mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-11 19:13:23 +08:00
Complete code re-work 'Getting Started' tutorials.
This commit is contained in:
74
src/1.getting_started/1.1.hello_window/hello_window.cpp
Normal file
74
src/1.getting_started/1.1.hello_window/hello_window.cpp
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@@ -0,0 +1,74 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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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_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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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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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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// input
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// -----
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processInput(window);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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@@ -0,0 +1,79 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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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_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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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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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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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@@ -1,82 +0,0 @@
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#include <iostream>
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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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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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// Window dimensions
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const GLuint WIDTH = 800, HEIGHT = 600;
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// The MAIN function, from here we start the application and run the game loop
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int main()
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{
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std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
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// Init GLFW
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glfwInit();
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// Set all the required options for GLFW
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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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// Create a GLFWwindow object that we can use for GLFW's functions
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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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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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
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glewExperimental = GL_TRUE;
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// Initialize GLEW to setup the OpenGL Function pointers
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if (glewInit() != GLEW_OK)
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{
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std::cout << "Failed to initialize GLEW" << std::endl;
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return -1;
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}
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// Define the viewport dimensions
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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// Game loop
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while (!glfwWindowShouldClose(window))
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{
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// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
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glfwPollEvents();
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// Render
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// Clear the colorbuffer
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Swap the screen buffers
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glfwSwapBuffers(window);
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}
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// Terminate GLFW, clearing any resources allocated by GLFW.
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glfwTerminate();
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return 0;
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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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std::cout << key << std::endl;
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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@@ -1 +0,0 @@
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swag_frag
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@@ -1 +0,0 @@
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swag
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175
src/1.getting_started/2.1.hello_triangle/hello_triangle.cpp
Normal file
175
src/1.getting_started/2.1.hello_triangle/hello_triangle.cpp
Normal file
@@ -0,0 +1,175 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow *window);
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 fragColor;\n"
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"void main()\n"
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"{\n"
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" fragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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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_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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|
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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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|
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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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// build and compile our shader program
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// ------------------------------------
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// vertex shader
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int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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|
}
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// fragment shader
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int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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|
if (!success)
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|
{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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|
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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|
}
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|
// link shaders
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int shaderProgram = glCreateProgram();
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|
glAttachShader(shaderProgram, vertexShader);
|
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|
glAttachShader(shaderProgram, fragmentShader);
|
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|
glLinkProgram(shaderProgram);
|
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|
// check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
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|
if (!success) {
|
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|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
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|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
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|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
-0.5f, -0.5f, 0.0f, // left
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|
0.5f, -0.5f, 0.0f, // right
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|
0.0f, 0.5f, 0.0f // top
|
||||||
|
};
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|
|
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|
unsigned int VBO, VAO;
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|
glGenVertexArrays(1, &VAO);
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|
glGenBuffers(1, &VBO);
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|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
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|
glBindVertexArray(VAO);
|
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|
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|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
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|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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|
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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|
glEnableVertexAttribArray(0);
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|
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||||||
|
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
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|
|
||||||
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||||
|
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// uncomment this call to draw in wireframe polygons.
|
||||||
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// draw our first triangle
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
|
// glBindVertexArray(0); // no need to unbind it every time
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,188 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
const char *vertexShaderSource = "#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||||
|
"}\0";
|
||||||
|
const char *fragmentShaderSource = "#version 330 core\n"
|
||||||
|
"out vec4 fragColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" fragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader program
|
||||||
|
// ------------------------------------
|
||||||
|
// vertex shader
|
||||||
|
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
int success;
|
||||||
|
char infoLog[512];
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// fragment shader
|
||||||
|
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// link shaders
|
||||||
|
int shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
// check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
0.5f, 0.5f, 0.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = { // note that we start from 0!
|
||||||
|
0, 1, 3, // first Triangle
|
||||||
|
1, 2, 3 // second Triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
// remember: do NOT unbind the EBO while a VAO is active as the bound element buffer object IS stored in the VAO; keep the EBO bound.
|
||||||
|
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||||
|
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// uncomment this call to draw in wireframe polygons.
|
||||||
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// draw our first triangle
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
|
||||||
|
//glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
// glBindVertexArray(0); // no need to unbind it every time
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,181 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
const char *vertexShaderSource = "#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||||
|
"}\0";
|
||||||
|
const char *fragmentShaderSource = "#version 330 core\n"
|
||||||
|
"out vec4 fragColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" fragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader program
|
||||||
|
// ------------------------------------
|
||||||
|
// vertex shader
|
||||||
|
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
int success;
|
||||||
|
char infoLog[512];
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// fragment shader
|
||||||
|
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// link shaders
|
||||||
|
int shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
// check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
// add a new set of vertices to form a second triangle (a total of 6 vertices); the vertex attribute configuration remains the same (still one 3-float position vector per vertex)
|
||||||
|
float vertices[] = {
|
||||||
|
// first triangle
|
||||||
|
-0.9f, -0.5f, 0.0f, // left
|
||||||
|
-0.0f, -0.5f, 0.0f, // right
|
||||||
|
-0.45f, 0.5f, 0.0f, // top
|
||||||
|
// second triangle
|
||||||
|
0.0f, -0.5f, 0.0f, // left
|
||||||
|
0.9f, -0.5f, 0.0f, // right
|
||||||
|
0.45f, 0.5f, 0.0f // top
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
|
||||||
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||||
|
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// uncomment this call to draw in wireframe polygons.
|
||||||
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// draw our first triangle
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 6); // set the count to 6 since we're drawing 6 vertices now (2 triangles); not 3!
|
||||||
|
// glBindVertexArray(0); // no need to unbind it every time
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,182 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
const char *vertexShaderSource = "#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||||
|
"}\0";
|
||||||
|
const char *fragmentShaderSource = "#version 330 core\n"
|
||||||
|
"out vec4 fragColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" fragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader program
|
||||||
|
// ------------------------------------
|
||||||
|
// vertex shader
|
||||||
|
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
int success;
|
||||||
|
char infoLog[512];
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// fragment shader
|
||||||
|
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// link shaders
|
||||||
|
int shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
// check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float firstTriangle[] = {
|
||||||
|
-0.9f, -0.5f, 0.0f, // left
|
||||||
|
-0.0f, -0.5f, 0.0f, // right
|
||||||
|
-0.45f, 0.5f, 0.0f, // top
|
||||||
|
};
|
||||||
|
float secondTriangle[] = {
|
||||||
|
0.0f, -0.5f, 0.0f, // left
|
||||||
|
0.9f, -0.5f, 0.0f, // right
|
||||||
|
0.45f, 0.5f, 0.0f // top
|
||||||
|
};
|
||||||
|
unsigned int VBOs[2], VAOs[2];
|
||||||
|
glGenVertexArrays(2, VAOs); // we can also generate multiple VAOs or buffers at the same time
|
||||||
|
glGenBuffers(2, VBOs);
|
||||||
|
// first triangle setup
|
||||||
|
// --------------------
|
||||||
|
glBindVertexArray(VAOs[0]);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // Vertex attributes stay the same
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// glBindVertexArray(0); // no need to unbind at all as we directly bind a different VAO the next few lines
|
||||||
|
// second triangle setup
|
||||||
|
// ---------------------
|
||||||
|
glBindVertexArray(VAOs[1]); // note that we bind to a different VAO now
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]); // and a different VBO
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // because the vertex data is tightly packed we can also specify 0 as the vertex attribute's stride to let OpenGL figure it out
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// glBindVertexArray(0); // not really necessary as well, but beware of calls that could affect VAOs while this one is bound (like binding element buffer objects, or enabling/disabling vertex attributes)
|
||||||
|
|
||||||
|
|
||||||
|
// uncomment this call to draw in wireframe polygons.
|
||||||
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
// draw first triangle using the data from the first VAO
|
||||||
|
glBindVertexArray(VAOs[0]);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
|
// then we draw the second triangle using the data from the second VAO
|
||||||
|
glBindVertexArray(VAOs[1]);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(2, VAOs);
|
||||||
|
glDeleteBuffers(2, VBOs);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,176 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
const char *vertexShaderSource = "#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||||
|
"}\0";
|
||||||
|
const char *fragmentShader1Source = "#version 330 core\n"
|
||||||
|
"out vec4 fragColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" fragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
const char *fragmentShader2Source = "#version 330 core\n"
|
||||||
|
"out vec4 fragColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" fragColor = vec4(1.0f, 1.0f, 0.0f, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader program
|
||||||
|
// ------------------------------------
|
||||||
|
// we skipped compile log checks this time for readability (if you do encounter issues, add the compile-checks! see previous code samples)
|
||||||
|
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
unsigned int fragmentShaderOrange = glCreateShader(GL_FRAGMENT_SHADER); // the first fragment shader that outputs the color orange
|
||||||
|
unsigned int fragmentShaderYellow = glCreateShader(GL_FRAGMENT_SHADER); // the second fragment shader that outputs the color yellow
|
||||||
|
unsigned int shaderProgramOrange = glCreateProgram();
|
||||||
|
unsigned int shaderProgramYellow = glCreateProgram(); // the second shader program
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
glShaderSource(fragmentShaderOrange, 1, &fragmentShader1Source, NULL);
|
||||||
|
glCompileShader(fragmentShaderOrange);
|
||||||
|
glShaderSource(fragmentShaderYellow, 1, &fragmentShader2Source, NULL);
|
||||||
|
glCompileShader(fragmentShaderYellow);
|
||||||
|
// link the first program object
|
||||||
|
glAttachShader(shaderProgramOrange, vertexShader);
|
||||||
|
glAttachShader(shaderProgramOrange, fragmentShaderOrange);
|
||||||
|
glLinkProgram(shaderProgramOrange);
|
||||||
|
// then link the second program object using a different fragment shader (but same vertex shader)
|
||||||
|
// this is perfectly allowed since the inputs and outputs of both the vertex and fragment shaders are equally matched.
