Initial Commit

This commit is contained in:
elipzer 2018-09-04 15:25:54 -04:00
commit 27fb4cf7ea
26 changed files with 31654 additions and 0 deletions

332
.gitignore vendored Normal file
View File

@ -0,0 +1,332 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# JetBrains Rider
.idea/
*.sln.iml
# CodeRush
.cr/
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/

31
OpenGLEngine.sln Normal file
View File

@ -0,0 +1,31 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.27703.2026
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "OpenGLEngine", "OpenGLEngine\OpenGLEngine.vcxproj", "{C03B666E-F3CE-4223-977D-9D6E2952F22E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Debug|x64.ActiveCfg = Debug|x64
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Debug|x64.Build.0 = Debug|x64
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Debug|x86.ActiveCfg = Debug|Win32
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Debug|x86.Build.0 = Debug|Win32
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Release|x64.ActiveCfg = Release|x64
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Release|x64.Build.0 = Release|x64
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Release|x86.ActiveCfg = Release|Win32
{C03B666E-F3CE-4223-977D-9D6E2952F22E}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {A995539A-1D75-4A7C-81F6-F614D05D9BA6}
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,76 @@
#include "Application.h"
#include <gl/GL.h>
#pragma comment(lib, "opengl32.lib")
Application::Application(const char* class_name, HINSTANCE h_instance)
: m_window(class_name, h_instance), m_input_manager(&m_window.get_input_manager()), m_client_size(1280, 720)
{
}
Application::~Application()
{
HGLRC h_glrc = m_window.get_h_glrc();
if (h_glrc != nullptr) {
// Unset the current OpenGL Rendering Context and Device
wglMakeCurrent(NULL, NULL);
wglDeleteContext(h_glrc);
m_window.set_h_glrc(nullptr);
}
}
int Application::run()
{
if (!base_init()) return 1;
MessageResponse resp(UNSET);
while (resp != QUIT_MESSAGE) {
// Handle all messages
while ((resp = m_window.handle_message()) == HANDLED_MESSAGE) {}
float delta_time = m_fps.mark();
clock_t clock = m_fps.get_clock();
update(delta_time, clock);
render();
}
return 0;
}
void Application::close()
{
}
bool Application::base_init()
{
if (!m_window.register_class()) return false;
if (!m_window.create_window("OpenGLEngine", -1, -1, m_client_size.x, m_client_size.y)) return false;
// Initialize window with OpenGL (May want to move this into MyApplication to allow application customization)
// https://www.khronos.org/opengl/wiki/Creating_an_OpenGL_Context_(WGL)
HDC device_context = GetDC(m_window.get_h_wnd());
// PIXELFORMATDESCRIPTOR https://msdn.microsoft.com/en-us/library/cc231189.aspx
PIXELFORMATDESCRIPTOR pfd;
ZeroMemory(&pfd, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
pfd.iLayerType = PFD_MAIN_PLANE;
m_window.set_h_glrc(wglCreateContext(device_context));
m_window.show(SW_NORMAL);
m_fps.prepare();
return init();
}
void Application::base_close()
{
close();
}

View File

@ -0,0 +1,45 @@
#pragma once
#include <Windows.h>
#include "vec2.h"
#include "Window.h"
#include "FPS.h"
// TODO: Close without rendering next frame.
class Application
{
public:
Application(const char* class_name, HINSTANCE h_instance);
~Application();
int run();
protected:
// Called on initialization of the application (called by base_init)
virtual bool init() = 0;
virtual void update(float delta_time, clock_t clock) = 0;
virtual void render() = 0;
// Called on closing of the application (called before base_close)
virtual void close();
// The size of the window
ivec2 m_client_size;
// The window that is used by this application
Window m_window;
// The input manager for the window of this application
const InputManager* m_input_manager;
// The FPS counter of this application
FPS m_fps;
private:
bool base_init();
void base_close();
};

48
OpenGLEngine/FPS.cpp Normal file
View File

@ -0,0 +1,48 @@
#include "FPS.h"
FPS::FPS(unsigned short frames /* = 2 */) :
m_iter(frames), m_frames(frames)
{
if (frames < 2)
throw "Frames is too small";
m_clocks = new clock_t[m_frames];
}
FPS::~FPS()
{
if (m_clocks)
delete[] m_clocks;
}
const clock_t& FPS::get_clock() const
{
return m_clocks[m_iter];
}
float FPS::get_spf() const
{
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter + 1) % m_frames]) / (m_frames - 1);
return ((float)diff) / CLOCKS_PER_SEC;
}
float FPS::get_fps() const
{
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter + 1) % m_frames]) / (m_frames - 1);
return ((float)CLOCKS_PER_SEC) / diff;
}
void FPS::prepare()
{
clock_t c = clock();
for (unsigned short i = 0; i < m_frames; ++i)
m_clocks[i] = c;
}
float FPS::mark()
{
(++m_iter) %= m_frames;
m_clocks[m_iter] = clock();
clock_t diff = (m_clocks[m_iter] - m_clocks[(m_iter > 0 ? m_iter - 1 : m_frames - 1)]);
return ((float)diff) / CLOCKS_PER_SEC;
}

