add a cube that rotates.
This commit is contained in:
parent
f22087afc1
commit
642e913275
1 changed files with 285 additions and 194 deletions
479
src/main.cc
479
src/main.cc
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@ -10,14 +10,6 @@
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#include "utilities.hh"
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#include "image.hh"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void process_input(GLFWwindow* window);
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void key_pressed(GLFWwindow *window, int key, int scancode, int action, int mods);
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int check_shader_compilation_status(unsigned int shaderId);
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bool wireframe;
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bool rectangleToggled;
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struct GlRenderObjects {
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unsigned int vertexBufferObject;
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unsigned int vertexArrayObject;
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@ -30,6 +22,290 @@ struct GlRenderObjects {
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}
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};
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enum state {
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CUBE,
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RECTANGLE,
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TRIANGLE
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};
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void process_input(GLFWwindow* window);
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void key_pressed(GLFWwindow *window, int key, int scancode, int action, int mods);
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int check_shader_compilation_status(unsigned int shaderId);
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void createTexture(uint* textureInt, const char* path, GLenum imageType, GLenum minFilter, GLenum magFilter);
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GlRenderObjects cube();
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GlRenderObjects triangle();
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GlRenderObjects rectangle();
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bool wireframe;
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bool rectangleToggled;
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state currentState = CUBE;
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int main() {
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glfwInit();
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// These brackets are a RAII (Resource Acquisition Is Initialization) pattern,
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// which means these brackets are its own "scope" which means stack allocated memory
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// and heap allocated memory wrapped in a smart pointer like unique_ptr will be cleaned
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// up after you go out of scope.
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{
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// Set OpenGL version to 3.3.
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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// Set OpenGL to use the Core profile.
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Create a OpenGL window with the 800x600 resolution and with the title "OpenGL Sussy Window".
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GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL Sussy Window", nullptr, nullptr);
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// Fail if the window is failed to create.
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if (window == nullptr) {
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std::cout << "Failed to create GLFW window." << std::endl;
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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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// Tell OpenGL the size of the rendering window. We're telling it right now that its 800x600.
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glViewport(0, 0, 800, 600);
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// Register a callback for window size changes.
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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std::string currentPath = utilities::getCurrentPath();
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// Create a shader class.
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Shader shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str());
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GlRenderObjects cubeRenderObjs = cube();
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GlRenderObjects triangleRenderObjs = triangle();
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GlRenderObjects rectangleRenderObjs = rectangle();
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unsigned int texture1, texture2;
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createTexture(&texture1, "container.jpg", GL_RGB, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
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createTexture(&texture2, "awesomeface.png", GL_RGBA, GL_LINEAR, GL_LINEAR);
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// activate the shader
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shader.activate();
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// tell the shader what texture unit the textures are on
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shader.setInt("texture1", 0);
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shader.setInt("texture2", 1);
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// glm::mat4 trans = glm::mat4(1.0f);
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// trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
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// trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
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// Create a render loop, which keeps the program open until glfw tells the loop that the window should close.
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while (!glfwWindowShouldClose(window)) {
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// Process input.
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process_input(window);
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// Set a callback to trigger whenever a key is pressed.
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glfwSetKeyCallback(window, key_pressed);
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// Set the GL state to use this color when clearing the screen.
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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// Clear the screen and use the color from the state.
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// assign texture1 to the GL_TEXTURE0 texture unit.
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// assign texture1 to the GL_TEXTURE1 texture unit.
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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shader.activate();
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// the model matrix. this rotates the plane on the x axis by -55 degrees.
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glm::mat4 model(1.0f);
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
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// the view matrix. this moves the "camera" back by 3 units.
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glm::mat4 view(1.0f);
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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// the projection matrix. the fov is 45 degrees. the aspect is 800/600 (4:3). the near plane is 0.1 units. the far plane is 100 units.
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
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// create the identity matrix
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glm::mat4 trans(1);
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// translate it by this vector3
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trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
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// rotate by the z axis with the angle being controlled by time
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trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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switch (currentState) {
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case CUBE:
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glEnable(GL_DEPTH_TEST);
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glBindVertexArray(cubeRenderObjs.vertexArrayObject);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glDisable(GL_DEPTH_TEST);
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break;
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case RECTANGLE:
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glBindVertexArray(rectangleRenderObjs.vertexArrayObject);
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// Draw 6 elements (indices) that are unsigned ints.
