OpenGL/src/main.cpp
2025-01-12 23:12:29 -05:00

120 lines
3.8 KiB
C++

#include <glad/glad.h> /*Must be before GLFW*/
#include <GLFW/glfw3.h>
#include <cassert>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <shader.hpp>
#include <texture.hpp>
#include <shapes.h>
#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);
}