44
OpenGLEngine/FPS.h Normal file
View File

@ -0,0 +1,44 @@
#pragma once
#include <time.h>
//A class to handle the FPS of the game
//Calculations are done per the number of frames specified
//Frames must be a value from 2 - 255
//Recommended numbers for frames is 2 (Instant), 5 (Slightly Smoothed), 60 (Smoothed)
//Max number for frames = 255
//Lower frames = jumpy, instant updates
//Higher frames = smoother, flowing updates
class FPS
{
public:
FPS(unsigned short frames = 2);
~FPS();
//Returns the clock of the last mark() call
const clock_t& get_clock() const;
//Returns FPS (frames per second) of the game (based on the last marked frame)
//CLOCKS_PER_SECOND / (m_clock - m_prevClock)
float get_spf() const;
//Returns FPS (frames per second) of the game (based on the last marked frame)
//CLOCKS_PER_SECOND / (m_clock - m_prevClock)
float get_fps() const;
//Fills the clocks with the current clock() value (to prevent unreasonable clock counts at the first few frames)
void prepare();
//Marks the end of the frame (resets the clock)
//Should be called right before the update() and render() functions
//Also calculates the seconds per frame (able to be considered the dTime)
//(m_clock - m_prevClock) / CLOCKS_PER_SEC
float mark();
private:
//m_iter marks the place of the next mark
unsigned short m_iter;
unsigned short m_frames;
clock_t* m_clocks = nullptr;
};

View File

@ -0,0 +1,81 @@
#include "InputManager.h"
InputManager::InputManager()
{
}
InputManager::~InputManager()
{
}
void InputManager::mark()
{
m_keys_pressed.clear();
m_mouse_delta = { 0, 0 };
m_scroll_distance = 0;
}
void InputManager::key_down(const unsigned long& keyCode)
{
if (!m_keys_down[keyCode])
{
m_keys_down[keyCode] = true;
m_keys_pressed[keyCode] = true;
}
}
void InputManager::key_up(const unsigned long& keyCode)
{
m_keys_down[keyCode] = false;
m_keys_pressed[keyCode] = false;
}
void InputManager::mouse_move(const ivec2& position)
{
m_mouse_delta += position - m_mouse_position;
m_mouse_position = position;
}
void InputManager::mouse_scroll(const unsigned int& distance)
{
m_scroll_distance += distance;
}
bool InputManager::is_key_down(const unsigned long& keyCode)
{
return m_keys_down[keyCode];
}
bool InputManager::is_key_pressed(const unsigned long& keyCode)
{
auto iter = m_keys_pressed.find(keyCode);
if (iter == m_keys_pressed.end())
return false;
else
return iter->second;
}
bool InputManager::is_key_released(const unsigned long& keyCode)
{
auto iter = m_keys_pressed.find(keyCode);
if (iter == m_keys_pressed.end())
return false;
else
return !iter->second;
}
const ivec2& InputManager::get_mouse_position()
{
return m_mouse_position;
}
const ivec2& InputManager::get_mouse_delta()
{
return m_mouse_delta;
}
const int& InputManager::get_scroll_distance()
{
return m_scroll_distance;
}

View File

@ -0,0 +1,90 @@
#pragma once
#include <map>
#include "vec2.h"
//Define the Virtual Keys for the numbers & letters
#define K_0 0x30
#define K_1 0x31
#define K_2 0x32
#define K_3 0x33
#define K_4 0x34
#define K_5 0x35
#define K_6 0x36
#define K_7 0x37
#define K_8 0x38
#define K_9 0x39
#define K_A 0x41
#define K_B 0x42
#define K_C 0x43
#define K_D 0x44
#define K_E 0x45
#define K_F 0x46
#define K_G 0x47
#define K_H 0x48
#define K_I 0x49
#define K_J 0x4a
#define K_K 0x4b
#define K_L 0x4c
#define K_M 0x4d
#define K_N 0x4e
#define K_O 0x4f
#define K_P 0x50
#define K_Q 0x51
#define K_R 0x52
#define K_S 0x53
#define K_T 0x54
#define K_U 0x55
#define K_V 0x56
#define K_W 0x57
#define K_X 0x58
#define K_Y 0x59
#define K_Z 0x5A
using namespace egm;
class InputManager
{
public:
InputManager();
~InputManager();
//Should be called after each frame to reset the keysPressed
void mark();
void key_down(const unsigned long& keyCode);
void key_up(const unsigned long& keyCode);
void mouse_move(const ivec2& position);
void mouse_scroll(const unsigned int& distance);
bool is_key_down(const unsigned long& keyCode);
bool is_key_pressed(const unsigned long& keyCode);
bool is_key_released(const unsigned long& keyCode);
const ivec2& get_mouse_position();
const ivec2& get_mouse_delta();
const int& get_scroll_distance();
private:
//Keys pressed since the last frame
//The existance of a value in this array means that the key has changed to that state
//since the last mark() call.
//A value of true means the key was pressed, false means the value was released
std::map<unsigned long, bool> m_keys_pressed;
//Keys that are down
std::map<unsigned long, bool> m_keys_down;
//Current Mouse Position
ivec2 m_mouse_position;
//Change in mouse position since last mark() call
ivec2 m_mouse_delta;
//The change in scroll (mouse wheel) sinc ethe last mark() call
int m_scroll_distance;
//TODO: Controller Movement
};

