#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class application { public: application(); bool initialize(); bool run(); ~application(); protected: nv::device* m_device; nv::window* m_window; nv::texture2d* m_texture; nv::clear_state m_clear_state; nv::render_state m_render_state; nv::vertex_array* m_va; nv::program* m_program; nv::mesh* m_mesh; nv::uint32 m_count; }; application::application() { m_device = new nv::gl_device(); m_window = m_device->create_window( 800, 600 ); nv::image_data* sprites = m_device->create_image_data( "diffuse.png" ); nv::sampler sampler( nv::sampler::LINEAR, nv::sampler::REPEAT ); m_texture = m_device->create_texture2d( sprites->get_size(), nv::RGBA, nv::UBYTE, sampler, (void*)sprites->get_data() ); delete sprites; m_clear_state.buffers = nv::clear_state::COLOR_AND_DEPTH_BUFFER; m_render_state.depth_test.enabled = true; m_render_state.culling.enabled = true; m_render_state.blending.enabled = false; m_render_state.blending.src_rgb_factor = nv::blending::SRC_ALPHA; m_render_state.blending.dst_rgb_factor = nv::blending::ONE_MINUS_SRC_ALPHA; m_render_state.blending.src_alpha_factor = nv::blending::SRC_ALPHA; m_render_state.blending.dst_alpha_factor = nv::blending::ONE_MINUS_SRC_ALPHA; } bool application::initialize() { nv::c_file_system fs; nv::stream* mesh_file = fs.open( "mesh.obj" ); nv::mesh_loader* loader = new nv::obj_loader(); loader->load( *mesh_file ); m_mesh = loader->release_mesh(); m_count = loader->get_size(); delete mesh_file; delete loader; m_program = m_device->create_program( nv::slurp( "obj.vert" ), nv::slurp( "obj.frag" ) ); m_va = m_device->create_vertex_array( m_mesh, &m_program->get_attributes(), nv::STATIC_DRAW ); return true; } bool application::run() { int keypress = 0; glm::vec3 move( 0, 0, 0 ); while(!keypress) { m_window->get_context()->clear( m_clear_state ); glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f)); glm::mat4 view = glm::lookAt(glm::vec3(6.0f, 8.0f, 6.0f) + move, glm::vec3(0.0f, 4.0f, 0.0f) + move, glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(60.0f, 1.0f*800.0f/600.0f, 0.1f, 1000.0f); glm::mat4 mv = view * model; m_texture->bind( 0 ); m_program->set_uniform( "matrix_mvp", projection * mv ); m_program->set_uniform( "light", glm::vec3(8.5, 8.5, 0) ); m_program->set_uniform( "tex", 0 ); m_window->get_context()->draw( nv::TRIANGLES, m_render_state, m_program, m_va, m_count * 3 ); m_window->swap_buffers(); nv::io_event event; while(m_window->poll_event(event)) { switch (event.type) { case nv::EV_QUIT: keypress = 1; break; case nv::EV_KEY: if (event.key.pressed) { switch (event.key.code) { case nv::KEY_ESCAPE : keypress = 1; break; case nv::KEY_LEFT : move.x = move.x - 1.0f; break; case nv::KEY_RIGHT : move.x = move.x + 1.0f; break; case nv::KEY_UP : move.z = move.z - 1.0f; break; case nv::KEY_DOWN : move.z = move.z + 1.0f; break; default: break; } } break; default: break; } } } return true; } application::~application() { delete m_program; delete m_mesh; delete m_texture; delete m_window; delete m_device; } int main(int, char* []) { nv::logger log(nv::LOG_TRACE); log.add_sink( new nv::log_file_sink("log.txt"), nv::LOG_TRACE ); log.add_sink( new nv::log_console_sink(), nv::LOG_TRACE ); NV_LOG( nv::LOG_NOTICE, "Logging started" ); application app; if ( app.initialize() ) { app.run(); } NV_LOG( nv::LOG_NOTICE, "Logging stopped" ); return 0; }