#include #include #include #include #include #include #include #include #include "../headers/shaders.hpp" #include "../headers/textures.hpp" #define WINDOW_WIDTH 640 #define WINDOW_HEIGHT 480 #define VERT_SHADER_SRC_FILE "shaders/vertex.glsl" #define FRAG_SHADER_SRC_FILE "shaders/fragment.glsl" #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); } } struct RenderObj { unsigned int EBO; Shaders::Shader shader; Textures::Texture2D texture; }; RenderObj preRenderCallback(unsigned int indices[], unsigned int indices_count, float verts[], unsigned int verts_count) { // 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 // Copy verts into buffer glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, verts_count, verts, GL_DYNAMIC_DRAW); // for moving stuff //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); // 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); 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); Shaders::Shader shader(VERT_SHADER_SRC_FILE, FRAG_SHADER_SRC_FILE); Textures::Texture2D texture(RUSTY_METAL_TEXTURE); return RenderObj {EBO, shader, texture}; } void renderCallback() { // Make background glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); } void renderObject(RenderObj ro, glm::mat4 T) { // Bind the texture ro.texture.bind(); ro.shader.setMat4("transform", T); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ro.EBO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); } 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; } glfwMakeContextCurrent(win); if ( !gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) ) { printf("Failed to init GLAD.\n"); return 1; } float verts[] = { 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 }; // Vert struc: x y z r g b tx ty unsigned int indices[] = { 0, 1, 3, 1, 2, 3 }; 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)); 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); // glfw glfwSwapBuffers(win); glfwPollEvents(); } glfwTerminate(); return 0; }