Refactored project structure

- Test project is now separated from engine code
 - Engine code can now initialize OpenGL and GLUT correctly
 - Moved vectors and quaternions to a Math subdirectory

Fixed reorder warning
This commit is contained in:
Teo-CD 2019-11-02 16:25:02 +01:00
parent 205ef0e7aa
commit 9a52587149
14 changed files with 155 additions and 101 deletions

View file

@ -15,42 +15,5 @@ set(CMAKE_CXX_STANDARD 14)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
if(NOT ${OPENGL_GLU_FOUND})
message(FATAL_ERROR "Glu not installed!")
endif()
add_executable(tests_opengl
src/main.cpp
src/displayers.h
src/displayers.cpp
src/DataHandling/Texture.cpp
src/DataHandling/Texture.h
src/DataHandling/Model3D.cpp
src/DataHandling/Model3D.h
src/Vectors.h
src/InputStatus.cpp
src/InputStatus.h
src/Camera.cpp
src/Camera.h
src/Quaternion.cpp
src/Quaternion.h)
target_link_directories(tests_opengl PRIVATE
src)
target_include_directories(tests_opengl PRIVATE
src)
target_link_libraries(tests_opengl
${OPENGL_LIBRARIES}
${GLUT_LIBRARIES})
target_include_directories(tests_opengl PRIVATE
${OPENGL_INCLUDE_DIR}
${GLUT_INCLUDE_DIR})
if (CMAKE_COMPILER_IS_GNUCXX)
target_compile_options(tests_opengl PRIVATE -Wall -Wpedantic -Wextra)
elseif(MSVC)
target_compile_options(tests_opengl PRIVATE /W4)
endif()
add_subdirectory(src)
add_subdirectory(example)

19
example/CMakeLists.txt Normal file
View file

@ -0,0 +1,19 @@
add_executable(tests_opengl
main.cpp
displayers.h
displayers.cpp)
target_link_directories(tests_opengl PRIVATE
${PROJECT_SOURCE_DIR}/src)
target_include_directories(tests_opengl PRIVATE
${PROJECT_SOURCE_DIR}/src)
target_link_libraries(tests_opengl
${OPENGL_LIBRARIES}
${GLUT_LIBRARIES}
engine)
target_include_directories(tests_opengl PRIVATE
${OPENGL_INCLUDE_DIR}
${GLUT_INCLUDE_DIR})

View file

@ -1,6 +1,7 @@
#include <GL/glut.h>
#include <GL/gl.h>
#include "Engine.h"
#include "displayers.h"
#include "DataHandling/Texture.h"
#include "DataHandling/Model3D.h"
@ -8,11 +9,9 @@
#include "Camera.h"
volatile unsigned long long int timer_ticks = 0;
static double aspect_ratio;
static Texture tree_texture;
static Model3D raptor;
static Texture raptor_texture;
static Camera camera({10,0,10},{-10,0,-10},{0,1,0});
void manage_inputs()
{
@ -37,30 +36,30 @@ void manage_inputs()
if (InputStatus::is_special_key_pressed(GLUT_KEY_RIGHT))
{
timer_ticks += 5;
camera.translate({0,0,0.1});
OGLE::camera.translate({0,0,0.1});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_LEFT))
{
timer_ticks -= 5;
camera.translate({0,0,-0.1});
OGLE::camera.translate({0,0,-0.1});
}
if (InputStatus::is_key_pressed(' '))
{
camera.translate({0,0.1,0});
OGLE::camera.translate({0,0.1,0});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_PAGE_DOWN))
{
camera.translate({0,-0.1,0});
OGLE::camera.translate({0,-0.1,0});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_UP))
{
camera.translate({0.1,0,0});
OGLE::camera.translate({0.1,0,0});
}
if (InputStatus::is_special_key_pressed(GLUT_KEY_DOWN))
{
camera.translate({-0.1,0,0});
OGLE::camera.translate({-0.1,0,0});
}
// Get mouse delta since last frame
@ -68,7 +67,7 @@ void manage_inputs()
mouse_delta = InputStatus::get_mouse_delta(true);
if (mouse_delta.x != 0 || mouse_delta.y != 0)
{
camera.rotate({0,
OGLE::camera.rotate({0,
-mouse_delta.x / InputStatus::mouse_sensitivity.x,
-mouse_delta.y / InputStatus::mouse_sensitivity.y});
}
@ -79,16 +78,6 @@ void display()
manage_inputs();
float angleY = 1*timer_ticks;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
// Prepare view
glLoadIdentity();
gluPerspective(60,aspect_ratio,0.1,30000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
camera.look();
display_rotating_pyramid(-5,-2,-5,2,4,angleY);
display_rotating_pyramid(5,-2,0,1,5,angleY);
@ -100,17 +89,6 @@ void display()
glRotatef(angleY,0,-1,0);
raptor.draw_model();
glPopMatrix();
glutSwapBuffers();
}
void reshape(int new_x, int new_y)
{
glViewport(0,0,new_x,new_y);
aspect_ratio = (double)new_x/new_y;
InputStatus::window_size.x = new_x;
InputStatus::window_size.y = new_y;
}
void update_angle(int value)
@ -121,27 +99,7 @@ void update_angle(int value)
int main(int argc, char** argv)
{
glutInit(&argc,argv);
// Generate window with GLUT
glutInitDisplayMode(GLUT_RGB| GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("OpenGL custom engine tests");
glutIgnoreKeyRepeat(true);
glutSetCursor(GLUT_CURSOR_NONE);
// Init OpenGL
glClearColor(0,0,0,1);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
// Setup OPenGL to use textures
glEnable(GL_TEXTURE_2D);
glAlphaFunc(GL_GREATER, 0.5);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT/GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT/GL_CLAMP);
glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
OGLE::setup(argc,argv,display);
// Load and generate tree texture
tree_texture.load_rgba_tga("resources/arbre.tga","resources/arbre_masque.tga");
@ -157,19 +115,15 @@ int main(int argc, char** argv)
glBindTexture(GL_TEXTURE_2D, raptor_texture.opengl_id[0]);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB8, raptor_texture.width, raptor_texture.height, GL_RGB, GL_UNSIGNED_BYTE, raptor_texture.image_data);
// Load raptor model
raptor.load_ascii_off_file("resources/RAPTOR.off");
raptor.assign_texture(raptor_texture);
raptor.set_scaling(0.01,0.01,0.01);
raptor.set_rotation(-90,1,0,0);
glViewport(0,0,glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
glutDisplayFunc(display);
glutIdleFunc(display);
glutReshapeFunc(reshape);
glutTimerFunc(50,update_angle,0);
InputStatus::register_glut_callbacks();
// Enters main loop, managed by GLUT
glutMainLoop();

