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 <GLFW/glfw3.h>
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10 | GLFWwindow* window;
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11 |
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12 | // Include GLM
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13 | #include <glm/glm.hpp>
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14 | #include <glm/gtc/matrix_transform.hpp>
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15 | using namespace glm;
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16 |
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17 | #include "common/shader.hpp"
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18 |
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19 | int main( void )
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20 | {
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21 | // Initialise GLFW
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22 | if( !glfwInit() )
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23 | {
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24 | fprintf( stderr, "Failed to initialize GLFW\n" );
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25 | getchar();
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26 | return -1;
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27 | }
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28 |
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29 | glfwWindowHint(GLFW_SAMPLES, 4);
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30 | glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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31 | glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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32 | glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
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33 | glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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34 |
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35 | // Open a window and create its OpenGL context
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36 | window = glfwCreateWindow( 1024, 768, "Tutorial 04 - Colored Cube", NULL, NULL);
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37 | if( window == NULL ){
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38 | 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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39 | getchar();
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40 | glfwTerminate();
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41 | return -1;
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42 | }
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43 | glfwMakeContextCurrent(window);
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44 |
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45 | // Initialize GLEW
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46 | glewExperimental = true; // Needed for core profile
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47 | if (glewInit() != GLEW_OK) {
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48 | fprintf(stderr, "Failed to initialize GLEW\n");
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49 | getchar();
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50 | glfwTerminate();
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51 | return -1;
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52 | }
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53 |
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54 | // Ensure we can capture the escape key being pressed below
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55 | glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
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56 |
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57 | // Dark blue background
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58 | glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
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59 |
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60 | // Enable depth test
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61 | glEnable(GL_DEPTH_TEST);
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62 | // Accept fragment if it closer to the camera than the former one
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63 | glDepthFunc(GL_LESS);
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64 |
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65 | GLuint VertexArrayID;
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66 | glGenVertexArrays(1, &VertexArrayID);
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67 | glBindVertexArray(VertexArrayID);
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68 |
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69 | // Create and compile our GLSL program from the shaders
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70 | GLuint programID = LoadShaders( "TransformVertexShader-color.vertexshader", "ColorFragmentShader.fragmentshader" );
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71 |
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72 | // Get a handle for our "MVP" uniform
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73 | GLuint MatrixID = glGetUniformLocation(programID, "MVP");
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74 |
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75 | // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
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76 | glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
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77 | // Camera matrix
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78 | glm::mat4 View = glm::lookAt(
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79 | glm::vec3(4,3,-3), // Camera is at (4,3,-3), in World Space
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80 | glm::vec3(0,0,0), // and looks at the origin
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81 | glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
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82 | );
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83 | // Model matrix : an identity matrix (model will be at the origin)
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84 | glm::mat4 Model = glm::mat4(1.0f);
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85 | // Our ModelViewProjection : multiplication of our 3 matrices
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86 | glm::mat4 MVP = Projection * View * Model; // Remember, matrix multiplication is the other way around
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87 |
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88 | // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
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89 | // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
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90 | static const GLfloat g_vertex_buffer_data[] = {
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91 | -1.0f, 0.0f,-1.0f,
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92 | -1.0f, 0.0f, 1.0f,
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93 | -1.0f, 2.0f, 1.0f,
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94 | 1.0f, 2.0f,-1.0f,
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95 | -1.0f, 0.0f,-1.0f,
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96 | -1.0f, 2.0f,-1.0f,
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97 | 1.0f, 0.0f, 1.0f,
