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#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;
}
}

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#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;
}
}

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#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;
}
};

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#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
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#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
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#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();
}

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Physics.cpp Executable file
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#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;
}
}
}
}
}

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Physics.h Executable file
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#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
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#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()));
}
}

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#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);
};
};

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ShaderManager.cpp Executable file
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#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();
}
}

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ShaderManager.h Executable file
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#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
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#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;
}
}

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TextureManager.h Executable file
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#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
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#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;
}
};

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Utils.h Executable file
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#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
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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
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Debug|x64.Build.0 = Debug|x64
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Debug|x86.ActiveCfg = Debug|Win32
{400A41AE-F904-4D49-9DBC-95934D0EF82E}.Debug|x86.Build.0 = Debug|Win32
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precision mediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = color;
}

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionModelViewMatrix;
void main()
{
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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precision mediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = color;
}

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionModelViewMatrix;
void main()
{
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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#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;
}

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