33
src/CMakeLists.txt Normal file
View file

@ -0,0 +1,33 @@
add_library(engine
DataHandling/Texture.cpp
DataHandling/Texture.h
DataHandling/Model3D.cpp
DataHandling/Model3D.h
Math/Vectors.h
Math/Quaternion.cpp
Math/Quaternion.h
InputStatus.cpp
InputStatus.h
Camera.cpp
Camera.h
Engine.h)
target_include_directories(engine PRIVATE
${PROJECT_SOURCE_DIR}/src)
target_link_directories(engine PRIVATE
${PROJECT_SOURCE_DIR}/src)
target_link_libraries(engine
${OPENGL_LIBRARIES}
${GLUT_LIBRARIES})
target_include_directories(engine PRIVATE
${OPENGL_INCLUDE_DIR}
${GLUT_INCLUDE_DIR})
if (CMAKE_COMPILER_IS_GNUCXX)
target_compile_options(engine PRIVATE -Wall -Wpedantic -Wextra)
elseif(MSVC)
target_compile_options(engine PRIVATE /W4)
endif()

View file

@ -8,8 +8,8 @@
#include <cmath>
#include <GL/glut.h>
#include "Quaternion.h"
#include "Vectors.h"
#include "Math/Quaternion.h"
#include "Math/Vectors.h"
class Camera {
public:

View file

@ -5,7 +5,7 @@
#include "Model3D.h"
Model3D::Model3D() : vertex_count(0), face_count(0), texture_count(0), is_textured(false)
Model3D::Model3D() :is_textured(false), vertex_count(0), face_count(0), texture_count(0)
{}
Model3D::Model3D(const std::string& file_name) : Model3D()

View file

@ -10,7 +10,7 @@
#include <iostream>
#include "GL/glut.h"
#include "Vectors.h"
#include "Math/Vectors.h"
#include "Texture.h"
class Model3D {

85
src/Engine.h Normal file
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@ -0,0 +1,85 @@
//
// Created by trotFunky on 02/11/2019.
//
#ifndef TESTS_OPENGL_ENGINE_H
#define TESTS_OPENGL_ENGINE_H
#include <GL/glut.h>
#include <GL/gl.h>
#include "InputStatus.h"
#include "Camera.h"
/// OpenGL Engine
namespace OGLE
{
/// Display function provided at setup.
void (*custom_display)();
static double aspect_ratio;
static Camera camera({10,0,10},{-10,0,-10},{0,1,0});
void reshape(int new_x, int new_y)
{
glViewport(0,0,new_x,new_y);
aspect_ratio = (double)new_x/new_y;
InputStatus::window_size.x = new_x;
InputStatus::window_size.y = new_y;
}
/// Used for glutDisplay. Wraps the custom_display function with the required OpenGL calls.
void display_wrapper()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
// Prepare view
glLoadIdentity();
gluPerspective(60,OGLE::aspect_ratio,0.1,30000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
OGLE::camera.look();
custom_display();
glutSwapBuffers();
}
void setup(int& argc, char** argv, void (*display_callback)(), const std::string& window_name = "OpenGL custom engine")
{
glutInit(&argc,argv);
// Generate window with GLUT
glutInitDisplayMode(GLUT_RGB| GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow(window_name.c_str());
glutIgnoreKeyRepeat(true);
glutSetCursor(GLUT_CURSOR_NONE);
// Init OpenGL
glClearColor(0,0,0,1);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
// Setup OPenGL to use textures
glEnable(GL_TEXTURE_2D);
glAlphaFunc(GL_GREATER, 0.5);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT/GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT/GL_CLAMP);
glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glViewport(0,0,glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
custom_display = display_callback;
glutDisplayFunc(display_wrapper);
glutIdleFunc(display_wrapper);
glutReshapeFunc(reshape);
InputStatus::register_glut_callbacks();
}
}
#endif //TESTS_OPENGL_ENGINE_H

View file

@ -9,7 +9,7 @@
#include <iostream>
#include <GL/glut.h>
#include "Vectors.h"
#include "Math/Vectors.h"
/// Handles the key and mouse events from glut and keep their status up to date.