1 | // NEXT STEP; Modify the vertex shader
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2 |
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3 | #include "logger.h"
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4 |
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5 | #include <glm/mat4x4.hpp> // glm::mat4
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6 | #include <glm/gtc/matrix_transform.hpp>
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7 | #include <glm/gtc/type_ptr.hpp>
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8 |
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9 | #include <GL/glew.h>
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10 | #include <GLFW/glfw3.h>
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11 |
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12 | #include <cstdio>
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13 | #include <iostream>
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14 | #include <fstream>
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15 |
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16 | #define _USE_MATH_DEFINES
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17 | #include <cmath>
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18 |
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19 | using namespace std;
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20 | using namespace glm;
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21 |
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22 | #define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
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23 |
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24 | GLuint loadShader(GLenum type, string file);
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25 |
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26 | const bool FULLSCREEN = false;
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27 |
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28 | void glfw_error_callback(int error, const char* description) {
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29 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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30 | }
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31 |
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32 | int main(int argc, char* argv[]) {
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33 | cout << "New OpenGL Game" << endl;
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34 |
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35 | if (!restart_gl_log()) {}
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36 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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37 |
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38 | glfwSetErrorCallback(glfw_error_callback);
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39 | if (!glfwInit()) {
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40 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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41 | return 1;
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42 | }
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43 |
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44 | #ifdef __APPLE__
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45 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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46 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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47 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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48 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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49 | #endif
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50 |
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51 | glfwWindowHint(GLFW_SAMPLES, 4);
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52 |
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53 | GLFWwindow* window = NULL;
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54 |
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55 | int width = 640;
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56 | int height = 480;
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57 |
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58 | if (FULLSCREEN) {
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59 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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60 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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61 |
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62 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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63 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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64 |
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65 | width = vmode->width;
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66 | height = vmode->height;
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67 | } else {
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68 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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69 | }
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70 |
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71 | if (!window) {
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72 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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73 | glfwTerminate();
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74 | return 1;
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75 | }
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76 | glfwMakeContextCurrent(window);
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77 | glewExperimental = GL_TRUE;
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78 | glewInit();
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79 |
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80 | // glViewport(0, 0, width*2, height*2);
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81 |
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82 | const GLubyte* renderer = glGetString(GL_RENDERER);
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83 | const GLubyte* version = glGetString(GL_VERSION);
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84 | printf("Renderer: %s\n", renderer);
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85 | printf("OpenGL version supported %s\n", version);
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86 |
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87 | glEnable(GL_DEPTH_TEST);
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88 | glDepthFunc(GL_LESS);
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89 |
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90 | glEnable(GL_CULL_FACE);
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91 | // glCullFace(GL_BACK);
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92 | // glFrontFace(GL_CW);
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93 |
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94 | GLfloat points[] = {
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95 | 0.0f, 0.5f, 0.0f,
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96 | -0.5f, -0.5f, 0.0f,
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97 | 0.5f, -0.5f, 0.0f,
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98 | 0.5f, -0.5f, 0.0f,
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99 | -0.5f, -0.5f, 0.0f,
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100 | 0.0f, 0.5f, 0.0f,
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101 | };
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102 |
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103 | GLfloat colors[] = {
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104 | 1.0, 0.0, 0.0,
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105 | 0.0, 0.0, 1.0,
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106 | 0.0, 1.0, 0.0,
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107 | 0.0, 1.0, 0.0,
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108 | 0.0, 0.0, 1.0,
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109 | 1.0, 0.0, 0.0,
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110 | };
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111 |
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112 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
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113 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
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114 | mat4 model_mat = T_model*R_model;
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115 |
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116 | GLuint points_vbo = 0;
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117 | glGenBuffers(1, &points_vbo);
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118 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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119 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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120 |
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121 | GLuint colors_vbo = 0;
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122 | glGenBuffers(1, &colors_vbo);
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123 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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124 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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125 |
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126 | GLuint vao = 0;
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127 | glGenVertexArrays(1, &vao);
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128 | glBindVertexArray(vao);
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129 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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130 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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131 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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132 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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133 |
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134 | glEnableVertexAttribArray(0);
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135 | glEnableVertexAttribArray(1);
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136 |
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137 | GLuint vs = loadShader(GL_VERTEX_SHADER, "./test.vert");
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138 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, "./test.frag");
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139 |
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140 | GLuint shader_program = glCreateProgram();
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141 | glAttachShader(shader_program, vs);
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142 | glAttachShader(shader_program, fs);
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143 |
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144 | glLinkProgram(shader_program);
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145 |
