#include #include #include "openglu.hpp" #include #include #include bool firstMouse = true; bool escaped = false; double lastX = 0.0f; double lastY = 0.0f; oglu::Camera camera; void framebuffer_size_callback(GLFWwindow* window, int width, int height) { oglu::SetViewport(0, 0, width, height); camera.SetAspectRatio((float)width / (float)height); } void mouse_callback(GLFWwindow* window, double xpos, double ypos) { if (escaped) return; if (firstMouse) { lastX = xpos; lastY = ypos; firstMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; lastX = xpos; lastY = ypos; float sensitivity = 0.1f; xoffset *= sensitivity; yoffset *= sensitivity; camera.Pan(-xoffset); camera.Tilt(yoffset); //glm::vec3 direction; //direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch)); //direction.y = sin(glm::radians(pitch)); //direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch)); //cameraFront = glm::normalize(direction); } void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) { escaped = !escaped; firstMouse = true; glfwSetInputMode(window, GLFW_CURSOR, escaped ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED); } } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.Forward(0.1f); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera.Sideways(-0.1f); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.Forward(-0.1f); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera.Sideways(0.1f); if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) camera.Move(0.0f, 0.1f, 0.0f); if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) camera.Move(0.0f, -0.1f, 0.0f); } int main(int argc, char** argv) { // Setup GLFW glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); const GLFWvidmode* screen = glfwGetVideoMode(glfwGetPrimaryMonitor()); int windowSize = screen->height / 4 * 3; // Create Window GLFWwindow* window = glfwCreateWindow(windowSize, windowSize, "First Person Movement Test", NULL, NULL); if (window == nullptr) { std::cerr << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetKeyCallback(window, key_callback); // glad stuff oglu::LoadGLLoader((GLADloadproc)glfwGetProcAddress); oglu::SetViewport(0, 0, windowSize, windowSize); // Create vertices for square float vertices[] = { 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // front top right 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // front bottom right -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // front bottom left -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // front top left 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // back top right 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // back bottom right -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // back bottom left -0.5f, 0.5f, -0.5f, 1.0f, 1.0f // back top left }; unsigned int indices[] = { 0, 1, 3, // front 1, 2, 3, 7, 4, 0, // top 7, 0, 3, 0, 4, 5, // right 0, 5, 1, 7, 3, 2, // right 7, 2, 6, 2, 1, 6, // bottom 1, 6, 5, 4, 7, 5, // back 7, 6, 5 }; oglu::VertexAttribute topology[] = { { 0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0 }, { 1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)) } }; // Make a square oglu::VertexArray cubeDefault = oglu::MakeVertexArray(vertices, sizeof(vertices), indices, sizeof(indices), topology, sizeof(topology)); oglu::Object cubes[10] = { oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault), oglu::Object(cubeDefault) }; cubes[0].SetPosition(0.0f, 0.0f, 0.0f); cubes[1].SetPosition(2.0f, 5.0f, -15.0f); cubes[2].SetPosition(-1.5f, -2.2f, -2.5f); cubes[3].SetPosition(-3.8f, -2.0f, -12.3f); cubes[4].SetPosition(2.4f, -0.4f, -3.5f); cubes[5].SetPosition(-1.7f, 3.0f, -7.5f); cubes[6].SetPosition(1.3f, -2.0f, -2.5f); cubes[7].SetPosition(1.5f, 2.0f, -2.5f); cubes[8].SetPosition(1.5f, 0.2f, -1.5f); cubes[9].SetPosition(-1.3f, 1.0f, -1.5f); cubes[0].SetRotation(45.0f, 30.0f, 1.0f); cubes[1].SetRotation(270.0f, 90.0f, 70.0f); cubes[2].SetRotation(-80.0f, -190.0f, 270.0f); cubes[3].SetRotation(100.0f, -200.0f, -120.3f); cubes[4].SetRotation(240.0f, -40.0f, -30.5f); cubes[5].SetRotation(-170.0f, 300.0f, -75.0f); cubes[6].SetRotation(130.0f, -20.0f, -250.0f); cubes[7].SetRotation(150.0f, 200.0f, -25.0f); cubes[8].SetRotation(150.0f, 20.0f, -150.0f); cubes[9].SetRotation(-130.0f, 10.0f, -150.0f); // Create a shader oglu::Shader shader; try { shader = oglu::MakeShader("shaders/vertexShader.vert", "shaders/fragmentShader.frag"); } catch (const std::runtime_error& e) { std::cerr << e.what() << std::endl; return -1; } // Create a texture oglu::Texture crate = oglu::MakeTexture("assets/crate.jpg"); oglu::Texture opengl = oglu::MakeTexture("assets/opengl.png"); camera.Move(0.0f, 0.0f, 5.0f); // Window loop oglu::Enable(GL_DEPTH_TEST); float t = 0.0f; glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); while (!glfwWindowShouldClose(window)) { processInput(window); oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f)); shader->Use(); shader->SetUniform("texture1", crate, 0); shader->SetUniform("texture2", opengl, 1); shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix())); shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection())); for (oglu::Object& cube : cubes) { shader->SetUniform("model", cube); cube.Render(); } glfwSwapBuffers(window); glfwPollEvents(); t += 0.05f; } glfwTerminate(); return 0; }