View File

@ -0,0 +1,36 @@
#include "MyApplication.h"
MyApplication::MyApplication(const char* class_name, HINSTANCE h_instance)
: Application(class_name, h_instance)
{
}
MyApplication::~MyApplication()
{
}
bool MyApplication::init()
{
m_scene.use();
return true;
}
void MyApplication::update(float delta_time, clock_t clock)
{
m_scene.update(delta_time, clock);
}
void MyApplication::render()
{
m_scene.render();
}
void MyApplication::close()
{
m_scene.unuse();
}

View File

@ -0,0 +1,24 @@
#pragma once
#include "Application.h"
#include "MySimpleScene.h"
class MyApplication :
public Application
{
public:
MyApplication(const char* class_name, HINSTANCE h_instance);
~MyApplication();
bool init() override;
void update(float delta_time, clock_t clock) override;
void render() override;
void close() override;
private:
MySimpleScene m_scene;
};

View File

@ -0,0 +1,26 @@
#include "MySimpleScene.h"
MySimpleScene::MySimpleScene()
{
}
MySimpleScene::~MySimpleScene()
{
}
void MySimpleScene::use()
{
}
void MySimpleScene::unuse()
{
}
void MySimpleScene::update(float delta_time, clock_t clock)
{
}
void MySimpleScene::render()
{
}

View File

@ -0,0 +1,22 @@
#pragma once
#include <time.h>
#include "Scene.h"
class MySimpleScene :
public Scene
{
public:
MySimpleScene();
~MySimpleScene();
void use() override;
void unuse() override;
void update(float delta_time, clock_t clock) override;
void render() override;
};

View File

@ -0,0 +1,144 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>15.0</VCProjectVersion>
<ProjectGuid>{C03B666E-F3CE-4223-977D-9D6E2952F22E}</ProjectGuid>
<RootNamespace>OpenGLEngine</RootNamespace>
<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>C:\Users\peterm8\source\repos\OpenGLEngine\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>C:\Users\peterm8\source\repos\OpenGLEngine\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Application.cpp" />
<ClCompile Include="FPS.cpp" />
<ClCompile Include="InputManager.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="MyApplication.cpp" />
<ClCompile Include="MySimpleScene.cpp" />
<ClCompile Include="Window.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Application.h" />
<ClInclude Include="FPS.h" />
<ClInclude Include="InputManager.h" />
<ClInclude Include="mat4x4.h" />
<ClInclude Include="MyApplication.h" />
<ClInclude Include="MySimpleScene.h" />
<ClInclude Include="Scene.h" />
<ClInclude Include="vec2.h" />
<ClInclude Include="vec3.h" />
<ClInclude Include="vec4.h" />
<ClInclude Include="Window.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,84 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Header Files\math">
<UniqueIdentifier>{3011da99-7ced-44b5-b379-754b5db0a1c3}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Example">
<UniqueIdentifier>{6a527248-fa21-4720-8864-49088116987e}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Example">
<UniqueIdentifier>{6f8b9833-6eed-478e-a52d-38bdb2573b92}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Window.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="InputManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Application.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="FPS.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="MyApplication.cpp">
<Filter>Source Files\Example</Filter>
</ClCompile>
<ClCompile Include="MySimpleScene.cpp">
<Filter>Source Files\Example</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>Source Files\Example</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Window.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="InputManager.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="mat4x4.h">
<Filter>Header Files\math</Filter>
</ClInclude>
<ClInclude Include="vec2.h">
<Filter>Header Files\math</Filter>
</ClInclude>
<ClInclude Include="vec3.h">
<Filter>Header Files\math</Filter>
</ClInclude>
<ClInclude Include="vec4.h">
<Filter>Header Files\math</Filter>
</ClInclude>
<ClInclude Include="Application.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="MyApplication.h">
<Filter>Header Files\Example</Filter>
</ClInclude>
<ClInclude Include="Scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="FPS.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="MySimpleScene.h">
<Filter>Header Files\Example</Filter>
</ClInclude>
</ItemGroup>
</Project>

