#include "glad/glad.h" #include "GLFW/glfw3.h" #include "input.hpp" #include "shader.hpp" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #include #include //#include // use to print working directory //#include float vertices[] = { // positions // colors // texture coords 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // top right 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, // bottom left -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left }; unsigned int indices[] = { // note that we start from 0! 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } int main() { //printf("Current working dir: %s\n", get_current_dir_name()); glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // 4.6 is highest glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(800, 600, "Ogle", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to init GLAD" << std::endl; return -1; } glViewport(0, 0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); Shader shader = Shader("src/shaders/default.vert", "src/shaders/default.frag"); unsigned int VBO, VAO, EBO; glGenBuffers(1, &VBO); // generate the buffer glGenBuffers(1, &EBO); glGenVertexArrays(1, &VAO); // generate array glBindVertexArray(VAO); // bind array to apply "settings" to it glBindBuffer(GL_ARRAY_BUFFER, VBO); // bind(activate) the buffer to the ARRAY_BUFFER glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // upload the data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); // configure how the vertex array looks glEnableVertexAttribArray(0); // color attribute glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float))); // configure how the vertex array looks glEnableVertexAttribArray(1); //texture attribute glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); // configure how the vertex array looks glEnableVertexAttribArray(2); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode //{ // int nrAttributes; // glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes); // std::cout << "Maximum nr of vertex attributes supported: " << nrAttributes << std::endl; //} // Image/Texture stuffs unsigned int texture1, texture2; glGenTextures(1, &texture1); glBindTexture(GL_TEXTURE_2D, texture1); // set the texture wrapping/filtering options (on the currently bound texture object) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // load and generate the texture { int width, height, nrChannels; unsigned char *data = stbi_load("assets/container.jpg", &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); } glGenTextures(2, &texture2); glBindTexture(GL_TEXTURE_2D, texture2); // set the texture wrapping/filtering options (on the currently bound texture object) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // load and generate the texture { int width, height, nrChannels; unsigned char *data = stbi_load("assets/awesomeface.png", &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); } shader.use(); shader.setInt("texture1", 0); shader.setInt("texture2", 1); // game loop while(!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(shaderProgram); // this will activate the shader and use them for all subsequent shader and render calls shader.use(); float timeValue = glfwGetTime(); float greenValue = (sin(timeValue) / 2.0f) + 0.5f; shader.set4f("ourColor", 1.0f - greenValue, greenValue, (greenValue / 2.0f) + 0.25f, 1.0f); shader.set1f("offset_x", greenValue - 0.5); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture2); glBindVertexArray(VAO); // activate the preconfigured settings glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // :) glBindVertexArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; }