
glDisableVertexAttribArray(shader->attribList[attribName]);
|
||||
}
|
||||
|
||||
|
||||
void Renderer::RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
|
||||
auto uniform = shader->uniformList.find(uniformName);
|
||||
|
||||
if (uniform != shader->uniformList.end())
|
||||
{
|
||||
glUniformMatrix4fv(uniform->second, 1, transpose, value);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::RenderUniform1i(const std::string& uniformName, const int value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
|
||||
auto uniform = shader->uniformList.find(uniformName);
|
||||
|
||||
if (uniform != shader->uniformList.end())
|
||||
{
|
||||
glUniform1i(uniform->second, value);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
||||
glVertexAttribPointer(shader->attribList[attribName], 2, GL_FLOAT, GL_FALSE, stride, pointer);
|
||||
|
||||
}
|
||||
|
||||
void Renderer::VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer)
|
||||
{
|
||||
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
||||
glVertexAttribPointer(shader->attribList[attribName], 3, GL_FLOAT, GL_FALSE, stride, pointer);
|
||||
}
|
||||
|
||||
void Renderer::DrawVertexDataStruct(const VertexDataStruct& vertexDataStruct)
|
||||
{
|
||||
static const std::string vTexCoord("vTexCoord");
|
||||
static const std::string vPosition("vPosition");
|
||||
|
||||
//Check if main thread, check if data is not empty...
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.texCoordVBO->getBuffer());
|
||||
VertexAttribPointer2fv(vTexCoord, 0, NULL);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.positionVBO->getBuffer());
|
||||
VertexAttribPointer3fv(vPosition, 0, NULL);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertexDataStruct.PositionData.size()));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
91
Renderer.h
Executable file
@ -0,0 +1,91 @@
|
||||
#pragma once
|
||||
|
||||
#include "OpenGlExtensions.h"
|
||||
|
||||
#include "Math.h"
|
||||
|
||||
#include "ShaderManager.h"
|
||||
|
||||
namespace ZL {
|
||||
|
||||
constexpr size_t CONST_MATRIX_STACK_SIZE = 64;
|
||||
|
||||
class VBOHolder {
|
||||
GLuint Buffer;
|
||||
|
||||
public:
|
||||
VBOHolder();
|
||||
|
||||
VBOHolder(const VBOHolder& v) = delete;
|
||||
|
||||
VBOHolder& operator=(const VBOHolder& v) = delete;
|
||||
|
||||
~VBOHolder();
|
||||
|
||||
GLuint getBuffer();
|
||||
};
|
||||
|
||||
struct VertexDataStruct
|
||||
{
|
||||
std::vector<Vector3f> PositionData;
|
||||
std::vector<Vector2f> TexCoordData;
|
||||
|
||||
std::shared_ptr<VBOHolder> positionVBO;
|
||||
std::shared_ptr<VBOHolder> texCoordVBO;
|
||||
|
||||
void RefreshVBO();
|
||||
};
|
||||
|
||||
VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel);
|
||||
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount);
|
||||
|
||||
|
||||
class Renderer
|
||||
{
|
||||
protected:
|
||||
std::stack<Matrix4f> ProjectionMatrixStack;
|
||||
std::stack<Matrix4f> ModelviewMatrixStack;
|
||||
|
||||
Matrix4f ProjectionModelViewMatrix;
|
||||
|
||||
public:
|
||||
|
||||
ShaderManager shaderManager;
|
||||
|
||||
void InitOpenGL();
|
||||
|
||||
void PushProjectionMatrix(float width, float height, float zNear = 0.f, float zFar = 1.f);
|
||||
void PopProjectionMatrix();
|
||||
|
||||
void PushMatrix();
|
||||
void LoadIdentity();
|
||||
void TranslateMatrix(const Vector3f& p);
|
||||
void ScaleMatrix(float scale);
|
||||
void ScaleMatrix(const Vector3f& scale);
|
||||
void RotateMatrix(const Vector4f& q);
|
||||
void PushSpecialMatrix(const Matrix4f& m);
|
||||
void PopMatrix();
|
||||
|
||||
|
||||
void SetMatrix();
|
||||
|
||||
|
||||
|
||||
void EnableVertexAttribArray(const std::string& attribName);
|
||||
|
||||
void DisableVertexAttribArray(const std::string& attribName);
|
||||
|
||||
|
||||
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
|
||||
void RenderUniform1i(const std::string& uniformName, const int value);
|
||||
|
||||
void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer);
|
||||
|
||||
void VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer);
|
||||
|
||||
void DrawVertexDataStruct(const VertexDataStruct& vertexDataStruct);
|
||||
};
|
||||
|
||||
|
||||
|
||||
};
|
||||
195
ShaderManager.cpp
Executable file
@ -0,0 +1,195 @@
|
||||
#include "ShaderManager.h"
|
||||
|
||||
|