22
OpenGLEngine/Scene.h Normal file
View File

@ -0,0 +1,22 @@
#pragma once
#include <time.h>
class Scene
{
public:
// Called when the scene is going to be used
// Should allocate all graphics memory.
virtual void use() = 0;
// Called when the scene is no longer going to be used
// Should release all graphics memory
virtual void unuse() = 0;
// Called when the frame is being updated
virtual void update(float delta_time, clock_t clock) = 0;
// Called when the frame is being rendered
virtual void render() = 0;
};

207
OpenGLEngine/Window.cpp Normal file
View File

@ -0,0 +1,207 @@
#include "Window.h"
#include <Windows.h>
#include <windowsx.h>
#include <iostream>
#include <map>
#include "vec2.h"
namespace {
// Only one Window can be created per HWND
std::map<HWND, Window*> g_windows;
}
LRESULT CALLBACK main_wnd_proc(HWND h_wnd, UINT msg, WPARAM w_param, LPARAM l_param) {
auto w = g_windows.find(h_wnd);
if (w == g_windows.end())
{
return DefWindowProc(h_wnd, msg, w_param, l_param);
}
else
{
return w->second->wnd_proc(h_wnd, msg, w_param, l_param);
}
}
Window::Window(const char* class_name, HINSTANCE h_instance)
: m_class_name(class_name), m_h_instance(h_instance)
{
}
Window::~Window()
{
if (m_h_wnd != nullptr)
{
g_windows.erase(m_h_wnd);
}
}
LRESULT CALLBACK Window::wnd_proc(HWND h_wnd, UINT msg, WPARAM w_param, LPARAM l_param)
{
switch (msg)
{
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
m_input_manager.key_down(l_param);
return DefWindowProc(h_wnd, msg, w_param, l_param);
case WM_KEYUP:
case WM_SYSKEYUP:
m_input_manager.key_up((unsigned long)l_param);
break;
case WM_LBUTTONDOWN:
m_input_manager.key_down(VK_LBUTTON);
break;
case WM_LBUTTONUP:
m_input_manager.key_up(VK_LBUTTON);
break;
case WM_RBUTTONDOWN:
m_input_manager.key_down(VK_RBUTTON);
break;
case WM_RBUTTONUP:
m_input_manager.key_up(VK_RBUTTON);
break;
case WM_MBUTTONDOWN:
m_input_manager.key_down(VK_MBUTTON);
break;
case WM_MBUTTONUP:
m_input_manager.key_up(VK_MBUTTON);
break;
case WM_MOUSEMOVE:
m_input_manager.mouse_move(ivec2(GET_X_LPARAM(l_param), GET_Y_LPARAM(l_param)));
break;
case WM_MOUSEWHEEL:
m_input_manager.mouse_scroll(GET_WHEEL_DELTA_WPARAM(w_param) / WHEEL_DELTA);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
}
return DefWindowProc(h_wnd, msg, w_param, l_param);
}
bool Window::register_class()
{
m_wc.style = 0;
m_wc.cbSize = sizeof(WNDCLASSEX);
m_wc.cbClsExtra = 0;
m_wc.cbWndExtra = 0;
m_wc.hInstance = m_h_instance;
m_wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
m_wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
m_wc.hCursor = LoadCursor(NULL, IDC_ARROW);
m_wc.hbrBackground = (HBRUSH)(COLOR_WINDOW);
m_wc.lpszClassName = m_class_name;
m_wc.lpszMenuName = NULL;
m_wc.lpfnWndProc = main_wnd_proc;
return RegisterClassEx(&m_wc);
}
bool Window::create_window(const char* title, int x, int y, int w, int h)
{
if (m_h_wnd != NULL)
{
g_windows.erase(m_h_wnd);
}
// Fix for window border with width and height
DWORD style = WS_POPUP | WS_VISIBLE | WS_SYSMENU;
RECT window_rect = { 0, 0, w, h };
AdjustWindowRect(&window_rect, style, false);
int width = window_rect.right - window_rect.left;
int height = window_rect.bottom - window_rect.top;
if (x == -1)
{
// Center x-position
x = GetSystemMetrics(SM_CXSCREEN) / 2 - width / 2;
}
if (y == -1)
{
// Center y-position
y = GetSystemMetrics(SM_CYSCREEN) / 2 - height / 2;
}
m_h_wnd = CreateWindow
(
m_class_name,
title,
style,
x, y,
width, height,
NULL,
NULL,
m_h_instance,
NULL
);
if (m_h_wnd != NULL)
{
// TODO: Figure out why value_type is needed here...
g_windows.insert(std::map<HWND, Window*>::value_type(m_h_wnd, this));
return true;
}
else
{
return false;
}
}
MessageResponse Window::handle_message()
{
MSG msg = { 0 };
if (!PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
{
return NO_MESSAGE;
}
if (msg.message == WM_QUIT)
{
return QUIT_MESSAGE;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
return HANDLED_MESSAGE;
}
void Window::show(int cmd_show)
{
ShowWindow(m_h_wnd, cmd_show);
}
void Window::update()
{
UpdateWindow(m_h_wnd);
}
void Window::close()
{
CloseWindow(m_h_wnd);
}
void Window::set_h_glrc(HGLRC h_glrc)
{
m_h_glrc = h_glrc;
}
HGLRC Window::get_h_glrc()
{
return m_h_glrc;
}
HWND Window::get_h_wnd()
{
return m_h_wnd;
}
const InputManager & Window::get_input_manager()
{
return m_input_manager;
}

