mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Start code re-work Advanced OpenGL chapter.
This commit is contained in:
262
src/4.advanced_opengl/8.advanced_glsl_ubo/advanced_glsl_ubo.cpp
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262
src/4.advanced_opengl/8.advanced_glsl_ubo/advanced_glsl_ubo.cpp
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <GLFW/glfw3.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// Other Libs
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#include <SOIL.h>
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// Properties
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GLuint screenWidth = 800, screenHeight = 600;
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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// Camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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bool keys[1024];
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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// Options
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, screenWidth, screenHeight);
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// Setup some OpenGL options
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glEnable(GL_DEPTH_TEST);
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// Setup and compile our shaders
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Shader shaderRed("uniform_buffers.vs", "red.frag");
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Shader shaderGreen("uniform_buffers.vs", "green.frag");
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Shader shaderBlue("uniform_buffers.vs", "blue.frag");
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Shader shaderYellow("uniform_buffers.vs", "yellow.frag");
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#pragma region "object_initialization"
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GLfloat cubeVertices[] = {
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-0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, 0.5f
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};
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// Setup cube VAO
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GLuint cubeVAO, cubeVBO;
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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glBindVertexArray(cubeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
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glBindVertexArray(0);
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#pragma endregion
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// Create a uniform buffer object
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// First. We get the relevant block indices
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GLuint uniformBlockIndexRed = glGetUniformBlockIndex(shaderRed.Program, "Matrices");
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GLuint uniformBlockIndexGreen = glGetUniformBlockIndex(shaderGreen.Program, "Matrices");
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GLuint uniformBlockIndexBlue = glGetUniformBlockIndex(shaderBlue.Program, "Matrices");
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GLuint uniformBlockIndexYellow = glGetUniformBlockIndex(shaderYellow.Program, "Matrices");
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// Then we link each shader's uniform block to this uniform binding point
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glUniformBlockBinding(shaderRed.Program, uniformBlockIndexRed, 0);
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glUniformBlockBinding(shaderGreen.Program, uniformBlockIndexGreen, 0);
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glUniformBlockBinding(shaderBlue.Program, uniformBlockIndexBlue, 0);
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glUniformBlockBinding(shaderYellow.Program, uniformBlockIndexYellow, 0);
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// Now actually create the buffer
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GLuint uboMatrices;
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glGenBuffers(1, &uboMatrices);
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glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
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glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Define the range of the buffer that links to a uniform binding point
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * sizeof(glm::mat4));
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// Store the projection matrix (we only have to do this once) (note: we're not using zoom anymore by changing the FoV. We only create the projection matrix once now)
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glm::mat4 projection = glm::perspective(45.0f, (float)screenWidth/(float)screenHeight, 0.1f, 100.0f);
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glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Game loop
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while(!glfwWindowShouldClose(window))
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{
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// Set frame time
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GLfloat currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Check and call events
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glfwPollEvents();
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Do_Movement();
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// Clear buffers
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Set the view and projection matrix in the uniform block - we only have to do this once per loop iteration.
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glm::mat4 view = camera.GetViewMatrix();
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glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
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glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// Draw 4 cubes
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// RED
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glBindVertexArray(cubeVAO);
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shaderRed.Use();
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(-0.75f, 0.75f, 0.0f)); // Move top-left
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glUniformMatrix4fv(glGetUniformLocation(shaderRed.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// GREEN
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shaderGreen.Use();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(0.75f, 0.75f, 0.0f)); // Move top-right
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glUniformMatrix4fv(glGetUniformLocation(shaderGreen.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// BLUE
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shaderBlue.Use();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(-0.75f, -0.75f, 0.0f)); // Move bottom-left
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glUniformMatrix4fv(glGetUniformLocation(shaderBlue.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// YELLOW
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shaderYellow.Use();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(0.75f, -0.75f, 0.0f)); // Move bottom-right
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glUniformMatrix4fv(glGetUniformLocation(shaderYellow.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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// Swap the buffers
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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return 0;
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}
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#pragma region "User input"
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// Moves/alters the camera positions based on user input
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void Do_Movement()
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{
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// Camera controls
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if(keys[GLFW_KEY_W])
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if(keys[GLFW_KEY_S])
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if(keys[GLFW_KEY_A])
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camera.ProcessKeyboard(LEFT, deltaTime);
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if(keys[GLFW_KEY_D])
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camera.ProcessKeyboard(RIGHT, deltaTime);
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}
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if(action == GLFW_PRESS)
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keys[key] = true;
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else if(action == GLFW_RELEASE)
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keys[key] = false;
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}
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if(firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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GLfloat xoffset = xpos - lastX;
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GLfloat yoffset = lastY - ypos;
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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#pragma endregion
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