||||
|
||||
namespace ZL {
|
||||
|
||||
ShaderResource::ShaderResource(const std::string& vertexCode, const std::string& fragmentCode)
|
||||
{
|
||||
const int CONST_INFOLOG_LENGTH = 256;
|
||||
|
||||
char infoLog[CONST_INFOLOG_LENGTH];
|
||||
int infoLogLength;
|
||||
|
||||
int vertexShaderCompiled;
|
||||
int fragmentShaderCompiled;
|
||||
int programLinked;
|
||||
|
||||
GLuint vertexShader;
|
||||
GLuint fragmentShader;
|
||||
|
||||
int vertexCodeLength = static_cast<int>(strlen(vertexCode.c_str()));
|
||||
int fragmentCodeLength = static_cast<int>(strlen(fragmentCode.c_str()));
|
||||
|
||||
const char* vc = &vertexCode[0];
|
||||
const char* fc = &fragmentCode[0];
|
||||
|
||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertexShader, 1, &(vc), &vertexCodeLength);
|
||||
|
||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragmentShader, 1, &(fc), &fragmentCodeLength);
|
||||
|
||||
glCompileShader(vertexShader);
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexShaderCompiled);
|
||||
glGetShaderInfoLog(vertexShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
||||
|
||||
glCompileShader(fragmentShader);
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
|
||||
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
||||
|
||||
if (!vertexShaderCompiled)
|
||||
{
|
||||
throw std::exception("Failed to compile vertex shader code!");
|
||||
}
|
||||
|
||||
if (!fragmentShaderCompiled)
|
||||
{
|
||||
throw std::exception("Failed to compile fragment shader code!");
|
||||
}
|
||||
|
||||
shaderProgram = glCreateProgram();
|
||||
|
||||
glAttachShader(shaderProgram, vertexShader);
|
||||
glAttachShader(shaderProgram, fragmentShader);
|
||||
|
||||
glLinkProgram(shaderProgram);
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
|
||||
glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
||||
|
||||
if (!programLinked)
|
||||
{
|
||||
shaderProgram = 0;
|
||||
throw std::exception("Failed to link shader program!");
|
||||
}
|
||||
|
||||
|
||||
int dummySize; //Dummy
|
||||
int dummyLen; //Dummy
|
||||
GLenum dummyEnum;
|
||||
|
||||
|
||||
//================= Parsing all uniforms ================
|
||||
|
||||
int activeUniforms;
|
||||
|
||||
const int CONST_UNIFORM_NAME_LENGTH = 256;
|
||||
char uniformName[CONST_UNIFORM_NAME_LENGTH];
|
||||
|
||||
glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &activeUniforms);
|
||||
|
||||
for (int i = 0; i < activeUniforms; i++)
|
||||
{
|
||||
glGetActiveUniform(shaderProgram, i, CONST_UNIFORM_NAME_LENGTH, &dummyLen, &dummySize, &dummyEnum, uniformName);
|
||||
|
||||
uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
|
||||
}
|
||||
|
||||
//================= Parsing all attributes ================
|
||||
int activeAttribs;
|
||||
|
||||
const int CONST_ATTRIB_NAME_LENGTH = 256;
|
||||
char attribName[CONST_ATTRIB_NAME_LENGTH];
|
||||
|
||||
glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &activeAttribs);
|
||||
|
||||
for (int i = 0; i < activeAttribs; i++)
|
||||
{
|
||||
glGetActiveAttrib(shaderProgram, i, CONST_ATTRIB_NAME_LENGTH, &dummyLen, &dummySize, &dummyEnum, attribName);
|
||||
attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
|
||||
}
|
||||
}
|
||||
|
||||
ShaderResource::~ShaderResource()
|
||||
{
|
||||
if (shaderProgram != 0)
|
||||
{
|
||||
glDeleteProgram(shaderProgram);
|
||||
|
||||
shaderProgram = 0;
|
||||
}
|
||||
}
|
||||
|
||||
GLuint ShaderResource::getShaderProgram()
|
||||
{
|
||||
return shaderProgram;
|
||||
}
|
||||
|
||||
|
||||
void ShaderManager::AddShaderFromFiles(const std::string& shaderName, const std::string& vertexShaderFileName, const std::string& fragmentShaderFileName)
|
||||
{
|
||||
std::string vertexShader = readTextFile(vertexShaderFileName);
|
||||
|
||||
std::string fragmentShader = readTextFile(fragmentShaderFileName);
|
||||
|
||||
shaderResourceMap[shaderName] = std::make_shared<ShaderResource>(vertexShader, fragmentShader);
|
||||
}
|
||||
|
||||
void ShaderManager::PushShader(const std::string& shaderName)
|
||||
{
|
||||
if (shaderStack.size() >= CONST_MAX_SHADER_STACK_SIZE)
|
||||
{
|
||||
throw std::exception("Shader stack overflow!");
|
||||
}
|
||||
|
||||
if (shaderResourceMap.find(shaderName) == shaderResourceMap.end())
|
||||
{
|
||||
throw std::exception("Shader does not exist!");