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98 | -1.0f, 0.0f,-1.0f,
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99 | 1.0f, 0.0f,-1.0f,
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100 | 1.0f, 2.0f,-1.0f,
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101 | 1.0f, 0.0f,-1.0f,
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102 | -1.0f, 0.0f,-1.0f,
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103 | -1.0f, 0.0f,-1.0f,
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104 | -1.0f, 2.0f, 1.0f,
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105 | -1.0f, 2.0f,-1.0f,
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106 | 1.0f, 0.0f, 1.0f,
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107 | -1.0f, 0.0f, 1.0f,
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108 | -1.0f, 0.0f,-1.0f,
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109 | -1.0f, 2.0f, 1.0f,
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110 | -1.0f, 0.0f, 1.0f,
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111 | 1.0f, 0.0f, 1.0f,
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112 | 1.0f, 2.0f, 1.0f,
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113 | 1.0f, 0.0f,-1.0f,
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114 | 1.0f, 2.0f,-1.0f,
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115 | 1.0f, 0.0f,-1.0f,
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116 | 1.0f, 2.0f, 1.0f,
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117 | 1.0f, 0.0f, 1.0f,
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118 | 1.0f, 2.0f, 1.0f,
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119 | 1.0f, 2.0f,-1.0f,
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120 | -1.0f, 2.0f,-1.0f,
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121 | 1.0f, 2.0f, 1.0f,
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122 | -1.0f, 2.0f,-1.0f,
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123 | -1.0f, 2.0f, 1.0f,
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124 | 1.0f, 2.0f, 1.0f,
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125 | -1.0f, 2.0f, 1.0f,
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126 | 1.0f, 0.0f, 1.0f,
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127 |
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128 | // floor
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129 | 10.0f, 0.0f, 10.0f,
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130 | 10.0f, 0.0f, -10.0f,
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131 | -10.0f, 0.0f, 10.0f,
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132 | 10.0f, 0.0f, -10.0f,
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133 | -10.0f, 0.0f, 10.0f,
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134 | -10.0f, 0.0f, -10.0f,
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135 |
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136 | // back wall
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137 | 10.0f, 5.0f, 10.0f,
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138 | 10.0f, 0.0f, 10.0f,
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139 | -10.0f, 5.0f, 10.0f,
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140 | 10.0f, 0.0f, 10.0f,
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141 | -10.0f, 5.0f, 10.0f,
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142 | -10.0f, 0.0f, 10.0f,
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143 |
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144 | // right wall
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145 | -10.0f, 5.0f, 10.0f,
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146 | -10.0f, 0.0f, 10.0f,
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147 | -10.0f, 5.0f, -10.0f,
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148 | -10.0f, 0.0f, 10.0f,
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149 | -10.0f, 5.0f, -10.0f,
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150 | -10.0f, 0.0f, -10.0f,
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151 | };
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152 |
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153 | // One color for each vertex. They were generated randomly.
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154 | static const GLfloat g_color_buffer_data[] = {
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155 | 0.583f, 0.771f, 0.014f,
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156 | 0.609f, 0.115f, 0.436f,
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157 | 0.327f, 0.483f, 0.844f,
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158 | 0.822f, 0.569f, 0.201f,
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159 | 0.435f, 0.602f, 0.223f,
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160 | 0.310f, 0.747f, 0.185f,
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161 | 0.597f, 0.770f, 0.761f,
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162 | 0.559f, 0.436f, 0.730f,
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163 | 0.359f, 0.583f, 0.152f,
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164 | 0.483f, 0.596f, 0.789f,
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165 | 0.559f, 0.861f, 0.639f,
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166 | 0.195f, 0.548f, 0.859f,
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167 | 0.014f, 0.184f, 0.576f,
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168 | 0.771f, 0.328f, 0.970f,
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169 | 0.406f, 0.615f, 0.116f,
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170 | 0.676f, 0.977f, 0.133f,
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171 | 0.971f, 0.572f, 0.833f,
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172 | 0.140f, 0.616f, 0.489f,
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173 | 0.997f, 0.513f, 0.064f,
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174 | 0.945f, 0.719f, 0.592f,
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175 | 0.543f, 0.021f, 0.978f,
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176 | 0.279f, 0.317f, 0.505f,
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177 | 0.167f, 0.620f, 0.077f,
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178 | 0.347f, 0.857f, 0.137f,
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179 | 0.055f, 0.953f, 0.042f,
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180 | 0.714f, 0.505f, 0.345f,
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181 | 0.783f, 0.290f, 0.734f,
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182 | 0.722f, 0.645f, 0.174f,
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183 | 0.302f, 0.455f, 0.848f,
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184 | 0.225f, 0.587f, 0.040f,
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185 | 0.517f, 0.713f, 0.338f,
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186 | 0.053f, 0.959f, 0.120f,
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187 | 0.393f, 0.621f, 0.362f,
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188 | 0.673f, 0.211f, 0.457f,
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189 | 0.820f, 0.883f, 0.371f,
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190 | 0.982f, 0.099f, 0.879f,
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191 |
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192 | // floor
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193 | 0.000f, 0.600f, 0.600f,
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194 | 0.000f, 0.600f, 0.600f,
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195 | 0.000f, 0.600f, 0.600f,
