#include /*Must be before GLFW*/ #include #include #include #include #include #include #include #include #define UNUSED(x) (void)(x) 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) { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); assert(window && "Window Failed"); glfwMakeContextCurrent(window); int is_ok = 0; is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress); assert(is_ok && "Failed to init glad"); glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float))); glEnableVertexAttribArray(0); /*pos*/ glEnableVertexAttribArray(1); /*rgb*/ glEnableVertexAttribArray(2); /*tex_cord*/ Shader *shaderProgram = new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl"); Texture *texture = new Texture(GL_TEXTURE_2D,"./texture/container.jpg"); while (!glfwWindowShouldClose(window)) { glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/ glm::mat4 view = glm::mat4(1.0f); /*move camera*/ const float radius = 10.0f; float camX = sin(glfwGetTime()) * radius; float camZ = cos(glfwGetTime()) * radius; view = glm::lookAt(glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0)); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderProgram->use(); shaderProgram->setInt("Tex0", 0); shaderProgram->setMat4("view", view); shaderProgram->setMat4("projection", projection); texture->bind(GL_TEXTURE0); 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); } glfwSwapBuffers(window); glfwPollEvents(); processInput(window); } delete (shaderProgram); glfwTerminate(); return 0; } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } void framebuffer_size_callback(GLFWwindow *window, int width, int height) { UNUSED(window); glViewport(0, 0, width, height); }