394 lines
14 KiB
C++
394 lines
14 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "shader_m.h"
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#include "camera.h"
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#include <iostream>
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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// settings
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const unsigned int SCR_WIDTH = 854;
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const unsigned int SCR_HEIGHT = 480;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = SCR_WIDTH / 2.0f;
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float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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int main()
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{
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// std::cout << "debug";
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glEnable(GL_BLEND);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Jungle", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
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// glEnable(GL_DEPTH_TEST);
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// build and compile our shader zprogram
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// ------------------------------------
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Shader ourShader("demo.vs", "demo.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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// back
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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// front
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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// left
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// down
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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// up
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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// world space positions of our cubes
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glm::ivec3 cubePositions[] = {
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glm::ivec3(0, 0, 0),
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glm::ivec3(2, 5, -15),
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glm::ivec3(-1, -2, -2),
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glm::ivec3(-3, -2, -12),
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glm::ivec3(2, -0, -3),
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glm::ivec3(-1, 3, -7),
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glm::ivec3(1, -2, -2),
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glm::ivec3(1, 2, -2),
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glm::ivec3(1, 0, -1),
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glm::ivec3(-1, 1, -1)};
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glm::ivec2 cubeTextures[] = {
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glm::ivec2(1, 14),
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glm::ivec2(8, 3),
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glm::ivec2(0, 4),
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glm::ivec2(1, 12),
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glm::ivec2(1, 6),
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glm::ivec2(0, 6),
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glm::ivec2(1, 2),
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glm::ivec2(0, 14),
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glm::ivec2(3, 12),
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glm::ivec2(1, 12)};
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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////////////////////////////////////////////////////////////////////////////////////
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// load and create a texture
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// -------------------------
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unsigned int texture1; //, texture2;
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// texture 1
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// ---------
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// set the texture wrapping parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
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unsigned char *data = stbi_load("./terrain.png", &width, &height, &nrChannels, STBI_rgb_alpha);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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// texture 2
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// ---------
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// glGenTextures(1, &texture2);
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// glBindTexture(GL_TEXTURE_2D, texture2);
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// set the texture wrapping parameters
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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// data = stbi_load("./resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
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// if (data)
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//{
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// // 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
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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// glGenerateMipmap(GL_TEXTURE_2D);
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//}
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// else
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//{
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// std::cout << "Failed to load texture" << std::endl;
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//}
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// stbi_image_free(data);
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// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
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// -------------------------------------------------------------------------------------------
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ourShader.use();
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ourShader.setInt("texture1", 0);
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// ourShader.setInt("texture2", 1);
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// bind textures on corresponding texture units
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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// glActiveTexture(GL_TEXTURE1);
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// glBindTexture(GL_TEXTURE_2D, texture2);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// per-frame time logic
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// --------------------
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float currentFrame = static_cast<float>(glfwGetTime());
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// activate shader
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ourShader.use();
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// pass projection matrix to shader (note that in this case it could change every frame)
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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ourShader.setMat4("projection", projection);
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// camera/view transformation
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glm::mat4 view = camera.GetViewMatrix();
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ourShader.setMat4("view", view);
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// glEnable(GL_DEPTH_TEST);
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// glDepthMask(GL_TRUE);
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// render opaque objects first
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glBindVertexArray(VAO);
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for (unsigned int i = 0; i < 10; i++)
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{
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ourShader.setIVec2("index", cubeTextures[i]);
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// calculate the model matrix for each object and pass it to shader before drawing
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glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
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model = glm::translate(model, glm::vec3(cubePositions[i]));
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ourShader.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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// glDepthMask(GL_FALSE);
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// render transparent objects with blending enabled
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// for (unsigned int i = 5; i < 10; i++)
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// {
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// ourShader.setIVec2("index", cubeTextures[i]);
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// // calculate the model matrix for each object and pass it to shader before drawing
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// glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
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// model = glm::translate(model, glm::vec3(cubePositions[i]));
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// ourShader.setMat4("model", model);
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// glDrawArrays(GL_TRIANGLES, 0, 36);
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// }
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// glDisable(GL_BLEND);
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// glDisable(GL_DEPTH_TEST);
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDisable(GL_DEPTH_TEST);
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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camera.ProcessKeyboard(UP, deltaTime);
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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camera.ProcessKeyboard(DOWN, deltaTime);
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow *window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
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{
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float xpos = static_cast<float>(xposIn);
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float ypos = static_cast<float>(yposIn);
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(static_cast<float>(yoffset));
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}
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