Lightweight OpenGL 3D Renderer
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Euclid/src/main.cpp

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4.5 KiB

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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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#include <stdio.h>
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#include <vector>
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#include <math.h>
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#include "../headers/shaders.hpp"
#include "../headers/textures.hpp"
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#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
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#define VERT_SHADER_SRC_FILE "shaders/vertex.glsl"
#define FRAG_SHADER_SRC_FILE "shaders/fragment.glsl"
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#define RUSTY_METAL_TEXTURE "assets/textures/rusty_metal.jpg"
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void framebuffer_size_callback(GLFWwindow* win, int w, int h) {
glViewport(0, 0, w, h);
}
void processInput(GLFWwindow *win) {
int action = glfwGetKey(win, GLFW_KEY_ESCAPE);
if (action == GLFW_PRESS) {
glfwSetWindowShouldClose(win, true);
}
}
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struct RenderObj {
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unsigned int EBO;
Shaders::Shader shader;
Textures::Texture2D texture;
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};
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RenderObj preRenderCallback(unsigned int indices[], unsigned int indices_count, float verts[], unsigned int verts_count) {
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// Vertex buffer object
unsigned int VBO;
glGenBuffers(1, &VBO);
// Vertex Array Object
unsigned int VAO;
glGenVertexArrays(1, &VAO); // gen the VAO
glBindVertexArray(VAO); // bind it
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// Copy verts into buffer
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, verts_count, verts, GL_DYNAMIC_DRAW); // for moving stuff
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//glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_count, indices, GL_STATIC_DRAW);
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// Set attrib pointers
#define VERTEX_ATTRIB_PTR_SIZE 8 * sizeof(float)
// Pos
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, VERTEX_ATTRIB_PTR_SIZE, (void*)0);
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glEnableVertexAttribArray(0);
// Color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, VERTEX_ATTRIB_PTR_SIZE, (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
// Texture
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, VERTEX_ATTRIB_PTR_SIZE, (void*)(6*sizeof(float)));
glEnableVertexAttribArray(2);
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Shaders::Shader shader(VERT_SHADER_SRC_FILE, FRAG_SHADER_SRC_FILE);
Textures::Texture2D texture(RUSTY_METAL_TEXTURE);
return RenderObj {EBO, shader, texture};
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}
void renderCallback() {
// Make background
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
}
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void renderObject(RenderObj ro, glm::mat4 T) {
// Bind the texture
ro.texture.bind();
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ro.shader.setMat4("transform", T);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ro.EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
int main() {
glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* win = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Hohmann", NULL, NULL);
if (win == NULL) {
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printf("Failed to create a window.\n");
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glfwTerminate();
return 1;
}
glfwMakeContextCurrent(win);
if ( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) {
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printf("Failed to init GLAD.\n");
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return 1;
}
float verts[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
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// Vert struc: x y z r g b tx ty
unsigned int indices[] = {
0, 1, 3,
1, 2, 3
};
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glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
glfwSetFramebufferSizeCallback(win, framebuffer_size_callback);
float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
RenderObj ro = preRenderCallback(indices, sizeof(indices), verts, sizeof(verts));
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while (!glfwWindowShouldClose(win)) {
// Handle input
processInput(win);
// rendering
renderCallback();
/* OBJECT RENDERING */
float time = glfwGetTime();
float gVal = (sin(time) / 1.5f) + 0.5f;
// Coloring uniform
ro.shader.use();
// ro.shader.setFloat("r", gVal);
// ro.shader.setFloat("g", gVal);
// ro.shader.setFloat("b", gVal);
// Transformation
float rotang = time;
glm::mat4 T = glm::mat4(1.0f);
T = glm::rotate(T, rotang, glm::vec3(0.0, 0.707, 0.707));
T = glm::scale(T, glm::vec3(0.5, 0.5, 0.5));
renderObject(ro, T);
glm::mat4 T2 = glm::mat4(1.0f);
T2 = glm::translate(T2, glm::vec3(-0.5, 0.4, 0.0));
T2 = glm::rotate(T2, rotang, glm::vec3(0.707, 0.707, 0.0));
T2 = glm::scale(T2, glm::vec3(0.5, 0.5, 0.2));
renderObject(ro, T2);
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// glfw
glfwSwapBuffers(win);
glfwPollEvents();
}
glfwTerminate();
return 0;
}