refactor: split into static libraries and restructure scenes
- Create cbt_opengl static library for OpenGL abstraction - Create cbt_scene static library for base scene class - Create scenes_cube static library for cube scene - Move scene base to cbt/ (utility), scenes to root scenes/ - Link libraries in dependency chain: cuber -> scenes -> cbt_scene -> cbt_opengl
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#include "scenes/cube.hpp"
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#include <array>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "glad/glad.h"
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namespace cbt::scenes {
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cube::cube() {
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m_start = std::chrono::steady_clock::now();
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}
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auto cube::init() -> bool {
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if (!build_shader()) {
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return false;
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}
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build_mesh();
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glEnable(GL_DEPTH_TEST);
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return true;
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}
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auto cube::update(float) -> void {}
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auto cube::render() -> void {
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auto now = std::chrono::steady_clock::now();
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auto elapsed = std::chrono::duration<float>(now - m_start).count();
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glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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auto aspect = 1280.0f / 720.0f;
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auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
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auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
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m_prog.use();
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glUniformMatrix4fv(m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj));
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glUniformMatrix4fv(m_loc_view, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(m_loc_model, 1, GL_FALSE, glm::value_ptr(model));
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m_vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, 36);
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m_vao.unbind();
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m_prog.unuse();
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}
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auto cube::build_mesh() -> void {
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std::array<float, 36 * 6> vertices = {
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// front face (cyan)
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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// back face (magenta)
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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// top face (yellow)
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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// bottom face (white)
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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// right face (lime)
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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// left face (orange)
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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};
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m_vbo.upload(vertices.data(), vertices.size() * sizeof(float));
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m_vao.bind();
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m_vbo.bind();
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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reinterpret_cast<void*>(3 * sizeof(float)));
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m_vbo.unbind();
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m_vao.unbind();
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}
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auto cube::build_shader() -> bool {
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char const* vert_src = R"glsl(
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#version 410 core
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec3 a_color;
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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out vec3 v_color;
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void main() {
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gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
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v_color = a_color;
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}
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)glsl";
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char const* frag_src = R"glsl(
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#version 410 core
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in vec3 v_color;
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out vec4 frag_color;
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void main() {
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frag_color = vec4(v_color, 1.0);
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}
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)glsl";
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if (!m_prog.compile_vertex(vert_src) || !m_prog.compile_fragment(frag_src) || !m_prog.link()) {
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return false;
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}
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m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj");
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m_loc_view = glGetUniformLocation(m_prog.id(), "u_view");
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m_loc_model = glGetUniformLocation(m_prog.id(), "u_model");
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return true;
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}
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}
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