[9cbdc9c] | 1 | // Include standard headers
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| 2 | #include <stdio.h>
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| 3 | #include <stdlib.h>
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| 4 |
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| 5 | // Include GLEW
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| 6 | #include <GL/glew.h>
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| 7 |
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| 8 | // Include GLFW
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| 9 | #include <GL/glfw.h>
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| 10 |
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| 11 | // Include GLM
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| 12 | #include <glm/glm.hpp>
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| 13 | #include <glm/gtc/matrix_transform.hpp>
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| 14 | using namespace glm;
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| 15 |
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| 16 | #include "common/shader.hpp"
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| 17 | #include "common/texture.hpp"
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| 18 | #include "common/controls.hpp"
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| 19 |
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| 20 | int main( void )
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| 21 | {
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| 22 | // Initialise GLFW
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| 23 | if( !glfwInit() )
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| 24 | {
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| 25 | fprintf( stderr, "Failed to initialize GLFW\n" );
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| 26 | return -1;
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| 27 | }
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| 28 |
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| 29 | glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
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| 30 | glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
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| 31 | glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
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| 32 | glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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| 33 |
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| 34 | // Open a window and create its OpenGL context
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| 35 | if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
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| 36 | {
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| 37 | fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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| 38 | glfwTerminate();
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| 39 | return -1;
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| 40 | }
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| 41 |
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| 42 | // Initialize GLEW
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| 43 | glewExperimental = true; // Needed for core profile
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| 44 | if (glewInit() != GLEW_OK) {
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| 45 | fprintf(stderr, "Failed to initialize GLEW\n");
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| 46 | return -1;
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| 47 | }
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| 48 |
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| 49 | glfwSetWindowTitle( "Tutorial 06" );
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| 50 |
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| 51 | // Ensure we can capture the escape key being pressed below
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| 52 | glfwEnable( GLFW_STICKY_KEYS );
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| 53 | glfwSetMousePos(1024/2, 768/2);
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| 54 |
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| 55 | // Dark blue background
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| 56 | glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
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| 57 |
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| 58 | // Enable depth test
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| 59 | glEnable(GL_DEPTH_TEST);
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| 60 | // Accept fragment if it closer to the camera than the former one
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| 61 | glDepthFunc(GL_LESS);
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| 62 |
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| 63 | // Cull triangles which normal is not towards the camera
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| 64 | glEnable(GL_CULL_FACE);
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| 65 |
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| 66 | GLuint VertexArrayID;
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| 67 | glGenVertexArrays(1, &VertexArrayID);
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| 68 | glBindVertexArray(VertexArrayID);
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| 69 |
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| 70 | // Create and compile our GLSL program from the shaders
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| 71 | GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader" );
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| 72 |
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| 73 | // Get a handle for our "MVP" uniform
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| 74 | GLuint MatrixID = glGetUniformLocation(programID, "MVP");
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| 75 |
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| 76 | // Load the texture
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| 77 | GLuint Texture = loadDDS("uvtemplate.DDS");
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| 78 |
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| 79 | // Get a handle for our "myTextureSampler" uniform
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| 80 | GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
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| 81 |
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| 82 | // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
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| 83 | // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
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| 84 | static const GLfloat g_vertex_buffer_data[] = {
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| 85 | -1.0f,-1.0f,-1.0f,
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| 86 | -1.0f,-1.0f, 1.0f,
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| 87 | -1.0f, 1.0f, 1.0f,
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| 88 | 1.0f, 1.0f,-1.0f,
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| 89 | -1.0f,-1.0f,-1.0f,
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| 90 | -1.0f, 1.0f,-1.0f,
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| 91 | 1.0f,-1.0f, 1.0f,
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| 92 | -1.0f,-1.0f,-1.0f,
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| 93 | 1.0f,-1.0f,-1.0f,
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| 94 | 1.0f, 1.0f,-1.0f,
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| 95 | 1.0f,-1.0f,-1.0f,
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| 96 | -1.0f,-1.0f,-1.0f,
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| 97 | -1.0f,-1.0f,-1.0f,
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| 98 | -1.0f, 1.0f, 1.0f,
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| 99 | -1.0f, 1.0f,-1.0f,
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| 100 | 1.0f,-1.0f, 1.0f,
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| 101 | -1.0f,-1.0f, 1.0f,
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| 102 | -1.0f,-1.0f,-1.0f,
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| 103 | -1.0f, 1.0f, 1.0f,
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| 104 | -1.0f,-1.0f, 1.0f,
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| 105 | 1.0f,-1.0f, 1.0f,
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| 106 | 1.0f, 1.0f, 1.0f,
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| 107 | 1.0f,-1.0f,-1.0f,
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| 108 | 1.0f, 1.0f,-1.0f,
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| 109 | 1.0f,-1.0f,-1.0f,
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| 110 | 1.0f, 1.0f, 1.0f,
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| 111 | 1.0f,-1.0f, 1.0f,
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| 112 | 1.0f, 1.0f, 1.0f,
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| 113 | 1.0f, 1.0f,-1.0f,
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| 114 | -1.0f, 1.0f,-1.0f,
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| 115 | 1.0f, 1.0f, 1.0f,
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| 116 | -1.0f, 1.0f,-1.0f,
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| 117 | -1.0f, 1.0f, 1.0f,
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| 118 | 1.0f, 1.0f, 1.0f,
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| 119 | -1.0f, 1.0f, 1.0f,
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| 120 | 1.0f,-1.0f, 1.0f
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| 121 | };
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| 122 |
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| 123 | // Two UV coordinatesfor each vertex. They were created withe Blender.
