GraphicsTest/main.cpp

154 lines
5.1 KiB
C++

#define STB_IMAGE_IMPLEMENTATION
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#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)
};
int main() {
// Initalize GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open Window
GLFWwindow* window = glfwCreateWindow(800, 600, "Howdy Naif!", NULL, NULL);
if (window == NULL) {
std::cout << "Could not open the iwndow!\n";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Start GLAD loader
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress)){
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Set viewport
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// 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);
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);
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);
// Use and set shader
Shader myShader("../shad/vert.vs", "../shad/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("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::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
view = glm::lookAt(glm::vec3(0.0f, 3.0f, 3.0f),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 projection;
projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);
// Camera Work
glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 3.0f);
glm::vec3 camTarget = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 camDirection = glm::normalize(camPos - camTarget);
glm::vec3 worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 camRight = glm::vec3(glm::cross(worldUp, camDirection));
glm::vec3 camUp = glm::vec3(glm::cross(camDirection, camRight));
int modelLoc, viewLoc, projLoc;
modelLoc = glGetUniformLocation(myShader.id, "model");
viewLoc = glGetUniformLocation(myShader.id, "view");
projLoc = glGetUniformLocation(myShader.id, "projection");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
glEnable(GL_DEPTH_TEST);
const float radius = 10.0f;
// Window loop
while(!glfwWindowShouldClose(window)) {
// Input checking
processInput(window);
// Camera Rotate
float camX = sin(glfwGetTime()) * radius;
float camZ = cos(glfwGetTime()) * radius;
view = glm::lookAt( glm::vec3(camX, 3.0f, camZ),
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(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);
}
// Events and buffer swap
glfwPollEvents();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}