|
||||
}
|
||||
|
||||
shaderStack.push(shaderName);
|
||||
|
||||
glUseProgram(shaderResourceMap[shaderName]->getShaderProgram());
|
||||
}
|
||||
|
||||
|
||||
void ShaderManager::PopShader()
|
||||
{
|
||||
if (shaderStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Shader stack underflow!");
|
||||
}
|
||||
|
||||
shaderStack.pop();
|
||||
|
||||
if (shaderStack.size() == 0)
|
||||
{
|
||||
glUseProgram(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glUseProgram(shaderResourceMap[shaderStack.top()]->getShaderProgram());
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<ShaderResource> ShaderManager::GetCurrentShader()
|
||||
{
|
||||
if (shaderStack.size() == 0)
|
||||
{
|
||||
throw std::exception("Shader stack underflow!");
|
||||
}
|
||||
|
||||
|
||||
return shaderResourceMap[shaderStack.top()];
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
ShaderSetter::ShaderSetter(ShaderManager& inShaderManager, const std::string& shaderName)
|
||||
: shaderManager(shaderManager)
|
||||
{
|
||||
shaderManager.PushShader(shaderName);
|
||||
}
|
||||
|
||||
ShaderSetter::~ShaderSetter()
|
||||
{
|
||||
shaderManager.PopShader();
|
||||
}
|
||||
|
||||
}
|
||||
66
ShaderManager.h
Executable file
@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include "OpenGlExtensions.h"
|
||||
|
||||
#include "Utils.h"
|
||||
|
||||
namespace ZL {
|
||||
|
||||
|
||||
constexpr size_t CONST_MAX_SHADER_STACK_SIZE = 16;
|
||||
|
||||
class ShaderResource
|
||||
{
|
||||
protected:
|
||||
GLuint shaderProgram;
|
||||
|
||||
std::unordered_map<std::string, GLuint> uniformList;
|
||||
|
||||
//std::unordered_map<std::string, std::pair<bool, size_t>> UniformList;
|
||||
std::map<std::string, GLuint> attribList;
|
||||
|
||||
|
||||
public:
|
||||
|
||||
GLuint getShaderProgram();
|
||||
|
||||
ShaderResource(const std::string& vertexCode, const std::string& fragmentCode);
|
||||
~ShaderResource();
|
||||
|
||||
public:
|
||||
friend class ShaderManager;
|
||||
friend class Renderer;
|
||||
};
|
||||
|
||||
class ShaderManager {
|
||||
protected:
|
||||
std::unordered_map<std::string, std::shared_ptr<ShaderResource>> shaderResourceMap;
|
||||
|
||||
std::stack<std::string> shaderStack;
|
||||
|
||||
public:
|
||||
void AddShaderFromFiles(const std::string& shaderName, const std::string& vertexShaderFileName, const std::string& fragmentShaderFileName);
|
||||
|
||||
void PushShader(const std::string& shaderName);
|
||||
void PopShader();
|
||||
|
||||
std::shared_ptr<ShaderResource> GetCurrentShader();
|
||||
};
|
||||
|
||||
|
||||
class ShaderSetter
|
||||
{
|
||||
protected:
|
||||
|
||||
ShaderManager& shaderManager;
|
||||
|
||||
public:
|
||||
ShaderSetter(ShaderManager& inShaderManager, const std::string& shaderName);
|
||||
|
||||
~ShaderSetter();
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
159
TextureManager.cpp
Executable file
@ -0,0 +1,159 @@
|
||||
#include "TextureManager.h"
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
Texture::Texture(const TextureDataStruct& texData)
|
||||
{
|
||||
|
||||
width = texData.width;
|
||||
height = texData.height;
|
||||
|
||||
glGenTextures(1, &texID);
|
||||
|
||||
if (texID == 0)
|
||||
{
|
||||
throw std::exception("glGenTextures did not work");
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texID);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
//This should be only for Windows
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
|
||||
|
||||
if (texData.bitSize == TextureDataStruct::BS_24BIT)
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, static_cast<GLsizei>(texData.width), static_cast<GLsizei>(texData.height), 0, GL_RGB, GL_UNSIGNED_BYTE, &texData.data[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, static_cast<GLsizei>(texData.width), static_cast<GLsizei>(texData.height), 0, GL_RGBA, GL_UNSIGNED_BYTE, &texData.data[0]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
glDeleteTextures(1, &texID);
|
||||
texID = 0;
|
||||
}
|
||||
|
||||
GLuint Texture::getTexID()
|
||||
{
|
||||
return texID;
|
||||
}
|
||||
|
||||
size_t Texture::getWidth()
|
||||
{
|
||||
return width;
|
||||
}
|
||||
|
||||
size_t Texture::getHeight()
|
||||
{
|
||||
return height;
|
||||
}
|
||||
|
||||
|
||||
|
||||
