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main.cc
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main.cc
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#include <utils/camera.hpp>
#include <utils/shader.hpp>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.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);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0F;
float lastY = SCR_HEIGHT / 2.0F;
bool firstMouse = true;
// timing
float deltaTime = 0.0F; // time between current frame and last frame
float lastFrame = 0.0F;
auto main() -> int
{
// 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);
#endif
// glfw window creation
// --------------------
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
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) == 0) {
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("camera_dir/shader.vs", "camera_dir/shader.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 *) nullptr);
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, nrChannels;
stbi_set_flip_vertically_on_load(1); // tell stb_image.h to flip loaded texture's on the y-axis.
unsigned char *data = stbi_load("camera_dir/container.jpg", &width, &height, &nrChannels, 0);
if (data != nullptr) {
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("camera_dir/awesomeface.png", &width, &height, &nrChannels, 0);
if (data != nullptr) {
// 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) == 0) {
// per-frame time logic
// --------------------
auto currentFrame = static_cast<float>(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),
(float) SCR_WIDTH / (float) SCR_HEIGHT,
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 (unsigned int i = 0; i < 10; i++) {
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model = glm::mat4(
1.0f); // make sure to initialize matrix to identity matrix first
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, 1);
}
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 xposIn, double yposIn)
{
auto xpos = static_cast<float>(xposIn);
auto ypos = static_cast<float>(yposIn);
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(static_cast<float>(yoffset));
}