66
OpenGLEngine/Window.h Normal file
View File

@ -0,0 +1,66 @@
#pragma once
#include <Windows.h>
#include "InputManager.h"
enum MessageResponse {
UNSET,
NO_MESSAGE,
HANDLED_MESSAGE,
QUIT_MESSAGE
};
// A class to create a window in windows.
class Window
{
public:
Window(const char* class_name, HINSTANCE h_instance);
~Window();
LRESULT CALLBACK wnd_proc(HWND h_wnd, UINT msg, WPARAM w_param, LPARAM l_param);
// Registers m_wc with windows.
bool register_class();
// Creates the window
// Use -1 for x and/or y to specify centered relative to the screen.
bool create_window(const char* title, int x, int y, int w, int h);
// Peeks the next message for the window, translates it, and then
// dispatches it.
// Returns true for a regular message. False for an exit message.
// When the message is an exit message, the message will not be translated
// or dispatched.
MessageResponse handle_message();
// Calls ShowWindow on the HWND
void show(int cmd_show);
// Calls UpdateWindow on the HWND
void update();
// Calls CloseWindow on the HWND
void close();
void set_h_glrc(HGLRC h_glrc);
// Returns the HWND
HWND get_h_wnd();
HGLRC get_h_glrc();
// Returns the InputManager
const InputManager& get_input_manager();
private:
const char* m_class_name;
HINSTANCE m_h_instance = nullptr;
WNDCLASSEX m_wc;
HWND m_h_wnd = nullptr;
HGLRC m_h_glrc = nullptr; // The OpenGL Rendering Context (Extra variable used by application)
InputManager m_input_manager;
};

6
OpenGLEngine/main.cpp Normal file
View File

@ -0,0 +1,6 @@
#include "MyApplication.h"
int WINAPI WinMain(HINSTANCE h_instance, HINSTANCE h_prev_instance, LPSTR cmd_line, int n_cmd_show) {
MyApplication my_app("my_app", h_instance);
return my_app.run();
}

