1 | // Include standard headers
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2 | #include <stdio.h>
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3 | #include <stdlib.h>
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4 |
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5 | // Include GLEW
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6 | #include <GL/glew.h>
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7 |
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8 | // Include GLFW
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9 | #include <GL/glfw.h>
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10 |
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11 | // Include GLM
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12 | #include <glm/glm.hpp>
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13 | #include <glm/gtc/matrix_transform.hpp>
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14 | using namespace glm;
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15 |
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16 | #include "common/shader.hpp"
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17 | #include "common/texture.hpp"
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18 | #include "common/controls.hpp"
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19 |
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20 | int main( void )
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21 | {
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22 | // Initialise GLFW
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23 | if( !glfwInit() )
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24 | {
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25 | fprintf( stderr, "Failed to initialize GLFW\n" );
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26 | return -1;
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27 | }
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28 |
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29 | glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
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30 | glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
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31 | glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
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32 | glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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33 |
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34 | // Open a window and create its OpenGL context
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35 | if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
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36 | {
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37 | fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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38 | glfwTerminate();
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39 | return -1;
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40 | }
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41 |
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42 | // Initialize GLEW
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43 | glewExperimental = true; // Needed for core profile
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44 | if (glewInit() != GLEW_OK) {
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45 | fprintf(stderr, "Failed to initialize GLEW\n");
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46 | return -1;
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47 | }
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48 |
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49 | glfwSetWindowTitle( "Tutorial 06" );
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50 |
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51 | // Ensure we can capture the escape key being pressed below
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52 | glfwEnable( GLFW_STICKY_KEYS );
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53 | glfwSetMousePos(1024/2, 768/2);
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54 |
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55 | // Dark blue background
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56 | glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
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57 |
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58 | // Enable depth test
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59 | glEnable(GL_DEPTH_TEST);
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60 | // Accept fragment if it closer to the camera than the former one
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61 | glDepthFunc(GL_LESS);
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62 |
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63 | // Cull triangles which normal is not towards the camera
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64 | glEnable(GL_CULL_FACE);
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65 |
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66 | GLuint VertexArrayID;
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67 | glGenVertexArrays(1, &VertexArrayID);
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68 | glBindVertexArray(VertexArrayID);
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69 |
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70 | // Create and compile our GLSL program from the shaders
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71 | GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader" );
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72 |
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73 | // Get a handle for our "MVP" uniform
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74 | GLuint MatrixID = glGetUniformLocation(programID, "MVP");
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75 |
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76 | // Load the texture
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77 | GLuint Texture = loadDDS("uvtemplate.DDS");
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78 |
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79 | // Get a handle for our "myTextureSampler" uniform
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80 | GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
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81 |
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82 | // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
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83 | // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
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84 | static const GLfloat g_vertex_buffer_data[] = {
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85 | -1.0f,-1.0f,-1.0f,
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86 | -1.0f,-1.0f, 1.0f,
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87 | -1.0f, 1.0f, 1.0f,
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88 | 1.0f, 1.0f,-1.0f,
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89 | -1.0f,-1.0f,-1.0f,
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90 | -1.0f, 1.0f,-1.0f,
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91 | 1.0f,-1.0f, 1.0f,
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92 | -1.0f,-1.0f,-1.0f,
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93 | 1.0f,-1.0f,-1.0f,
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94 | 1.0f, 1.0f,-1.0f,
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95 | 1.0f,-1.0f,-1.0f,
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96 | -1.0f,-1.0f,-1.0f,
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97 | -1.0f,-1.0f,-1.0f,
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98 | -1.0f, 1.0f, 1.0f,
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99 | -1.0f, 1.0f,-1.0f,
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100 | 1.0f,-1.0f, 1.0f,
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101 | -1.0f,-1.0f, 1.0f,
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102 | -1.0f,-1.0f,-1.0f,
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103 | -1.0f, 1.0f, 1.0f,
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104 | -1.0f,-1.0f, 1.0f,
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105 | 1.0f,-1.0f, 1.0f,
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106 | 1.0f, 1.0f, 1.0f,
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107 | 1.0f,-1.0f,-1.0f,
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108 | 1.0f, 1.0f,-1.0f,
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109 | 1.0f,-1.0f,-1.0f,
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110 | 1.0f, 1.0f, 1.0f,
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111 | 1.0f,-1.0f, 1.0f,
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112 | 1.0f, 1.0f, 1.0f,
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113 | 1.0f, 1.0f,-1.0f,
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114 | -1.0f, 1.0f,-1.0f,
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115 | 1.0f, 1.0f, 1.0f,
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116 | -1.0f, 1.0f,-1.0f,
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117 | -1.0f, 1.0f, 1.0f,
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118 | 1.0f, 1.0f, 1.0f,
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119 | -1.0f, 1.0f, 1.0f,
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120 | 1.0f,-1.0f, 1.0f
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121 | };
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122 |
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123 | // Two UV coordinatesfor each vertex. They were created withe Blender.
