Chapter 5. Cross-platform, Windows

In this chapter we will dissect our GLFW spinning triangle sample. We will move “game” implementation into a separate class, which we will reuse later in Android version. It will be triangle rendering related code. In order to make it platform-independent we will separate it from platform-specific calls. All environment related code, such as window creation, GL initialization, and so on, we will leave in main.cpp as is.

  1. Start Visual Studio, open C:\CPP\a999hello\p_windows\p_windows.sln solution.

2. Under p_windows project add new filter.

Right-click on p_windows project -> Add -> New Filter. Name - xTheGame


3. Under xTheGame add new class. We won’t use “add Class” since it will place files at it’s own discretion, not where we want. We’ll better add it file-by-file.

Right-click on xTheGame -> Add -> New Item,

  • Header File (.h)
  • Name – TheGame.h
  • Change location to C:\CPP\a999hello\

Add.

TheGame class will consist of 5 methods/functions and 3 variables, summarized in TheGame.h.

Copy and paste following code to TheGame.h:

#pragma once
class TheGame
{
public:
	int screenSize[2];
	float screenRatio;
	bool bExitGame;
public:
	int run();
	int getReady();
	int drawFrame();
	int cleanUp();
	int onScreenResize(int width, int height);
};


4. Now - implementation:

Right-click on xTheGame -> Add -> New Item,

  • C++ File (.cpp)
  • Name – TheGame.cpp
  • Location - C:\CPP\a999hello\

Add.

Code:

#include "TheGame.h"
#include "platform.h"
#include "linmath.h"

static const struct
{
    float x, y;
    float r, g, b;
} vertices[3] =
{
    { -0.6f, -0.4f, 1.f, 0.f, 0.f },
    {  0.6f, -0.4f, 0.f, 1.f, 0.f },
    {   0.f,  0.6f, 0.f, 0.f, 1.f }
};

static const char* vertex_shader_text =
"#version 320 es\n"
"precision lowp float;\n"
"uniform mat4 MVP;\n"
"in vec3 vCol;\n"
"in vec2 vPos;\n"
"out vec3 color;\n"
"void main()\n"
"{\n"
"    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
"    color = vCol;\n"
"}\n";

static const char* fragment_shader_text =
"#version 320 es\n"
"precision lowp float;\n"
"in vec3 color;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"    FragColor = vec4(color, 1.0);\n"
"}\n";

unsigned int vao_buffer, vertex_buffer, vertex_shader, fragment_shader, program;
int mvp_location, vpos_location, vcol_location;
float angle_z = 0;

int TheGame::getReady() {
    bExitGame = false;

    glGenVertexArrays(1, &vao_buffer);
    glBindVertexArray(vao_buffer);

    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    glCompileShader(vertex_shader);

    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    glCompileShader(fragment_shader);

    program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);

    mvp_location = glGetUniformLocation(program, "MVP");

    vpos_location = glGetAttribLocation(program, "vPos");
    vcol_location = glGetAttribLocation(program, "vCol");

    glEnableVertexAttribArray(vpos_location);
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
        sizeof(vertices[0]), (void*)0);
    glEnableVertexAttribArray(vcol_location);
    glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
        sizeof(vertices[0]), (void*)(sizeof(float) * 2));

    return 1;
}
int TheGame::drawFrame() {
    myPollEvents();

    mat4x4 m, p, mvp;

    glClear(GL_COLOR_BUFFER_BIT);
    angle_z += 0.01f;
    mat4x4_identity(m);
    mat4x4_rotate_Z(m, m, angle_z);
    mat4x4_ortho(p, -screenRatio, screenRatio, -1.f, 1.f, 1.f, -1.f);
    mat4x4_mul(mvp, p, m);

    glUseProgram(program);
    glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*)mvp);
    glDrawArrays(GL_TRIANGLES, 0, 3);

    mySwapBuffers();
    return 1;
}
int TheGame::cleanUp() {
    return 1;
}
int TheGame::onScreenResize(int width, int height) {
    if (screenSize[0] == width && screenSize[1] == height)
        return 0;
    screenSize[0] = width;
    screenSize[1] = height;
    screenRatio = (float)width / (float)height;
    glViewport(0, 0, width, height);
    mylog(" screen size %d x %d\n", width, height);
    return 1;
}
int TheGame::run() {
    getReady();
    while (!bExitGame) {
        drawFrame();
    }
    cleanUp();
    return 1;
}

