#include #include #include #include #include #include #include #include "stb_image.h" #include "shader.h" void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0,0, width, height); } void processInput( GLFWwindow* window){ if(glfwGetKey(window,GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } int main() { printf("Hello OpenGL!\n"); glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL); if( window == NULL){ printf("Failed to create GLFW window!\n"); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){ printf("Failed to initialize GLAD!\n"); return -1; } glViewport(0,0, 800, 600); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); Shader shader("shader.vs", "shader.fs"); float vertices[] = { -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, 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 }; */ // Vertex buffer objects!! /* unsigned int VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 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); glEnableVertexAttribArray(0); // Color attribute glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3* sizeof(float))); glEnableVertexAttribArray(1); // 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); // WireFrame mode // 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)) { processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); 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); 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); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; }