#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);
- for (int i = 0; i < 2; i++) {
- glBindVertexArray(vaos[i]);
- glDrawArrays(GL_TRIANGLES, 0, 3);
+ 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();
}
ifstream file(filePath);
stringstream buffer;
buffer << file.rdbuf();
- const char* contents = buffer.str().c_str();
+ string str = buffer.str();
+ const char* contents = str.c_str();
glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
glCompileShader(shader);
glAttachShader(progId, shader);
}
-GLuint compileShaders() {
+GLuint compileShaders(char* vertexShader, char* fragmentShader) {
GLuint progId = glCreateProgram();
- attachShader(progId, "vertex.glsl", GL_VERTEX_SHADER);
- attachShader(progId, "fragment.glsl", GL_FRAGMENT_SHADER);
+ attachShader(progId, vertexShader, GL_VERTEX_SHADER);
+ attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
glLinkProgram(progId);
GLint success = 0;
exit(1);
}
- glUseProgram(progId);
return progId;
}
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-GLuint* setupBuffers(GLuint progId) {
- GLfloat vertices[2][9] = {
- {
- 0.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f,
- 0.5f, 1.0f, 0.0f
- },
-
- {
- -1.0f, -1.0f, 0.0f,
- 0.0f, -1.0f, 0.0f,
- -0.5f, 1.0f, 0.0f
- }
- };
+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 = 3;
+ GLuint numVerts = 12;
- GLuint vbos[2];
- glGenBuffers(2, vbos);
+ GLuint vbo;
+ glGenBuffers(1, &vbo);
- GLuint* vaos = new GLuint[2];
- glGenVertexArrays(2, vaos);
+ 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);
-
- for(int i = 0; i < 2; i++) {
- glBindBuffer(GL_ARRAY_BUFFER, vbos[i]);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices[i]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
- glBindVertexArray(vaos[i]);
-
+ glBindVertexArray(vao);
glEnableVertexAttribArray(posId);
- glEnableVertexAttribArray(colorId);
-
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 vaos;
+ return vao;
}
-void init() {
- GLuint progId = compileShaders();
- vaos = setupBuffers(progId);
-
+void validateProgram(GLuint progId) {
glValidateProgram(progId);
GLint success;
}
}
+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_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
+ glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
glutInitWindowSize(800, 600);
- glutCreateWindow("Hello Triangle");
+ int win = glutCreateWindow("Hello Triangle");
glutDisplayFunc(display);
glewInit();
init();
+ glutKeyboardFunc(keyboard);
+ glutTimerFunc(16, idle, 0);
+ glutMotionFunc(motion);
+ glutMouseFunc(mouse);
+
glutMainLoop();
return 0;