Creating a grid of squares

This commit is contained in:
NaifBanana 2024-02-22 00:56:22 -06:00
parent 2c4b23b925
commit 8691d53b1a
13 changed files with 71 additions and 218 deletions

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@ -22,9 +22,3 @@ set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
find_package(OpenGL REQUIRED)
target_link_libraries(GraphicsTest OpenGL::GL)
file(MAKE_DIRECTORY ./assets)
file(MAKE_DIRECTORY ./assets/textures)
file(COPY ./shaders DESTINATION ./assets)
file(GLOB IMAGE_FILES ./images/*)
file(COPY ${IMAGE_FILES} DESTINATION ./assets/textures)

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@ -1,3 +1,3 @@
20240220-0435
20240222-0551
Experimental
Experimental

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@ -1,52 +1,41 @@
float vertices[] = {
// Positions // Texture Coords
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, 0.0f, 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, 1.0f, 1.0f,
#include <math.h>
#include <iostream>
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, 0.0f, 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, 1.0f, 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, 0.0f, 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, 1.0f, 1.0f,
float* makeGridPoints(unsigned int X=2, unsigned int Y=2) {
int numPoints = 5*X*Y;
float xStep = 1/ ((float)(X-1));
float yStep = 1/ ((float)(Y-1));
float* ret = new float[numPoints];
for (int i = 0; i < Y; i++) {
for (int j = 0; j < X; j++) {
ret[5*(i*X+j)] = xStep*j-0.5;
ret[5*(i*X+j)+1] = yStep*i-0.5;
ret[5*(i*X+j)+2] = 0.0;
ret[5*(i*X+j)+3] = yStep*i;
ret[5*(i*X+j)+4] = xStep*j;
}
}
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, 0.0f, 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, 1.0f, 1.0f,
return ret;
}
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, 0.0f, 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, 1.0f, 1.0f,
unsigned int* makeGridIndex(unsigned int X=2, unsigned int Y=2) {
unsigned int tiles = (X-1)*(Y-1);
unsigned int* ret = new unsigned int[tiles*6];
unsigned int tileInd;
for (int i = 0; i < Y-1; i++) {
for (int j = 0; j < X-1; j++) {
tileInd = i*(X-1)+j;
ret[6*tileInd] = i*X+j;
ret[6*tileInd+1] = (i+1)*X+j;
ret[6*tileInd+2] = (i+1)*X+(j+1);
ret[6*tileInd+3] = i*X+j;
ret[6*tileInd+4] = i*X+j+1;
ret[6*tileInd+5] = (i+1)*X+(j+1);
}
}
-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, 0.0f, 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, 1.0f, 1.0f
};
/*
unsigned int indices[] = { // note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3
};
*/
return ret;
}

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@ -1,73 +1,11 @@
#include "funcs.h"
extern float deltaTime;
extern float lastX, lastY;
extern const float mouseSensitivity = 0.08f;
extern float zoom;
glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 camDir = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
float yaw=-90.0f, pitch=0.0f, roll=0.0f;
bool firstMouse = true;
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow*, double xpos, double ypos) {
if (firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xOffset = xpos - lastX;
float yOffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
xOffset *= mouseSensitivity;
yOffset *= mouseSensitivity;
yaw += xOffset;
pitch += yOffset;
pitch = (pitch > 89.0f)?89.0f: ((pitch < -89.0f)?-89.0f:pitch );
camDir.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
camDir.y = sin(glm::radians(pitch));
camDir.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
camDir = glm::normalize(camDir);
}
void scroll_callback(GLFWwindow*, double xOffset, double yOffset) {
zoom -= (float)yOffset;
if (zoom < 1.0f) {
zoom = 1.0f;
} else if ( zoom > 45.0f) {
zoom = 45.0f;
}
}
void processInput(GLFWwindow* window) {
float camSpeed = 3.5f * deltaTime;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
camPos += camSpeed * camDir;
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
camPos -= camSpeed * camDir;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
camPos -= camSpeed * glm::cross(camDir, camUp);
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
camPos += camSpeed * glm::cross(camDir, camUp);
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
camPos += camSpeed * camUp;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
camPos -= camSpeed * camUp;
}
}

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@ -7,19 +7,9 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
extern glm::vec3 camPos;
extern glm::vec3 camDir;
extern glm::vec3 camUp;
extern float yaw, pitch, roll;
extern bool firstMouse;
extern const float mouseSensitivity;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow*, double xpos, double ypos);
void scroll_callback(GLFWwindow*, double xOffset, double yOffset);
void processInput(GLFWwindow* window);
#endif

