2016-06-03 05:07:40 +00:00
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#include <Dengine/OpenGL.h>
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#include <Dengine/Common.h>
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#include <Dengine/Shader.h>
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#define STBI_FAILURE_USERMSG
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#define STB_IMAGE_IMPLEMENTATION
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#include <STB/stb_image.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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#include <cstdint>
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#include <fstream>
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#include <string>
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enum BytesPerPixel
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{
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Greyscale = 1,
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GreyscaleAlpha = 2,
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RGB = 3,
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RGBA = 4,
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};
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INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb)
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{
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switch (bytesPerPixel)
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{
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case Greyscale:
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return GL_LUMINANCE;
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case GreyscaleAlpha:
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return GL_LUMINANCE_ALPHA;
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case RGB:
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return (srgb ? GL_SRGB : GL_RGB);
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case RGBA:
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return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
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default:
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// TODO(doyle): Invalid
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std::cout << "getGLFormat() invalid bytesPerPixel: "
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<< bytesPerPixel << std::endl;
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return GL_LUMINANCE;
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}
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}
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void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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}
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int main()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow *window =
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glfwCreateWindow(800, 600, "LearnOpenGL", nullptr, nullptr);
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if (!window)
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{
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std::cout << "glfwCreateWindow() failed: Failed to create 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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/* Make GLEW use more modern technies for OGL on core profile*/
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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std::cout << "glewInit() failed: Failed to initialise GLEW"
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<< std::endl;
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return -1;
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}
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2016-06-03 07:05:28 +00:00
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i32 screenWidth, screenHeight;
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glfwGetFramebufferSize(window, &screenWidth, &screenHeight);
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glViewport(0, 0, screenWidth, screenHeight);
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2016-06-03 05:07:40 +00:00
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glfwSetKeyCallback(window, key_callback);
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2016-06-03 07:05:28 +00:00
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glEnable(GL_DEPTH_TEST);
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2016-06-03 05:07:40 +00:00
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/* Initialise shaders */
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Dengine::Shader shader = Dengine::Shader("data/shaders/default.vert.glsl",
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"data/shaders/default.frag.glsl");
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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// Set texture wrapping parameters
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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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// Set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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/* Load a texture */
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i32 imgWidth, imgHeight, bytesPerPixel;
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stbi_set_flip_vertically_on_load(TRUE);
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u8 *image = stbi_load("data/textures/container.jpg", &imgWidth, &imgHeight, &bytesPerPixel, 0);
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if (!image)
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{
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std::cerr << "stdbi_load() failed: " << stbi_failure_reason()
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<< std::endl;
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}
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glTexImage2D(GL_TEXTURE_2D, 0,
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getGLFormat((BytesPerPixel)bytesPerPixel, FALSE), imgWidth,
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imgHeight, 0, getGLFormat((BytesPerPixel)bytesPerPixel, FALSE),
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GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Unbind texture
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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/* Create OGL Vertex objects */
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2016-06-03 07:05:28 +00:00
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GLfloat 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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glm::vec3 cubePositions[] = {
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glm::vec3( 0.0f, 0.0f, 0.0f),
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glm::vec3( 2.0f, 5.0f, -15.0f),
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glm::vec3(-1.5f, -2.2f, -2.5f),
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glm::vec3(-3.8f, -2.0f, -12.3f),
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glm::vec3( 2.4f, -0.4f, -3.5f),
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glm::vec3(-1.7f, 3.0f, -7.5f),
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glm::vec3( 1.3f, -2.0f, -2.5f),
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glm::vec3( 1.5f, 2.0f, -2.5f),
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glm::vec3( 1.5f, 0.2f, -1.5f),
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glm::vec3(-1.3f, 1.0f, -1.5f)
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};
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#if 0
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2016-06-03 05:07:40 +00:00
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GLfloat vertices[] = {
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// Positions Colors Texture Coords
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+0.5f, +0.5f, +0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
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+0.5f, -0.5f, +0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
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2016-06-03 07:05:28 +00:00
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-0.5f, -0.5f, +0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom left
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-0.5f, +0.5f, +0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Top left
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2016-06-03 05:07:40 +00:00
