chore: remove unnecessary old main source file

This commit is contained in:
2025-10-01 10:05:55 +02:00
parent c5d5536836
commit 9d5bb51463

View File

@ -1,229 +0,0 @@
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include "shader.h"
#include "file_manager.h"
#include "prelude.h"
#include "block.h"
#include "vertex.h"
#include "model.h"
#define WIDTH 1024
#define HEIGHT 768
int main() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
fprintf(stderr, "Could not initialize GLEW!\n");
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
exit(1);
}
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, 0);
// brightness multipliers for faces
const float FACE_BRIGHTNESS[6] = {
1.0f, // front
0.7f, // right
0.5f, // back
0.7f, // left
1.2f, // top
0.4f // bottom
};
// position, normal, color
glm::vec4 cubeColor = {1.0f, 0.5f, 0.31f, 1.0f};
std::vector<Point> cubeVerts = {
// front face (z = 0, normal = +Z)
{ {-0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {-0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
// back face (z = 1, normal = -Z)
{ {-0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
// left face (x = 0, normal = -X)
{ {-0.5f, -0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, -0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
// right face (x = 1, normal = +X)
{ {0.5f, -0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
// top face (y = 1, normal = +Y)
{ {-0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
// bottom face (y = 0, normal = -Y)
{ {-0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {-0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
};
std::vector<unsigned int> cubeIndices = {
0,1,2, 2,3,0, // front
4,5,6, 6,7,4, // back
8,9,10, 10,11,8, // left
12,13,14, 14,15,12, // right
16,17,18, 18,19,16, // top
20,21,22, 22,23,20 // bottom
};
Vertices vertices;
for (auto &v : cubeVerts) vertices.PushVertex(v);
for (auto i : cubeIndices) vertices.PushIndex(i);
vertices.Upload();
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
int screenWidth = WIDTH, screenHeight = HEIGHT;
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition = cameraPosition;
glm::mat4 model(1.f);
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
glm::mat4 projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
Object cube = Object::LoadFile("./assets/cube.obj");
Object monkey = Object::LoadFile("./assets/monkey.obj");
bool paused = false;
bool quit = false;
while (!quit) {
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = (currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
quit = true;
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSize(window, &width, &height)) {
glViewport(
0,
0,
width,
height);
}
break;
case SDL_EVENT_KEY_DOWN:
switch (event.key.key) {
case SDLK_SPACE:
paused = !paused;
break;
// case SDLK_F5:
// reload_shaders(&context);
// break;
default: break;
};
break;
default: break;
};
}
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
// std::cout << "angle = " << angle << std::endl;
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.8f, -0.4f, 0.5f)
);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
simpleShader.setMat4("u_model", model);
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
simpleShader.setFloat("ambientStrength", 0.2f);
simpleShader.setFloat("specularStrength", 0.5f);
vertices.Draw();
}
SDL_GL_SwapWindow(window);
}
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
return 0;
}