248
OpenGLEngine/mat4x4.h Normal file
View File

@ -0,0 +1,248 @@
#pragma once
#include <d3d11.h>
#include "vec4.h"
namespace egm
{
template <typename T>
struct tmat4x4
{
//a = Row 1
//b = Row 2
//c = Row 3
//d = Row 4
//x = Column 1
//y = Column 2
//z = Column 3
//w = Column 4
tvec4<T> a;
tvec4<T> b;
tvec4<T> c;
tvec4<T> d;
//Identity Matrix
tmat4x4() : a(1, 0, 0, 0), b(0, 1, 0, 0), c(0, 0, 1, 0), d(0, 0, 0, 1) {}
//Sets row by row
tmat4x4(const tvec4<T>& a, const tvec4<T>& b, const tvec4<T>& c, const tvec4<T>& d) : a(a), b(b), c(c), d(d) {}
//Sets by value (letter = row, number = column)
tmat4x4(
const T& a1, const T& a2, const T& a3, const T& a4,
const T& b1, const T& b2, const T& b3, const T& b4,
const T& c1, const T& c2, const T& c3, const T& c4,
const T& d1, const T& d2, const T& d3, const T& d4
) :
a(a1, a2, a3, a4),
b(b1, b2, b3, b4),
c(c1, c2, c3, c4),
d(d1, d2, d3, d4)
{}
tvec4<T>& operator[](const unsigned int& index)
{
switch (index)
{
case 0:
return a;
case 1:
return b;
case 2:
return c;
case 3:
return d;
default:
throw "Index Out Of Bounds";
}
}
bool operator==(const tmat4x4<T>& o)
{
return (o.a == a && o.b == b && o.c == c && o.d == d);
}
tmat4x4<T>& operator=(const tmat4x4<T>& o)
{
a = o.a;
b = o.b;
c = o.c;
d = o.d;
return *this;
}
tmat4x4<T> operator+(const tmat4x4<T>& o) const
{
return {
a + o.a,
b + o.b,
c + o.c,
d + o.d
}
}
tmat4x4<T>& operator+=(const tmat4x4<T>& o)
{
a += o.a;
b += o.b;
c += o.c;
d += o.d;
return *this;
}
tmat4x4<T> operator-(const tmat4x4<T>& o) const
{
return {
a - o.a,
b - o.b,
c - o.c,
d - o.d
}
}
tmat4x4<T>& operator-=(const tmat4x4<T>& o)
{
a -= o.a;
b -= o.b;
c -= o.c;
d -= o.d;
return *this;
}
tvec4<T> operator*(const tvec4<T>& v) const
{
return {
a.x * v.x + a.y * v.y + a.z * v.z + a.w * v.w,//mRow 1 dot v
b.x * v.x + b.y * v.y + b.z * v.z + b.w * v.w,//mRow 2 dot v
c.x * v.x + c.y * v.y + c.z * v.z + c.w * v.w,//mRow 3 dot v
d.x * v.x + d.y * v.y + d.z * v.z + d.w * v.w //mRow 4 dot v
};
}
tmat4x4<T> operator*(const tmat4x4<T>& m) const
{
return {
//Row 1a
m.a.x * a.x + m.b.x * a.y + m.c.x * a.z + m.d.x * a.w,//Column 1b
m.a.y * a.x + m.b.y * a.y + m.c.y * a.z + m.d.y * a.w,//Column 2b
m.a.z * a.x + m.b.z * a.y + m.c.z * a.z + m.d.z * a.w,//Column 3b
m.a.w * a.x + m.b.w * a.y + m.c.w * a.z + m.d.w * a.w,//Column 4b
//Row 2a
m.a.x * b.x + m.b.x * b.y + m.c.x * b.z + m.d.x * b.w,//Column 1b
m.a.y * b.x + m.b.y * b.y + m.c.y * b.z + m.d.y * b.w,//Column 2b
m.a.z * b.x + m.b.z * b.y + m.c.z * b.z + m.d.z * b.w,//Column 3b
m.a.w * b.x + m.b.w * b.y + m.c.w * b.z + m.d.w * b.w,//Column 4b
//Row 3a
m.a.x * c.x + m.b.x * c.y + m.c.x * c.z + m.d.x * c.w,//Column 1b
m.a.y * c.x + m.b.y * c.y + m.c.y * c.z + m.d.y * c.w,//Column 2b
m.a.z * c.x + m.b.z * c.y + m.c.z * c.z + m.d.z * c.w,//Column 3b
m.a.w * c.x + m.b.w * c.y + m.c.w * c.z + m.d.w * c.w,//Column 4b
//Row 4a
m.a.x * d.x + m.b.x * d.y + m.c.x * d.z + m.d.x * d.w,//Column 1b
m.a.y * d.x + m.b.y * d.y + m.c.y * d.z + m.d.y * d.w,//Column 2b
m.a.z * d.x + m.b.z * d.y + m.c.z * d.z + m.d.z * d.w,//Column 3b
m.a.w * d.x + m.b.w * d.y + m.c.w * d.z + m.d.w * d.w,//Column 4b
};
//Backwards
/*return {
//Row 1b
a.x * m.a.x + b.x * m.a.y + c.x * m.a.z + d.x * m.a.w,//Column 1a
a.y * m.a.x + b.y * m.a.y + c.y * m.a.z + d.y * m.a.w,//Column 2a
a.z * m.a.x + b.z * m.a.y + c.z * m.a.z + d.z * m.a.w,//Column 3a
a.w * m.a.x + b.w * m.a.y + c.w * m.a.z + d.w * m.a.w,//Column 4a
//Row 2b
a.x * m.b.x + b.x * m.b.y + c.x * m.b.z + d.x * m.b.w,//Column 1a
a.y * m.b.x + b.y * m.b.y + c.y * m.b.z + d.y * m.b.w,//Column 2a
a.z * m.b.x + b.z * m.b.y + c.z * m.b.z + d.z * m.b.w,//Column 3a
a.w * m.b.x + b.w * m.b.y + c.w * m.b.z + d.w * m.b.w,//Column 4a
//Row 3b
a.x * m.c.x + b.x * m.c.y + c.x * m.c.z + d.x * m.c.w,//Column 1a
a.y * m.c.x + b.y * m.c.y + c.y * m.c.z + d.y * m.c.w,//Column 2a
a.z * m.c.x + b.z * m.c.y + c.z * m.c.z + d.z * m.c.w,//Column 3a
a.w * m.c.x + b.w * m.c.y + c.w * m.c.z + d.w * m.c.w,//Column 4a
//Row 4b
a.x * m.d.x + b.x * m.d.y + c.x * m.d.z + d.x * m.d.w,//Column 1a
a.y * m.d.x + b.y * m.d.y + c.y * m.d.z + d.y * m.d.w,//Column 2a
a.z * m.d.x + b.z * m.d.y + c.z * m.d.z + d.z * m.d.w,//Column 3a
a.w * m.d.x + b.w * m.d.y + c.w * m.d.z + d.w * m.d.w,//Column 4a
};*/
}
tmat4x4<T>& operator*=(const tmat4x4<T>& o)
{
*this = *this * o;
}
tmat4x4<T> operator*(const T& scalar) const
{
return {
a * scalar,
b * scalar,
c * scalar,
d * scalar
}
}
tmat4x4<T>& operator*=(const T& scalar)
{
a *= scalar;
b *= scalar;
c *= scalar;
d *= scalar;
return *this;
}
tmat4x4<T> operator/(const T& scalar) const
{
return {
a / scalar,
b / scalar,
c / scalar,
d / scalar
}
}
tmat4x4<T>& operator/=(const T& scalar)
{
a /= scalar;
b /= scalar;
c /= scalar;
d /= scalar;
return *this;
}
operator RECT()
{
return {
a,
b,
c,
d
}
}
float* data()
{
return &(a.x);
}
};
typedef tmat4x4<float> mat4x4;
typedef tmat4x4<double> dmat4x4;
typedef tmat4x4<int> imat4x4;
const mat4x4 IDENTITY_MATRIX(
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
}