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| 124 | static const GLfloat g_uv_buffer_data[] = {
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| 125 | 0.000059f, 0.000004f,
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| 126 | 0.000103f, 0.336048f,
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| 127 | 0.335973f, 0.335903f,
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| 128 | 1.000023f, 0.000013f,
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| 129 | 0.667979f, 0.335851f,
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| 130 | 0.999958f, 0.336064f,
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| 131 | 0.667979f, 0.335851f,
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| 132 | 0.336024f, 0.671877f,
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| 133 | 0.667969f, 0.671889f,
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| 134 | 1.000023f, 0.000013f,
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| 135 | 0.668104f, 0.000013f,
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| 136 | 0.667979f, 0.335851f,
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| 137 | 0.000059f, 0.000004f,
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| 138 | 0.335973f, 0.335903f,
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| 139 | 0.336098f, 0.000071f,
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| 140 | 0.667979f, 0.335851f,
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| 141 | 0.335973f, 0.335903f,
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| 142 | 0.336024f, 0.671877f,
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| 143 | 1.000004f, 0.671847f,
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| 144 | 0.999958f, 0.336064f,
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| 145 | 0.667979f, 0.335851f,
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| 146 | 0.668104f, 0.000013f,
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| 147 | 0.335973f, 0.335903f,
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| 148 | 0.667979f, 0.335851f,
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| 149 | 0.335973f, 0.335903f,
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| 150 | 0.668104f, 0.000013f,
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| 151 | 0.336098f, 0.000071f,
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| 152 | 0.000103f, 0.336048f,
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| 153 | 0.000004f, 0.671870f,
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| 154 | 0.336024f, 0.671877f,
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| 155 | 0.000103f, 0.336048f,
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| 156 | 0.336024f, 0.671877f,
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| 157 | 0.335973f, 0.335903f,
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| 158 | 0.667969f, 0.671889f,
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| 159 | 1.000004f, 0.671847f,
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| 160 | 0.667979f, 0.335851f
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| 161 | };
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| 162 |
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| 163 | GLuint vertexbuffer;
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| 164 | glGenBuffers(1, &vertexbuffer);
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| 165 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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| 166 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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| 167 |
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| 168 | GLuint uvbuffer;
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| 169 | glGenBuffers(1, &uvbuffer);
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| 170 | glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
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| 171 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
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| 172 |
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| 173 | do{
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| 174 |
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| 175 | // Clear the screen
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| 176 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 177 |
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| 178 | // Use our shader
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| 179 | glUseProgram(programID);
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| 180 |
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| 181 | // Compute the MVP matrix from keyboard and mouse input
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| 182 | computeMatricesFromInputs();
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| 183 | glm::mat4 ProjectionMatrix = getProjectionMatrix();
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| 184 | glm::mat4 ViewMatrix = getViewMatrix();
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| 185 | glm::mat4 ModelMatrix = glm::mat4(1.0);
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| 186 | glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
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| 187 |
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| 188 | // Send our transformation to the currently bound shader,
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| 189 | // in the "MVP" uniform
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| 190 | glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
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| 191 |
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| 192 | // Bind our texture in Texture Unit 0
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| 193 | glActiveTexture(GL_TEXTURE0);
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| 194 | glBindTexture(GL_TEXTURE_2D, Texture);
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| 195 | // Set our "myTextureSampler" sampler to user Texture Unit 0
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| 196 | glUniform1i(TextureID, 0);
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| 197 |
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| 198 | // 1rst attribute buffer : vertices
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| 199 | glEnableVertexAttribArray(0);
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| 200 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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| 201 | glVertexAttribPointer(
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| 202 | 0, // attribute. No particular reason for 0, but must match the layout in the shader.
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| 203 | 3, // size
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| 204 | GL_FLOAT, // type
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| 205 | GL_FALSE, // normalized?
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| 206 | 0, // stride
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| 207 | (void*)0 // array buffer offset
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| 208 | );
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| 209 |
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| 210 | // 2nd attribute buffer : UVs
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| 211 | glEnableVertexAttribArray(1);
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| 212 | glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
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| 213 | glVertexAttribPointer(
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| 214 | 1, // attribute. No particular reason for 1, but must match the layout in the shader.
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| 215 | 2, // size : U+V => 2
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| 216 | GL_FLOAT, // type
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| 217 | GL_FALSE, // normalized?
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| 218 | 0, // stride
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| 219 | (void*)0 // array buffer offset
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| 220 | );
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| 221 |
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| 222 | // Draw the triangle !
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| 223 | glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
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| 224 |
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| 225 | glDisableVertexAttribArray(0);
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| 226 | glDisableVertexAttribArray(1);
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| 227 |
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| 228 | // Swap buffers
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| 229 | glfwSwapBuffers();
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| 230 |
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| 231 | } // Check if the ESC key was pressed or the window was closed
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| 232 | while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
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| 233 | glfwGetWindowParam( GLFW_OPENED ) );
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| 234 |
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| 235 | // Cleanup VBO and shader
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| 236 | glDeleteBuffers(1, &vertexbuffer);
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| 237 | glDeleteBuffers(1, &uvbuffer);
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| 238 | glDeleteProgram(programID);
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| 239 | glDeleteTextures(1, &TextureID);
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| 240 | glDeleteVertexArrays(1, &VertexArrayID);
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| 241 |
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| 242 | // Close OpenGL window and terminate GLFW
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| 243 | glfwTerminate();
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| 244 |
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| 245 | return 0;
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[2ce5154] | 246 | }
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