|
||||||
|
glAttachShader(shaderProgramYellow, vertexShader);
|
||||||
|
glAttachShader(shaderProgramYellow, fragmentShaderYellow);
|
||||||
|
glLinkProgram(shaderProgramYellow);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float firstTriangle[] = {
|
||||||
|
-0.9f, -0.5f, 0.0f, // left
|
||||||
|
-0.0f, -0.5f, 0.0f, // right
|
||||||
|
-0.45f, 0.5f, 0.0f, // top
|
||||||
|
};
|
||||||
|
float secondTriangle[] = {
|
||||||
|
0.0f, -0.5f, 0.0f, // left
|
||||||
|
0.9f, -0.5f, 0.0f, // right
|
||||||
|
0.45f, 0.5f, 0.0f // top
|
||||||
|
};
|
||||||
|
unsigned int VBOs[2], VAOs[2];
|
||||||
|
glGenVertexArrays(2, VAOs); // we can also generate multiple VAOs or buffers at the same time
|
||||||
|
glGenBuffers(2, VBOs);
|
||||||
|
// first triangle setup
|
||||||
|
// --------------------
|
||||||
|
glBindVertexArray(VAOs[0]);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // Vertex attributes stay the same
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// glBindVertexArray(0); // no need to unbind at all as we directly bind a different VAO the next few lines
|
||||||
|
// second triangle setup
|
||||||
|
// ---------------------
|
||||||
|
glBindVertexArray(VAOs[1]); // note that we bind to a different VAO now
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]); // and a different VBO
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // because the vertex data is tightly packed we can also specify 0 as the vertex attribute's stride to let OpenGL figure it out
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// glBindVertexArray(0); // not really necessary as well, but beware of calls that could affect VAOs while this one is bound (like binding element buffer objects, or enabling/disabling vertex attributes)
|
||||||
|
|
||||||
|
|
||||||
|
// uncomment this call to draw in wireframe polygons.
|
||||||
|
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// now when we draw the triangle we first use the vertex and orange fragment shader from the first program
|
||||||
|
glUseProgram(shaderProgramOrange);
|
||||||
|
// draw the first triangle using the data from our first VAO
|
||||||
|
glBindVertexArray(VAOs[0]);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3); // this call should output an orange triangle
|
||||||
|
// then we draw the second triangle using the data from the second VAO
|
||||||
|
// when we draw the second triangle we want to use a different shader program so we switch to the shader program with our yellow fragment shader.
|
||||||
|
glUseProgram(shaderProgramYellow);
|
||||||
|
glBindVertexArray(VAOs[1]);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3); // this call should output a yellow triangle
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(2, VAOs);
|
||||||
|
glDeleteBuffers(2, VBOs);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -1,181 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
|
|
||||||
// GLEW
|
|
||||||
#define GLEW_STATIC
|
|
||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
|
|
||||||
// Function prototypes
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
||||||
|
|
||||||
// Window dimensions
|
|
||||||
const GLuint WIDTH = 800, HEIGHT = 600;
|
|
||||||
|
|
||||||
// Shaders
|
|
||||||
const GLchar* vertexShaderSource = "#version 330 core\n"
|
|
||||||
"layout (location = 0) in vec3 position;\n"
|
|
||||||
"void main()\n"
|
|
||||||
"{\n"
|
|
||||||
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
|
|
||||||
"}\0";
|
|
||||||
const GLchar* fragmentShaderSource = "#version 330 core\n"
|
|
||||||
"out vec4 color;\n"
|
|
||||||
"void main()\n"
|
|
||||||
"{\n"
|
|
||||||
"color = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
|
|
||||||
"}\n\0";
|
|
||||||
|
|
||||||
// The MAIN function, from here we start the application and run the game loop
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
std::cout << "Starting GLFW context, OpenGL 3.3" << std::endl;
|
|
||||||
// Init GLFW
|
|
||||||
glfwInit();
|
|
||||||
// Set all the required options for GLFW
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
||||||
|
|
||||||
// Create a GLFWwindow object that we can use for GLFW's functions
|
|
||||||
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
|
|
||||||
// Set the required callback functions
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
|
||||||
|
|
||||||
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
|
|
||||||
glewExperimental = GL_TRUE;
|
|
||||||
// Initialize GLEW to setup the OpenGL Function pointers
|
|
||||||
glewInit();
|
|
||||||
|
|
||||||
// Define the viewport dimensions
|
|
||||||
int width, height;
|
|
||||||
glfwGetFramebufferSize(window, &width, &height);
|
|
||||||
glViewport(0, 0, width, height);
|
|
||||||
|
|
||||||
|
|
||||||
// Build and compile our shader program
|
|
||||||
// Vertex shader
|
|
||||||
GLint vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
||||||
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
|
||||||
glCompileShader(vertexShader);
|
|
||||||
// Check for compile time errors
|
|
||||||
GLint success;
|
|
||||||
GLchar infoLog[512];
|
|
||||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
|
||||||
if (!success)
|
|
||||||
{
|
|
||||||
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
|
||||||
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
|
||||||
}
|
|
||||||
// Fragment shader
|
|
||||||
GLint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
||||||
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
|
||||||
glCompileShader(fragmentShader);
|
|
||||||
// Check for compile time errors
|
|
||||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
|
||||||
if (!success)
|
|
||||||
{
|
|
||||||
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
|
||||||
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
|
||||||
}
|
|
||||||
// Link shaders
|
|
||||||
GLint shaderProgram = glCreateProgram();
|
|
||||||
glAttachShader(shaderProgram, vertexShader);
|
|
||||||
glAttachShader(shaderProgram, fragmentShader);
|
|
||||||
glLinkProgram(shaderProgram);
|
|
||||||
// Check for linking errors
|
|
||||||
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
|
||||||
if (!success) {
|
|
||||||
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
|
||||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
|
||||||
}
|
|
||||||
glDeleteShader(vertexShader);
|
|
||||||
glDeleteShader(fragmentShader);
|
|
||||||
|
|
||||||
|
|
||||||
// Set up vertex data (and buffer(s)) and attribute pointers
|
|
||||||
//GLfloat vertices[] = {
|
|
||||||
// // First triangle
|
|
||||||
// 0.5f, 0.5f, // Top Right
|
|
||||||
// 0.5f, -0.5f, // Bottom Right
|
|
||||||
// -0.5f, 0.5f, // Top Left
|
|
||||||
// // Second triangle
|
|
||||||
// 0.5f, -0.5f, // Bottom Right
|
|
||||||
// -0.5f, -0.5f, // Bottom Left
|
|
||||||
// -0.5f, 0.5f // Top Left
|
|
||||||
//};
|
|
||||||
GLfloat vertices[] = {
|
|
||||||
0.5f, 0.5f, 0.0f, // Top Right
|
|
||||||
0.5f, -0.5f, 0.0f, // Bottom Right
|
|
||||||
-0.5f, -0.5f, 0.0f, // Bottom Left
|
|
||||||
-0.5f, 0.5f, 0.0f // Top Left
|
|
||||||
};
|
|
||||||
GLuint indices[] = { // Note that we start from 0!
|
|
||||||
0, 1, 3, // First Triangle
|
|
||||||
1, 2, 3 // Second Triangle
|
|
||||||
};
|
|
||||||
GLuint VBO, VAO, EBO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
glGenBuffers(1, &EBO);
|
|
||||||
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
|
|
||||||
|
|
||||||
glBindVertexArray(0); // Unbind VAO (it's always a good thing to unbind any buffer/array to prevent strange bugs), remember: do NOT unbind the EBO, keep it bound to this VAO
|
|
||||||
|
|
||||||
|
|
||||||
// Uncommenting this call will result in wireframe polygons.
|
|
||||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
||||||
|
|
||||||
// Game loop
|
|
||||||
while (!glfwWindowShouldClose(window))
|
|
||||||
{
|
|
||||||
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
|
|
||||||
glfwPollEvents();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
// Draw our first triangle
|
|
||||||
glUseProgram(shaderProgram);
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
//glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
// Swap the screen buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
// Properly de-allocate all resources once they've outlived their purpose
|
|
||||||
glDeleteVertexArrays(1, &VAO);
|
|
||||||
glDeleteBuffers(1, &VBO);
|
|
||||||
glDeleteBuffers(1, &EBO);
|
|
||||||
// Terminate GLFW, clearing any resources allocated by GLFW.
