#include #include #include #include #include #include #include #include #include "renderer.hpp" #define WINDOW_WIDTH 640 #define WINDOW_HEIGHT 480 #define RUSTY_METAL_TEXTURE "assets/textures/rusty_metal.jpg" 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); } } void renderCallback() { // Make background glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 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) { printf("Failed to create a window.\n"); glfwTerminate(); return 1; } Renderer::Scene scene(win); glfwMakeContextCurrent(win); if ( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) { printf("Failed to init GLAD.\n"); return 1; } std::vector verts({ -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }); // Vert struc: x y z r g b tx ty std::vector indices({ 0, 1, 3, 1, 2, 3, 5, 6, 7, 7, 8, 9, 9, 10, 11, 11, 12, 13, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 9, 10, 11, 11, 12, 13, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 9, 10, 11, 11, 12, 13, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 9, 10, 11, 11, 12, 13, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 9, 10, 11, 11, 12, 13, }); glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); glfwSetFramebufferSizeCallback(win, framebuffer_size_callback); glEnable(GL_DEPTH_TEST); float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f}; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); Renderer::TexturedObject ro(verts, indices); ro.position = glm::vec3(0.2f, -1.0f, -4.0f); Renderer::TexturedObject ro2(verts, indices); ro2.position = glm::vec3(0.5f, 0.0, -2.0f); ro2.setTexture("assets/textures/meep.jpg"); ro.setTexture(RUSTY_METAL_TEXTURE); scene.spawnObject(ro); scene.spawnObject(ro2); scene.setCamera(glm::vec3(0.0f, 0.0f, -8.0f)); // Window width & height while (!glfwWindowShouldClose(win)) { // Handle input processInput(win); // rendering renderCallback(); /* OBJECT RENDERING */ float time = glfwGetTime(); float gVal = sin(time) / 10.5f; scene.setCamera(glm::vec3(gVal/10.0f, 0.0f, 0.0f)); // Transformation float rotang = time; glm::mat4 T = glm::mat4(1.0f); T = glm::rotate(T, rotang, glm::vec3(1.0, 0.0, 1.0)); ro.transform(T); scene.render(); // glfw glfwSwapBuffers(win); glfwPollEvents(); } glfwTerminate(); return 0; }