mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code/content re-work: getting started.
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@@ -17,12 +17,17 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 800;
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const unsigned int SCR_HEIGHT = 600;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = 800.0f / 2.0;
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float lastY = 600.0 / 2.0;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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@@ -38,14 +43,14 @@ int main()
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "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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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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@@ -67,7 +72,7 @@ int main()
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// build and compile our shader zprogram
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// ------------------------------------
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Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
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Shader ourShader("7.4.camera.vs", "7.4.camera.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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@@ -158,9 +163,9 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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int width, height, nrComponents;
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
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unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
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unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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@@ -182,7 +187,7 @@ int main()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
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data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
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if (data)
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{
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// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
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@@ -231,7 +236,7 @@ int main()
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ourShader.use();
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// pass projection matrix to shader (note that in this case it could change every frame)
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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ourShader.setMat4("projection", projection);
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// camera/view transformation
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@@ -240,7 +245,7 @@ int main()
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// render boxes
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glBindVertexArray(VAO);
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for (GLuint i = 0; i < 10; i++)
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for (unsigned int i = 0; i < 10; i++)
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{
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// calculate the model matrix for each object and pass it to shader before drawing
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glm::mat4 model;
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