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main.cpp
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165 lines (139 loc) · 5.17 KB
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#include "RenderingConfig.h"
#include <GLFW/glfw3.h>
#include <glad/glad.h>
#include <iostream>
#include <math.h>
#include "shader.hpp"
#include "libraries/stb_image.h"
// Callbacks
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
// Inputs
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
int main(int argc, char *argv[]) {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow *window =
glfwCreateWindow(800, 600, "Learning To Render", NULL, NULL);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Set size
glViewport(0, 0, 800, 600);
// Register callbacks
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// -- SHADERS -- //
Shader myShader("shaders/tutorial.vs", "shaders/tutorial.fs");
// Scene setup
float vertices1[] = {
// 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
};
float vertices2[] = {0.4f, 0.5f, 0.0f,
-0.6f, 0.5f, 0.0f,
-0.6f, -0.5f, 0.0f};
unsigned int indices[] = {0, 1, 2,
3, 4, 5};
// Textures
float texCoords[] = {
0.0f, 0.0f, // lower-left corner
1.0f, 0.0f, // lower-right corner
0.5f, 1.0f // top-center corner
};
// Initialization of texture
unsigned int texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
// Texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
float borderColor[] = { 1.0f, 1.0f, 0.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
// Load image
int width, height, nrChannels;
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 image";
}
stbi_image_free(data);
// Initialization of buffer objects
unsigned int VAO1, VAO2, VBO1, VBO2, EBO;
glGenBuffers(1, &EBO);
glGenBuffers(1, &VBO1);
glGenVertexArrays(1, &VAO1);
glGenBuffers(1, &VBO2);
glGenVertexArrays(1, &VAO2);
// Vertex Array Object for collecting VBO and interpretation
// Bind vertex array first, then bind vertex buffer and perhaps element buffer.
glBindVertexArray(VAO1);
// Copy vertex data to vertex array buffer object
glBindBuffer(GL_ARRAY_BUFFER, VBO1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices1), vertices1, GL_STATIC_DRAW);
// Copy indices to element buffer object
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Link Vertex Attributes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Second triangle
glBindVertexArray(VAO2);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Render loop
while (!glfwWindowShouldClose(window)) {
// Input
processInput(window);
// Rendering //
// Sets color to clear with when clearing color buffer. Basically the
// background color
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Set shader program
float timeValue = glfwGetTime();
float greenValue = (std::sin(timeValue) / 2.f) + 0.5f;
int vertexColorLocation = glGetUniformLocation(shaderProgram1, "ourColor");
glUseProgram(shaderProgram1);
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
// Choose vertex array object
// Typically chooses the object to draw
glBindVertexArray(VAO1);
// Draw it
glDrawArrays(GL_TRIANGLES, 0, 3);
//Second triangle
glUseProgram(shaderProgram2);
glBindVertexArray(VAO2);
glDrawArrays(GL_TRIANGLES, 0, 3);
// When using indices, use DrawElements
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Get new events
glfwPollEvents();
// Hand-off
glfwSwapBuffers(window);
}
// Graceful exit
glfwTerminate();
return 0;
}