mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Uses environment variable to tell the program where to find resource files. Sharder sources are still search for in the current workind directory.
299 lines
10 KiB
C++
299 lines
10 KiB
C++
// 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);
|
|
} |