141 lines
4.3 KiB
C++
141 lines
4.3 KiB
C++
#define STB_IMAGE_IMPLEMENTATION
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <funcs.h>
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#include <shader.h>
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#include <math.h>
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#include <iostream>
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#include "data.cpp"
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glm::vec3 cubePos[] = {
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(3.0f, 0.0f, 0.0f),
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glm::vec3(1.5f, 0.0f, 2.599f),
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glm::vec3(1.5f, 1.983f, 1.3f)
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};
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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float currentFrame = 0.0f;
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float lastX = 400, lastY = 300;
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float zoom = 45.0;
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int main() {
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// Initalize GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Open Window
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GLFWwindow* window = glfwCreateWindow(800, 600, "Howdy Naif!", NULL, NULL);
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if (window == NULL) {
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std::cout << "Could not open the iwndow!\n";
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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// Start GLAD loader
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if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)){
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Set viewport
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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// Create Vertex Buffer and bind it to array buffer, then specifiy how to use that data
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unsigned int VAO, VBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, 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, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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// Element Buffers
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// unsigned int EBO;
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// glGenBuffers(1, &EBO);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// Use and set shader
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Shader myShader("assets/shaders/vert.vs", "assets/shaders/frag.fs");
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myShader.use();
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// Texture Loading
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unsigned int texture1, texture2;
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int width1, height1, nrChannels1, width2, height2, nrChannels2;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* data1 = stbi_load("assets/textures/wall.jpg", &width1, &height1, &nrChannels1, 0);
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if (data1) {
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width1, height1, 0, GL_RGB, GL_UNSIGNED_BYTE, data1);
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glGenerateMipmap(GL_TEXTURE_2D);
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myShader.setInt("texture1", 0);
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} else {
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std::cout << "COULD NOT LOAD TEXTUREs!\n";
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}
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stbi_image_free(data1);
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// View Matrices
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::lookAt(camPos, camPos+camDir, camUp);
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(zoom), 800.0f/600.0f, 0.1f, 100.0f);
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myShader.setMat4("model", model);
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myShader.setMat4("view", view);
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myShader.setMat4("projection", projection);
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glEnable(GL_DEPTH_TEST);
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const float radius = 10.0f;
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// Window loop
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while(!glfwWindowShouldClose(window)) {
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// Input checking
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currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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processInput(window);
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// Camera View
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view = glm::lookAt(camPos, camPos+camDir, camUp);
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myShader.setMat4("view", view);
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// Rendering Loop
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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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glBindVertexArray(VAO);
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for (unsigned int i = 0; i < 4; ++i) {
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, cubePos[i]);
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myShader.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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// Events and buffer swap
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glfwPollEvents();
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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return 0;
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} |