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Main.cpp
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Main.cpp
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#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glad/glad.h>
#include <glad/glad.c>
//#include <glad/gl.h>
//#include <glad/gl.c>
#include <GLFW/glfw3.h>
#include "stb_image.h"
#include <iostream>
using namespace std;
#include "Shader.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// stores how much we're seeing of either texture
float mixValue = 0.2f;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
if(!glfwInit())
{
cout << "Failed to Init GLFW" << endl;
exit(EXIT_FAILURE);
//return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT,
"LearnOpenGL", NULL, NULL);
if(window == NULL)
{
cout << "Failed to create GLFW window" << endl;
glfwTerminate();
exit(EXIT_FAILURE);
//return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if(!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" << endl;
return -1;
}
cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
// build and compile our shader program
// ------------------------------------
Shader ourShader("3.3.shader.vs", "3.3.shader.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
// positions // colors // texture coords
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) 0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (3 * sizeof(float)));
glEnableVertexAttribArray(1);
// texture coord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*) (6 * sizeof(float)));
glEnableVertexAttribArray(2);
// load and create a texture
// -------------------------
unsigned int texture1, texture2;
glGenTextures(1, &texture1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load image, create texture and generate mipmaps
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
// The FileSystem::getPath(...) is part of the GitHub repository so we can find files on any IDE/platform; replace it with your own image path.
unsigned char* data = stbi_load("container.jpg", &width, &height, &nrChannels, 0);
if(data)
{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// texture 2
// ---------
glGenTextures(1, &texture2);
glBindTexture(GL_TEXTURE_2D, texture2);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
// load image, create texture and generate mipmaps
data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
if(data)
{
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
std::cout << "Failed to load texture" << std::endl;
}
stbi_image_free(data);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
// either set it manually like so:
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
// or set it via the texture class
ourShader.setInt("texture2", 1);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
int nrAttributes;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
cout << "Maximum nr of vertex attributes supported: " << nrAttributes << endl;
//ourShader.setFloat("horizontal_offset", 0.5f);
// render loop
// -----------
while(!glfwWindowShouldClose(window))
{
// input
// -----
processInput(window);
// render
// rendering commands here
// ------
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// bind textures on corresponding texture units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
// set the texture mix value in the shader
ourShader.setFloat("mixValue", mixValue);
// render container
ourShader.use();
glm::mat4 trans = glm::mat4(1.0f);
//trans = glm::scale(trans, glm::vec3(0.5f, 0.5f, 0.5f));
//trans = glm::rotate(trans, (float) glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
trans = glm::scale(trans, glm::vec3(0.5f, 0.5f, 0.5f));
//trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
trans = glm::rotate(trans, (float) glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
//trans = glm::scale(trans, glm::vec3(0.5f, 0.5f, 0.5f));
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(-0.5f, 0.5f, 0.0f));
float scaleAmount = sin( (float)glfwGetTime() );
trans = glm::scale(trans, glm::vec3(scaleAmount, scaleAmount, 0.5f));
//trans = glm::rotate(trans, (float) glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
int modelLoc = glGetUniformLocation(ourShader.ID, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glm::mat4 view = glm::mat4(1.0f);
// note that we're translating the scene in the reverse direction of where we want to move
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
int viewLoc = glGetUniformLocation(ourShader.ID, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
int projectionLoc = glGetUniformLocation(ourShader.ID, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
/*glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f);
glm::mat4 trans = glm::mat4(1.0f);
trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f));
vec = trans * vec;
std::cout << vec.x << vec.y << vec.z << std::endl;*/
// glfw: swap buffers and poll IO events (keys pressed/released,
// mouse moved etc.)
// -------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
//glDeleteProgram(shaderProgram);
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
//return 0;
}
// process all input: query GLFW whether relevant keys are
// pressed/released this frame and react accordingly
// -----------------------------------------------------
void processInput(GLFWwindow* window)
{
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if(glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
{
mixValue += 0.001f; // change this value accordingly (might be too slow or too fast based on system hardware)
if(mixValue >= 1.0f)
mixValue = 1.0f;
}
if(glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
{
mixValue -= 0.001f; // change this value accordingly (might be too slow or too fast based on system hardware)
if(mixValue <= 0.0f)
mixValue = 0.0f;
}
}
// glfw: whenever the window size changed (by OS or user resize)
// this callback function executes
// ------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions;
// note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}