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
||||||
{
|
|
||||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
||||||
}
|
|
||||||
182
src/1.getting_started/3.1.shaders_uniform/shaders_uniform.cpp
Normal file
182
src/1.getting_started/3.1.shaders_uniform/shaders_uniform.cpp
Normal file
@@ -0,0 +1,182 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
const char *vertexShaderSource ="#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos, 1.0);\n"
|
||||||
|
"}\0";
|
||||||
|
|
||||||
|
const char *fragmentShaderSource = "#version 330 core\n"
|
||||||
|
"out vec4 fragColor;\n"
|
||||||
|
"uniform vec4 ourColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" fragColor = ourColor;\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader program
|
||||||
|
// ------------------------------------
|
||||||
|
// vertex shader
|
||||||
|
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
int success;
|
||||||
|
char infoLog[512];
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// fragment shader
|
||||||
|
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// link shaders
|
||||||
|
int shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
// check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
0.5f, -0.5f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, // bottom left
|
||||||
|
0.0f, 0.5f, 0.0f // top
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||||
|
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||||
|
// glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// bind the VAO (it was already bound, but just to demonstrate): seeing as we only have a single VAO we can
|
||||||
|
// just bind it beforehand before rendering the respective triangle; this is another approach.
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// be sure to activate the shader before any calls to glUniform
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
|
||||||
|
// update shader uniform
|
||||||
|
float timeValue = glfwGetTime();
|
||||||
|
float greenValue = sin(timeValue) / 2.0f + 0.5f;
|
||||||
|
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
|
||||||
|
glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
|
||||||
|
|
||||||
|
// render the triangle
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,180 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
const char *vertexShaderSource ="#version 330 core\n"
|
||||||
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
|
"layout (location = 1) in vec3 aColor;\n"
|
||||||
|
"out vec3 ourColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = vec4(aPos, 1.0);\n"
|
||||||
|
" ourColor = aColor;\n"
|
||||||
|
"}\0";
|
||||||
|
|
||||||
|
const char *fragmentShaderSource = "#version 330 core\n"
|
||||||
|
"out vec4 fragColor;\n"
|
||||||
|
"in vec3 ourColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" fragColor = vec4(ourColor, 1.0f);\n"
|
||||||
|
"}\n\0";
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader program
|
||||||
|
// ------------------------------------
|
||||||
|
// vertex shader
|
||||||
|
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
|
||||||
|
glCompileShader(vertexShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
int success;
|
||||||
|
char infoLog[512];
|
||||||
|
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// fragment shader
|
||||||
|
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
|
||||||
|
glCompileShader(fragmentShader);
|
||||||
|
// check for shader compile errors
|
||||||
|
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||||
|
if (!success)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
// link shaders
|
||||||
|
int shaderProgram = glCreateProgram();
|
||||||
|
glAttachShader(shaderProgram, vertexShader);
|
||||||
|
glAttachShader(shaderProgram, fragmentShader);
|
||||||
|
glLinkProgram(shaderProgram);
|
||||||
|
// check for linking errors
|
||||||
|
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
|
||||||
|
if (!success) {
|
||||||
|
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
|
||||||
|
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||||
|
}
|
||||||
|
glDeleteShader(vertexShader);
|
||||||
|
glDeleteShader(fragmentShader);
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors
|
||||||
|
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
|
||||||
|
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||||
|
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||||
|
// glBindVertexArray(0);
|
||||||
|
|
||||||
|
// as we only have a single shader, we could also just activate our shader once beforehand if we want to
|
||||||
|
glUseProgram(shaderProgram);
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// render the triangle
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
9
src/1.getting_started/3.3.shaders_class/3.3.shader.fs
Normal file
9
src/1.getting_started/3.3.shaders_class/3.3.shader.fs
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec3 ourColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
fragColor = vec4(ourColor, 1.0f);
|
||||||
|
}
|
||||||
11
src/1.getting_started/3.3.shaders_class/3.3.shader.vs
Normal file
11
src/1.getting_started/3.3.shaders_class/3.3.shader.vs
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aColor;
|
||||||
|
|
||||||
|
out vec3 ourColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = vec4(aPos, 1.0f);
|
||||||
|
ourColor = aColor;
|
||||||
|
}
|
||||||
127
src/1.getting_started/3.3.shaders_class/shaders_class.cpp
Normal file
127
src/1.getting_started/3.3.shaders_class/shaders_class.cpp
Normal file
@@ -0,0 +1,127 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("3.3.shader.vs", "3.3.shader.fs"); // you can name your shader files however you like
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors
|
||||||
|
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
|
||||||
|
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||||
|
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||||
|
// glBindVertexArray(0);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// render the triangle
|
||||||
|
ourShader.use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -1,9 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
in vec3 ourColor;
|
|
||||||
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
color = vec4(ourColor, 1.0f);
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
layout (location = 0) in vec3 position;
|
|
||||||
layout (location = 1) in vec3 color;
|
|
||||||
|
|
||||||
out vec3 ourColor;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = vec4(position, 1.0f);
|
|
||||||
ourColor = color;
|
|
||||||
}
|
|
||||||
@@ -1,110 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
|
|
||||||
// GLEW
|
|
||||||
#define GLEW_STATIC
|
|
||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
// Other includes
|
|
||||||
#include <learnopengl/shader.h>
|
|
||||||
|
|
||||||
|
|
||||||
// Function prototypes
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
||||||
|
|
||||||
// Window dimensions
|
|
||||||
const GLuint WIDTH = 800, HEIGHT = 600;
|
|
||||||
|
|
||||||
// The MAIN function, from here we start the application and run the game loop
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
// Init GLFW
|
|
||||||
glfwInit();
|
|
||||||
// Set all the required options for GLFW
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
||||||
|
|
||||||
// Create a GLFWwindow object that we can use for GLFW's functions
|
|
||||||
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
|
|
||||||
// Set the required callback functions
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
|
||||||
|
|
||||||
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
|
|
||||||
glewExperimental = GL_TRUE;
|
|
||||||
// Initialize GLEW to setup the OpenGL Function pointers
|
|
||||||
glewInit();
|
|
||||||
|
|
||||||
// Define the viewport dimensions
|
|
||||||
glViewport(0, 0, WIDTH, HEIGHT);
|
|
||||||
|
|
||||||
|
|
||||||
// Build and compile our shader program
|
|
||||||
Shader ourShader("basic.vs", "basic.frag");
|
|
||||||
|
|
||||||
|
|
||||||
// Set up vertex data (and buffer(s)) and attribute pointers
|
|
||||||
GLfloat vertices[] = {
|
|
||||||
// Positions // Colors
|
|
||||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Right
|
|
||||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // Bottom Left
|
|
||||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // Top
|
|
||||||
};
|
|
||||||
GLuint VBO, VAO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// Position attribute
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
// Color attribute
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
glBindVertexArray(0); // Unbind VAO
|
|
||||||
|
|
||||||
|
|
||||||
// Game loop
|
|
||||||
while (!glfwWindowShouldClose(window))
|
|
||||||
{
|
|
||||||
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
|
|
||||||
glfwPollEvents();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
// Draw the triangle
|
|
||||||
ourShader.Use();
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
// Swap the screen buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
// Properly de-allocate all resources once they've outlived their purpose
|
|
||||||
glDeleteVertexArrays(1, &VAO);
|
|
||||||
glDeleteBuffers(1, &VBO);
|
|
||||||
// Terminate GLFW, clearing any resources allocated by GLFW.
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
||||||
{
|
|
||||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
||||||
}
|
|
||||||
13
src/1.getting_started/4.1.textures/4.1.texture.fs
Normal file
13
src/1.getting_started/4.1.textures/4.1.texture.fs
Normal file
@@ -0,0 +1,13 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec3 ourColor;
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
// texture sampler
|
||||||
|
uniform sampler2D texture1;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
fragColor = texture(texture1, texCoord);
|
||||||
|
}
|
||||||
14
src/1.getting_started/4.1.textures/4.1.texture.vs
Normal file
14
src/1.getting_started/4.1.textures/4.1.texture.vs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aColor;
|
||||||
|
layout (location = 2) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
out vec3 ourColor;
|
||||||
|
out vec2 texCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = vec4(aPos, 1.0f);
|
||||||
|
ourColor = aColor;
|
||||||
|
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
|
}
|
||||||
164
src/1.getting_started/4.1.textures/textures.cpp
Normal file
164
src/1.getting_started/4.1.textures/textures.cpp
Normal file
@@ -0,0 +1,164 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("4.1.texture.vs", "4.1.texture.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture;
|
||||||
|
glGenTextures(1, &texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture); // all upcoming GL_TEXTURE_2D operations now have effect on this texture object
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind Texture
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
|
|
||||||
|
// render container
|
||||||
|
ourShader.use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
15
src/1.getting_started/4.2.textures_combined/4.2.texture.fs
Normal file
15
src/1.getting_started/4.2.textures_combined/4.2.texture.fs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec3 ourColor;
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
// texture samplers
|
||||||
|
uniform sampler2D texture1;
|
||||||
|
uniform sampler2D texture2;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||||
|
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
|
||||||
|
}
|
||||||
14
src/1.getting_started/4.2.textures_combined/4.2.texture.vs
Normal file
14
src/1.getting_started/4.2.textures_combined/4.2.texture.vs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aColor;
|
||||||
|
layout (location = 2) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
out vec3 ourColor;
|
||||||
|
out vec2 texCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = vec4(aPos, 1.0f);
|
||||||
|
ourColor = aColor;
|
||||||
|
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
|
}
|
||||||
@@ -0,0 +1,202 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("4.2.texture.vs", "4.2.texture.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
|
||||||
|
// either set it manually like so:
|
||||||
|
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
|
||||||
|
// or set it via the texture class
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// render container
|
||||||
|
ourShader.use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,203 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("4.2.texture_combined.vs", "4.2.texture_combined.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords (note that we changed them to 2.0f!)