TextureDataStruct CreateTextureDataFromBmp24(const std::string& fullFileName)
|
||||
{
|
||||
|
||||
TextureDataStruct texData;
|
||||
|
||||
std::vector<char> fileArr = readFile(fullFileName);
|
||||
|
||||
size_t fileSize = fileArr.size();
|
||||
|
||||
if (fileSize < 22)
|
||||
{
|
||||
throw std::exception("File is too short or not correct!");
|
||||
}
|
||||
|
||||
//This refers to BITMAPV5HEADER
|
||||
texData.width = *reinterpret_cast<uint32_t*>(&fileArr[18]);
|
||||
texData.height = *reinterpret_cast<uint32_t*>(&fileArr[22]);
|
||||
|
||||
texData.bitSize = TextureDataStruct::BS_24BIT;
|
||||
|
||||
size_t dataSize = texData.width * texData.height * 3;
|
||||
|
||||
texData.data.resize(dataSize);
|
||||
|
||||
size_t pos = *reinterpret_cast<uint32_t*>(&fileArr[10]);
|
||||
size_t x = 0;
|
||||
|
||||
for (size_t i = 0; i < texData.width; i++)
|
||||
for (size_t j = 0; j < texData.height; j++)
|
||||
{
|
||||
|
||||
if (pos + 3 > fileSize)
|
||||
{
|
||||
throw std::exception("File is too short!");
|
||||
}
|
||||
|
||||
|
||||
x = (i * texData.height + j) + (i * texData.height + j) + (i * texData.height + j);
|
||||
|
||||
texData.data[x + 2] = fileArr[pos++];
|
||||
texData.data[x + 1] = fileArr[pos++];
|
||||
texData.data[x + 0] = fileArr[pos++];
|
||||
|
||||
}
|
||||
|
||||
return texData;
|
||||
}
|
||||
|
||||
TextureDataStruct CreateTextureDataFromBmp32(const std::string& fullFileName)
|
||||
{
|
||||
|
||||
TextureDataStruct texData;
|
||||
|
||||
std::vector<char> fileArr = readFile(fullFileName);
|
||||
|
||||
size_t fileSize = fileArr.size();
|
||||
|
||||
if (fileSize < 22)
|
||||
{
|
||||
throw std::exception("File is too short or not correct!");
|
||||
}
|
||||
|
||||
//This refers to BITMAPV5HEADER
|
||||
texData.width = *reinterpret_cast<uint32_t*>(&fileArr[18]);
|
||||
texData.height = *reinterpret_cast<uint32_t*>(&fileArr[22]);
|
||||
|
||||
texData.bitSize = TextureDataStruct::BS_32BIT;
|
||||
|
||||
size_t dataSize = texData.width * texData.height * 4;
|
||||
|
||||
texData.data.resize(dataSize);
|
||||
|
||||
size_t pos = *reinterpret_cast<uint32_t*>(&fileArr[10]);
|
||||
size_t x = 0;
|
||||
|
||||
for (size_t i = 0; i < texData.width; i++)
|
||||
for (size_t j = 0; j < texData.height; j++)
|
||||
{
|
||||
|
||||
if (pos + 4 > fileSize)
|
||||
{
|
||||
throw std::exception("File is too short!");
|
||||
}
|
||||
|
||||
|
||||
x = (i * texData.height + j) + (i * texData.height + j) + (i * texData.height + j) + (i * texData.height + j);
|
||||
|
||||
texData.data[x + 2] = fileArr[pos++];
|
||||
texData.data[x + 1] = fileArr[pos++];
|
||||
texData.data[x + 0] = fileArr[pos++];
|
||||
texData.data[x + 3] = fileArr[pos++];
|
||||
|
||||
}
|
||||
|
||||
return texData;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
45
TextureManager.h
Executable file
@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
|
||||
#include "OpenGlExtensions.h"
|
||||
|
||||
#include "Utils.h"
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
struct TextureDataStruct
|
||||
{
|
||||
size_t width;
|
||||
size_t height;
|
||||
std::vector<char> data;
|
||||
enum BitSize {
|
||||
BS_24BIT,
|
||||
BS_32BIT
|
||||
};
|
||||
|
||||
BitSize bitSize;
|
||||
};
|
||||
|
||||
class Texture
|
||||
{
|
||||
size_t width = 0;
|
||||
size_t height = 0;
|
||||
GLuint texID = 0;
|
||||
|
||||
public:
|
||||
|
||||
Texture(const TextureDataStruct& texData);
|
||||
|
||||
~Texture();
|
||||
|
||||
GLuint getTexID();
|
||||
|
||||
size_t getWidth();
|
||||
size_t getHeight();
|
||||
|
||||
|
||||
};
|
||||
|
||||
TextureDataStruct CreateTextureDataFromBmp24(const std::string& fullFileName);
|
||||
TextureDataStruct CreateTextureDataFromBmp32(const std::string& fullFileName);
|
||||
}
|
||||
59
Utils.cpp
Executable file
@ -0,0 +1,59 @@
|
||||
#include "Utils.h"
|
||||
|
||||
#include <iterator>
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include <fstream>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
std::string readTextFile(const std::string& filename)
|
||||
{
|
||||
std::ifstream f(filename);
|
||||
|
||||
std::string str((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
|
||||
|
||||
return str;
|
||||
}
|
||||
|
||||
std::vector<char> readFile(const std::string& filename)
|
||||
{
|
||||
std::ifstream file(filename, std::ios::binary);
