141 lines
3.6 KiB
C++
141 lines
3.6 KiB
C++
#include <iostream>
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#include "openglu.hpp"
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#include "transformable.hpp"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/string_cast.hpp>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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oglu::SetViewport(0, 0, width, height);
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}
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void processInput(GLFWwindow* window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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int main(int argc, char** argv)
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{
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// Setup GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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const GLFWvidmode* screen = glfwGetVideoMode(glfwGetPrimaryMonitor());
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int windowSize = screen->height / 4 * 3;
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// Create Window
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GLFWwindow* window = glfwCreateWindow(windowSize, windowSize, "Debug", NULL, NULL);
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if (window == nullptr)
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{
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad stuff
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oglu::LoadGLLoader((GLADloadproc)glfwGetProcAddress);
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oglu::SetViewport(0, 0, windowSize, windowSize);
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// Create vertices for square
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float vertices[] = {
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // front top right
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // front bottom right
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // front bottom left
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // front top left
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // back top right
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // back bottom right
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-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // back bottom left
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f // back top left
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};
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unsigned int indices[] = {
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0, 1, 3, // front
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1, 2, 3,
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7, 4, 0, // top
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7, 0, 3,
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0, 4, 5, // right
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0, 5, 1,
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7, 3, 2, // right
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7, 2, 6,
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2, 1, 6, // bottom
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1, 6, 5,
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4, 7, 5, // back
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7, 6, 5
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};
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oglu::VertexAttribute topology[] = {
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{ 0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0 },
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{ 1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)) }
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};
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// Make a square
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oglu::Object square(vertices, sizeof(vertices), indices, sizeof(indices), topology, sizeof(topology));
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oglu::Object square2(square);
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square.Move(-0.6f, 0.0f, 0.0f);
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square2.Move(0.6f, 0.0f, 0.0f);
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// Create a shader
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oglu::Shader shader;
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try
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{
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shader = oglu::MakeShader("shaders/vertexShader.vert", "shaders/fragmentShader.frag");
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}
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catch (const std::runtime_error& e)
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{
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std::cerr << e.what() << std::endl;
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return -1;
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}
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// Create a texture
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oglu::Texture crate = oglu::MakeTexture("assets/crate.jpg");
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oglu::Texture opengl = oglu::MakeTexture("assets/opengl.png");
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oglu::Camera camera;
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// Window loop
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oglu::Enable(GL_DEPTH_TEST);
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float t = 0.0f;
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while (!glfwWindowShouldClose(window))
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{
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processInput(window);
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oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
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camera.SetPosition(4.0f * sinf(t), 3.0f * sinf(0.238f * t), 4.0f * cosf(t));
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camera.LookAt(0.0f, 0.0f, 0.0f);
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shader->Use();
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shader->SetUniform("texture1", crate, 0);
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shader->SetUniform("texture2", opengl, 1);
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shader->SetUniform("model", square);
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shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(camera.GetMatrix()));
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shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(camera.GetProjection()));
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square.Render();
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shader->SetUniform("model", square2);
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square2.Render();
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glfwSwapBuffers(window);
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glfwPollEvents();
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t += 0.05f;
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}
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glfwTerminate();
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return 0;
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}
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