  • Please note, that this code doesn’t have platform-specific references (such as GLAD and GLFW), which means that it can be re-used on another platform, particularly on Android, which we’ll definitely try in the next chapter.

5. Also (as usual) we need to notify p_windows project where to look for TheGame.h.

Right-click on p_windows project -> Properties, All Configurations, Win32, Configuration Properties -> C/C++ -> General, open Additional Include Directories -> Edit, add new line.

IMPORTANT: This time instead of navigating to C:\CPP\a999hello (where TheGame is actually located), manually add

..

Yes, it’s just 2 dots, which means 1 folder level up (from p_windows appication root folder).

Ok, Apply, Ok.


6. As planned, platform-specific code we'll place outside of TheGame class. Particularly, GLFW and GLAD declarations, events handling and swap screen buffers call.

So, open platform.h and replace code by:

#pragma once
#include <glad/glad.h>

void mylog(const char* _Format, ...);
void mySwapBuffers();
void myPollEvents();

  • Also, it was a nice occasion to move mylog(..) from .h to .cpp

7. Implementation:

Right-click on xPlatform -> Add -> New Item,

  • C++ File (.cpp)
  • Name – platform.cpp
  • Location - C:\CPP\p_windows\

Add.

Code:

#include <stdarg.h>
#include <stdio.h>
#include <GLFW/glfw3.h>
#include "platform.h"
#include "TheGame.h"

extern GLFWwindow* myMainWindow;
extern TheGame theGame;

void mylog(const char* _Format, ...) {
#ifdef _DEBUG
    va_list _ArgList;
    va_start(_ArgList, _Format);
    vprintf(_Format, _ArgList);
    va_end(_ArgList);
#endif
};
void mySwapBuffers() {
    glfwSwapBuffers(myMainWindow);
}
void myPollEvents() {
    glfwPollEvents();
    //check if closing the window
    theGame.bExitGame = glfwWindowShouldClose(myMainWindow);
    //check screen size
    int width, height;
    glfwGetFramebufferSize(myMainWindow, &width, &height);
    theGame.onScreenResize(width, height);
}


8. main.cpp, accordingly, is much shorter now:

#include <glad/glad.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>

#include <stdlib.h>

#include "TheGame.h"
#include "platform.h"

static void error_callback(int error, const char* description)
{
    mylog("Error: %s\n", description);
}

static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GLFW_TRUE);
}

TheGame theGame;
GLFWwindow* myMainWindow;

int main(void)
{
    glfwSetErrorCallback(error_callback);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);

    myMainWindow = glfwCreateWindow(640, 480, "OurProject", NULL, NULL);
    if (!myMainWindow)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    glfwSetKeyCallback(myMainWindow, key_callback);

    glfwMakeContextCurrent(myMainWindow);
    gladLoadGLES2Loader((GLADloadproc)glfwGetProcAddress); //gladLoadGL(glfwGetProcAddress);
    glfwSwapInterval(1);

    theGame.run();

    glfwDestroyWindow(myMainWindow);
    glfwTerminate();
    exit(EXIT_SUCCESS);
}

Replace all code in main.cpp by this one.

  • Please note, that this code does NOT contain any game-specific code, which means that we can re-use it “as is” in our ANY future Windows project.

9. Now build and run (green arrow). Works!

  • We also can run it in Release configuration, then it will work without Console window.

Our next task – to make it work on Android.


Leave a Reply

Your email address will not be published. Required fields are marked *