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@ -1,31 +1,20 @@
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#include <epoxy/gl.h>
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#include <GLFW/glfw3.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include <format>
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#include <memory>
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#include "shader.hh"
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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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unsigned int elementBufferObject;
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GlRenderObjects(unsigned int vbo, unsigned int vao, unsigned int ebo) {
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vertexBufferObject = vbo;
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vertexArrayObject = vao;
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elementBufferObject = ebo;
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}
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~GlRenderObjects() {
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glDeleteBuffers(1, &vertexBufferObject);
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glDeleteVertexArrays(1, &vertexArrayObject);
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@ -33,7 +22,291 @@ struct GlRenderObjects {
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}
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};
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GlRenderObjects* triangle() {
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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,
|
|
|
|
|
-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, 0.0f, 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, 1.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
|
|
|
|
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
unsigned int vertexArrayObject, vertexBufferObject;
|
|
|
|
|
glGenVertexArrays(1, &vertexArrayObject);
|
|
|
|
|
glGenBuffers(1, &vertexBufferObject);
|
|
|
|
|
glBindVertexArray(vertexArrayObject);
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
|
|
|
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
|
|
|
glEnableVertexAttribArray(2);
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
|
|
return {vertexBufferObject, vertexArrayObject, 0};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GlRenderObjects triangle() {
|
|
|
|
|
// An array of verticies containing data for a triangle.
|
|
|
|
|
float vertices[] = {
|
|
|
|
|
// positions // colors // texture coords
|
|
|
|
@ -75,10 +348,10 @@ GlRenderObjects* triangle() {
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
|
|
return new GlRenderObjects(vertexBufferObject, vertexArrayObject, 0);
|
|
|
|
|
return {vertexBufferObject, vertexArrayObject, 0};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GlRenderObjects* rectangle() {
|
|
|
|
|
GlRenderObjects rectangle() {
|
|
|
|
|
float vertices[] = {
|
|
|
|
|
// positions // colors // texture coords
|
|
|
|
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
|
|
|
@ -129,168 +402,5 @@ GlRenderObjects* rectangle() {
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
|
|
return new GlRenderObjects(vertexBufferObject, vertexArrayObject, elementBufferObject);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int main() {
|
|
|
|
|
glfwInit();
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
// Set OpenGL version to 3.3.
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
|
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
|
|
|
|
|
|
|
|
// Set OpenGL to use the Core profile.
|
|
|
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
|
|
|
|
|
|
// Create a OpenGL window with the 800x600 resolution and with the title "OpenGL Sussy Window".
|
|
|
|
|
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL Sussy Window", nullptr, nullptr);
|
|
|
|
|
|
|
|
|
|
// Fail if the window is failed to create.
|
|
|
|
|
if (window == nullptr) {
|
|
|
|
|
std::cout << "Failed to create GLFW window." << std::endl;
|
|
|
|
|
glfwTerminate();
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
|
|
|
|
|
|
// Tell OpenGL the size of the rendering window. We're telling it right now that its 800x600.
|
|
|
|
|
glViewport(0, 0, 800, 600);
|
|
|
|
|
|
|
|
|
|
// Register a callback for window size changes.
|
|
|
|
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
|
|
|
|
|
|
|
|
|
std::string currentPath = utilities::getCurrentPath();
|
|
|
|
|
|
|
|
|
|
// Create a shader class.
|
|
|
|
|
Shader shader(std::format("{}/vertex.glsl", currentPath).c_str(), std::format("{}/fragment.glsl", currentPath).c_str());
|
|
|
|
|
|
|
|
|
|
std::unique_ptr<GlRenderObjects> triangleRenderObjs(triangle());
|
|
|
|
|
std::unique_ptr<GlRenderObjects> rectangleRenderObjs(rectangle());
|
|
|
|
|
|
|
|
|
|
unsigned int texture1, texture2;
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
glGenTextures(1, &texture1);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
|
|
|
|
Image texture(utilities::getCurrentPath("container.jpg"));
|
|
|
|
|
if (texture.data) {
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture.width, texture.height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture.data);
|
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
|
} else {
|
|
|
|
|
std::cout << "Failed to load texture." << std::endl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
glGenTextures(1, &texture2);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
|
|
|
|
|
Image texture(utilities::getCurrentPath("awesomeface.png"));
|
|
|
|
|
|
|
|
|
|
if (texture.data) {
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.data);
|
|
|
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
|
} else {
|
|
|
|
|
std::cout << "Failed to load texture." << std::endl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// activate the shader
|
|
|
|
|
shader.activate();
|
|
|
|
|
|
|
|
|
|
// tell the shader what texture unit the textures are on
|
|
|
|
|
shader.setInt("texture1", 0);
|
|
|
|
|
shader.setInt("texture2", 1);
|
|
|
|
|
|
|
|
|
|
// Create a render loop, which keeps the program open until glfw tells the loop that the window should close.
|
|
|
|
|
while (!glfwWindowShouldClose(window)) {
|
|
|
|
|
// Process input.
|
|
|
|
|
process_input(window);
|
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
|
|
|
|
|
|
|
|
shader.activate();
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
return {vertexBufferObject, vertexArrayObject, elementBufferObject};
|
|
|
|
|
}
|
|
|
|
|