1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
|
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "input.hpp"
#include "shader.hpp"
#include "texture.hpp"
#include <iostream>
#include <cmath>
//#include <unistd.h> // use to print working directory
//#include <stdio.h>
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);
// }
Texture texture3 = Texture("assets/awesomeface.png", VAO, VBO);
shader.use();
shader.setInt("texture1", 0);
shader.setInt("texture2", 1);
float pi = 2.0f * acos(0.0f);
// 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 = 1.0f;//(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);
float sin_move0 = sin((timeValue) / 2.0f) / 2.0f;
float cos_move0 = cos((timeValue) / 2.0f) / 2.0f;
float sin_move1 = sin((timeValue + (1*pi)) / 2.0f) / 2.0f;
float cos_move1 = cos((timeValue + (1*pi)) / 2.0f) / 2.0f;
float sin_move2 = sin((timeValue + (2*pi)) / 2.0f) / 2.0f;
float cos_move2 = cos((timeValue + (2*pi)) / 2.0f) / 2.0f;
float sin_move3 = sin((timeValue + (3*pi)) / 2.0f) / 2.0f;
float cos_move3 = cos((timeValue + (3*pi)) / 2.0f) / 2.0f;
//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); // :)
texture3.draw(cos_move0, sin_move0, 0.5, 0.5);
texture3.draw(cos_move1, sin_move1, 0.5, 0.5);
texture3.draw(cos_move2, sin_move2, 0.5, 0.5);
texture3.draw(cos_move3, sin_move3, 0.5, 0.5);
//drawTexture(texture1, VAO, VBO, -0.5, -0.5, 0.5, 0.5);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
|