mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
315 lines
13 KiB
C++
315 lines
13 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.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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// 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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GLenum glCheckError_(const char *file, int line)
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{
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GLenum errorCode;
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while ((errorCode = glGetError()) != GL_NO_ERROR)
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{
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std::string error;
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switch (errorCode)
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{
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case GL_INVALID_ENUM: error = "INVALID_ENUM"; break;
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case GL_INVALID_VALUE: error = "INVALID_VALUE"; break;
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case GL_INVALID_OPERATION: error = "INVALID_OPERATION"; break;
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case GL_STACK_OVERFLOW: error = "STACK_OVERFLOW"; break;
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case GL_STACK_UNDERFLOW: error = "STACK_UNDERFLOW"; break;
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case GL_OUT_OF_MEMORY: error = "OUT_OF_MEMORY"; break;
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case GL_INVALID_FRAMEBUFFER_OPERATION: error = "INVALID_FRAMEBUFFER_OPERATION"; break;
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}
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std::cout << error << " | " << file << " (" << line << ")" << std::endl;
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}
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return errorCode;
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}
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#define glCheckError() glCheckError_(__FILE__, __LINE__)
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void APIENTRY glDebugOutput(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar *message,
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const void *userParam)
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{
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if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return; // ignore these non-significant error codes
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std::cout << "---------------" << std::endl;
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std::cout << "Debug message (" << id << "): " << message << std::endl;
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switch (source)
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{
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case GL_DEBUG_SOURCE_API: std::cout << "Source: API"; break;
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cout << "Source: Window System"; break;
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case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cout << "Source: Shader Compiler"; break;
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case GL_DEBUG_SOURCE_THIRD_PARTY: std::cout << "Source: Third Party"; break;
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case GL_DEBUG_SOURCE_APPLICATION: std::cout << "Source: Application"; break;
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case GL_DEBUG_SOURCE_OTHER: std::cout << "Source: Other"; break;
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} std::cout << std::endl;
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switch (type)
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{
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case GL_DEBUG_TYPE_ERROR: std::cout << "Type: Error"; break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cout << "Type: Deprecated Behaviour"; break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cout << "Type: Undefined Behaviour"; break;
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case GL_DEBUG_TYPE_PORTABILITY: std::cout << "Type: Portability"; break;
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case GL_DEBUG_TYPE_PERFORMANCE: std::cout << "Type: Performance"; break;
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case GL_DEBUG_TYPE_MARKER: std::cout << "Type: Marker"; break;
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case GL_DEBUG_TYPE_PUSH_GROUP: std::cout << "Type: Push Group"; break;
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case GL_DEBUG_TYPE_POP_GROUP: std::cout << "Type: Pop Group"; break;
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case GL_DEBUG_TYPE_OTHER: std::cout << "Type: Other"; break;
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} std::cout << std::endl;
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switch (severity)
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{
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case GL_DEBUG_SEVERITY_HIGH: std::cout << "Severity: high"; break;
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case GL_DEBUG_SEVERITY_MEDIUM: std::cout << "Severity: medium"; break;
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case GL_DEBUG_SEVERITY_LOW: std::cout << "Severity: low"; break;
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case GL_DEBUG_SEVERITY_NOTIFICATION: std::cout << "Severity: notification"; break;
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} std::cout << std::endl;
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std::cout << std::endl;
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}
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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_DEBUG_CONTEXT, GL_TRUE); // comment this line in a release build!
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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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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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// 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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// enable OpenGL debug context if context allows for debug context
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GLint flags; glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
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if (flags & GL_CONTEXT_FLAG_DEBUG_BIT)
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{
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); // makes sure errors are displayed synchronously
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glDebugMessageCallback(glDebugOutput, nullptr);
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
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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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glEnable(GL_CULL_FACE);
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// OpenGL initial state
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Shader shader("debugging.vs", "debugging.fs");
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// configure 3D cube
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GLuint cubeVAO, cubeVBO;
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GLfloat vertices[] = {
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// back face
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // Bottom-left
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // bottom-left
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
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// front face
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // top-right
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // top-left
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
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// left face
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, // top-right
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-0.5f, 0.5f, -0.5f, -1.0f, 1.0f, // top-left
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-0.5f, -0.5f, -0.5f, -0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, -0.5f, -0.0f, 1.0f, // bottom-left
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-0.5f, -0.5f, 0.5f, -0.0f, 0.0f, // bottom-right
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-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, // top-right
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// right face
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // bottom-right
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // top-left
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-left
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// bottom face
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // top-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // bottom-left
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // bottom-right
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // top-right
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// top face
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // top-right
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // bottom-right
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // top-left
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f // bottom-left
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};
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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// fill buffer
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// link vertex attributes
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glBindVertexArray(cubeVAO);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// load cube texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/wood.png").c_str(), &width, &height, &nrComponents, 0);
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if (data)
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{
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glTexImage2D(GL_FRAMEBUFFER, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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// set up projection matrix
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 10.0f);
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glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniform1i(glGetUniformLocation(shader.ID, "tex"), 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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// 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(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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GLfloat rotationSpeed = 10.0f;
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GLfloat angle = (float)glfwGetTime() * rotationSpeed;
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(0.0, 0.0f, -2.5));
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 1.0f, 1.0f));
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glUniformMatrix4fv(glGetUniformLocation(shader.ID, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(cubeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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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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glfwTerminate();
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return 0;
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}
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// renderQuad() renders a 1x1 XY quad in NDC
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// -----------------------------------------
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unsigned int quadVAO = 0;
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unsigned int quadVBO;
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void renderQuad()
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{
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if (quadVAO == 0)
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{
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float quadVertices[] = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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// setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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}
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(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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