-#include <stdio.h>
-#include <stdlib.h>
-#include <iostream>
-#include <fstream>
-#include <sstream>
-#include <array>
-#include <vector>
-#ifdef __APPLE__
-#include <GL/glew.h>
-#else
-#include <OpenGL/glew.h>
-#endif
-#include <GLUT/glut.h>
-#include <glm/glm.hpp>
-#include <glm/ext.hpp>
-#include <glm/gtc/type_ptr.hpp>
-
-#pragma clang diagnostic ignored "-Wdeprecated-declarations"
-
-using namespace std;
-
-GLuint* vaos;
-GLuint progId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f);
-glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
-glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
-float yaw = 1.57, pitch = 0;
-bool doScale, doRotate, doTranslate;
-
-void display() {
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glUseProgram(progId);
- glBindVertexArray(vaos[0]);
- for (int i = 0; i < 100; i++) {
-
- GLuint projId = glGetUniformLocation(progId, "projection");
- glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 100.f);
- glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
-
- GLuint viewId = glGetUniformLocation(progId, "view");
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
-
- GLuint modelId = glGetUniformLocation(progId, "model");
- float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- glm::mat4 model = glm::mat4(1.f);
-
- model = glm::translate(model, glm::vec3(sin(i * 30) * 2, cos(i * 30) * 2, i * 2));
-
- if (doRotate) {
- model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
- model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
- }
-
- if (doScale)
- model = glm::scale(model, glm::vec3(1.f, 0.3f + 0.7f * (1 + sin(d * (i + 3))), 1.f));
-
- if (doTranslate)
- model = glm::translate(model, glm::vec3(sin(d), cos(d), sin(d)));
-
-
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, 12);
- }
- glutSwapBuffers();
-}
-
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
- GLuint shader = glCreateShader(type);
-
- if (!shader) {
- fprintf(stderr, "error creating shader\n");
- exit(1);
- }
-
- ifstream file(filePath);
- stringstream buffer;
- buffer << file.rdbuf();
- string str = buffer.str();
- const char* contents = str.c_str();
-
- glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
- glCompileShader(shader);
- GLint success;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetShaderInfoLog(shader, 1024, NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
- glAttachShader(progId, shader);
-}
-
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
- GLuint progId = glCreateProgram();
-
- attachShader(progId, vertexShader, GL_VERTEX_SHADER);
- attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
-
- glLinkProgram(progId);
- GLint success = 0;
- glGetProgramiv(progId, GL_LINK_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error linking: %s\n", log);
- exit(1);
- }
-
- return progId;
-}
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-
-GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
-
- GLfloat colors[] = {
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1
- };
-
- GLuint numVerts = 12;
-
- GLuint vbo;
- glGenBuffers(1, &vbo);
-
- GLuint vao;
- glGenVertexArrays(1, &vao);
-
- GLuint posId = glGetAttribLocation(progId, "vPosition");
- GLuint colorId = glGetAttribLocation(progId, "vColor");
-
- GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
- GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
-
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
-
- glBindVertexArray(vao);
- glEnableVertexAttribArray(posId);
- glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
- glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVerts * 3 * sizeof(GLfloat)));
-
- return vao;
-}
-
-void validateProgram(GLuint progId) {
- glValidateProgram(progId);
-
- GLint success;
- glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
-}
-
-void init() {
- GLfloat vertices[9*4] = {
- -1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, -1.0f,
- 0.0f, 1.0f, 0.0f,
-
- -1.0f, -1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f,
-
- -1.0f, -1.0f, -1.0f,
- -1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f,
-
- 1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f
-
- };
-
- vaos = new GLuint[2];
-
- progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
- glUseProgram(progId);
- vaos[0] = setupBuffers(vertices, progId);
- validateProgram(progId);
-
- glEnable(GL_DEPTH_TEST);
-}
-
-void keyboard(unsigned char key, int x, int y) {
- if (key == 'w')
- camPos.z += 0.1f;
- if (key == 's')
- camPos.z -= 0.1f;
- if (key == 'a')
- camPos.x += 0.1f;
- if (key == 'd')
- camPos.x -= 0.1f;
- if (key == 'q')
- camPos.y += 0.1f;
- if (key == 'e')
- camPos.y -= 0.1f;
- if (key == 'z')
- doScale = !doScale;
- if (key == 'x')
- doRotate = !doRotate;
- if (key == 'c')
- doTranslate = !doTranslate;
- glutPostRedisplay();
-}
-
-void idle(int _) {
- glutPostRedisplay();
- glutTimerFunc(16, idle, 0);
-}
-
-int prevMouseX, prevMouseY;
-bool firstMouse = true;
-
-void motion(int x, int y) {
- if (firstMouse) {
- prevMouseX = x;
- prevMouseY = y;
- firstMouse = false;
- }
- int dx = x - prevMouseX, dy = y - prevMouseY;
-
- prevMouseX = x;
- prevMouseY = y;
-
- const float sensitivity = 0.005f;
- yaw += dx * sensitivity;
- pitch -= dy * sensitivity;
-
- glm::vec3 front;
- front.x = cos(pitch) * cos(yaw);
- front.y = sin(pitch);
- front.z = cos(pitch) * sin(yaw);
- camFront = glm::normalize(front);
-}
-
-void mouse(int button, int state, int x, int y) {
- if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
- firstMouse = true;
-}
-
-int main(int argc, char** argv) {
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
- glutInitWindowSize(800, 600);
- int win = glutCreateWindow("Hello Triangle");
- glutDisplayFunc(display);
-
- glewInit();
-
- init();
-
- glutKeyboardFunc(keyboard);
- glutTimerFunc(16, idle, 0);
- glutMotionFunc(motion);
- glutMouseFunc(mouse);
-
- glutMainLoop();
-
- return 0;
-}
-