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146 | float speed = 1.0f;
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147 | float last_position = 0.0f;
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148 |
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149 | float cam_speed = 1.0f;
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150 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
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151 |
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152 | float cam_pos[] = {0.0f, 0.0f, 2.0f};
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153 | float cam_yaw = 0.0f;
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154 |
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155 | mat4 T = translate(mat4(), vec3(-cam_pos[0], -cam_pos[1], -cam_pos[2]));
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156 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
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157 | mat4 view_mat = R*T;
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158 |
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159 | float near = 0.1f;
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160 | float far = 100.0f;
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161 | float fov = 67.0f * ONE_DEG_IN_RAD;
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162 | float aspect = (float)width / (float)height;
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163 |
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164 | float range = tan(fov * 0.5f) * near;
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165 | float Sx = near / (range * aspect);
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166 | float Sy = near / range;
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167 | float Sz = -(far + near) / (far - near);
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168 | float Pz = -(2.0f * far * near) / (far - near);
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169 |
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170 | float proj_mat[] = {
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171 | Sx, 0.0f, 0.0f, 0.0f,
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172 | 0.0f, Sy, 0.0f, 0.0f,
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173 | 0.0f, 0.0f, Sz, -1.0f,
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174 | 0.0f, 0.0f, Pz, 0.0f,
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175 | };
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176 |
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177 | GLint model_mat_loc = glGetUniformLocation(shader_program, "model");
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178 | GLint view_mat_loc = glGetUniformLocation(shader_program, "view");
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179 | GLint proj_mat_loc = glGetUniformLocation(shader_program, "proj");
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180 |
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181 | glUseProgram(shader_program);
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182 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat));
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183 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
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184 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, proj_mat);
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185 |
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186 | bool cam_moved = false;
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187 |
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188 | double previous_seconds = glfwGetTime();
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189 | while (!glfwWindowShouldClose(window)) {
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190 | double current_seconds = glfwGetTime();
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191 | double elapsed_seconds = current_seconds - previous_seconds;
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192 | previous_seconds = current_seconds;
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193 |
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194 | if (fabs(last_position) > 1.0f) {
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195 | speed = -speed;
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196 | }
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197 |
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198 | /*
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199 | model[12] = last_position + speed*elapsed_seconds;
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200 | last_position = model[12];
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201 | */
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202 |
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203 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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204 | glBindVertexArray(vao);
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205 |
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206 | // Each point is made of 3 floats
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207 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
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208 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
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209 |
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210 | glfwPollEvents();
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211 | glfwSwapBuffers(window);
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212 |
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213 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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214 | glfwSetWindowShouldClose(window, 1);
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215 | }
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216 |
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217 | float dist = cam_speed * elapsed_seconds;
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218 | if (glfwGetKey(window, GLFW_KEY_A)) {
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219 | cam_pos[0] -= cos(cam_yaw)*dist;
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220 | cam_pos[2] += sin(cam_yaw)*dist;
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221 | cam_moved = true;
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222 | }
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223 | if (glfwGetKey(window, GLFW_KEY_D)) {
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224 | cam_pos[0] += cos(cam_yaw)*dist;
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225 | cam_pos[2] -= sin(cam_yaw)*dist;
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226 | cam_moved = true;
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227 | }
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228 | if (glfwGetKey(window, GLFW_KEY_W)) {
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229 | cam_pos[0] -= sin(cam_yaw)*dist;
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230 | cam_pos[2] -= cos(cam_yaw)*dist;
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231 | cam_moved = true;
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232 | }
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233 | if (glfwGetKey(window, GLFW_KEY_S)) {
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234 | cam_pos[0] += sin(cam_yaw)*dist;
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235 | cam_pos[2] += cos(cam_yaw)*dist;
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236 | cam_moved = true;
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237 | }
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238 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
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239 | cam_yaw += cam_yaw_speed * elapsed_seconds;
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240 | cam_moved = true;
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241 | }
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242 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
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243 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
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244 | cam_moved = true;
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245 | }
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246 | if (cam_moved) {
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247 | T = translate(mat4(), vec3(-cam_pos[0], -cam_pos[1], -cam_pos[2]));
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248 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
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249 | view_mat = R*T;
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250 |
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251 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
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252 | cam_moved = false;
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253 | }
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254 | }
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255 |
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256 | glfwTerminate();
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257 | return 0;
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258 | }
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259 |
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260 | GLuint loadShader(GLenum type, string file) {
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261 | cout << "Loading shader from file " << file << endl;
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262 |
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263 | ifstream shaderFile(file);
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264 | GLuint shaderId = 0;
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265 |
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266 | if (shaderFile.is_open()) {
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267 | string line, shaderString;
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268 |
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269 | while(getline(shaderFile, line)) {
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270 | shaderString += line + "\n";
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271 | }
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272 | shaderFile.close();
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273 | const char* shaderCString = shaderString.c_str();
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274 |
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275 | shaderId = glCreateShader(type);
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276 | glShaderSource(shaderId, 1, &shaderCString, NULL);
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277 | glCompileShader(shaderId);
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278 |
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279 | cout << "Loaded successfully" << endl;
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280 | } else {
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281 | cout << "Failed to loade the file" << endl;
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282 | }
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283 |
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284 | return shaderId;
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285 | }
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