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196 | 0.000f, 0.600f, 0.600f,
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197 | 0.000f, 0.600f, 0.600f,
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198 | 0.000f, 0.600f, 0.600f,
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199 |
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200 | // back wall
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201 | 1.000f, 0.600f, 0.600f,
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202 | 1.000f, 0.600f, 0.600f,
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203 | 1.000f, 0.600f, 0.600f,
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204 | 1.000f, 0.600f, 0.600f,
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205 | 1.000f, 0.600f, 0.600f,
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206 | 1.000f, 0.600f, 0.600f,
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207 |
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208 | // right wall
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209 | 1.000f, 0.000f, 0.000f,
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210 | 1.000f, 0.000f, 0.000f,
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211 | 1.000f, 0.000f, 0.000f,
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212 | 1.000f, 0.000f, 0.000f,
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213 | 1.000f, 0.000f, 0.000f,
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214 | 1.000f, 0.000f, 0.000f,
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215 | };
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216 |
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217 | GLuint vertexbuffer;
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218 | glGenBuffers(1, &vertexbuffer);
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219 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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220 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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221 |
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222 | GLuint colorbuffer;
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223 | glGenBuffers(1, &colorbuffer);
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224 | glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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225 | glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
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226 |
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227 | do {
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228 |
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229 | // Clear the screen
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230 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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231 |
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232 | // Use our shader
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233 | glUseProgram(programID);
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234 |
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235 | // Send our transformation to the currently bound shader,
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236 | // in the "MVP" uniform
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237 | glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
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238 |
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239 | // 1rst attribute buffer : vertices
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240 | glEnableVertexAttribArray(0);
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241 | glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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242 | glVertexAttribPointer(
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243 | 0, // attribute. No particular reason for 0, but must match the layout in the shader.
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244 | 3, // size
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245 | GL_FLOAT, // type
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246 | GL_FALSE, // normalized?
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247 | 0, // stride
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248 | (void*)0 // array buffer offset
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249 | );
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250 |
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251 | // 2nd attribute buffer : colors
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252 | glEnableVertexAttribArray(1);
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253 | glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
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254 | glVertexAttribPointer(
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255 | 1, // attribute. No particular reason for 1, but must match the layout in the shader.
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256 | 3, // size
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257 | GL_FLOAT, // type
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258 | GL_FALSE, // normalized?
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259 | 0, // stride
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260 | (void*)0 // array buffer offset
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261 | );
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262 |
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263 | // Draw the triangle !
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264 | glDrawArrays(GL_TRIANGLES, 0, 12*3+18); // 12*3 indices starting at 0 -> 12 triangles
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265 |
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266 | glDisableVertexAttribArray(0);
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267 | glDisableVertexAttribArray(1);
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268 |
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269 | // Swap buffers
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270 | glfwSwapBuffers(window);
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271 | glfwPollEvents();
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272 |
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273 | } // Check if the ESC key was pressed or the window was closed
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274 | while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
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275 | glfwWindowShouldClose(window) == 0 );
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276 |
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277 | // Cleanup VBO and shader
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278 | glDeleteBuffers(1, &vertexbuffer);
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279 | glDeleteBuffers(1, &colorbuffer);
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280 | glDeleteProgram(programID);
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281 | glDeleteVertexArrays(1, &VertexArrayID);
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282 |
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283 | // Close OpenGL window and terminate GLFW
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284 | glfwTerminate();
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285 |
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286 | return 0;
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287 | }
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