145
OpenGLEngine/vec2.h Normal file
View File

@ -0,0 +1,145 @@
#pragma once
#include <d3d11.h>
namespace egm
{
template <typename T>
struct tvec2
{
T x;
T y;
tvec2() : x(0), y(0) {}
tvec2(const tvec2<T>& v) : x(v.x), y(v.y) {}
template <typename U>
tvec2(const tvec2<U>& v) : x((T)v.x), y((T)v.y) {}
tvec2(const T& scalar) : x(scalar), y(scalar) {}
tvec2(const T& scalar1, const T& scalar2) : x(scalar1), y(scalar2) {}
T& operator[](const unsigned int& index)
{
switch (index)
{
case 0:
return x;
case 1:
return y;
default:
throw "Index Out Of Bounds";
}
}
bool operator==(const tvec2<T>& o)
{
return (o.x == x && o.y == y);
}
tvec2<T>& operator=(const tvec2<T>& o)
{
x = o.x;
y = o.y;
return *this;
}
tvec2<T> operator+(const tvec2<T>& o) const
{
return {
x + o.x,
y + o.y
};
}
tvec2<T>& operator+=(const tvec2<T>& o)
{
x += o.x;
y += o.y;
return *this;
}
tvec2<T> operator-(const tvec2<T>& o) const
{
return {
x - o.x,
y - o.y
};
}
tvec2<T>& operator-=(const tvec2<T>& o)
{
x -= o.x;
y -= o.y;
return *this;
}
tvec2<T> operator*(const tvec2<T>& o) const
{
return {
x * o.x,
y * o.y
};
}
tvec2<T>& operator*=(const tvec2<T>& o)
{
x *= o.x;
y *= o.y;
return *this;
}
tvec2<T> operator*(const T& scalar) const
{
return {
x * scalar,
y * scalar
};
}
tvec2<T>& operator*=(const T& scalar)
{
x *= scalar;
y *= scalar;
return *this;
}
tvec2<T> operator/(const tvec2<T>& o) const
{
return {
x / o.x,
y / o.y
};
}
tvec2<T>& operator/=(const tvec2<T>& o)
{
x /= o.x;
y /= o.y;
return *this;
}
tvec2<T> operator/(const T& scalar) const
{
return {
x / scalar,
y / scalar
};
}
tvec2<T>& operator/=(const T& scalar)
{
x /= scalar;
y /= scalar;
return *this;
}
float* data()
{
return &x;
}
};
typedef tvec2<float> vec2;
typedef tvec2<double> dvec2;
typedef tvec2<int> ivec2;
}

161
OpenGLEngine/vec3.h Normal file
View File

@ -0,0 +1,161 @@
#pragma once
#include <d3d11.h>
namespace egm
{
template <typename T>
struct tvec3
{
T x;
T y;
T z;
tvec3() : x(0), y(0), z(0) {}
tvec3(const tvec3<T>& v) : x(v.x), y(v.y), z(v.z) {}
template <typename U>
tvec3(const tvec3<U>& v) : x((T)v.x), y((T)v.y), z((T)v.z) {}
tvec3(const T& scalar) : x(scalar), y(scalar), z(scalar) {}
tvec3(const T& scalar1, const T& scalar2, const T& scalar3) : x(scalar1), y(scalar2), z(scalar3) {}
T& operator[](const unsigned int& index)
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
throw "Index Out Of Bounds";
}
}
bool operator==(const tvec3<T>& o)
{
return (o.x == x && o.y == y && o.z == z);
}
tvec3<T>& operator=(const tvec3<T>& o)
{
x = o.x;
y = o.y;
z = o.z;
return *this;
}
tvec3<T> operator+(const tvec3<T>& o) const
{
return {
x + o.x,
y + o.y,
z + o.z
};
}
tvec3<T>& operator+=(const tvec3<T>& o)
{
x += o.x;
y += o.y;
z += o.z;
return *this;
}
tvec3<T> operator-(const tvec3<T>& o) const
{
return {
x - o.x,
y - o.y,
z - o.z
};
}
tvec3<T>& operator-=(const tvec3<T>& o)
{
x -= o.x;
y -= o.y;
z -= o.z;
return *this;
}
tvec3<T> operator*(const tvec3<T>& o) const
{
return {
x * o.x,
y * o.y,
z * o.z
};
}
tvec3<T>& operator*=(const tvec3<T>& o)
{
x *= o.x;
y *= o.y;
z *= o.z;
return *this;
}
tvec3<T> operator*(const T& scalar) const
{
return {
x * scalar,
y * scalar,
z * scalar
};
}
tvec3<T>& operator*=(const T& scalar)
{
x *= scalar;
y *= scalar;
z *= scalar;
return *this;
}
tvec3<T> operator/(const tvec3<T>& o) const
{
return {
x / o.x,
y / o.y,
z / o.z
};
}
tvec3<T>& operator/=(const tvec3<T>& o)
{
x /= o.x;
y /= o.y;
z /= o.z;
return *this;
}
tvec3<T> operator/(const T& scalar) const
{
return {
x / scalar,
y / scalar,
z / scalar
};
}
tvec3<T>& operator/=(const T& scalar)
{
x /= scalar;
y /= scalar;
z /= scalar;
return *this;
}
float* data()
{
return &x;
}
};
typedef tvec3<float> vec3;
typedef tvec3<double> dvec3;
typedef tvec3<int> ivec3;
}

