#include #include #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #include #include #include #include "shader_m.h" #include "camera.h" #include void framebuffer_size_callback(GLFWwindow *window, int width, int height); void mouse_callback(GLFWwindow *window, double xpos, double ypos); void scroll_callback(GLFWwindow *window, double xoffset, double yoffset); void processInput(GLFWwindow *window); // settings const unsigned int SCR_WIDTH = 854; const unsigned int SCR_HEIGHT = 480; // camera Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); float lastX = SCR_WIDTH / 2.0f; float lastY = SCR_HEIGHT / 2.0f; bool firstMouse = true; // timing float deltaTime = 0.0f; // time between current frame and last frame float lastFrame = 0.0f; int main() { // std::cout << "debug"; // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // glEnable(GL_BLEND); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Jungle", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); // tell GLFW to capture our mouse glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // configure global opengl state // ----------------------------- // glEnable(GL_BLEND); // glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); // glEnable(GL_DEPTH_TEST); // build and compile our shader zprogram // ------------------------------------ Shader ourShader("demo.vs", "demo.fs"); // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float vertices[] = { // back -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, // front -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, // left -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, // right 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, // down -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, // up -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}; // world space positions of our cubes glm::ivec3 cubePositions[] = { glm::ivec3(0, 0, 0), glm::ivec3(2, 5, -15), glm::ivec3(-1, -2, -2), glm::ivec3(-3, -2, -12), glm::ivec3(2, -0, -3), glm::ivec3(-1, 3, -7), glm::ivec3(1, -2, -2), glm::ivec3(1, 2, -2), glm::ivec3(1, 0, -1), glm::ivec3(-1, 1, -1)}; glm::ivec2 cubeTextures[] = { glm::ivec2(1, 14), glm::ivec2(8, 3), glm::ivec2(0, 4), glm::ivec2(1, 12), glm::ivec2(1, 6), glm::ivec2(0, 6), glm::ivec2(1, 2), glm::ivec2(0, 14), glm::ivec2(3, 12), glm::ivec2(1, 12)}; 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); //////////////////////////////////////////////////////////////////////////////////// // load and create a texture // ------------------------- unsigned int texture1; //, texture2; // texture 1 // --------- glGenTextures(1, &texture1); glBindTexture(GL_TEXTURE_2D, texture1); // set the texture wrapping parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // set texture filtering parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // load image, create texture and generate mipmaps int width, height, nrChannels; stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis. unsigned char *data = stbi_load("./terrain.png", &width, &height, &nrChannels, STBI_rgb_alpha); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); // texture 2 // --------- // glGenTextures(1, &texture2); // glBindTexture(GL_TEXTURE_2D, texture2); // set the texture wrapping parameters // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // set texture filtering parameters // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // load image, create texture and generate mipmaps // data = stbi_load("./resources/textures/awesomeface.png", &width, &height, &nrChannels, 0); // if (data) //{ // // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA // 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); // tell opengl for each sampler to which texture unit it belongs to (only has to be done once) // ------------------------------------------------------------------------------------------- ourShader.use(); ourShader.setInt("texture1", 0); // ourShader.setInt("texture2", 1); // bind textures on corresponding texture units glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture1); // glActiveTexture(GL_TEXTURE1); // glBindTexture(GL_TEXTURE_2D, texture2); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // render loop // ----------- while (!glfwWindowShouldClose(window)) { // per-frame time logic // -------------------- float currentFrame = static_cast(glfwGetTime()); deltaTime = currentFrame - lastFrame; lastFrame = currentFrame; // input // ----- processInput(window); // render // ------ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // activate shader ourShader.use(); // pass projection matrix to shader (note that in this case it could change every frame) glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); ourShader.setMat4("projection", projection); // camera/view transformation glm::mat4 view = camera.GetViewMatrix(); ourShader.setMat4("view", view); // glEnable(GL_DEPTH_TEST); // glDepthMask(GL_TRUE); // render opaque objects first glBindVertexArray(VAO); for (unsigned int i = 0; i < 10; i++) { ourShader.setIVec2("index", cubeTextures[i]); // calculate the model matrix for each object and pass it to shader before drawing glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first model = glm::translate(model, glm::vec3(cubePositions[i])); ourShader.setMat4("model", model); glDrawArrays(GL_TRIANGLES, 0, 36); } // glDepthMask(GL_FALSE); // render transparent objects with blending enabled // glEnable(GL_BLEND); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // for (unsigned int i = 5; i < 10; i++) // { // ourShader.setIVec2("index", cubeTextures[i]); // // calculate the model matrix for each object and pass it to shader before drawing // glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first // model = glm::translate(model, glm::vec3(cubePositions[i])); // ourShader.setMat4("model", model); // glDrawArrays(GL_TRIANGLES, 0, 36); // } // glDisable(GL_BLEND); // glDisable(GL_DEPTH_TEST); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) // ------------------------------------------------------------------------------- glfwSwapBuffers(window); glfwPollEvents(); } glDisable(GL_DEPTH_TEST); // optional: de-allocate all resources once they've outlived their purpose: // ------------------------------------------------------------------------ glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); // glfw: terminate, clearing all previously allocated GLFW resources. // ------------------------------------------------------------------ glfwTerminate(); return 0; } // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly // --------------------------------------------------------------------------------------------------------- void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) camera.ProcessKeyboard(FORWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) camera.ProcessKeyboard(BACKWARD, deltaTime); if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) camera.ProcessKeyboard(LEFT, deltaTime); if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) camera.ProcessKeyboard(RIGHT, deltaTime); if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) camera.ProcessKeyboard(UP, deltaTime); if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) camera.ProcessKeyboard(DOWN, deltaTime); } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow *window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); } // glfw: whenever the mouse moves, this callback is called // ------------------------------------------------------- void mouse_callback(GLFWwindow *window, double xposIn, double yposIn) { float xpos = static_cast(xposIn); float ypos = static_cast(yposIn); if (firstMouse) { lastX = xpos; lastY = ypos; firstMouse = false; } float xoffset = xpos - lastX; float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top lastX = xpos; lastY = ypos; camera.ProcessMouseMovement(xoffset, yoffset); } // glfw: whenever the mouse scroll wheel scrolls, this callback is called // ---------------------------------------------------------------------- void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) { camera.ProcessMouseScroll(static_cast(yoffset)); }