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 2.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // note that we set the container wrapping method to GL_CLAMP_TO_EDGE
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // we want to repeat the awesomeface pattern so we kept it at GL_REPEAT
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
|
||||||
|
// either set it manually like so:
|
||||||
|
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
|
||||||
|
// or set it via the texture class
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// render container
|
||||||
|
ourShader.use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,203 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("4.2.texture_combined.vs", "4.2.texture_combined.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords (note that we changed them to 'zoom in' on our texture image)
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.55f, 0.55f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.55f, 0.45f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.45f, 0.45f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.45f, 0.55f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // note that we set the container wrapping method to GL_CLAMP_TO_EDGE
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // set texture filtering to nearest neighbor to clearly see the texels/pixels
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // set texture filtering to nearest neighbor to clearly see the texels/pixels
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
|
||||||
|
// either set it manually like so:
|
||||||
|
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
|
||||||
|
// or set it via the texture class
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// render container
|
||||||
|
ourShader.use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
17
src/1.getting_started/4.5.textures_exercise4/4.5.texture.fs
Normal file
17
src/1.getting_started/4.5.textures_exercise4/4.5.texture.fs
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec3 ourColor;
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
uniform float mixValue;
|
||||||
|
|
||||||
|
// texture samplers
|
||||||
|
uniform sampler2D texture1;
|
||||||
|
uniform sampler2D texture2;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// linearly interpolate between both textures
|
||||||
|
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), mixValue);
|
||||||
|
}
|
||||||
14
src/1.getting_started/4.5.textures_exercise4/4.5.texture.vs
Normal file
14
src/1.getting_started/4.5.textures_exercise4/4.5.texture.vs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aColor;
|
||||||
|
layout (location = 2) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
out vec3 ourColor;
|
||||||
|
out vec2 texCoord;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = vec4(aPos, 1.0f);
|
||||||
|
ourColor = aColor;
|
||||||
|
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
|
}
|
||||||
@@ -0,0 +1,222 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// stores how much we're seeing of either texture
|
||||||
|
float mixValue = 0.2f;
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("4.5.texture.vs", "4.5.texture.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use(); // don't forget to activate/use the shader before setting uniforms!
|
||||||
|
// either set it manually like so:
|
||||||
|
glUniform1i(glGetUniformLocation(ourShader.ID, "texture1"), 0);
|
||||||
|
// or set it via the texture class
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// set the texture mix value in the shader
|
||||||
|
ourShader.setFloat("mixValue", mixValue);
|
||||||
|
|
||||||
|
// render container
|
||||||
|
ourShader.use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
mixValue += 0.001f; // change this value accordingly (might be too slow or too fast based on system hardware)
|
||||||
|
if(mixValue >= 1.0f)
|
||||||
|
mixValue = 1.0f;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
mixValue -= 0.001f; // change this value accordingly (might be too slow or too fast based on system hardware)
|
||||||
|
if (mixValue <= 0.0f)
|
||||||
|
mixValue = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -1,15 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
in vec3 ourColor;
|
|
||||||
in vec2 TexCoord;
|
|
||||||
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
// Texture samplers
|
|
||||||
uniform sampler2D ourTexture1;
|
|
||||||
uniform sampler2D ourTexture2;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// Linearly interpolate between both textures (second texture is only slightly combined)
|
|
||||||
color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);
|
|
||||||
}
|
|
||||||
@@ -1,16 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
layout (location = 0) in vec3 position;
|
|
||||||
layout (location = 1) in vec3 color;
|
|
||||||
layout (location = 2) in vec2 texCoord;
|
|
||||||
|
|
||||||
out vec3 ourColor;
|
|
||||||
out vec2 TexCoord;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = vec4(position, 1.0f);
|
|
||||||
ourColor = color;
|
|
||||||
// We swap the y-axis by substracing our coordinates from 1. This is done because most images have the top y-axis inversed with OpenGL's top y-axis.
|
|
||||||
// TexCoord = texCoord;
|
|
||||||
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
|
|
||||||
}
|
|
||||||
@@ -1,179 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
|
|
||||||
// GLEW
|
|
||||||
#define GLEW_STATIC
|
|
||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
// Other Libs
|
|
||||||
#include <SOIL.h>
|
|
||||||
|
|
||||||
// Other includes
|
|
||||||
#include <learnopengl/shader.h>
|
|
||||||
#include <learnopengl/filesystem.h>
|
|
||||||
|
|
||||||
// Function prototypes
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
||||||
|
|
||||||
// Window dimensions
|
|
||||||
const GLuint WIDTH = 800, HEIGHT = 600;
|
|
||||||
|
|
||||||
// The MAIN function, from here we start the application and run the game loop
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
// Init GLFW
|
|
||||||
glfwInit();
|
|
||||||
// Set all the required options for GLFW
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
||||||
|
|
||||||
// Create a GLFWwindow object that we can use for GLFW's functions
|
|
||||||
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
|
|
||||||
// Set the required callback functions
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
|
||||||
|
|
||||||
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
|
|
||||||
glewExperimental = GL_TRUE;
|
|
||||||
// Initialize GLEW to setup the OpenGL Function pointers
|
|
||||||
glewInit();
|
|
||||||
|
|
||||||
// Define the viewport dimensions
|
|
||||||
glViewport(0, 0, WIDTH, HEIGHT);
|
|
||||||
|
|
||||||
|
|
||||||
// Build and compile our shader program
|
|
||||||
Shader ourShader("texture.vs", "texture.frag");
|
|
||||||
|
|
||||||
|
|
||||||
// Set up vertex data (and buffer(s)) and attribute pointers
|
|
||||||
GLfloat vertices[] = {
|
|
||||||
// Positions // Colors // Texture Coords
|
|
||||||
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
|
|
||||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
|
|
||||||
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
|
|
||||||
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
|
|
||||||
};
|
|
||||||
GLuint indices[] = { // Note that we start from 0!
|
|
||||||
0, 1, 3, // First Triangle
|
|
||||||
1, 2, 3 // Second Triangle
|
|
||||||
};
|
|
||||||
GLuint VBO, VAO, EBO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
glGenBuffers(1, &EBO);
|
|
||||||
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// Position attribute
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
// Color attribute
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
// TexCoord attribute
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glBindVertexArray(0); // Unbind VAO
|
|
||||||
|
|
||||||
|
|
||||||
// Load and create a texture
|
|
||||||
GLuint texture1;
|
|
||||||
GLuint texture2;
|
|
||||||
// ====================
|
|
||||||
// Texture 1
|
|
||||||
// ====================
|
|
||||||
glGenTextures(1, &texture1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
int width, height;
|
|
||||||
|
|
||||||
unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
|
|
||||||
// ===================
|
|
||||||
// Texture 2
|
|
||||||
// ===================
|
|
||||||
glGenTextures(1, &texture2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
|
||||||
|
|
||||||
// Game loop
|
|
||||||
while (!glfwWindowShouldClose(window))
|
|
||||||
{
|
|
||||||
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
|
|
||||||
glfwPollEvents();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
|
|
||||||
// Bind Textures using texture units
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
|
|
||||||
|
|
||||||
// Activate shader
|
|
||||||
ourShader.Use();
|
|
||||||
|
|
||||||
// Draw container
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
// Swap the screen buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
// Properly de-allocate all resources once they've outlived their purpose
|
|
||||||
glDeleteVertexArrays(1, &VAO);
|
|
||||||
glDeleteBuffers(1, &VBO);
|
|
||||||
glDeleteBuffers(1, &EBO);
|
|
||||||
// Terminate GLFW, clearing any resources allocated by GLFW.
