Matrices and transformations

This commit is contained in:
Nigel Barink 2022-02-12 21:38:31 +01:00
parent 58cca1db34
commit 8bfdbccac1
11 changed files with 8170 additions and 40 deletions

48
.vscode/settings.json vendored Normal file
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@ -0,0 +1,48 @@
{
"files.associations": {
"array": "cpp",
"atomic": "cpp",
"*.tcc": "cpp",
"cctype": "cpp",
"clocale": "cpp",
"cmath": "cpp",
"cstdarg": "cpp",
"cstddef": "cpp",
"cstdint": "cpp",
"cstdio": "cpp",
"cstdlib": "cpp",
"cwchar": "cpp",
"cwctype": "cpp",
"deque": "cpp",
"unordered_map": "cpp",
"vector": "cpp",
"exception": "cpp",
"algorithm": "cpp",
"functional": "cpp",
"iterator": "cpp",
"memory": "cpp",
"memory_resource": "cpp",
"numeric": "cpp",
"optional": "cpp",
"random": "cpp",
"string": "cpp",
"string_view": "cpp",
"system_error": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"utility": "cpp",
"fstream": "cpp",
"initializer_list": "cpp",
"iosfwd": "cpp",
"iostream": "cpp",
"istream": "cpp",
"limits": "cpp",
"new": "cpp",
"ostream": "cpp",
"sstream": "cpp",
"stdexcept": "cpp",
"streambuf": "cpp",
"cinttypes": "cpp",
"typeinfo": "cpp"
}
}

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@ -3,10 +3,10 @@ CFLAGS = -std=c++17 -O2
LDFLAGS = -lglfw3 -lGL -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi LDFLAGS = -lglfw3 -lGL -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi
OUT_NAME = LearnOpenGL OUT_NAME = LearnOpenGL
build: src/main.cpp src/shader.h build: src/*.cpp src/*.h
mkdir -p build/ mkdir -p build/
$(CC) $(CFLAGS) -Ilib/GLAD/include -Ilib/glfw/include -o build/$(OUT_NAME) lib/GLAD/src/glad.c src/main.cpp $(LDFLAGS) $(CC) $(CFLAGS) -Ilib/GLAD/include -Ilib/glfw/include -o build/$(OUT_NAME) lib/GLAD/src/glad.c src/*.cpp $(LDFLAGS)
run: build/$(OUT_NAME) run: build build/$(OUT_NAME)
./build/$(OUT_NAME) ./build/$(OUT_NAME)

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@ -1,11 +1,12 @@
#version 460 core #version 460 core
out vec4 FragColor; out vec4 FragColor;
in vec4 ourPosition;
in vec3 ourColor; in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main() void main()
{ {
FragColor = ourPosition;// vec4(ourColor, 1.0f); FragColor = mix(texture(texture1, TexCoord) , texture(texture2, vec2(-TexCoord.x , TexCoord.y)), 0.2);
} }

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@ -1,15 +1,18 @@
#version 460 core #version 460 core
layout (location=0) in vec3 aPos; layout (location=0) in vec3 aPos;
layout (location=1) in vec3 aColor; layout (location=2) in vec3 aColor;
layout (location=1) in vec2 aTexCoord;
uniform float HorizontalOffset; uniform float HorizontalOffset;
out vec3 ourColor; uniform mat4 model;
out vec4 ourPosition; uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoord;
void main(){ void main(){
gl_Position = vec4(-aPos.x + HorizontalOffset, aPos.yz , 1.0); gl_Position = projection * view * model * vec4(aPos , 1.0);
ourColor = aColor; TexCoord = aTexCoord;
ourPosition = gl_Position;
} }