|
||||
|
||||
file.unsetf(std::ios::skipws);
|
||||
|
||||
std::streampos fileSize;
|
||||
|
||||
file.seekg(0, std::ios::end);
|
||||
fileSize = file.tellg();
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
std::vector<char> vec;
|
||||
vec.reserve(fileSize);
|
||||
|
||||
vec.insert(vec.begin(),
|
||||
std::istream_iterator<char>(file),
|
||||
std::istream_iterator<char>());
|
||||
|
||||
return vec;
|
||||
}
|
||||
|
||||
bool findString(const char* in, char* list)
|
||||
{
|
||||
size_t thisLength = strlen(in);
|
||||
while (*list != 0)
|
||||
{
|
||||
size_t length = strcspn(list, " ");
|
||||
|
||||
if (thisLength == length)
|
||||
if (!strncmp(in, list, length))
|
||||
return true;
|
||||
|
||||
list += length;
|
||||
list += 1;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};
|
||||
14
Utils.h
Executable file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
std::string readTextFile(const std::string& filename);
|
||||
|
||||
std::vector<char> readFile(const std::string& filename);
|
||||
|
||||
bool findString(const char* in, char* list);
|
||||
|
||||
}
|
||||
31
ZeptoLabTest1.sln
Executable file
@ -0,0 +1,31 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 16
|
||||
VisualStudioVersion = 16.0.31402.337
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ZeptoLabTest1", "ZeptoLabTest1.vcxproj", "{400A41AE-F904-4D49-9DBC-95934D0EF82E}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x64 = Release|x64
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Debug|x64.ActiveCfg = Debug|x64
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||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Debug|x64.Build.0 = Debug|x64
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||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Debug|x86.Build.0 = Debug|Win32
|
||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Release|x64.ActiveCfg = Release|x64
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||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Release|x64.Build.0 = Release|x64
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||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Release|x86.ActiveCfg = Release|Win32
|
||||
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {C3D1B89D-D5F1-4E33-8439-56D6C43B07A2}
|
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EndGlobalSection
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EndGlobal
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167
ZeptoLabTest1.vcxproj
Executable file
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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||||
<Platform>x64</Platform>
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</ProjectConfiguration>
|
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<ProjectConfiguration Include="Release|x64">
|
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<VCProjectVersion>16.0</VCProjectVersion>
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||||
<Keyword>Win32Proj</Keyword>
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<RootNamespace>ZeptoLabTest1</RootNamespace>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
|
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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||||
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||||
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||||
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||||
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||||
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72
ZeptoLabTest1.vcxproj.filters
Executable file
@ -0,0 +1,72 @@
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||||
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
BIN
ZeptoLabTest1.zip
Executable file
BIN
ZeptoLabTestBin/ZeptoLabTest1.exe
Executable file
BIN
ZeptoLabTestBin/ZeptoLabTestBin.zip
Executable file
BIN
ZeptoLabTestBin/background.bmp
Executable file
|
After Width: | Height: | Size: 1.3 MiB |
BIN
ZeptoLabTestBin/bird.bmp32
Executable file
|
After Width: | Height: | Size: 1.0 MiB |
11
ZeptoLabTestBin/default.fragment
Executable file
@ -0,0 +1,11 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||
|
||||
gl_FragColor = color;
|
||||
|
||||
}
|
||||
11
ZeptoLabTestBin/default.vertex
Executable file