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
||||||
{
|
|
||||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
||||||
}
|
|
||||||
15
src/1.getting_started/5.1.transformations/5.1.transform.fs
Normal file
15
src/1.getting_started/5.1.transformations/5.1.transform.fs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec3 ourColor;
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
// texture samplers
|
||||||
|
uniform sampler2D texture1;
|
||||||
|
uniform sampler2D texture2;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||||
|
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
|
||||||
|
}
|
||||||
16
src/1.getting_started/5.1.transformations/5.1.transform.vs
Normal file
16
src/1.getting_started/5.1.transformations/5.1.transform.vs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aColor;
|
||||||
|
layout (location = 2) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
out vec3 ourColor;
|
||||||
|
out vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 transform;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = transform * vec4(aPos, 1.0f);
|
||||||
|
ourColor = aColor;
|
||||||
|
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
|
}
|
||||||
212
src/1.getting_started/5.1.transformations/transformations.cpp
Normal file
212
src/1.getting_started/5.1.transformations/transformations.cpp
Normal file
@@ -0,0 +1,212 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("5.1.transform.vs", "5.1.transform.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// create transformations
|
||||||
|
glm::mat4 transform;
|
||||||
|
transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
|
||||||
|
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
|
||||||
|
// get matrix's uniform location and set matrix
|
||||||
|
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
|
||||||
|
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
|
||||||
|
|
||||||
|
// render container
|
||||||
|
ourShader.use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,223 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_s.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("5.1.transform.vs", "5.1.transform.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
|
||||||
|
glm::mat4 transform;
|
||||||
|
// first container
|
||||||
|
// ---------------
|
||||||
|
transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
|
||||||
|
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||||
|
// get their uniform location and set matrix (using glm::value_ptr)
|
||||||
|
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
|
||||||
|
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
|
||||||
|
|
||||||
|
// with the uniform matrix set, draw the first container
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// second transformation
|
||||||
|
// ---------------------
|
||||||
|
transform = glm::mat4(); // reset it to an identity matrix
|
||||||
|
transform = glm::translate(transform, glm::vec3(-0.5f, 0.5f, 0.0f));
|
||||||
|
float scaleAmount = sin(glfwGetTime());
|
||||||
|
transform = glm::scale(transform, glm::vec3(scaleAmount, scaleAmount, scaleAmount));
|
||||||
|
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, &transform[0][0]); // this time take the matrix value array's first element as its memory pointer value
|
||||||
|
|
||||||
|
// now with the uniform matrix being replaced with new transformations, draw it again.
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
layout (location = 0) in vec3 position;
|
|
||||||
layout (location = 2) in vec2 texCoord;
|
|
||||||
|
|
||||||
out vec2 TexCoord;
|
|
||||||
|
|
||||||
uniform mat4 transform;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = transform * vec4(position, 1.0f);
|
|
||||||
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
|
|
||||||
}
|
|
||||||
@@ -1,190 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
|
|
||||||
// GLEW
|
|
||||||
#define GLEW_STATIC
|
|
||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
// Other Libs
|
|
||||||
#include <SOIL.h>
|
|
||||||
// GLM Mathematics
|
|
||||||
#include <glm/glm.hpp>
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include <glm/gtc/type_ptr.hpp>
|
|
||||||
|
|
||||||
// Other includes
|
|
||||||
#include <learnopengl/shader.h>
|
|
||||||
#include <learnopengl/filesystem.h>
|
|
||||||
|
|
||||||
// Function prototypes
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
||||||
|
|
||||||
// Window dimensions
|
|
||||||
const GLuint WIDTH = 800, HEIGHT = 600;
|
|
||||||
|
|
||||||
// The MAIN function, from here we start the application and run the game loop
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
// Init GLFW
|
|
||||||
glfwInit();
|
|
||||||
// Set all the required options for GLFW
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
||||||
|
|
||||||
// Create a GLFWwindow object that we can use for GLFW's functions
|
|
||||||
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
|
|
||||||
// Set the required callback functions
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
|
||||||
|
|
||||||
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
|
|
||||||
glewExperimental = GL_TRUE;
|
|
||||||
// Initialize GLEW to setup the OpenGL Function pointers
|
|
||||||
glewInit();
|
|
||||||
|
|
||||||
// Define the viewport dimensions
|
|
||||||
glViewport(0, 0, WIDTH, HEIGHT);
|
|
||||||
|
|
||||||
|
|
||||||
// Build and compile our shader program
|
|
||||||
Shader ourShader("transform.vs", "transform.frag");
|
|
||||||
|
|
||||||
|
|
||||||
// Set up vertex data (and buffer(s)) and attribute pointers
|
|
||||||
GLfloat vertices[] = {
|
|
||||||
// Positions // Colors // Texture Coords
|
|
||||||
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
|
|
||||||
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
|
|
||||||
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
|
|
||||||
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
|
|
||||||
};
|
|
||||||
GLuint indices[] = { // Note that we start from 0!
|
|
||||||
0, 1, 3, // First Triangle
|
|
||||||
1, 2, 3 // Second Triangle
|
|
||||||
};
|
|
||||||
GLuint VBO, VAO, EBO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
glGenBuffers(1, &EBO);
|
|
||||||
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// Position attribute
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
// Color attribute
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
// TexCoord attribute
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glBindVertexArray(0); // Unbind VAO
|
|
||||||
|
|
||||||
|
|
||||||
// Load and create a texture
|
|
||||||
GLuint texture1;
|
|
||||||
GLuint texture2;
|
|
||||||
// ====================
|
|
||||||
// Texture 1
|
|
||||||
// ====================
|
|
||||||
glGenTextures(1, &texture1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
int width, height;
|
|
||||||
unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
|
|
||||||
// ===================
|
|
||||||
// Texture 2
|
|
||||||
// ===================
|
|
||||||
glGenTextures(1, &texture2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
|
||||||
|
|
||||||
// Game loop
|
|
||||||
while (!glfwWindowShouldClose(window))
|
|
||||||
{
|
|
||||||
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
|
|
||||||
glfwPollEvents();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
|
|
||||||
// Bind Textures using texture units
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
|
|
||||||
|
|
||||||
// Activate shader
|
|
||||||
ourShader.Use();
|
|
||||||
|
|
||||||
// Create transformations
|
|
||||||
glm::mat4 transform;
|
|
||||||
transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
|
|
||||||
transform = glm::rotate(transform, (GLfloat)glfwGetTime() * 50.0f, glm::vec3(0.0f, 0.0f, 1.0f));
|
|
||||||
|
|
||||||
// Get matrix's uniform location and set matrix
|
|
||||||
GLint transformLoc = glGetUniformLocation(ourShader.Program, "transform");
|
|
||||||
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
|
|
||||||
|
|
||||||
// Draw container
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
// Swap the screen buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
// Properly de-allocate all resources once they've outlived their purpose
|
|
||||||
glDeleteVertexArrays(1, &VAO);
|
|
||||||
glDeleteBuffers(1, &VBO);
|
|
||||||
glDeleteBuffers(1, &EBO);
|
|
||||||
// Terminate GLFW, clearing any resources allocated by GLFW.
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
||||||
{
|
|
||||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec3 ourColor;
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
// texture samplers
|
||||||
|
uniform sampler2D texture1;
|
||||||
|
uniform sampler2D texture2;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||||
|
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
|
||||||
|
}
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec3 aColor;
|
||||||
|
layout (location = 2) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
out vec3 ourColor;
|
||||||
|
out vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||||
|
ourColor = aColor;
|
||||||
|
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
|
}
|
||||||
@@ -0,0 +1,221 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_m.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("6.1.coordinate_systems.vs", "6.1.coordinate_systems.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
// positions // colors // texture coords
|
||||||
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
||||||
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
||||||
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
||||||
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
||||||
|
};
|
||||||
|
unsigned int indices[] = {
|
||||||
|
0, 1, 3, // first triangle
|
||||||
|
1, 2, 3 // second triangle
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO, EBO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// color attribute
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// activate shader
|
||||||
|
ourShader.use();
|
||||||
|
|
||||||
|
// create transformations
|
||||||
|
glm::mat4 model;
|
||||||
|
glm::mat4 view;
|
||||||
|
glm::mat4 projection;
|
||||||
|
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||||
|
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
||||||
|
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
// retrieve the matrix uniform locations
|
||||||
|
unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
|
||||||
|
unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
|
||||||
|
// pass them to the shaders (3 different ways)
|
||||||
|
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
|
||||||
|
// note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
|
||||||
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
// render container
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
glDeleteBuffers(1, &EBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
// texture samplers
|
||||||
|
uniform sampler2D texture1;
|
||||||
|
uniform sampler2D texture2;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||||
|
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
out vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||||
|
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
|
}
|
||||||
@@ -0,0 +1,250 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_m.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// configure global opengl state
|
||||||
|
// -----------------------------
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("6.2.coordinate_systems.vs", "6.2.coordinate_systems.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // also clear the depth buffer now!
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// activate shader
|
||||||
|
ourShader.use();
|
||||||
|
|
||||||
|
// create transformations
|
||||||
|
glm::mat4 model;
|
||||||
|
glm::mat4 view;
|
||||||
|
glm::mat4 projection;
|
||||||
|
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
|
||||||
|
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
||||||
|
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
// retrieve the matrix uniform locations
|
||||||
|
unsigned int modelLoc = glGetUniformLocation(ourShader.ID, "model");
|
||||||
|
unsigned int viewLoc = glGetUniformLocation(ourShader.ID, "view");
|
||||||
|
// pass them to the shaders (3 different ways)
|
||||||
|
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
||||||
|
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, &view[0][0]);
|
||||||
|
// note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
|
||||||
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
// render box
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,265 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_m.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// configure global opengl state
|
||||||
|
// -----------------------------
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("6.2.coordinate_systems.vs", "6.2.coordinate_systems.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// world space positions of our cubes
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // also clear the depth buffer now!