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124 | static const GLfloat g_uv_buffer_data[] = {
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125 | 0.000059f, 0.000004f,
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126 | 0.000103f, 0.336048f,
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127 | 0.335973f, 0.335903f,
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128 | 1.000023f, 0.000013f,
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129 | 0.667979f, 0.335851f,
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130 | 0.999958f, 0.336064f,
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131 | 0.667979f, 0.335851f,
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132 | 0.336024f, 0.671877f,
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133 | 0.667969f, 0.671889f,
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134 | 1.000023f, 0.000013f,
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135 | 0.668104f, 0.000013f,
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136 | 0.667979f, 0.335851f,
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137 | 0.000059f, 0.000004f,
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138 | 0.335973f, 0.335903f,
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139 | 0.336098f, 0.000071f,
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140 | 0.667979f, 0.335851f,
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141 | 0.335973f, 0.335903f,
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142 | 0.336024f, 0.671877f,
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143 | 1.000004f, 0.671847f,
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144 | 0.999958f, 0.336064f,
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145 | 0.667979f, 0.335851f,
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146 | 0.668104f, 0.000013f,
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147 | 0.335973f, 0.335903f,
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148 | 0.667979f, 0.335851f,
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149 | 0.335973f, 0.335903f,
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150 | 0.668104f, 0.000013f,
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151 | 0.336098f, 0.000071f,
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152 | 0.000103f, 0.336048f,
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153 | 0.000004f, 0.671870f,
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154 | 0.336024f, 0.671877f,
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155 | 0.000103f, 0.336048f,
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156 | 0.336024f, 0.671877f,
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157 | 0.335973f, 0.335903f,
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158 | 0.667969f, 0.671889f,
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159 | 1.000004f, 0.671847f,
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160 | 0.667979f, 0.335851f
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161 | };
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162 |
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163 | GLuint vertexbuffer;
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164 | glGenBuffers(1, &vertexbuffer);
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165 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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166 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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167 |
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168 | GLuint uvbuffer;
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169 | glGenBuffers(1, &uvbuffer);
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170 | glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
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171 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
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172 |
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173 | do{
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174 |
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175 | // Clear the screen
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176 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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177 |
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178 | // Use our shader
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179 | glUseProgram(programID);
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180 |
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181 | // Compute the MVP matrix from keyboard and mouse input
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182 | computeMatricesFromInputs();
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183 | glm::mat4 ProjectionMatrix = getProjectionMatrix();
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184 | glm::mat4 ViewMatrix = getViewMatrix();
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185 | glm::mat4 ModelMatrix = glm::mat4(1.0);
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186 | glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
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187 |
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188 | // Send our transformation to the currently bound shader,
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189 | // in the "MVP" uniform
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190 | glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
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191 |
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192 | // Bind our texture in Texture Unit 0
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193 | glActiveTexture(GL_TEXTURE0);
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194 | glBindTexture(GL_TEXTURE_2D, Texture);
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195 | // Set our "myTextureSampler" sampler to user Texture Unit 0
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196 | glUniform1i(TextureID, 0);
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197 |
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198 | // 1rst attribute buffer : vertices
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199 | glEnableVertexAttribArray(0);
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200 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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201 | glVertexAttribPointer(
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202 | 0, // attribute. No particular reason for 0, but must match the layout in the shader.
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203 | 3, // size
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204 | GL_FLOAT, // type
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205 | GL_FALSE, // normalized?
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206 | 0, // stride
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207 | (void*)0 // array buffer offset
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208 | );
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209 |
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210 | // 2nd attribute buffer : UVs
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211 | glEnableVertexAttribArray(1);
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212 | glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
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213 | glVertexAttribPointer(
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214 | 1, // attribute. No particular reason for 1, but must match the layout in the shader.
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215 | 2, // size : U+V => 2
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216 | GL_FLOAT, // type
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217 | GL_FALSE, // normalized?
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218 | 0, // stride
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219 | (void*)0 // array buffer offset
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220 | );
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221 |
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222 | // Draw the triangle !
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223 | glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
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224 |
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225 | glDisableVertexAttribArray(0);
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226 | glDisableVertexAttribArray(1);
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227 |
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228 | // Swap buffers
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229 | glfwSwapBuffers();
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230 |
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231 | } // Check if the ESC key was pressed or the window was closed
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232 | while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
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233 | glfwGetWindowParam( GLFW_OPENED ) );
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234 |
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235 | // Cleanup VBO and shader
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236 | glDeleteBuffers(1, &vertexbuffer);
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237 | glDeleteBuffers(1, &uvbuffer);
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238 | glDeleteProgram(programID);
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239 | glDeleteTextures(1, &TextureID);
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240 | glDeleteVertexArrays(1, &VertexArrayID);
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241 |
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242 | // Close OpenGL window and terminate GLFW
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243 | glfwTerminate();
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244 |
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245 | return 0;
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246 | }
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