@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
BIN
ZeptoLabTestBin/game_over.bmp32
Executable file
|
After Width: | Height: | Size: 3.8 MiB |
BIN
ZeptoLabTestBin/pipe.bmp32
Executable file
|
After Width: | Height: | Size: 1.4 MiB |
BIN
background.bmp
Executable file
|
After Width: | Height: | Size: 1.3 MiB |
BIN
bird.bmp32
Executable file
|
After Width: | Height: | Size: 1.0 MiB |
11
default.fragment
Executable file
@ -0,0 +1,11 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||
|
||||
gl_FragColor = color;
|
||||
|
||||
}
|
||||
11
default.vertex
Executable file
@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionModelViewMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
BIN
game_over.bmp32
Executable file
|
After Width: | Height: | Size: 3.8 MiB |
12146
gl/glext.h
Executable file
428
main.cpp
Executable file
@ -0,0 +1,428 @@
|
||||
#include "TextureManager.h"
|
||||
#include "ShaderManager.h"
|
||||
#include "Renderer.h"
|
||||
|
||||
#include "Physics.h"
|
||||
#include <string>
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
#include <cstdlib>
|
||||
#include <ctime>
|
||||
#include <iostream>
|
||||
|
||||
#include "Game.h"
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
|
||||
HGLRC hRC; //Render context
|
||||
HWND Hwnd; //Main window handle
|
||||
HDC hDC; //Device context
|
||||
|
||||
Renderer renderer;
|
||||
|
||||
GameState gs;
|
||||
|
||||
|
||||
//There might be anything
|
||||
const wchar_t CONST_WINDOW_CLASS_NAME[] = L"ZeptoLabClass";
|
||||
|
||||
const size_t CONST_TIMER_INTERVAL = 10;
|
||||
|
||||
const size_t CONST_MAX_TIME_INTERVAL = 1000;
|
||||
|
||||
bool ExitGameLoop = false;
|
||||
|
||||
//To calculate when to call Update
|
||||
size_t NewTickCount;
|
||||
size_t LastTickCount;
|
||||
|
||||
|
||||
void DrawBackground()
|
||||
{
|
||||
renderer.PushMatrix();
|
||||
|
||||
renderer.LoadIdentity();
|
||||
|
||||
renderer.TranslateMatrix({ -gs.backgroundShift, 0.0f, 0.f });
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GameObjects::backgroundTexturePtr->getTexID());
|
||||
|
||||
renderer.DrawVertexDataStruct(GameObjects::backgroundMesh);
|
||||
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
|
||||
void DrawBird()
|
||||
{
|
||||
renderer.PushMatrix();
|
||||
|
||||
renderer.LoadIdentity();
|
||||
|
||||
Vector2f birdScreenShift = gs.birdCurrentPos - Env::birdStartPos;
|
||||
|
||||
renderer.TranslateMatrix({ 200.f + birdScreenShift.v[0], Env::getActualClientHeight() * 0.5f + birdScreenShift.v[1], 0.f });
|
||||
|
||||
renderer.RotateMatrix(QuatFromRotateAroundZ(gs.birdAngle));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GameObjects::birdTexturePtr->getTexID());
|
||||
|
||||
renderer.DrawVertexDataStruct(GameObjects::birdMesh);
|
||||
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
|
||||
void DrawPipes()
|
||||
{
|
||||
for (auto& pipePair : gs.pipePairArr)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, GameObjects::pipeTexturePtr->getTexID());
|
||||
|
||||
|
||||
//Draw bottom pipe:
|
||||
renderer.PushMatrix();
|
||||
|
||||
renderer.LoadIdentity();
|
||||
|
||||
renderer.TranslateMatrix({ (pipePair.xPos), pipePair.bottomPipeVShift, 0.f });
|
||||
|
||||
renderer.DrawVertexDataStruct(GameObjects::pipeMesh);
|
||||
|
||||
|
||||
//Draw top pipe:
|
||||
|
||||
renderer.LoadIdentity();
|
||||
|
||||
renderer.TranslateMatrix({ (pipePair.xPos), Env::getActualClientHeight() + pipePair.topPipeVShift, 0.f });
|
||||
|
||||
renderer.ScaleMatrix({ 1.f, -1.f, 1.f });
|
||||
|
||||
renderer.DrawVertexDataStruct(GameObjects::pipeMesh);
|
||||
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawUi()
|
||||
{
|
||||
if (gs.isGameOver)
|
||||
{
|
||||
renderer.PushMatrix();
|
||||
|
||||
renderer.LoadIdentity();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GameObjects::gameOverTexturePtr->getTexID());
|
||||
|
||||
renderer.DrawVertexDataStruct(GameObjects::gameOverMesh);
|
||||
|
||||
renderer.PopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawScene()
|
||||
{
|
||||
static const std::string defaultShaderName = "default";
|
||||
static const std::string vPositionName = "vPosition";
|
||||
static const std::string vTexCoordName = "vTexCoord";
|
||||
static const std::string textureUniformName = "Texture";