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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break;
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case TRIANGLE:
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// Bind the state to use the vertexArrayObject object so OpenGL knows what to do with the verticies.
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glBindVertexArray(triangleRenderObjs.vertexArrayObject);
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// Draw the verticies with the first index being 0 and the size of the vertex being 3 floats.
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(0);
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break;
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}
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// This swaps completely drawn frames from the "second buffer" to the front one which is displayed on the screen.
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glfwSwapBuffers(window);
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// Check if any events are triggered.
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glfwPollEvents();
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}
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}
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glfwTerminate();
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return 0;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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// Tell OpenGL the size of the rendering window.
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glViewport(0, 0, width, height);
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}
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void process_input(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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}
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void key_pressed(GLFWwindow *window, int key, int scancode, int action, int mods) {
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// If the W key is pressed, toggle wireframe mode.
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if (key == GLFW_KEY_W && action == GLFW_PRESS) {
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if (!wireframe) {
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// Render polygons in wireframe mode.
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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wireframe = true;
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} else {
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// Render polygons in fill mode.
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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wireframe = false;
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}
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}
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if (key == GLFW_KEY_R && action == GLFW_PRESS) {
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currentState = RECTANGLE;
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} else if (key == GLFW_KEY_T && action == GLFW_PRESS) {
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currentState = TRIANGLE;
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} else if (key == GLFW_KEY_C && action == GLFW_PRESS) {
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currentState = CUBE;
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}
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}
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int check_shader_compilation_status(unsigned int shaderId) {
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int success;
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glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
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return success;
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}
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void createTexture(uint* textureInt, const char* path, GLenum imageType, GLenum minFilter, GLenum magFilter) {
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// Create a texture ID and assign it to the textureInt pointer.
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glGenTextures(1, textureInt);
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// Bind that texture to the GL_TEXTURE_2D state.
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glBindTexture(GL_TEXTURE_2D, *textureInt);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
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Image texture(utilities::getCurrentPath(path));
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if (texture.data) {
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// Read the texture data and assign it to the GL texture.
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glTexImage2D(GL_TEXTURE_2D, 0, imageType, texture.width, texture.height, 0, imageType, GL_UNSIGNED_BYTE, texture.data);
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// Generate a mipmap of the texture data.
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture." << std::endl;
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}
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}
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GlRenderObjects cube() {
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float vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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unsigned int vertexArrayObject, vertexBufferObject;
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glGenVertexArrays(1, &vertexArrayObject);
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glGenBuffers(1, &vertexBufferObject);
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glBindVertexArray(vertexArrayObject);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
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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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glEnableVertexAttribArray(0);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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return {vertexBufferObject, vertexArrayObject, 0};
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}
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GlRenderObjects triangle() {
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// An array of verticies containing data for a triangle.
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float vertices[] = {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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return {vertexArrayObject, vertexArrayObject, 0};
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return {vertexBufferObject, vertexArrayObject, 0};
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}
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GlRenderObjects rectangle() {
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return {vertexBufferObject, vertexArrayObject, elementBufferObject};
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}
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void createTexture(uint* textureInt, const char* path, GLenum imageType, GLenum minFilter, GLenum magFilter) {
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// Create a texture ID and assign it to the textureInt pointer.
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glGenTextures(1, textureInt);
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// Bind that texture to the GL_TEXTURE_2D state.
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glBindTexture(GL_TEXTURE_2D, *textureInt);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
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Image texture(utilities::getCurrentPath(path));
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if (texture.data) {
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// Read the texture data and assign it to the GL texture.
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glTexImage2D(GL_TEXTURE_2D, 0, imageType, texture.width, texture.height, 0, imageType, GL_UNSIGNED_BYTE, texture.data);
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// Generate a mipmap of the texture data.
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glGenerateMipmap(GL_TEXTURE_2D);
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} else {
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std::cout << "Failed to load texture." << std::endl;
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}
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}
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int main() {
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glfwInit();
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// These brackets are a RAII (Resource Acquisition Is Initialization) pattern,
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// which means these brackets are its own "scope" which means stack allocated memory
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// and heap allocated memory wrapped in a smart pointer like unique_ptr will be cleaned
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// up after you go out of scope.
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{
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// Set OpenGL version to 3.3.
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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// Set OpenGL to use the Core profile.
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Create a OpenGL window with the 800x600 resolution and with the title "OpenGL Sussy Window".