190
OpenGLEngine/vec4.h Normal file
View File

@ -0,0 +1,190 @@
#pragma once
#include <d3d11.h>
#include "vec2.h"
namespace egm
{
template <typename T>
struct tvec4
{
T x;
T y;
T z;
T w;
tvec4() : x(0), y(0), z(0), w(0) {}
tvec4(const tvec4<T>& v) : x(v.x), y(v.y), z(v.z), w(v.w) {}
template <typename U>
tvec4(const tvec4<U>& v) : x((T)v.x), y((T)v.y), z((T)v.z), w((T)v.w) {}
tvec4(const tvec2<T>& a, const tvec2<T>& b) : x(a.x), y(a.y), z(b.x), w(b.y) {}
tvec4(const T& scalar) : x(scalar), y(scalar), z(scalar), w(scalar) {}
tvec4(const T& scalar1, const T& scalar2, const T& scalar3, const T& scalar4) : x(scalar1), y(scalar2), z(scalar3), w(scalar4) {}
T& operator[](const unsigned int& index)
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
case 3:
return w;
default:
throw "Index Out Of Bounds";
}
}
bool operator==(const tvec4<T>& o)
{
return (o.x == x && o.y == y && o.z == z && o.w == w);
}
tvec4<T>& operator=(const tvec4<T>& o)
{
x = o.x;
y = o.y;
z = o.z;
w = o.w;
return *this;
}
tvec4<T> operator+(const tvec4<T>& o) const
{
return {
x + o.x,
y + o.y,
z + o.z,
w + o.w
}
}
tvec4<T>& operator+=(const tvec4<T>& o)
{
x += o.x;
y += o.y;
z += o.z;
w += o.w;
return *this;
}
tvec4<T> operator-(const tvec4<T>& o) const
{
return {
x - o.x,
y - o.y,
z - o.z,
w - o.w
}
}
tvec4<T>& operator-=(const tvec4<T>& o)
{
x -= o.x;
y -= o.y;
z -= o.z;
w -= o.w;
return *this;
}
tvec4<T> operator*(const tvec4<T>& o) const
{
return {
x * o.x,
y * o.y,
z * o.z,
w * o.w
}
}
tvec4<T>& operator*=(const tvec4<T>& o)
{
x *= o.x;
y *= o.y;
z *= o.z;
w *= o.w;
return *this;
}
tvec4<T> operator*(const T& scalar) const
{
return {
x * scalar,
y * scalar,
z * scalar,
w * scalar
}
}
tvec4<T>& operator*=(const T& scalar)
{
x *= scalar;
y *= scalar;
z *= scalar;
w *= scalar;
return *this;
}
tvec4<T> operator/(const tvec4<T>& o) const
{
return {
x / o.x,
y / o.y,
z / o.z,
w / o.w
}
}
tvec4<T>& operator/=(const tvec4<T>& o)
{
x /= o.x;
y /= o.y;
z /= o.z;
w /= o.w;
return *this;
}
tvec4<T> operator/(const T& scalar) const
{
return {
x / scalar,
y / scalar,
z / scalar,
w / scalar
};
}
tvec4<T>& operator/=(const T& scalar)
{
x /= scalar;
y /= scalar;
z /= scalar;
w /= scalar;
return *this;
}
operator RECT()
{
return {
x,
y,
z,
w
}
}
float* data()
{
return &x;
}
};
typedef tvec4<float> vec4;
typedef tvec4<double> dvec4;
typedef tvec4<int> ivec4;
}

2618
include/glew/eglew.h Normal file

File diff suppressed because it is too large Load Diff

23686
include/glew/glew.h Normal file

File diff suppressed because it is too large Load Diff

1775
include/glew/glxew.h Normal file

File diff suppressed because it is too large Load Diff

1447
include/glew/wglew.h Normal file

File diff suppressed because it is too large Load Diff