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
CheckGlError();
|
||||
|
||||
glViewport(0, 0, Env::width, Env::height);
|
||||
|
||||
renderer.shaderManager.PushShader(defaultShaderName);
|
||||
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
|
||||
renderer.EnableVertexAttribArray(vPositionName);
|
||||
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||
|
||||
renderer.PushProjectionMatrix(static_cast<float>(Env::width), static_cast<float>(Env::height));
|
||||
|
||||
DrawBackground();
|
||||
|
||||
DrawPipes();
|
||||
|
||||
DrawBird();
|
||||
|
||||
DrawUi();
|
||||
|
||||
renderer.PopProjectionMatrix();
|
||||
|
||||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||
renderer.DisableVertexAttribArray(vPositionName);
|
||||
|
||||
renderer.shaderManager.PopShader();
|
||||
|
||||
SwapBuffers(hDC);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ProcessTickCount()
|
||||
{
|
||||
|
||||
if (LastTickCount == 0)
|
||||
{
|
||||
LastTickCount = GetTickCount64();
|
||||
return;
|
||||
}
|
||||
|
||||
NewTickCount = GetTickCount64();
|
||||
if (NewTickCount - LastTickCount > CONST_TIMER_INTERVAL)
|
||||
{
|
||||
if (NewTickCount - LastTickCount > CONST_MAX_TIME_INTERVAL)
|
||||
{
|
||||
gs.UpdateScene(CONST_MAX_TIME_INTERVAL); //Limit game update speed to FPS
|
||||
}
|
||||
else
|
||||
{
|
||||
gs.UpdateScene(NewTickCount - LastTickCount);
|
||||
}
|
||||
|
||||
LastTickCount = NewTickCount;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
LRESULT WINAPI WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
static PAINTSTRUCT ps;
|
||||
|
||||
switch (uMsg)
|
||||
{
|
||||
case WM_CLOSE:
|
||||
PostQuitMessage(0);
|
||||
ExitGameLoop = true;
|
||||
break;
|
||||
case WM_PAINT:
|
||||
|
||||
DrawScene();
|
||||
BeginPaint(hWnd, &ps);
|
||||
EndPaint(hWnd, &ps);
|
||||
|
||||
ProcessTickCount();
|
||||
break;
|
||||
case WM_SIZE:
|
||||
|
||||
PostMessage(hWnd, WM_PAINT, 0, 0);
|
||||
break;
|
||||
case WM_LBUTTONDOWN:
|
||||
case WM_RBUTTONDOWN:
|
||||
|
||||
if (gs.isGameOver)
|
||||
{
|
||||
gs.RestartGame();
|
||||
}
|
||||
else
|
||||
{
|
||||
gs.BirdJump();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
|
||||
bool CreateOpenGLWindow(const wchar_t* title, int x, int y, int width, int height, HWND& hWnd, HDC& hDC, HGLRC& hRC)
|
||||
{
|
||||
int pf;
|
||||
WNDCLASS wc;
|
||||
PIXELFORMATDESCRIPTOR pfd;
|
||||
static HINSTANCE hInstance = 0;
|
||||
|
||||
if (!hInstance)
|
||||
{
|
||||
hInstance = GetModuleHandle(NULL);
|
||||
wc.style = CS_OWNDC;
|
||||
wc.lpfnWndProc = (WNDPROC)WindowProc;
|
||||
wc.cbClsExtra = 0;
|
||||
wc.cbWndExtra = 0;
|
||||
wc.hInstance = hInstance;
|
||||
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
|
||||
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||
wc.hbrBackground = NULL;
|
||||
wc.lpszMenuName = NULL;
|
||||
wc.lpszClassName = CONST_WINDOW_CLASS_NAME;
|
||||
|
||||
if (!RegisterClass(&wc))
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
RECT r;
|
||||
r.left = x;
|
||||
r.right = x + width;
|
||||
r.top = y;
|
||||
r.bottom = y + height;
|
||||
|
||||
DWORD windowStyle = WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
|
||||
|
||||
AdjustWindowRect(&r, windowStyle, false);
|
||||
|
||||
Env::windowHeaderHeight = abs(r.top);
|
||||
|
||||
hWnd = CreateWindow(CONST_WINDOW_CLASS_NAME, title, windowStyle, 0, 0, r.right - r.left, r.bottom - r.top, NULL, NULL, hInstance, NULL);
|
||||
|
||||
if (hWnd == NULL)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
hDC = GetDC(hWnd);
|
||||
|
||||
memset(&pfd, 0, sizeof(pfd));
|
||||
pfd.nSize = sizeof(pfd);
|
||||
pfd.nVersion = 1;
|
||||
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
|
||||
pfd.iPixelType = PFD_TYPE_RGBA;
|
||||
pfd.cColorBits = 32;
|
||||
|
||||
pf = ChoosePixelFormat(hDC, &pfd);
|
||||
if (pf == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (SetPixelFormat(hDC, pf, &pfd) == FALSE)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
hRC = wglCreateContext(hDC);
|
||||
wglMakeCurrent(hDC, hRC);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void DestroyEngine()
|
||||
{
|
||||
|
||||
wglMakeCurrent(NULL, NULL);
|
||||
ReleaseDC(Hwnd, hDC);
|
||||
wglDeleteContext(hRC);
|
||||
DestroyWindow(Hwnd);
|
||||
|
||||
}
|
||||
|
||||
void MainLoop()
|
||||
{
|
||||
|
||||