107
main.cpp
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@ -5,23 +5,8 @@
#include <stb_image.h>
#include <funcs.h>
#include <shader.h>
#include <math.h>
#include <iostream>
#include "data.cpp"
glm::vec3 cubePos[] = {
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(3.0f, 0.0f, 0.0f),
glm::vec3(1.5f, 0.0f, 2.599f),
glm::vec3(1.5f, 1.983f, 1.3f)
};
float deltaTime = 0.0f;
float lastFrame = 0.0f;
float currentFrame = 0.0f;
float lastX = 400, lastY = 300;
float zoom = 45.0;
int main() {
// Initalize GLFW
glfwInit();
@ -32,7 +17,7 @@ int main() {
// Open Window
GLFWwindow* window = glfwCreateWindow(800, 600, "Howdy Naif!", NULL, NULL);
if (window == NULL) {
std::cout << "Could not open the iwndow!\n";
std::cout << "Could not open the window!\n";
glfwTerminate();
return -1;
}
@ -47,89 +32,50 @@ int main() {
// Set viewport
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glfwSetCursorPosCallback(window, mouse_callback);
// Create Data
unsigned int gridX = 20, gridY = 20;
float* tileCoords = makeGridPoints(gridX, gridY);
unsigned int* tileIndices = makeGridIndex(gridX, gridY);
// Use and set shader
Shader myShader("../shaders/vert.vs", "../shaders/frag.fs");
myShader.use();
// Create Vertex Buffer and bind it to array buffer, then specifiy how to use that data
unsigned int VAO, VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, 5*gridX*gridY*sizeof(float), tileCoords, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
// Element Buffers
// unsigned int EBO;
// glGenBuffers(1, &EBO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*(gridX-1)*(gridY-1)*sizeof(unsigned int), tileIndices, GL_STATIC_DRAW);
std::cout << "LOADED DATA\n";
// Use and set shader
Shader myShader("assets/shaders/vert.vs", "assets/shaders/frag.fs");
myShader.use();
// Texture Loading
unsigned int texture1, texture2;
int width1, height1, nrChannels1, width2, height2, nrChannels2;
stbi_set_flip_vertically_on_load(true);
unsigned char* data1 = stbi_load("assets/textures/wall.jpg", &width1, &height1, &nrChannels1, 0);
if (data1) {
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture1);
glBindTexture(GL_TEXTURE_2D, texture1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width1, height1, 0, GL_RGB, GL_UNSIGNED_BYTE, data1);
glGenerateMipmap(GL_TEXTURE_2D);
myShader.setInt("texture1", 0);
} else {
std::cout << "COULD NOT LOAD TEXTUREs!\n";
}
stbi_image_free(data1);
// View Matrices
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
glm::mat4 view = glm::mat4(1.0f);
view = glm::lookAt(camPos, camPos+camDir, camUp);
glm::mat4 projection;
projection = glm::perspective(glm::radians(zoom), 800.0f/600.0f, 0.1f, 100.0f);
myShader.setMat4("model", model);
myShader.setMat4("view", view);
myShader.setMat4("projection", projection);
glEnable(GL_DEPTH_TEST);
const float radius = 10.0f;
glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Window loop
while(!glfwWindowShouldClose(window)) {
// Input checking
currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
// Camera View
view = glm::lookAt(camPos, camPos+camDir, camUp);
myShader.setMat4("view", view);
// Rendering Loop
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(VAO);
for (unsigned int i = 0; i < 4; ++i) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePos[i]);
myShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, (gridX-1)*(gridY-1)*6, GL_UNSIGNED_INT, 0);
// Events and buffer swap
glfwPollEvents();
@ -137,5 +83,8 @@ int main() {
}
glfwTerminate();
delete[] tileCoords;
//delete[] tileIndices;
return 0;
}

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@ -1,11 +1,8 @@
#version 330 core
in vec2 textureCoord;
flat in vec3 ourColor;
out vec4 FragColor;
uniform sampler2D texture1;
void main() {
FragColor = texture(texture1, textureCoord);
FragColor = vec4(ourColor, 1.0);
}

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@ -1,15 +1,11 @@
#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 tCoord;
layout(location=1) in vec2 val;
out vec2 textureCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
flat out vec3 ourColor;
void main() {
gl_Position = projection * view * model * vec4(aPos, 1.0);
textureCoord = tCoord;
gl_Position = vec4(aPos, 1.0);
ourColor = vec3(val.x, 0.0, val.y);
}