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};
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2016-06-03 07:05:28 +00:00
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#endif
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2016-06-03 05:07:40 +00:00
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GLuint indices[] = {
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0, 1, 3, // First triangle
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1, 2, 3, // First triangle
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};
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2016-06-03 07:05:28 +00:00
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GLuint vbo, vao;
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2016-06-03 05:07:40 +00:00
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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2016-06-03 07:05:28 +00:00
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#if 0
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GLuint ebo;
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2016-06-03 05:07:40 +00:00
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glGenBuffers(1, &ebo);
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2016-06-03 07:05:28 +00:00
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#endif
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2016-06-03 05:07:40 +00:00
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// 1. Bind vertex array object
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glBindVertexArray(vao);
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// 2. Bind and set vertex buffer(s) and attribute pointer(s)
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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2016-06-03 07:05:28 +00:00
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#if 0
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2016-06-03 05:07:40 +00:00
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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const i32 numPos = 3;
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const i32 numColors = 3;
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const i32 numTexCoord = 2;
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const GLint vertexSize =
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(numPos + numColors + numTexCoord) * sizeof(GLfloat);
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const GLint vertByteOffset = 0;
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const GLint colorByteOffset = vertByteOffset + (numPos * sizeof(GLfloat));
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const GLint texCoordByteOffset = colorByteOffset + (numColors * sizeof(GLfloat));
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glVertexAttribPointer(0, numPos, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)vertByteOffset);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, numColors, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)colorByteOffset);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, numTexCoord, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)texCoordByteOffset);
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glEnableVertexAttribArray(2);
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2016-06-03 07:05:28 +00:00
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#endif
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2016-06-03 05:07:40 +00:00
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2016-06-03 07:05:28 +00:00
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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(GLvoid *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat),
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(GLvoid *)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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2016-06-03 05:07:40 +00:00
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// 4. Unbind to prevent mistakes
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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2016-06-03 07:05:28 +00:00
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glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
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glm::vec3 cameraTarget = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 cameraDirection = glm::normalize(cameraPos - cameraTarget);
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glm::vec3 upVec = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 cameraRight = glm::normalize(glm::cross(upVec, cameraPos));
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glm::vec3 cameraUp = glm::cross(cameraDirection, cameraRight);
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glm::mat4 view;
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// NOTE(doyle): Lookat generates the matrix for camera coordinate axis
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view = glm::lookAt(cameraPos, cameraTarget, upVec);
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2016-06-03 05:07:40 +00:00
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/* Main game loop */
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while (!glfwWindowShouldClose(window))
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{
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/* Check and call events */
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glfwPollEvents();
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/* Rendering commands here*/
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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2016-06-03 07:05:28 +00:00
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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2016-06-03 05:07:40 +00:00
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shader.use();
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2016-06-03 07:05:28 +00:00
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/* Camera */
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GLfloat radius = 10.0f;
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GLfloat camX = sin(glfwGetTime()) * radius;
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GLfloat camZ = cos(glfwGetTime()) * radius;
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view = glm::lookAt(glm::vec3(camX, 0.0, camZ), cameraTarget, upVec);
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2016-06-03 05:07:40 +00:00
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/* Math */
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2016-06-03 07:05:28 +00:00
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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glm::mat4 projection;
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projection =
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glm::perspective(glm::radians(45.0f), ((f32)screenWidth / (f32)screenHeight), 0.1f, 100.0f);
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GLuint modelLoc = glGetUniformLocation(shader.mProgram, "model");
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GLuint viewLoc = glGetUniformLocation(shader.mProgram, "view");
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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GLuint projectionLoc = glGetUniformLocation(shader.mProgram, "projection");
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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2016-06-03 05:07:40 +00:00
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glUniform1i(glGetUniformLocation(shader.mProgram, "ourTexture"), 0);
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glBindVertexArray(vao);
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2016-06-03 07:05:28 +00:00
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
|
|
for (GLuint i = 0; i < 10; i++)
|
|
|
|
{
|
|
|
|
glm::mat4 model;
|
|
|
|
model = glm::translate(model, cubePositions[i]);
|
|
|
|
|
|
|
|
GLfloat angle = glm::radians(20.0f * i);
|
|
|
|
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
|
|
|
|
|
|
|
|
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
|
|
}
|
2016-06-03 05:07:40 +00:00
|
|
|
glBindVertexArray(0);
|
|
|
|
|
|
|
|
/* Swap the buffers */
|
|
|
|
glfwSwapBuffers(window);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDeleteVertexArrays(1, &vao);
|
|
|
|
glDeleteBuffers(1, &vbo);
|
2016-06-03 07:05:28 +00:00
|
|
|
#if 0
|
2016-06-03 05:07:40 +00:00
|
|
|
glDeleteBuffers(1, &ebo);
|
2016-06-03 07:05:28 +00:00
|
|
|
#endif
|
2016-06-03 05:07:40 +00:00
|
|
|
|
|
|
|
glfwTerminate();
|
|
|
|
return 0;
|
|
|
|
}
|