code cleanup

main
Brett 2023-02-08 23:23:42 -05:00
parent 410d6a26d8
commit 2a2d377097
57 changed files with 8364 additions and 1693 deletions

34
.gitignore vendored Normal file
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@ -0,0 +1,34 @@
### C++ template
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app

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@ -48,8 +48,10 @@ if (USE_EXTRAS)
#set_target_properties(FinalProject PROPERTIES LINK_FLAGS "-s DEMANGLE_SUPPORT=1 --preload-file ${CMAKE_SOURCE_DIR}/assets --bind") #set_target_properties(FinalProject PROPERTIES LINK_FLAGS "-s DEMANGLE_SUPPORT=1 --preload-file ${CMAKE_SOURCE_DIR}/assets --bind")
file(COPY ${CMAKE_CURRENT_SOURCE_DIR}/assets DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/) file(COPY ${CMAKE_CURRENT_SOURCE_DIR}/assets DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/)
#set_target_properties(FinalProject PROPERTIES LINK_FLAGS "-s DEMANGLE_SUPPORT=1 --preload-file 'assets' --bind") #set_target_properties(FinalProject PROPERTIES LINK_FLAGS "-s DEMANGLE_SUPPORT=1 --preload-file 'assets' --bind")
set_target_properties(FinalProject PROPERTIES LINK_FLAGS "-sMAX_WEBGL_VERSION=2 -sUSE_GLFW=3 --preload-file 'assets'") set_target_properties(FinalProject PROPERTIES LINK_FLAGS "-sMAX_WEBGL_VERSION=2 -s ASSERTIONS=1 -sUSE_GLFW=3 --preload-file 'assets'")
#set_target_properties(FinalProject PROPERTIES COMPILE_FLAGS "-o index.html") # these flags will be set by cmake automatically based on build type
#set_target_properties(FinalProject PROPERTIES COMPILE_FLAGS "-O3")
#set_target_properties(FinalProject PROPERTIES COMPILE_FLAGS "-g")
else() else()
target_link_libraries(FinalProject PRIVATE glfw) target_link_libraries(FinalProject PRIVATE glfw)
endif() endif()

10
build_debug_emscript.sh Executable file
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@ -0,0 +1,10 @@
#!/bin/bash
#mkdir cmake-build-emrelease
rm -fr cmake-build-emrelease
emcmake cmake -DCMAKE_BUILD_TYPE=Debug -DUSE_EXTRAS=ON -S ./ -B ./cmake-build-emrelease
cd cmake-build-emrelease
emmake make -j 16
cp FinalProject.js /var/www/html/emscript/
cp FinalProject.data /var/www/html/emscript/
cp FinalProject.wasm /var/www/html/emscript/

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273 531 1675879686321903260 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/egl_context.c.o b183bcb8286b3466
421 977 1675879686765915844 libraries/BLT/CMakeFiles/BLT.dir/src/blt/nbt/nbt.cpp.o 3e0e238c32ed62ec
299 466 1675879686253901332 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/osmesa_context.c.o a913dd02c9ac6f97
333 723 1675879686513908702 libraries/BLT/CMakeFiles/BLT.dir/src/blt/std/filesystem.cpp.o 49e1226ae352c85c
0 421 1675879686209900084 CMakeFiles/FinalProject.dir/src/render/gl.cpp.o 2e02d50528893aea
311 524 1675879686313903031 libraries/glfw-3.3.8/src/CMakeFiles/glfw.dir/linux_joystick.c.o 3df40cb71360060f