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@ -4,6 +4,12 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "stb_image.h"
#include "shader.h" #include "shader.h"
@ -18,7 +24,7 @@ void processInput( GLFWwindow* window){
} }
int main() { int main() {
printf("Hello OpenGL!"); printf("Hello OpenGL!\n");
glfwInit(); glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
@ -27,14 +33,14 @@ int main() {
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
if( window == NULL){ if( window == NULL){
printf("Failed to create GLFW window!"); printf("Failed to create GLFW window!\n");
glfwTerminate(); glfwTerminate();
return -1; return -1;
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
printf("Failed to initialize GLAD!"); printf("Failed to initialize GLAD!\n");
return -1; return -1;
} }
@ -42,26 +48,64 @@ int main() {
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
Shader shader("shader.vs", "shader.fs"); Shader shader("shader.vs", "shader.fs");
float vertices[] = { float vertices[] = {
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left 0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
/* unsigned int indices[] = {
0,1,3, // first triangle
1,2,3 // second triangle
}; */
};
unsigned int indices[] = {
0, 1,2 // first triangle
};
// Vertex buffer objects!! // Vertex buffer objects!!
unsigned int VBO, VAO, EBO; /* unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO); glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO); glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO); glGenBuffers(1, &EBO);
@ -72,37 +116,166 @@ int main() {
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); */
// Position attribute /* // Position attribute
glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0); glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// Color attribute // Color attribute
glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float))); glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3* sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0); // texture attribute
glVertexAttribPointer(2,2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
glEnableVertexAttribArray(2); */
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coord attribute
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
int width, height, nrChannels;
unsigned int texture1;
glGenTextures(1, &texture1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(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);
unsigned char* data = stbi_load("Textures/container.jpg", &width, &height, &nrChannels,0);
if(data){
std::cout<< width << " x " << height << std::endl;
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);
int width2, height2, nrChannels2;
unsigned int texture2;
glGenTextures(1, &texture2);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(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);
stbi_set_flip_vertically_on_load(true);
unsigned char* data2 = stbi_load("Textures/awesomeface.png", &width2, &height2, &nrChannels2,0);
if(data2){
std::cout<< width2 << " x " << height2 << std::endl;
glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);
glGenerateMipmap(GL_TEXTURE_2D);
} else{
std::cout << "Failed to load texture!" << std::endl;
}
stbi_image_free(data2);
glBindVertexArray(0);
// WireFrame mode // WireFrame mode
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
shader.use();
shader.setInt("texture1",0);
shader.setInt("texture2",1);
glm::vec3 cubePositions[] = {
glm::vec3( 0.0f, 0.0f, 0.0f),
glm::vec3( 2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm::vec3(-3.8f, -2.0f, -12.3f),
glm::vec3( 2.4f, -0.4f, -3.5f),
glm::vec3(-1.7f, 3.0f, -7.5f),
glm::vec3( 1.3f, -2.0f, -2.5f),
glm::vec3( 1.5f, 2.0f, -2.5f),
glm::vec3( 1.5f, 0.2f, -1.5f),
glm::vec3(-1.3f, 1.0f, -1.5f)
};
glEnable(GL_DEPTH_TEST);
while(!glfwWindowShouldClose(window)) while(!glfwWindowShouldClose(window))
{ {
processInput(window); processInput(window);
glClear(GL_COLOR_BUFFER_BIT);
shader.use(); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
shader.setFloat("HorizontalOffset", .3); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
// create transformations
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), (float)800 / (float)600, 0.1f, 100.0f);
// Pass a matrix to the shader
unsigned int ModelMatrixLoc = glGetUniformLocation(shader.ID, "model");
glUniformMatrix4fv(ModelMatrixLoc, 1, GL_FALSE, glm::value_ptr(model));
unsigned int ViewMatrixLoc = glGetUniformLocation(shader.ID, "view");
glUniformMatrix4fv(ViewMatrixLoc, 1, GL_FALSE, &view[0][0]);
unsigned int ProjectionMatrixLoc = glGetUniformLocation(shader.ID, "projection");
glUniformMatrix4fv(ProjectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
glBindVertexArray(VAO); glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT, 0); for(unsigned int i = 0; i < 10; i++){
glm::mat4 model = glm::mat4(1.0);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();

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@ -20,6 +20,7 @@ class Shader
void setBool(const std::string &name, bool value)const; void setBool(const std::string &name, bool value)const;
void setInt(const std::string &name, int value)const; void setInt(const std::string &name, int value)const;
void setFloat(const std::string &name, float value)const; void setFloat(const std::string &name, float value)const;
void setMat4(const std::string &name, glm::mat4 value)const;
}; };
@ -131,3 +132,7 @@ void Shader::setInt(const std::string &name, int value) const{
void Shader::setFloat(const std::string &name, float value) const{ void Shader::setFloat(const std::string &name, float value) const{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value ); glUniform1f(glGetUniformLocation(ID, name.c_str()), value );
} }
void Shader::setMat4(const std::string &name, glm::mat4 value)const{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &value[0][0] );
}

3
src/stb_image.cpp Normal file
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@ -0,0 +1,3 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

7897
src/stb_image.h Normal file

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