From 987961cfe450ae54f64af48ea31f2d90f15a2ef4 Mon Sep 17 00:00:00 2001 From: k Date: Thu, 2 Jan 2025 15:34:26 -0500 Subject: [PATCH 1/4] fix typo --- shaders/TexFrag.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/TexFrag.glsl b/shaders/TexFrag.glsl index 206c686..4fdf5e5 100644 --- a/shaders/TexFrag.glsl +++ b/shaders/TexFrag.glsl @@ -8,5 +8,5 @@ uniform sampler2D tex0; void main() { - FragColor = texture(Tex0, TexCoord) * vec4(ourColor, 1.0); + FragColor = texture(tex0, TexCoord) * vec4(ourColor, 1.0); } From 335c79e23e0dadb545a66b81a99046e328187497 Mon Sep 17 00:00:00 2001 From: k Date: Mon, 6 Jan 2025 00:40:31 -0500 Subject: [PATCH 2/4] 3d transform --- headers/shader.hpp | 2 ++ shaders/MVPTexVert.glsl | 18 ++++++++++++++++++ src/main.cpp | 15 ++++++++++++++- src/shader.cpp | 6 ++++++ 4 files changed, 40 insertions(+), 1 deletion(-) create mode 100644 shaders/MVPTexVert.glsl diff --git a/headers/shader.hpp b/headers/shader.hpp index 74691ae..7271488 100644 --- a/headers/shader.hpp +++ b/headers/shader.hpp @@ -1,6 +1,7 @@ #ifndef SHADER_H #define SHADER_H #include +#include #include class Shader { @@ -10,6 +11,7 @@ public: void use(); void setInt(const std::string &name, int value); void setFloat(const std::string &name, float value); + void setMat4(const std::string &name, glm::mat4 value); private: unsigned int ID; diff --git a/shaders/MVPTexVert.glsl b/shaders/MVPTexVert.glsl new file mode 100644 index 0000000..c96031d --- /dev/null +++ b/shaders/MVPTexVert.glsl @@ -0,0 +1,18 @@ +#version 330 core +layout (location = 0) in vec3 aPos; +layout (location = 1) in vec3 aColor; +layout (location = 2) in vec2 aTexCoord; + +out vec3 ourColor; +out vec2 TexCoord; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; + +void main() +{ + gl_Position = projection * view * model * vec4(aPos, 1.0); + ourColor = aColor; + TexCoord = aTexCoord; +} diff --git a/src/main.cpp b/src/main.cpp index ff7d785..6aa2357 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,5 +1,8 @@ #include #include +#include +#include +#include #include #include #include @@ -54,7 +57,7 @@ int main(void) { GL_STATIC_DRAW); Shader *shaderProgram = - new Shader("./shaders/TexVert.glsl", "./shaders/TexFrag.glsl"); + new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl"); unsigned int texture; glGenTextures(1, &texture); @@ -80,6 +83,12 @@ int main(void) { stbi_image_free(data); while (!glfwWindowShouldClose(window)) { + glm::mat4 model = glm::mat4(1.0f); /*move model*/ + glm::mat4 view = glm::mat4(1.0f); /*move camera*/ + view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); + model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/ + processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); @@ -87,6 +96,10 @@ int main(void) { shaderProgram->use(); shaderProgram->setInt("Tex0",0); + shaderProgram->setMat4("model",model); + shaderProgram->setMat4("view",view); + shaderProgram->setMat4("projection",projection); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); diff --git a/src/shader.cpp b/src/shader.cpp index 608d134..e9aa33b 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -1,5 +1,6 @@ #include #include +#include #include #include #include @@ -44,6 +45,11 @@ void Shader::setFloat(const std::string &name, float value) { glUniform1f(glGetUniformLocation(ID, name.c_str()), value); } +void Shader::setMat4(const std::string &name, glm::mat4 value) { + glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(value)); + +} + /*priv*/ unsigned int Shader::shaderCMPL(GLenum type, const char *src) { unsigned int shader; From b06cf4748018b68aa981e9f28c7dac4f43490da8 Mon Sep 17 00:00:00 2001 From: k Date: Mon, 6 Jan 2025 01:04:24 -0500 Subject: [PATCH 3/4] 3d cube --- headers/shapes.h | 45 +++++++++++++++++++++++++++++++++++++++++++++ src/main.cpp | 29 ++++++++++++++++------------- 2 files changed, 61 insertions(+), 13 deletions(-) diff --git a/headers/shapes.h b/headers/shapes.h index 9a110e6..c19cf05 100644 --- a/headers/shapes.h +++ b/headers/shapes.h @@ -26,6 +26,51 @@ float sqr_tex_vertices[] = { -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f /*top left*/ }; +float cube_vertices[] = { + /*positions*texture cords*/ + -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 +}; + const char *basicVertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" diff --git a/src/main.cpp b/src/main.cpp index 6aa2357..8c7b65c 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -39,22 +39,23 @@ int main(void) { glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(sqr_tex_vertices), sqr_tex_vertices, + glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices),cube_vertices, GL_STATIC_DRAW); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), - (void *)(3 * sizeof(float))); + + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), + (void *)0); glEnableVertexAttribArray(1); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), - (void *)(6 * sizeof(float))); + glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), + (void *)(3 * sizeof(float))); glEnableVertexAttribArray(2); - glGenBuffers(1, &EBO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, - GL_STATIC_DRAW); + // glGenBuffers(1, &EBO); + // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); + // glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(sqr_indices), sqr_indices, + // GL_STATIC_DRAW); Shader *shaderProgram = new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl"); @@ -86,13 +87,13 @@ int main(void) { glm::mat4 model = glm::mat4(1.0f); /*move model*/ glm::mat4 view = glm::mat4(1.0f); /*move camera*/ view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); - model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f)); + model = glm::rotate(model, (float)glfwGetTime()*glm::radians(55.0f), glm::vec3(1.0f, 0.5f, 0.0f)); glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/ processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderProgram->use(); shaderProgram->setInt("Tex0",0); @@ -104,7 +105,9 @@ int main(void) { glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); - glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + glEnable(GL_DEPTH_TEST); + glDrawArrays(GL_TRIANGLES, 0, 36); + //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); From 8f7ca3ae38cd1c4aea086fe35d71979bbf8f8bf1 Mon Sep 17 00:00:00 2001 From: k Date: Tue, 7 Jan 2025 15:51:26 -0500 Subject: [PATCH 4/4] More cubes --- src/main.cpp | 31 +++++++++++++++++++++++++++---- 1 file changed, 27 insertions(+), 4 deletions(-) diff --git a/src/main.cpp b/src/main.cpp index 8c7b65c..a26678f 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -14,6 +14,19 @@ void processInput(GLFWwindow *window); void framebuffer_size_callback(GLFWwindow *window, int width, int height); +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) +}; + int main(void) { int tmp = 0; @@ -84,10 +97,8 @@ int main(void) { stbi_image_free(data); while (!glfwWindowShouldClose(window)) { - glm::mat4 model = glm::mat4(1.0f); /*move model*/ glm::mat4 view = glm::mat4(1.0f); /*move camera*/ view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f)); - model = glm::rotate(model, (float)glfwGetTime()*glm::radians(55.0f), glm::vec3(1.0f, 0.5f, 0.0f)); glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/ processInput(window); @@ -97,15 +108,27 @@ int main(void) { shaderProgram->use(); shaderProgram->setInt("Tex0",0); - shaderProgram->setMat4("model",model); shaderProgram->setMat4("view",view); shaderProgram->setMat4("projection",projection); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); glBindVertexArray(VAO); - glEnable(GL_DEPTH_TEST); + + for(unsigned int i = 0; i < 10; i++) + { + glm::mat4 model = glm::mat4(1.0f); + 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)); + model = glm::rotate(model, (float)glfwGetTime() * glm::radians(55.0f), + glm::vec3(1.0f, 0.5f, 0.0f)); + shaderProgram->setMat4("model", model); + glDrawArrays(GL_TRIANGLES, 0, 36); + } + glDrawArrays(GL_TRIANGLES, 0, 36); //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window);