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// activate shader
|
||||||
|
ourShader.use();
|
||||||
|
|
||||||
|
// create transformations
|
||||||
|
glm::mat4 view;
|
||||||
|
glm::mat4 projection;
|
||||||
|
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
||||||
|
// pass transformation matrices to the shader
|
||||||
|
ourShader.setMat4("projection", projection); // note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
|
||||||
|
ourShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// render boxes
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
for (GLuint i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
ourShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
in vec2 TexCoord;
|
|
||||||
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
uniform sampler2D ourTexture1;
|
|
||||||
uniform sampler2D ourTexture2;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);
|
|
||||||
}
|
|
||||||
@@ -1,244 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
|
|
||||||
// GLEW
|
|
||||||
#define GLEW_STATIC
|
|
||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
// Other Libs
|
|
||||||
#include <SOIL.h>
|
|
||||||
// GLM Mathematics
|
|
||||||
#include <glm/glm.hpp>
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include <glm/gtc/type_ptr.hpp>
|
|
||||||
|
|
||||||
// Other includes
|
|
||||||
#include <learnopengl/shader.h>
|
|
||||||
#include <learnopengl/filesystem.h>
|
|
||||||
|
|
||||||
// Function prototypes
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
||||||
|
|
||||||
// Window dimensions
|
|
||||||
const GLuint WIDTH = 800, HEIGHT = 600;
|
|
||||||
|
|
||||||
// The MAIN function, from here we start the application and run the game loop
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
// Init GLFW
|
|
||||||
glfwInit();
|
|
||||||
// Set all the required options for GLFW
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
||||||
|
|
||||||
// Create a GLFWwindow object that we can use for GLFW's functions
|
|
||||||
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
|
|
||||||
// Set the required callback functions
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
|
||||||
|
|
||||||
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
|
|
||||||
glewExperimental = GL_TRUE;
|
|
||||||
// Initialize GLEW to setup the OpenGL Function pointers
|
|
||||||
glewInit();
|
|
||||||
|
|
||||||
// Define the viewport dimensions
|
|
||||||
glViewport(0, 0, WIDTH, HEIGHT);
|
|
||||||
|
|
||||||
// Setup OpenGL options
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
|
|
||||||
// Build and compile our shader program
|
|
||||||
Shader ourShader("coordinate_systems.vs", "coordinate_systems.frag");
|
|
||||||
|
|
||||||
|
|
||||||
// Set up vertex data (and buffer(s)) and attribute pointers
|
|
||||||
GLfloat vertices[] = {
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
|
||||||
};
|
|
||||||
// World space positions of our cubes
|
|
||||||
glm::vec3 cubePositions[] = {
|
|
||||||
glm::vec3( 0.0f, 0.0f, 0.0f),
|
|
||||||
glm::vec3( 2.0f, 5.0f, -15.0f),
|
|
||||||
glm::vec3(-1.5f, -2.2f, -2.5f),
|
|
||||||
glm::vec3(-3.8f, -2.0f, -12.3f),
|
|
||||||
glm::vec3( 2.4f, -0.4f, -3.5f),
|
|
||||||
glm::vec3(-1.7f, 3.0f, -7.5f),
|
|
||||||
glm::vec3( 1.3f, -2.0f, -2.5f),
|
|
||||||
glm::vec3( 1.5f, 2.0f, -2.5f),
|
|
||||||
glm::vec3( 1.5f, 0.2f, -1.5f),
|
|
||||||
glm::vec3(-1.3f, 1.0f, -1.5f)
|
|
||||||
};
|
|
||||||
GLuint VBO, VAO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// Position attribute
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
// TexCoord attribute
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glBindVertexArray(0); // Unbind VAO
|
|
||||||
|
|
||||||
|
|
||||||
// Load and create a texture
|
|
||||||
GLuint texture1;
|
|
||||||
GLuint texture2;
|
|
||||||
// ====================
|
|
||||||
// Texture 1
|
|
||||||
// ====================
|
|
||||||
glGenTextures(1, &texture1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture wrapping to GL_REPEAT
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
int width, height;
|
|
||||||
unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
|
|
||||||
// ===================
|
|
||||||
// Texture 2
|
|
||||||
// ===================
|
|
||||||
glGenTextures(1, &texture2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
|
||||||
|
|
||||||
// Game loop
|
|
||||||
while (!glfwWindowShouldClose(window))
|
|
||||||
{
|
|
||||||
// Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
|
|
||||||
glfwPollEvents();
|
|
||||||
|
|
||||||
// Render
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
|
|
||||||
// Bind Textures using texture units
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
|
|
||||||
|
|
||||||
// Activate shader
|
|
||||||
ourShader.Use();
|
|
||||||
|
|
||||||
// Create transformations
|
|
||||||
glm::mat4 view;
|
|
||||||
glm::mat4 projection;
|
|
||||||
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
|
||||||
projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
|
|
||||||
// Get their uniform location
|
|
||||||
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
|
|
||||||
GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
|
|
||||||
GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
|
|
||||||
// Pass the matrices to the shader
|
|
||||||
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
|
||||||
// Note: currently we set the projection matrix each frame, but since the projection matrix rarely changes it's often best practice to set it outside the main loop only once.
|
|
||||||
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
|
||||||
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
for (GLuint i = 0; i < 10; i++)
|
|
||||||
{
|
|
||||||
// Calculate the model matrix for each object and pass it to shader before drawing
|
|
||||||
glm::mat4 model;
|
|
||||||
model = glm::translate(model, cubePositions[i]);
|
|
||||||
GLfloat angle = 20.0f * i;
|
|
||||||
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
|
|
||||||
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
||||||
}
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
// Swap the screen buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
// Properly de-allocate all resources once they've outlived their purpose
|
|
||||||
glDeleteVertexArrays(1, &VAO);
|
|
||||||
glDeleteBuffers(1, &VBO);
|
|
||||||
// Terminate GLFW, clearing any resources allocated by GLFW.
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
||||||
{
|
|
||||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
||||||
}
|
|
||||||
14
src/1.getting_started/7.1.camera_circle/7.1.camera.fs
Normal file
14
src/1.getting_started/7.1.camera_circle/7.1.camera.fs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
#version 330 core
|
||||||
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
in vec2 texCoord;
|
||||||
|
|
||||||
|
// texture samplers
|
||||||
|
uniform sampler2D texture1;
|
||||||
|
uniform sampler2D texture2;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// linearly interpolate between both textures (80% container, 20% awesomeface)
|
||||||
|
fragColor = mix(texture(texture1, texCoord), texture(texture2, texCoord), 0.2);
|
||||||
|
}
|
||||||
15
src/1.getting_started/7.1.camera_circle/7.1.camera.vs
Normal file
15
src/1.getting_started/7.1.camera_circle/7.1.camera.vs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
#version 330 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
layout (location = 1) in vec2 aTexCoord;
|
||||||
|
|
||||||
|
out vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 model;
|
||||||
|
uniform mat4 view;
|
||||||
|
uniform mat4 projection;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = projection * view * model * vec4(aPos, 1.0f);
|
||||||
|
texCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||||
|
}
|
||||||
269
src/1.getting_started/7.1.camera_circle/camera_circle.cpp
Normal file
269
src/1.getting_started/7.1.camera_circle/camera_circle.cpp
Normal file
@@ -0,0 +1,269 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_m.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// configure global opengl state
|
||||||
|
// -----------------------------
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// world space positions of our cubes
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3 (2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
|
||||||
|
// -----------------------------------------------------------------------------------------------------------
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// activate shader
|
||||||
|
ourShader.use();
|
||||||
|
|
||||||
|
// camera/view transformation
|
||||||
|
glm::mat4 view;
|
||||||
|
float radius = 10.0f;
|
||||||
|
float camX = sin(glfwGetTime()) * radius;
|
||||||
|
float camZ = cos(glfwGetTime()) * radius;
|
||||||
|
view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||||
|
ourShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// render boxes
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
for (GLuint i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
ourShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,289 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_m.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// camera
|
||||||
|
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
||||||
|
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||||
|
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// configure global opengl state
|
||||||
|
// -----------------------------
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// world space positions of our cubes
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
// pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
|
||||||
|
// -----------------------------------------------------------------------------------------------------------
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// activate shader
|
||||||
|
ourShader.use();
|
||||||
|
|
||||||
|
// camera/view transformation
|
||||||
|
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
|
||||||
|
ourShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// render boxes
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
for (GLuint i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
ourShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
|
||||||
|
float cameraSpeed = 2.5 * deltaTime;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
cameraPos += cameraSpeed * cameraFront;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
cameraPos -= cameraSpeed * cameraFront;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
@@ -0,0 +1,350 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_m.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||||
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// camera
|
||||||
|
glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
|
||||||
|
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
|
||||||
|
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
bool firstMouse = true;
|
||||||
|
float yaw = -90.0f; // yaw is initialized to -90.0 degrees since a yaw of 0.0 results in a direction vector pointing to the right so we initially rotate a bit to the left.