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GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL Sussy Window", nullptr, nullptr);
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// Fail if the window is failed to create.
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if (window == nullptr) {
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std::cout << "Failed to create GLFW window." << std::endl;
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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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// Tell OpenGL the size of the rendering window. We're telling it right now that its 800x600.
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glViewport(0, 0, 800, 600);
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// Register a callback for window size changes.
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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std::string currentPath = utilities::getCurrentPath();
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// Create a shader class.
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Shader shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str());
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GlRenderObjects triangleRenderObjs = triangle();
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GlRenderObjects rectangleRenderObjs = rectangle();
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unsigned int texture1, texture2;
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createTexture(&texture1, "container.jpg", GL_RGB, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
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createTexture(&texture2, "awesomeface.png", GL_RGBA, GL_LINEAR, GL_LINEAR);
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// activate the shader
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shader.activate();
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// tell the shader what texture unit the textures are on
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shader.setInt("texture1", 0);
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shader.setInt("texture2", 1);
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// glm::mat4 trans = glm::mat4(1.0f);
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// trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
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// trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
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// Create a render loop, which keeps the program open until glfw tells the loop that the window should close.
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while (!glfwWindowShouldClose(window)) {
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// Process input.
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process_input(window);
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// Set a callback to trigger whenever a key is pressed.
|
||||
glfwSetKeyCallback(window, key_pressed);
|
||||
|
||||
// Set the GL state to use this color when clearing the screen.
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
// Clear the screen and use the color from the state.
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// assign texture1 to the GL_TEXTURE0 texture unit.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
|
||||
// assign texture1 to the GL_TEXTURE1 texture unit.
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||
|
||||
shader.activate();
|
||||
|
||||
// the model matrix. this rotates the plane on the x axis by -55 degrees.
|
||||
glm::mat4 model(1.0f);
|
||||
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
|
||||
// the view matrix. this moves the "camera" back by 3 units.
|
||||
glm::mat4 view(1.0f);
|
||||
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
||||
|
||||
// the projection matrix. the fov is 45 degrees. the aspect is 800/600 (4:3). the near plane is 0.1 units. the far plane is 100 units.
|
||||
glm::mat4 projection;
|
||||
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||
|
||||
// create the identity matrix
|
||||
glm::mat4 trans(1);
|
||||
// translate it by this vector3
|
||||
trans = glm::translate(trans, glm::vec3(0.5f, -0.5f, 0.0f));
|
||||
// rotate by the z axis with the angle being controlled by time
|
||||
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
shader.setMat4("model", model);
|
||||
shader.setMat4("view", view);
|
||||
shader.setMat4("projection", projection);
|
||||
|
||||
if (!rectangleToggled) {
|
||||
// Bind the state to use the vertexArrayObject object so OpenGL knows what to do with the verticies.
|
||||
glBindVertexArray(triangleRenderObjs.vertexArrayObject);
|
||||
// Draw the verticies with the first index being 0 and the size of the vertex being 3 floats.
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glBindVertexArray(0);
|
||||
} else {
|
||||
glBindVertexArray(rectangleRenderObjs.vertexArrayObject);
|
||||
// Draw 6 elements (indices) that are unsigned ints.
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
// This swaps completely drawn frames from the "second buffer" to the front one which is displayed on the screen.
|
||||
glfwSwapBuffers(window);
|
||||
// Check if any events are triggered.
|
||||
glfwPollEvents();
|
||||
}
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
|
||||
// Tell OpenGL the size of the rendering window.
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void process_input(GLFWwindow* window) {
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
}
|
||||
}
|
||||
|
||||
int check_shader_compilation_status(unsigned int shaderId) {
|
||||
int success;
|
||||
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
|
||||
return success;
|
||||
}
|
||||
|
||||
void key_pressed(GLFWwindow *window, int key, int scancode, int action, int mods) {
|
||||
// If the W key is pressed, toggle wireframe mode.
|
||||
if (key == GLFW_KEY_W && action == GLFW_PRESS) {
|
||||
if (!wireframe) {
|
||||
// Render polygons in wireframe mode.
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
wireframe = true;
|
||||
} else {
|
||||
// Render polygons in fill mode.
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
wireframe = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Flip a boolean indicating the rectangle should be rendered.
|
||||
if (key == GLFW_KEY_R && action == GLFW_PRESS) {
|
||||
rectangleToggled = !rectangleToggled;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue