1 | #include "logger.h"
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2 |
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3 | #include "stb_image.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 | const bool FULLSCREEN = false;
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24 |
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25 | GLuint loadShader(GLenum type, string file);
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26 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath);
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27 | unsigned char* loadImage(string file_name, int* x, int* y);
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28 |
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29 | void glfw_error_callback(int error, const char* description) {
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30 | gl_log_err("GLFW ERROR: code %i msg: %s\n", error, description);
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31 | }
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32 |
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33 | int main(int argc, char* argv[]) {
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34 | cout << "New OpenGL Game" << endl;
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35 |
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36 | if (!restart_gl_log()) {}
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37 | gl_log("starting GLFW\n%s\n", glfwGetVersionString());
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38 |
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39 | glfwSetErrorCallback(glfw_error_callback);
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40 | if (!glfwInit()) {
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41 | fprintf(stderr, "ERROR: could not start GLFW3\n");
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42 | return 1;
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43 | }
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44 |
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45 | #ifdef __APPLE__
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46 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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47 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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48 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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49 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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50 | #endif
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51 |
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52 | glfwWindowHint(GLFW_SAMPLES, 4);
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53 |
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54 | GLFWwindow* window = NULL;
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55 |
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56 | int width = 640;
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57 | int height = 480;
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58 |
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59 | if (FULLSCREEN) {
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60 | GLFWmonitor* mon = glfwGetPrimaryMonitor();
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61 | const GLFWvidmode* vmode = glfwGetVideoMode(mon);
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62 |
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63 | cout << "Fullscreen resolution " << vmode->width << "x" << vmode->height << endl;
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64 | window = glfwCreateWindow(vmode->width, vmode->height, "Extended GL Init", mon, NULL);
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65 |
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66 | width = vmode->width;
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67 | height = vmode->height;
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68 | } else {
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69 | window = glfwCreateWindow(width, height, "Hello Triangle", NULL, NULL);
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70 | }
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71 |
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72 | if (!window) {
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73 | fprintf(stderr, "ERROR: could not open window with GLFW3\n");
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74 | glfwTerminate();
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75 | return 1;
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76 | }
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77 | glfwMakeContextCurrent(window);
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78 | glewExperimental = GL_TRUE;
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79 | glewInit();
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80 |
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81 | // glViewport(0, 0, width*2, height*2);
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82 |
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83 | const GLubyte* renderer = glGetString(GL_RENDERER);
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84 | const GLubyte* version = glGetString(GL_VERSION);
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85 | printf("Renderer: %s\n", renderer);
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86 | printf("OpenGL version supported %s\n", version);
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87 |
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88 | glEnable(GL_DEPTH_TEST);
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89 | glDepthFunc(GL_LESS);
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90 |
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91 | glEnable(GL_CULL_FACE);
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92 | // glCullFace(GL_BACK);
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93 | // glFrontFace(GL_CW);
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94 |
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95 | int x, y;
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96 | unsigned char* texImage = loadImage("test.png", &x, &y);
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97 | if (texImage) {
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98 | cout << "Yay, I loaded an image!" << endl;
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99 | cout << x << endl;
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100 | cout << y << endl;
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101 | printf ("first 4 bytes are: %i %i %i %i\n", texImage[0], texImage[1], texImage[2], texImage[3]);
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102 | }
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103 |
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104 | GLuint tex = 0;
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105 | glGenTextures(1, &tex);
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106 | glActiveTexture(GL_TEXTURE0);
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107 | glBindTexture(GL_TEXTURE_2D, tex);
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108 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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109 |
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110 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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111 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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112 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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113 | glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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114 |
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115 | GLfloat points[] = {
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116 | 0.0f, 0.5f, 0.0f,
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117 | -0.5f, -0.5f, 0.0f,
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118 | 0.5f, -0.5f, 0.0f,
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119 | 0.5f, -0.5f, 0.0f,
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120 | -0.5f, -0.5f, 0.0f,
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121 | 0.0f, 0.5f, 0.0f,
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122 | };
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123 |
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124 | GLfloat colors[] = {
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125 | 1.0, 0.0, 0.0,
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126 | 0.0, 0.0, 1.0,
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127 | 0.0, 1.0, 0.0,
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128 | 0.0, 1.0, 0.0,
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129 | 0.0, 0.0, 1.0,
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130 | 1.0, 0.0, 0.0,
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131 | };
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132 |
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133 | // Each point is made of 3 floats
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134 | int numPoints = (sizeof(points) / sizeof(float)) / 3;
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135 |
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136 | GLfloat points2[] = {
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137 | 0.5f, 0.5f, 0.0f,
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138 | -0.5f, 0.5f, 0.0f,
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139 | -0.5f, -0.5f, 0.0f,
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140 | 0.5f, 0.5f, 0.0f,
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141 | -0.5f, -0.5f, 0.0f,
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142 | 0.5f, -0.5f, 0.0f,
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143 | };
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144 |
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145 | /*
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146 | GLfloat colors2[] = {
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147 | 0.0, 0.9, 0.9,
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148 | 0.0, 0.9, 0.9,
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149 | 0.0, 0.9, 0.9,
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150 | 0.0, 0.9, 0.9,
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151 | 0.0, 0.9, 0.9,
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152 | 0.0, 0.9, 0.9,
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153 | };
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154 | */
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155 |
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156 | GLfloat texcoords[] = {
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157 | 1.0f, 1.0f,
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158 | 0.0f, 1.0f,
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159 | 0.0, 0.0,
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160 | 1.0, 1.0,
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161 | 0.0, 0.0,
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162 | 1.0, 0.0
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163 | };
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164 |
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165 | // Each point is made of 3 floats
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166 | int numPoints2 = (sizeof(points2) / sizeof(float)) / 3;
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167 |
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168 | mat4 T_model = translate(mat4(), vec3(0.5f, 0.0f, 0.0f));
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169 | mat4 R_model = rotate(mat4(), 4.0f, vec3(0.0f, 1.0f, 0.0f));
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170 | mat4 model_mat = T_model*R_model;
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171 |
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172 | mat4 T_model2 = translate(mat4(), vec3(-1.0f, 0.0f, 0.0f));
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173 | mat4 R_model2 = rotate(mat4(), 0.0f, vec3(0.0f, 1.0f, 0.0f));
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174 | mat4 model_mat2 = T_model2*R_model2;
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175 |
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176 | GLuint points_vbo = 0;
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177 | glGenBuffers(1, &points_vbo);
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178 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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179 | glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
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180 |
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181 | GLuint colors_vbo = 0;
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182 | glGenBuffers(1, &colors_vbo);
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183 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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184 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
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185 |
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186 | GLuint vao = 0;
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187 | glGenVertexArrays(1, &vao);
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188 | glBindVertexArray(vao);
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189 | glBindBuffer(GL_ARRAY_BUFFER, points_vbo);
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190 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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191 | glBindBuffer(GL_ARRAY_BUFFER, colors_vbo);
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192 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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193 |
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194 | glEnableVertexAttribArray(0);
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195 | glEnableVertexAttribArray(1);
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196 |
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197 | GLuint points2_vbo = 0;
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198 | glGenBuffers(1, &points2_vbo);
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199 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
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200 | glBufferData(GL_ARRAY_BUFFER, sizeof(points2), points2, GL_STATIC_DRAW);
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201 |
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202 | /*
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203 | GLuint colors2_vbo = 0;
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204 | glGenBuffers(1, &colors2_vbo);
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205 | glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
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206 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors2), colors2, GL_STATIC_DRAW);
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207 | */
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208 |
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209 | GLuint vt_vbo;
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210 | glGenBuffers(1, &vt_vbo);
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211 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
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212 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
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213 |
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214 | GLuint vao2 = 0;
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215 | glGenVertexArrays(1, &vao2);
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216 | glBindVertexArray(vao2);
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217 | glBindBuffer(GL_ARRAY_BUFFER, points2_vbo);