|
||||||
|
float pitch = 0.0f;
|
||||||
|
float lastX = 800.0f / 2.0;
|
||||||
|
float lastY = 600.0 / 2.0;
|
||||||
|
float fov = 45.0f;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
glfwSetCursorPosCallback(window, mouse_callback);
|
||||||
|
glfwSetScrollCallback(window, scroll_callback);
|
||||||
|
|
||||||
|
// tell GLFW to capture our mouse
|
||||||
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// configure global opengl state
|
||||||
|
// -----------------------------
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// world space positions of our cubes
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// activate shader
|
||||||
|
ourShader.use();
|
||||||
|
|
||||||
|
// pass projection matrix to shader (note that in this case it could change every frame)
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(fov), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
// camera/view transformation
|
||||||
|
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
|
||||||
|
ourShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// render boxes
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
for (GLuint i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
ourShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
|
||||||
|
float cameraSpeed = 2.5 * deltaTime;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
cameraPos += cameraSpeed * cameraFront;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
cameraPos -= cameraSpeed * cameraFront;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the mouse moves, this callback is called
|
||||||
|
// -------------------------------------------------------
|
||||||
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||||
|
{
|
||||||
|
if (firstMouse)
|
||||||
|
{
|
||||||
|
lastX = xpos;
|
||||||
|
lastY = ypos;
|
||||||
|
firstMouse = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
float xoffset = xpos - lastX;
|
||||||
|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||||
|
lastX = xpos;
|
||||||
|
lastY = ypos;
|
||||||
|
|
||||||
|
float sensitivity = 0.1f; // change this value to your liking
|
||||||
|
xoffset *= sensitivity;
|
||||||
|
yoffset *= sensitivity;
|
||||||
|
|
||||||
|
yaw += xoffset;
|
||||||
|
pitch += yoffset;
|
||||||
|
|
||||||
|
// make sure that when pitch is out of bounds, screen doesn't get flipped
|
||||||
|
if (pitch > 89.0f)
|
||||||
|
pitch = 89.0f;
|
||||||
|
if (pitch < -89.0f)
|
||||||
|
pitch = -89.0f;
|
||||||
|
|
||||||
|
glm::vec3 front;
|
||||||
|
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||||
|
front.y = sin(glm::radians(pitch));
|
||||||
|
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||||
|
cameraFront = glm::normalize(front);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
|
{
|
||||||
|
if (fov >= 1.0f && fov <= 45.0f)
|
||||||
|
fov -= yoffset;
|
||||||
|
if (fov <= 1.0f)
|
||||||
|
fov = 1.0f;
|
||||||
|
if (fov >= 45.0f)
|
||||||
|
fov = 45.0f;
|
||||||
|
}
|
||||||
325
src/1.getting_started/7.4.camera_class/camera_class.cpp
Normal file
325
src/1.getting_started/7.4.camera_class/camera_class.cpp
Normal file
@@ -0,0 +1,325 @@
|
|||||||
|
#include <glad/glad.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <learnopengl/filesystem.h>
|
||||||
|
#include <learnopengl/shader_m.h>
|
||||||
|
#include <learnopengl/camera.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||||
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
||||||
|
void processInput(GLFWwindow *window);
|
||||||
|
|
||||||
|
// camera
|
||||||
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
|
float lastX = 800.0f / 2.0;
|
||||||
|
float lastY = 600.0 / 2.0;
|
||||||
|
bool firstMouse = true;
|
||||||
|
|
||||||
|
float deltaTime = 0.0f; // time between current frame and last frame
|
||||||
|
float lastFrame = 0.0f;
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// glfw: initialize and configure
|
||||||
|
// ------------------------------
|
||||||
|
glfwInit();
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
|
||||||
|
|
||||||
|
// glfw window creation
|
||||||
|
// --------------------
|
||||||
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
if (window == NULL)
|
||||||
|
{
|
||||||
|
std::cout << "Failed to create GLFW window" << std::endl;
|
||||||
|
glfwTerminate();
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
glfwSetCursorPosCallback(window, mouse_callback);
|
||||||
|
glfwSetScrollCallback(window, scroll_callback);
|
||||||
|
|
||||||
|
// tell GLFW to capture our mouse
|
||||||
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||||
|
|
||||||
|
// glad: load all OpenGL function pointers
|
||||||
|
// ---------------------------------------
|
||||||
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||||
|
{
|
||||||
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// configure global opengl state
|
||||||
|
// -----------------------------
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// build and compile our shader zprogram
|
||||||
|
// ------------------------------------
|
||||||
|
Shader ourShader("7.1.camera.vs", "7.1.camera.fs");
|
||||||
|
|
||||||
|
// set up vertex data (and buffer(s)) and configure vertex attributes
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
float vertices[] = {
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||||
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||||
|
};
|
||||||
|
// world space positions of our cubes
|
||||||
|
glm::vec3 cubePositions[] = {
|
||||||
|
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||||
|
glm::vec3( 2.0f, 5.0f, -15.0f),
|
||||||
|
glm::vec3(-1.5f, -2.2f, -2.5f),
|
||||||
|
glm::vec3(-3.8f, -2.0f, -12.3f),
|
||||||
|
glm::vec3( 2.4f, -0.4f, -3.5f),
|
||||||
|
glm::vec3(-1.7f, 3.0f, -7.5f),
|
||||||
|
glm::vec3( 1.3f, -2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 2.0f, -2.5f),
|
||||||
|
glm::vec3( 1.5f, 0.2f, -1.5f),
|
||||||
|
glm::vec3(-1.3f, 1.0f, -1.5f)
|
||||||
|
};
|
||||||
|
unsigned int VBO, VAO;
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// position attribute
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
// texture coord attribute
|
||||||
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
|
||||||
|
// load and create a texture
|
||||||
|
// -------------------------
|
||||||
|
unsigned int texture1, texture2;
|
||||||
|
// texture 1
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
int width, height, nrComponents;
|
||||||
|
stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
|
||||||
|
unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
// texture 2
|
||||||
|
// ---------
|
||||||
|
glGenTextures(1, &texture2);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
// set the texture wrapping parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
// set texture filtering parameters
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
// load image, create texture and generate mipmaps
|
||||||
|
data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
// 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
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Failed to load texture" << std::endl;
|
||||||
|
}
|
||||||
|
stbi_image_free(data);
|
||||||
|
|
||||||
|
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
|
||||||
|
// -------------------------------------------------------------------------------------------
|
||||||
|
ourShader.use();
|
||||||
|
ourShader.setInt("texture1", 0);
|
||||||
|
ourShader.setInt("texture2", 1);
|
||||||
|
|
||||||
|
|
||||||
|
// render loop
|
||||||
|
// -----------
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
// per-frame time logic
|
||||||
|
// --------------------
|
||||||
|
float currentFrame = glfwGetTime();
|
||||||
|
deltaTime = currentFrame - lastFrame;
|
||||||
|
lastFrame = currentFrame;
|
||||||
|
|
||||||
|
// input
|
||||||
|
// -----
|
||||||
|
processInput(window);
|
||||||
|
|
||||||
|
// render
|
||||||
|
// ------
|
||||||
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// bind textures on corresponding texture units
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||||
|
|
||||||
|
// activate shader
|
||||||
|
ourShader.use();
|
||||||
|
|
||||||
|
// pass projection matrix to shader (note that in this case it could change every frame)
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||||
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
|
// camera/view transformation
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
ourShader.setMat4("view", view);
|
||||||
|
|
||||||
|
// render boxes
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
for (GLuint i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
// calculate the model matrix for each object and pass it to shader before drawing
|
||||||
|
glm::mat4 model;
|
||||||
|
model = glm::translate(model, cubePositions[i]);
|
||||||
|
float angle = 20.0f * i;
|
||||||
|
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||||
|
ourShader.setMat4("model", model);
|
||||||
|
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||||
|
// -------------------------------------------------------------------------------
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
// optional: de-allocate all resources once they've outlived their purpose:
|
||||||
|
// ------------------------------------------------------------------------
|
||||||
|
glDeleteVertexArrays(1, &VAO);
|
||||||
|
glDeleteBuffers(1, &VBO);
|
||||||
|
|
||||||
|
// glfw: terminate, clearing all previously allocated GLFW resources.
|
||||||
|
// ------------------------------------------------------------------
|
||||||
|
glfwTerminate();
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||||
|
// ---------------------------------------------------------------------------------------------------------
|
||||||
|
void processInput(GLFWwindow *window)
|
||||||
|
{
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
|
||||||
|
float cameraSpeed = 2.5 * deltaTime;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(LEFT, deltaTime);
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
camera.ProcessKeyboard(RIGHT, deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||||
|
// ---------------------------------------------------------------------------------------------
|
||||||
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
||||||
|
{
|
||||||
|
// make sure the viewport matches the new window dimensions; note that width and
|
||||||
|
// height will be significantly larger than specified on retina displays.