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@ -6,6 +6,11 @@
#ifndef FINAL_PROJECT_WINDOW_H #ifndef FINAL_PROJECT_WINDOW_H
#define FINAL_PROJECT_WINDOW_H #define FINAL_PROJECT_WINDOW_H
#ifndef FP_FAR_PLANE
#define FP_FAR_PLANE 1000.0f
#define FP_NEAR_PLANE 0.1f
#endif
// emscripten provides its own gl bindings. // emscripten provides its own gl bindings.
#ifndef __EMSCRIPTEN__ #ifndef __EMSCRIPTEN__
#include <glad/gles2.h> #include <glad/gles2.h>
@ -14,6 +19,11 @@
#include <blt/std/math.h> #include <blt/std/math.h>
namespace fp::window { namespace fp::window {
/**
* Handles all the init setup for creating a GLFW window.
* @param width width of the window
* @param height height of the window
*/
void init(int width = 1440, int height = 720); void init(int width = 1440, int height = 720);
void update(); void update();
@ -32,6 +42,8 @@ namespace fp::window {
bool keyState(); bool keyState();
const blt::mat4x4& getPerspectiveMatrix(); const blt::mat4x4& getPerspectiveMatrix();
void setFOV(float new_fov);
} }
#endif //FINAL_PROJECT_WINDOW_H #endif //FINAL_PROJECT_WINDOW_H

13
include/shaders/test.frag Normal file
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@ -0,0 +1,13 @@
#ifdef __cplusplus
#include <string>
std::string shader_test_frag = R"("
#endif
#version 100
void main() {
}
#ifdef __cplusplus
")";
#endif

13
include/shaders/test.vert Normal file
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@ -0,0 +1,13 @@
#ifdef __cplusplus
#include <string>
std::string shader_test_vert = R"("
#endif
#version 100
void main() {
}
#ifdef __cplusplus
")";
#endif

@ -1 +1 @@
Subproject commit b4548166c329257c97441203ac1e992b9206f9f9 Subproject commit 20ce0e2e9ba10bf9803bfbcdc83403f68eef77d5

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@ -1,18 +1,39 @@
#include <blt/std/logging.h> #include <blt/std/logging.h>
#include <render/window.h> #include <render/window.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#define GL_GLEXT_PROTOTYPES
#define EGL_EGLEXT_PROTOTYPES
#endif
int main() { void loop(){
fp::window::init();
while(!fp::window::isCloseRequested()){
if (fp::window::isKeyPressed(GLFW_KEY_R)){ if (fp::window::isKeyPressed(GLFW_KEY_R)){
BLT_DEBUG("R Key is pressed!"); BLT_DEBUG("R Key is pressed!");
if (fp::window::keyState()) if (fp::window::keyState())
BLT_TRACE("R Key Single Press!"); BLT_TRACE("R Key Single Press!");
} }
fp::window::update(); fp::window::update();
} }
int main() {
#ifdef __EMSCRIPTEN__
blt::logging::init(blt::logging::LOG_PROPERTIES{false, true, false, "./"});
#endif
fp::window::init();
#ifdef __EMSCRIPTEN__
/*
* "setting 0 or a negative value as the fps will use the browsers requestAnimationFrame mechanism to call the main loop function.
* This is HIGHLY recommended if you are doing rendering, as the browsers requestAnimationFrame will
* make sure you render at a proper smooth rate that lines up properly with the browser and monitor."
* https://emscripten.org/docs/api_reference/emscripten.h.html
*/
emscripten_set_main_loop(loop, 0, true);
#else
while(!fp::window::isCloseRequested())
loop();
#endif
fp::window::close(); fp::window::close();

