mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
277 lines
9.8 KiB
C++
277 lines
9.8 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.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 mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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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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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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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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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader shaderRed("8.advanced_glsl.vs", "8.red.fs");
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Shader shaderGreen("8.advanced_glsl.vs", "8.green.fs");
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Shader shaderBlue("8.advanced_glsl.vs", "8.blue.fs");
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Shader shaderYellow("8.advanced_glsl.vs", "8.yellow.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float cubeVertices[] = {
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// positions
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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};
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// cube VAO
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unsigned int cubeVAO, cubeVBO;
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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glBindVertexArray(cubeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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// configure a uniform buffer object
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// ---------------------------------
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// first. We get the relevant block indices
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unsigned int uniformBlockIndexRed = glGetUniformBlockIndex(shaderRed.ID, "Matrices");
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unsigned int uniformBlockIndexGreen = glGetUniformBlockIndex(shaderGreen.ID, "Matrices");
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unsigned int uniformBlockIndexBlue = glGetUniformBlockIndex(shaderBlue.ID, "Matrices");
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unsigned int uniformBlockIndexYellow = glGetUniformBlockIndex(shaderYellow.ID, "Matrices");
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// then we link each shader's uniform block to this uniform binding point
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glUniformBlockBinding(shaderRed.ID, uniformBlockIndexRed, 0);
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glUniformBlockBinding(shaderGreen.ID, uniformBlockIndexGreen, 0);
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glUniformBlockBinding(shaderBlue.ID, uniformBlockIndexBlue, 0);
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glUniformBlockBinding(shaderYellow.ID, uniformBlockIndexYellow, 0);
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// Now actually create the buffer
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unsigned int uboMatrices;
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glGenBuffers(1, &uboMatrices);
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glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
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glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), NULL, GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// define the range of the buffer that links to a uniform binding point
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * sizeof(glm::mat4));
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// store the projection matrix (we only do this once now) (note: we're not using zoom anymore by changing the FoV)
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glm::mat4 projection = glm::perspective(45.0f, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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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(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// set the view and projection matrix in the uniform block - we only have to do this once per loop iteration.
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glm::mat4 view = camera.GetViewMatrix();
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glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
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glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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// draw 4 cubes
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// RED
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glBindVertexArray(cubeVAO);
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shaderRed.use();
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(-0.75f, 0.75f, 0.0f)); // move top-left
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shaderRed.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// GREEN
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shaderGreen.use();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(0.75f, 0.75f, 0.0f)); // move top-right
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shaderGreen.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// YELLOW
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shaderYellow.use();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(-0.75f, -0.75f, 0.0f)); // move bottom-left
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shaderYellow.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// BLUE
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shaderBlue.use();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(0.75f, -0.75f, 0.0f)); // move bottom-right
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shaderBlue.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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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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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &cubeVAO);
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glDeleteBuffers(1, &cubeVBO);
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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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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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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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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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