105 lines
2.6 KiB
C++
105 lines
2.6 KiB
C++
#include <iostream>
|
|
|
|
#include "openglu.hpp"
|
|
#include "transformable.hpp"
|
|
#include <glad/glad.h>
|
|
#include <GLFW/glfw3.h>
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtc/matrix_transform.hpp>
|
|
#include <glm/gtc/type_ptr.hpp>
|
|
|
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
|
{
|
|
oglu::SetViewport(0, 0, width, height);
|
|
}
|
|
|
|
void processInput(GLFWwindow* window)
|
|
{
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
glfwSetWindowShouldClose(window, true);
|
|
}
|
|
|
|
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, "Utah teapot", NULL, NULL);
|
|
if (window == nullptr)
|
|
{
|
|
std::cerr << "Failed to create GLFW window" << std::endl;
|
|
glfwTerminate();
|
|
return -1;
|
|
}
|
|
glfwMakeContextCurrent(window);
|
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
|
|
|
// glad stuff
|
|
oglu::LoadGLLoader((GLADloadproc)glfwGetProcAddress);
|
|
oglu::SetViewport(0, 0, windowSize, windowSize);
|
|
|
|
oglu::VertexArray utah_model;
|
|
try {
|
|
utah_model = oglu::MakeVertexArray("assets/utah.obj");
|
|
}
|
|
catch (const std::runtime_error& e)
|
|
{
|
|
std::cerr << e.what() << std::endl;
|
|
return -1;
|
|
}
|
|
|
|
oglu::Object utah(utah_model);
|
|
|
|
// 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;
|
|
}
|
|
|
|
glm::mat4 view = glm::mat4(1.0f);
|
|
view = glm::translate(view, glm::vec3(0.0f, -2.0f, -10.0f));
|
|
|
|
glm::mat4 projection;
|
|
projection = glm::perspective(glm::radians(45.f), 1.0f, 0.1f, 100.0f);
|
|
|
|
// Window loop
|
|
oglu::Enable(GL_DEPTH_TEST);
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
processInput(window);
|
|
|
|
oglu::ClearScreen(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, oglu::Color(0.29f, 0.13f, 0.23f));
|
|
|
|
// view = glm::rotate(view, glm::radians(1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
|
|
utah.Rotate(0.0f, 1.0f, 0.0f);
|
|
|
|
shader->Use();
|
|
shader->SetUniform("model", utah);
|
|
shader->SetUniformMatrix4fv("view", 1, GL_FALSE, glm::value_ptr(view));
|
|
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, glm::value_ptr(projection));
|
|
|
|
oglu::PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
utah.Render();
|
|
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|