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@ -8,12 +8,15 @@
#include <unordered_map> #include <unordered_map>
GLFWwindow* global_window = nullptr; GLFWwindow* global_window = nullptr;
std::unordered_map<int, bool> key_state{}; std::unordered_map<int, bool> key_state{};
// true if the key was pressed this frame. // true if the key was pressed this frame.
bool key_pressed_frame = false; bool key_pressed_frame = false;
std::unordered_map<int, bool> mouse_state{}; std::unordered_map<int, bool> mouse_state{};
bool mouse_pressed_frame = false; bool mouse_pressed_frame = false;
blt::mat4x4 perspectiveMatrix; blt::mat4x4 perspectiveMatrix;
float fov = 90;
/** /**
* GLFW error callback * GLFW error callback
@ -22,25 +25,27 @@ blt::mat4x4 perspectiveMatrix;
*/ */
void error_callback(int error, const char* description) { void error_callback(int error, const char* description) {
// BLT will automatically insert a \n at the end of all macro calls. // BLT will automatically insert a \n at the end of all macro calls.
BLT_ERROR("Error: %s", description); BLT_ERROR("Error: %s\n\n", description);
} }
/** /**
* Init GLFW, will exit the program if GLFW is unable to init. * Init GLFW, will exit the program if GLFW is unable to init.
*/ */
inline void initGLFW() { inline void initGLFW() {
glfwSetErrorCallback(error_callback);
if (!glfwInit()) { if (!glfwInit()) {
BLT_FATAL("Failed to init GLFW. Program cannot to continue!"); BLT_FATAL("Failed to init GLFW. Program cannot to continue!\n\n");
blt::logging::flush();
std::abort(); std::abort();
} }
glfwSetErrorCallback(error_callback);
} }
/** /**
* Setup window context. To enable emscriptem / webgl support GL2.0 (GLES 2.0) is preferred. * Setup window context. To enable emscriptem / webgl support GL3.0 (GLES 3.0) is preferred.
*/ */
inline void createContext() { inline void createContextHints() {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API) ;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
} }
@ -52,14 +57,20 @@ inline void createWindow(int width, int height) {
if (!global_window) { if (!global_window) {
BLT_FATAL("Unable to create GLFW window, see error log for more details."); BLT_FATAL("Unable to create GLFW window, see error log for more details.");
glfwTerminate(); glfwTerminate();
blt::logging::flush();
std::abort(); std::abort();
} }
} }
inline void updateWindowViewport(int width, int height){
perspectiveMatrix = blt::perspective(fov, (float)width / (float)height, FP_FAR_PLANE, FP_NEAR_PLANE);
glViewport(0, 0, width, height);
}
/** /**
* Uses sketchy function pointers to handle the important GLFW callbacks. * Uses sketchy function pointers to handle the important GLFW callbacks.
*/ */
inline void initCallbacks() { inline void installCallbacks() {
glfwSetKeyCallback( glfwSetKeyCallback(
global_window, [](GLFWwindow* window, int key, int scancode, int action, int mods) -> void { global_window, [](GLFWwindow* window, int key, int scancode, int action, int mods) -> void {
// pressed state has GLFW_PRESS and GLFW_REPEAT. GLFW_RELEASE is used instead. // pressed state has GLFW_PRESS and GLFW_REPEAT. GLFW_RELEASE is used instead.
@ -75,28 +86,30 @@ inline void initCallbacks() {
); );
glfwSetFramebufferSizeCallback( glfwSetFramebufferSizeCallback(
global_window, [](GLFWwindow* window, int width, int height) -> void { global_window, [](GLFWwindow* window, int width, int height) -> void {
glViewport(0, 0, width, height); updateWindowViewport(width, height);
} }
); );
} }
/**
* Handles all the init setup for creating a GLFW window.
* @param width width of the window
* @param height height of the window
*/
void fp::window::init(int width, int height) { void fp::window::init(int width, int height) {
initGLFW(); initGLFW();
createContext(); createContextHints();
createWindow(width, height); createWindow(width, height);
glfwMakeContextCurrent(global_window); glfwMakeContextCurrent(global_window);
initCallbacks(); installCallbacks();
#ifndef __EMSCRIPTEN__ #ifndef __EMSCRIPTEN__
int version = gladLoadGLES2(glfwGetProcAddress); int version = gladLoadGLES2(glfwGetProcAddress);
BLT_INFO("Using GLAD GL %d.%d\n", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version)); BLT_INFO("Using GLAD GL %d.%d\n", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version));
#else
BLT_INFO("Using Emscripten!");
// we don't want to waste the web browser's resources or cause it to lockup
glfwSwapInterval(1);
#endif #endif
updateWindowViewport(width, height);
} }
void fp::window::update() { void fp::window::update() {
@ -141,3 +154,7 @@ bool fp::window::mouseState() {
bool fp::window::keyState() { bool fp::window::keyState() {
return key_pressed_frame; return key_pressed_frame;
} }
void fp::window::setFOV(float new_fov) {
fov = new_fov;
}