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// glfw: whenever the mouse moves, this callback is called
|
||||||
|
// -------------------------------------------------------
|
||||||
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
||||||
|
{
|
||||||
|
if (firstMouse)
|
||||||
|
{
|
||||||
|
lastX = xpos;
|
||||||
|
lastY = ypos;
|
||||||
|
firstMouse = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
float xoffset = xpos - lastX;
|
||||||
|
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
|
||||||
|
|
||||||
|
lastX = xpos;
|
||||||
|
lastY = ypos;
|
||||||
|
|
||||||
|
camera.ProcessMouseMovement(xoffset, yoffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
|
||||||
|
// ----------------------------------------------------------------------
|
||||||
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
|
{
|
||||||
|
camera.ProcessMouseScroll(yoffset);
|
||||||
|
}
|
||||||
@@ -1,299 +0,0 @@
|
|||||||
// Std. Includes
|
|
||||||
#include <string>
|
|
||||||
|
|
||||||
// GLEW
|
|
||||||
#define GLEW_STATIC
|
|
||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
// GLFW
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
|
|
||||||
// GL includes
|
|
||||||
#include <learnopengl/shader.h>
|
|
||||||
#include <learnopengl/camera.h>
|
|
||||||
|
|
||||||
// GLM Mathemtics
|
|
||||||
#include <glm/glm.hpp>
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
#include <glm/gtc/type_ptr.hpp>
|
|
||||||
|
|
||||||
// Other Libs
|
|
||||||
#include <SOIL.h>
|
|
||||||
#include <learnopengl/filesystem.h>
|
|
||||||
|
|
||||||
// Properties
|
|
||||||
GLuint screenWidth = 800, screenHeight = 600;
|
|
||||||
|
|
||||||
// Function prototypes
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
|
|
||||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
|
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
|
||||||
void Do_Movement();
|
|
||||||
|
|
||||||
// Camera
|
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
|
||||||
bool keys[1024];
|
|
||||||
GLfloat lastX = 400, lastY = 300;
|
|
||||||
bool firstMouse = true;
|
|
||||||
|
|
||||||
GLfloat deltaTime = 0.0f;
|
|
||||||
GLfloat lastFrame = 0.0f;
|
|
||||||
|
|
||||||
// The MAIN function, from here we start our application and run our Game loop
|
|
||||||
int main()
|
|
||||||
{
|
|
||||||
// Init GLFW
|
|
||||||
glfwInit();
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
|
||||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
|
||||||
|
|
||||||
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr); // Windowed
|
|
||||||
glfwMakeContextCurrent(window);
|
|
||||||
|
|
||||||
// Set the required callback functions
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
|
||||||
glfwSetCursorPosCallback(window, mouse_callback);
|
|
||||||
glfwSetScrollCallback(window, scroll_callback);
|
|
||||||
|
|
||||||
// Options
|
|
||||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
||||||
|
|
||||||
// Initialize GLEW to setup the OpenGL Function pointers
|
|
||||||
glewExperimental = GL_TRUE;
|
|
||||||
glewInit();
|
|
||||||
|
|
||||||
// Define the viewport dimensions
|
|
||||||
glViewport(0, 0, screenWidth, screenHeight);
|
|
||||||
|
|
||||||
// Setup some OpenGL options
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Setup and compile our shaders
|
|
||||||
Shader ourShader("coordinate_systems.vs", "coordinate_systems.frag");
|
|
||||||
|
|
||||||
// Set up our vertex data (and buffer(s)) and attribute pointers
|
|
||||||
GLfloat vertices[] = {
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
|
||||||
};
|
|
||||||
glm::vec3 cubePositions[] = {
|
|
||||||
glm::vec3(0.0f, 0.0f, 0.0f),
|
|
||||||
glm::vec3(2.0f, 5.0f, -15.0f),
|
|
||||||
glm::vec3(-1.5f, -2.2f, -2.5f),
|
|
||||||
glm::vec3(-3.8f, -2.0f, -12.3f),
|
|
||||||
glm::vec3(2.4f, -0.4f, -3.5f),
|
|
||||||
glm::vec3(-1.7f, 3.0f, -7.5f),
|
|
||||||
glm::vec3(1.3f, -2.0f, -2.5f),
|
|
||||||
glm::vec3(1.5f, 2.0f, -2.5f),
|
|
||||||
glm::vec3(1.5f, 0.2f, -1.5f),
|
|
||||||
glm::vec3(-1.3f, 1.0f, -1.5f)
|
|
||||||
};
|
|
||||||
|
|
||||||
GLuint VBO, VAO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
// Bind our Vertex Array Object first, then bind and set our buffers and pointers.
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// Position attribute
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
// TexCoord attribute
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
glBindVertexArray(0); // Unbind VAO
|
|
||||||
|
|
||||||
// Load and create a texture
|
|
||||||
GLuint texture1;
|
|
||||||
GLuint texture2;
|
|
||||||
// --== TEXTURE 1 == --
|
|
||||||
glGenTextures(1, &texture1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1); // All upcoming GL_TEXTURE_2D operations now have effect on our texture object
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
int width, height;
|
|
||||||
unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture when done, so we won't accidentily mess up our texture.
|
|
||||||
// --== TEXTURE 2 == --
|
|
||||||
glGenTextures(1, &texture2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
// Set our texture parameters
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
// Set texture filtering
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// Load, create texture and generate mipmaps
|
|
||||||
image = SOIL_load_image(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, 0, SOIL_LOAD_RGB);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
SOIL_free_image_data(image);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
|
|
||||||
// Game loop
|
|
||||||
while(!glfwWindowShouldClose(window))
|
|
||||||
{
|
|
||||||
// Set frame time
|
|
||||||
GLfloat currentFrame = glfwGetTime();
|
|
||||||
deltaTime = currentFrame - lastFrame;
|
|
||||||
lastFrame = currentFrame;
|
|
||||||
|
|
||||||
// Check and call events
|
|
||||||
glfwPollEvents();
|
|
||||||
Do_Movement();
|
|
||||||
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
// Draw our first triangle
|
|
||||||
ourShader.Use();
|
|
||||||
|
|
||||||
// Bind Textures using texture units
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture2"), 1);
|
|
||||||
|
|
||||||
// Create camera transformation
|
|
||||||
glm::mat4 view;
|
|
||||||
view = camera.GetViewMatrix();
|
|
||||||
glm::mat4 projection;
|
|
||||||
projection = glm::perspective(camera.Zoom, (float)screenWidth/(float)screenHeight, 0.1f, 1000.0f);
|
|
||||||
// Get the uniform locations
|
|
||||||
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
|
|
||||||
GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
|
|
||||||
GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
|
|
||||||
// Pass the matrices to the shader
|
|
||||||
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
|
|
||||||
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
|
|
||||||
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
for(GLuint i = 0; i < 10; i++)
|
|
||||||
{
|
|
||||||
// Calculate the model matrix for each object and pass it to shader before drawing
|
|
||||||
glm::mat4 model;
|
|
||||||
model = glm::translate(model, cubePositions[i]);
|
|
||||||
GLfloat angle = 20.0f * i;
|
|
||||||
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
|
|
||||||
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
||||||
}
|
|
||||||
glBindVertexArray(0);
|
|
||||||
// Swap the buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
}
|
|
||||||
// Properly de-allocate all resources once they've outlived their purpose
|
|
||||||
glDeleteVertexArrays(1, &VAO);
|
|
||||||
glDeleteBuffers(1, &VBO);
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Moves/alters the camera positions based on user input
|
|
||||||
void Do_Movement()
|
|
||||||
{
|
|
||||||
// Camera controls
|
|
||||||
if(keys[GLFW_KEY_W])
|
|
||||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
|
||||||
if(keys[GLFW_KEY_S])
|
|
||||||
camera.ProcessKeyboard(BACKWARD, deltaTime);
|
|
||||||
if(keys[GLFW_KEY_A])
|
|
||||||
camera.ProcessKeyboard(LEFT, deltaTime);
|
|
||||||
if(keys[GLFW_KEY_D])
|
|
||||||
camera.ProcessKeyboard(RIGHT, deltaTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Is called whenever a key is pressed/released via GLFW
|
|
||||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
|
|
||||||
{
|
|
||||||
//cout << key << endl;
|
|
||||||
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
|
||||||
|
|
||||||
if(action == GLFW_PRESS)
|
|
||||||
keys[key] = true;
|
|
||||||
else if(action == GLFW_RELEASE)
|
|
||||||
keys[key] = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
|
|
||||||
{
|
|
||||||
if(firstMouse)
|
|
||||||
{
|
|
||||||
lastX = xpos;
|
|
||||||
lastY = ypos;
|
|
||||||
firstMouse = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
GLfloat xoffset = xpos - lastX;
|
|
||||||
GLfloat yoffset = lastY - ypos; // Reversed since y-coordinates go from bottom to left
|
|
||||||
|
|
||||||
lastX = xpos;
|
|
||||||
lastY = ypos;
|
|
||||||
|
|
||||||
camera.ProcessMouseMovement(xoffset, yoffset);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
||||||
{
|
|
||||||
camera.ProcessMouseScroll(yoffset);
|
|
||||||
}
|
|
||||||
@@ -1,12 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
in vec2 TexCoord;
|
|
||||||
|
|
||||||
out vec4 color;
|
|
||||||
|
|
||||||
uniform sampler2D ourTexture1;
|
|
||||||
uniform sampler2D ourTexture2;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);
|
|
||||||
}
|
|
||||||
@@ -1,15 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
layout (location = 0) in vec3 position;
|
|
||||||
layout (location = 2) in vec2 texCoord;
|
|
||||||
|
|
||||||
out vec2 TexCoord;
|
|
||||||
|
|
||||||
uniform mat4 model;
|
|
||||||
uniform mat4 view;
|
|
||||||
uniform mat4 projection;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = projection * view * model * vec4(position, 1.0f);
|
|
||||||
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user