#include #include #include #include #include #include #include #include #include #include #include void framebuffer_size_callback(GLFWwindow* window, int width, int height); void mouse_callback(GLFWwindow* window, double xpos, double ypos); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 1280; const unsigned int SCR_HEIGHT = 720; // camera Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); float lastX = (float)SCR_WIDTH / 2.0; float lastY = (float)SCR_HEIGHT / 2.0; bool firstMouse = true; // timing float deltaTime = 0.0f; 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); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X #endif // glfw window creation // -------------------- GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_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 shaders // ------------------------- Shader shaderRed("8.advanced_glsl.vs", "8.red.fs"); Shader shaderGreen("8.advanced_glsl.vs", "8.green.fs"); Shader shaderBlue("8.advanced_glsl.vs", "8.blue.fs"); Shader shaderYellow("8.advanced_glsl.vs", "8.yellow.fs"); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float cubeVertices[] = { // positions -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, }; // cube VAO unsigned int cubeVAO, cubeVBO; glGenVertexArrays(1, &cubeVAO); glGenBuffers(1, &cubeVBO); glBindVertexArray(cubeVAO); glBindBuffer(GL_ARRAY_BUFFER, cubeVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); // configure a uniform buffer object // --------------------------------- // first. We get the relevant block indices unsigned int uniformBlockIndexRed = glGetUniformBlockIndex(shaderRed.ID, "Matrices"); unsigned int uniformBlockIndexGreen = glGetUniformBlockIndex(shaderGreen.ID, "Matrices"); unsigned int uniformBlockIndexBlue = glGetUniformBlockIndex(shaderBlue.ID, "Matrices"); unsigned int uniformBlockIndexYellow = glGetUniformBlockIndex(shaderYellow.ID, "Matrices"); // then we link each shader's uniform block to this uniform binding point glUniformBlockBinding(shaderRed.ID, uniformBlockIndexRed, 0); glUniformBlockBinding(shaderGreen.ID, uniformBlockIndexGreen, 0); glUniformBlockBinding(shaderBlue.ID, uniformBlockIndexBlue, 0); glUniformBlockBinding(shaderYellow.ID, uniformBlockIndexYellow, 0); // Now actually create the buffer unsigned int uboMatrices; glGenBuffers(1, &uboMatrices); glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices); glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), NULL, GL_STATIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); // define the range of the buffer that links to a uniform binding point glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * sizeof(glm::mat4)); // store the projection matrix (we only do this once now) (note: we're not using zoom anymore by changing the FoV) glm::mat4 projection = glm::perspective(45.0f, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection)); glBindBuffer(GL_UNIFORM_BUFFER, 0); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = glfwGetTime(); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input // ----- processInput(window); // render // ------ glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // set the view and projection matrix in the uniform block - we only have to do this once per loop iteration. glm::mat4 view = camera.GetViewMatrix(); glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices); glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view)); glBindBuffer(GL_UNIFORM_BUFFER, 0); // draw 4 cubes // RED glBindVertexArray(cubeVAO); shaderRed.use(); glm::mat4 model; model = glm::translate(model, glm::vec3(-0.75f, 0.75f, 0.0f)); // move top-left shaderRed.setMat4("model", model); glDrawArrays(GL_TRIANGLES, 0, 36); // GREEN shaderGreen.use(); model = glm::mat4(); model = glm::translate(model, glm::vec3(0.75f, 0.75f, 0.0f)); // move top-right shaderGreen.setMat4("model", model); glDrawArrays(GL_TRIANGLES, 0, 36); // YELLOW shaderYellow.use(); model = glm::mat4(); model = glm::translate(model, glm::vec3(-0.75f, -0.75f, 0.0f)); // move bottom-left shaderYellow.setMat4("model", model); glDrawArrays(GL_TRIANGLES, 0, 36); // BLUE shaderBlue.use(); model = glm::mat4(); model = glm::translate(model, glm::vec3(0.75f, -0.75f, 0.0f)); // move bottom-right shaderBlue.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, &cubeVAO); glDeleteBuffers(1, &cubeVBO); 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_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); }