120 lines
3.8 KiB
C++
120 lines
3.8 KiB
C++
#include <glad/glad.h> /*Must be before GLFW*/
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#include <GLFW/glfw3.h>
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#include <cassert>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <shader.hpp>
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#include <texture.hpp>
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#include <shapes.h>
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#define UNUSED(x) (void)(x)
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void processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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glm::vec3 cubePositions[] = {
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3(2.4f, -0.4f, -3.5f), glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3(1.3f, -2.0f, -2.5f), glm::vec3(1.5f, 2.0f, -2.5f),
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glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, -1.5f)};
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int main(void) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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assert(window && "Window Failed");
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glfwMakeContextCurrent(window);
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int is_ok = 0;
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is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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assert(is_ok && "Failed to init glad");
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices,
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0); /*pos*/
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glEnableVertexAttribArray(1); /*rgb*/
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glEnableVertexAttribArray(2); /*tex_cord*/
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Shader *shaderProgram =
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new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
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Texture *texture =
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new Texture(GL_TEXTURE_2D,"./texture/container.jpg");
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while (!glfwWindowShouldClose(window)) {
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f,
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0.1f, 100.0f); /*camera settings*/
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glm::mat4 view = glm::mat4(1.0f); /*move camera*/
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const float radius = 10.0f;
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float camX = sin(glfwGetTime()) * radius;
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float camZ = cos(glfwGetTime()) * radius;
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view = glm::lookAt(glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0),
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glm::vec3(0.0, 1.0, 0.0));
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shaderProgram->use();
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shaderProgram->setInt("Tex0", 0);
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shaderProgram->setMat4("view", view);
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shaderProgram->setMat4("projection", projection);
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texture->bind(GL_TEXTURE0);
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glBindVertexArray(VAO);
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glEnable(GL_DEPTH_TEST);
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for (unsigned int i = 0; i < 10; i++) {
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, cubePositions[i]);
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float angle = 20.0f * i;
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model =
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glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(55.0f),
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glm::vec3(1.0f, 0.5f, 0.0f));
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shaderProgram->setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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processInput(window);
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}
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delete (shaderProgram);
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glfwTerminate();
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return 0;
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}
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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UNUSED(window);
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glViewport(0, 0, width, height);
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}
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