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218 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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219 | // glBindBuffer(GL_ARRAY_BUFFER, colors2_vbo);
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220 | // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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221 | glBindBuffer(GL_ARRAY_BUFFER, vt_vbo);
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222 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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223 |
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224 | glEnableVertexAttribArray(0);
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225 | glEnableVertexAttribArray(1);
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226 |
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227 | GLuint shader_program = loadShaderProgram("./color.vert", "./color.frag");
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228 | GLuint shader_program2 = loadShaderProgram("./texture.vert", "./texture.frag");
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229 |
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230 | float speed = 1.0f;
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231 | float last_position = 0.0f;
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232 |
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233 | float cam_speed = 1.0f;
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234 | float cam_yaw_speed = 60.0f*ONE_DEG_IN_RAD;
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235 |
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236 | float cam_pos[] = {0.0f, 0.0f, 2.0f};
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237 | float cam_yaw = 0.0f;
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238 |
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239 | mat4 T = translate(mat4(), vec3(-cam_pos[0], -cam_pos[1], -cam_pos[2]));
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240 | mat4 R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
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241 | mat4 view_mat = R*T;
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242 |
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243 | float near = 0.1f;
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244 | float far = 100.0f;
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245 | float fov = 67.0f * ONE_DEG_IN_RAD;
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246 | float aspect = (float)width / (float)height;
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247 |
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248 | float range = tan(fov * 0.5f) * near;
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249 | float Sx = near / (range * aspect);
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250 | float Sy = near / range;
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251 | float Sz = -(far + near) / (far - near);
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252 | float Pz = -(2.0f * far * near) / (far - near);
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253 |
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254 | float proj_mat[] = {
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255 | Sx, 0.0f, 0.0f, 0.0f,
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256 | 0.0f, Sy, 0.0f, 0.0f,
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257 | 0.0f, 0.0f, Sz, -1.0f,
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258 | 0.0f, 0.0f, Pz, 0.0f,
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259 | };
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260 |
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261 | GLint model_mat_loc = glGetUniformLocation(shader_program2, "model");
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262 | GLint view_mat_loc = glGetUniformLocation(shader_program2, "view");
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263 | GLint proj_mat_loc = glGetUniformLocation(shader_program2, "proj");
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264 |
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265 | GLint model_test_loc = glGetUniformLocation(shader_program, "model");
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266 | GLint view_test_loc = glGetUniformLocation(shader_program, "view");
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267 | GLint proj_test_loc = glGetUniformLocation(shader_program, "proj");
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268 |
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269 | glUseProgram(shader_program);
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270 | glUniformMatrix4fv(model_test_loc, 1, GL_FALSE, value_ptr(model_mat));
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271 | glUniformMatrix4fv(proj_test_loc, 1, GL_FALSE, proj_mat);
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272 |
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273 | glUseProgram(shader_program2);
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274 | glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, value_ptr(model_mat2));
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275 | glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, proj_mat);
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276 |
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277 | // glUniform1i(tex_loc, 0);
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278 |
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279 | bool cam_moved = false;
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280 |
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281 | double previous_seconds = glfwGetTime();
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282 | while (!glfwWindowShouldClose(window)) {
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283 | double current_seconds = glfwGetTime();
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284 | double elapsed_seconds = current_seconds - previous_seconds;
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285 | previous_seconds = current_seconds;
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286 |
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287 | if (fabs(last_position) > 1.0f) {
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288 | speed = -speed;
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289 | }
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290 |
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291 | /*
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292 | model[12] = last_position + speed*elapsed_seconds;
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293 | last_position = model[12];
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294 | */
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295 |
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296 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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297 |
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298 | glUseProgram(shader_program);
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299 | glUniformMatrix4fv(view_test_loc, 1, GL_FALSE, value_ptr(view_mat));
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300 |
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301 | glBindVertexArray(vao);
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302 |
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303 | glDrawArrays(GL_TRIANGLES, 0, numPoints);
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304 |
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305 | glUseProgram(shader_program2);
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306 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
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307 |
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308 | glBindVertexArray(vao2);
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309 |
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310 | glDrawArrays(GL_TRIANGLES, 0, numPoints2);
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311 |
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312 | glfwPollEvents();
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313 | glfwSwapBuffers(window);
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314 |
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315 | if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE)) {
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316 | glfwSetWindowShouldClose(window, 1);
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317 | }
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318 |
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319 | float dist = cam_speed * elapsed_seconds;
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320 | if (glfwGetKey(window, GLFW_KEY_A)) {
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321 | cam_pos[0] -= cos(cam_yaw)*dist;
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322 | cam_pos[2] += sin(cam_yaw)*dist;
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323 | cam_moved = true;
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324 | }
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325 | if (glfwGetKey(window, GLFW_KEY_D)) {
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326 | cam_pos[0] += cos(cam_yaw)*dist;
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327 | cam_pos[2] -= sin(cam_yaw)*dist;
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328 | cam_moved = true;
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329 | }
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330 | if (glfwGetKey(window, GLFW_KEY_W)) {
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331 | cam_pos[0] -= sin(cam_yaw)*dist;
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332 | cam_pos[2] -= cos(cam_yaw)*dist;
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333 | cam_moved = true;
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334 | }
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335 | if (glfwGetKey(window, GLFW_KEY_S)) {
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336 | cam_pos[0] += sin(cam_yaw)*dist;
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337 | cam_pos[2] += cos(cam_yaw)*dist;
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338 | cam_moved = true;
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339 | }
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340 | if (glfwGetKey(window, GLFW_KEY_LEFT)) {
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341 | cam_yaw += cam_yaw_speed * elapsed_seconds;
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342 | cam_moved = true;
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343 | }
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344 | if (glfwGetKey(window, GLFW_KEY_RIGHT)) {
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345 | cam_yaw -= cam_yaw_speed * elapsed_seconds;
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346 | cam_moved = true;
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347 | }
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348 | if (cam_moved) {
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349 | T = translate(mat4(), vec3(-cam_pos[0], -cam_pos[1], -cam_pos[2]));
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350 | R = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
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351 | view_mat = R*T;
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352 |
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353 | glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, value_ptr(view_mat));
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354 | cam_moved = false;
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355 | }
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356 | }
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357 |
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358 | glfwTerminate();
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359 | return 0;
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360 | }
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361 |
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362 | GLuint loadShader(GLenum type, string file) {
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363 | cout << "Loading shader from file " << file << endl;
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364 |
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365 | ifstream shaderFile(file);
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366 | GLuint shaderId = 0;
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367 |
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368 | if (shaderFile.is_open()) {
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369 | string line, shaderString;
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370 |
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371 | while(getline(shaderFile, line)) {
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372 | shaderString += line + "\n";
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373 | }
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374 | shaderFile.close();
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375 | const char* shaderCString = shaderString.c_str();
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376 |
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377 | shaderId = glCreateShader(type);
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378 | glShaderSource(shaderId, 1, &shaderCString, NULL);
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379 | glCompileShader(shaderId);
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380 |
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381 | cout << "Loaded successfully" << endl;
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382 | } else {
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383 | cout << "Failed to loade the file" << endl;
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384 | }
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385 |
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386 | return shaderId;
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387 | }
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388 |
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389 | GLuint loadShaderProgram(string vertexShaderPath, string fragmentShaderPath) {
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390 | GLuint vs = loadShader(GL_VERTEX_SHADER, vertexShaderPath);
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391 | GLuint fs = loadShader(GL_FRAGMENT_SHADER, fragmentShaderPath);
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392 |
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393 | GLuint shader_program = glCreateProgram();
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394 | glAttachShader(shader_program, vs);
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395 | glAttachShader(shader_program, fs);
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396 |
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397 | glLinkProgram(shader_program);
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398 |
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399 | return shader_program;
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400 | }
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401 |
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402 | unsigned char* loadImage(string file_name, int* x, int* y) {
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403 | int n;
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404 | int force_channels = 4;
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405 | unsigned char* image_data = stbi_load(file_name.c_str(), x, y, &n, force_channels);
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406 | if (!image_data) {
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407 | fprintf(stderr, "ERROR: could not load %s\n", file_name.c_str());
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408 | }
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409 | return image_data;
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410 | }
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