MSG msg;
|
||||
|
||||
ShowWindow(Hwnd, SW_SHOW);
|
||||
UpdateWindow(Hwnd);
|
||||
|
||||
NewTickCount = GetTickCount64();
|
||||
LastTickCount = NewTickCount;
|
||||
|
||||
while (!ExitGameLoop)
|
||||
{
|
||||
while (PeekMessage(&msg, Hwnd, 0, 0, PM_NOREMOVE))
|
||||
{
|
||||
if (GetMessage(&msg, Hwnd, 0, 0))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
}
|
||||
else
|
||||
{
|
||||
ExitGameLoop = true;
|
||||
}
|
||||
}
|
||||
DrawScene();
|
||||
|
||||
ProcessTickCount();
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
int CALLBACK WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nCmdShow)
|
||||
{
|
||||
using namespace ZL;
|
||||
|
||||
try {
|
||||
|
||||
srand((unsigned)time(NULL));
|
||||
|
||||
constexpr int CONST_WIDTH = 1280;
|
||||
constexpr int CONST_HEIGHT = 720;
|
||||
|
||||
Env::width = CONST_WIDTH;
|
||||
Env::height = CONST_HEIGHT;
|
||||
|
||||
if (!CreateOpenGLWindow(L"ZeptoLabTest", 0, 0, Env::width, Env::height, Hwnd, hDC, hRC))
|
||||
{
|
||||
throw std::exception("Failed to create OpenGL Window!");
|
||||
}
|
||||
|
||||
BindOpenGlFunctions();
|
||||
|
||||
//Load shaders:
|
||||
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
|
||||
|
||||
//Load textures
|
||||
GameObjects::birdTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./bird.bmp32"));
|
||||
GameObjects::backgroundTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./background.bmp"));
|
||||
GameObjects::pipeTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./pipe.bmp32"));
|
||||
GameObjects::gameOverTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./game_over.bmp32"));
|
||||
|
||||
|
||||
|
||||
//Create bird mesh
|
||||
GameObjects::birdMesh = CreateRect2D({ 0.f, 0.f }, { GameConsts::birdScale * GameObjects::birdTexturePtr->getWidth(), GameConsts::birdScale * GameObjects::birdTexturePtr->getHeight() }, 0);
|
||||
|
||||
float backgroundTextureScale = Env::height / static_cast<float>(GameObjects::backgroundTexturePtr->getHeight());
|
||||
|
||||
|
||||
//Create pipe mesh
|
||||
GameObjects::pipeMesh = CreateRect2D({ GameObjects::pipeTexturePtr->getWidth() * GameConsts::pipeScale * (-0.5f), Env::getActualClientHeight() * 0.5f + GameObjects::pipeTexturePtr->getHeight() * GameConsts::pipeScale * (-0.5f) }, { GameObjects::pipeTexturePtr->getWidth() * GameConsts::pipeScale * 0.5f, GameObjects::pipeTexturePtr->getHeight() * GameConsts::pipeScale * 0.5f }, 0);
|
||||
|
||||
|
||||
//Create background mesh depending on screen size
|
||||
|
||||
Env::backgroundSectionWidth = GameObjects::backgroundTexturePtr->getWidth() * backgroundTextureScale;
|
||||
|
||||
GameObjects::backgroundMesh = CreateRectHorizontalSections2D({ GameObjects::backgroundTexturePtr->getWidth() * backgroundTextureScale * (0.5f), GameObjects::backgroundTexturePtr->getHeight() * backgroundTextureScale * (0.5f) }, { GameObjects::backgroundTexturePtr->getWidth() * backgroundTextureScale * 0.5f, GameObjects::backgroundTexturePtr->getHeight() * backgroundTextureScale * 0.5f }, 0, 2);
|
||||
|
||||
|
||||
|
||||
//Create Game Over UI mesh depending on screen size
|
||||
|
||||
float gameOverTextureScale = Env::height / static_cast<float>(GameObjects::gameOverTexturePtr->getHeight());
|
||||
|
||||
GameObjects::gameOverMesh = CreateRect2D({ GameObjects::gameOverTexturePtr->getWidth() * gameOverTextureScale * 0.5f, GameObjects::gameOverTexturePtr->getHeight() * gameOverTextureScale * 0.5f }, { GameObjects::gameOverTexturePtr->getWidth() * gameOverTextureScale * 0.5f, GameObjects::gameOverTexturePtr->getHeight() * gameOverTextureScale * 0.5f }, 0.1f);
|
||||
|
||||
|
||||
|
||||
//Set some game values
|
||||
Env::birdStartPos = { Env::width * 0.2f, Env::getActualClientHeight() * 0.5f };
|
||||
|
||||
//Exact value depends on the bird look texture and must be calculated manually:
|
||||
gs.birdEllipse.a = GameConsts::birdScale * 236.f;
|
||||
gs.birdEllipse.b = GameConsts::birdScale * 160.f;
|
||||
|
||||
gs.RestartGame();
|
||||
|
||||
renderer.InitOpenGL();
|
||||
|
||||
MainLoop();
|
||||
|
||||
DestroyEngine();
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
std::cerr << "Oops: " << e.what() << std::endl;
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
}
|
||||
BIN
pipe.bmp32
Executable file
|
After Width: | Height: | Size: 1.4 MiB |