source: opengl-game/game06.cpp@ 54b6d6b

feature/imgui-sdl points-test
Last change on this file since 54b6d6b was 22b2c37, checked in by Dmitry Portnoy <dmp1488@…>, 7 years ago

Add a simple logger and remove some old, unneeded tutorial files

  • Property mode set to 100644
File size: 7.2 KB
Line 
1// Include standard headers
2#include <stdio.h>
3#include <stdlib.h>
4
5// Include GLEW
6#include <GL/glew.h>
7
8// Include GLFW
9#include <GLFW/glfw3.h>
10GLFWwindow* window;
11
12// Include GLM
13#include <glm/glm.hpp>
14#include <glm/gtc/matrix_transform.hpp>
15using namespace glm;
16
17#include "common/shader.hpp"
18#include "common/texture.hpp"
19#include "common/controls.hpp"
20
21int main( void )
22{
23 // Initialise GLFW
24 if( !glfwInit() )
25 {
26 fprintf( stderr, "Failed to initialize GLFW\n" );
27 getchar();
28 return -1;
29 }
30
31 glfwWindowHint(GLFW_SAMPLES, 4);
32 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
33 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
34 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
35 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
36
37 // Open a window and create its OpenGL context
38 window = glfwCreateWindow( 1024, 768, "Tutorial 0 - Keyboard and Mouse", NULL, NULL);
39 if( window == NULL ){
40 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" );
41 getchar();
42 glfwTerminate();
43 return -1;
44 }
45 glfwMakeContextCurrent(window);
46
47 // Initialize GLEW
48 glewExperimental = true; // Needed for core profile
49 if (glewInit() != GLEW_OK) {
50 fprintf(stderr, "Failed to initialize GLEW\n");
51 getchar();
52 glfwTerminate();
53 return -1;
54 }
55
56 // Ensure we can capture the escape key being pressed below
57 glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
58 // Hide the mouse and enable unlimited mouvement
59 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
60
61 // Set the mouse at the center of the screen
62 glfwPollEvents();
63 glfwSetCursorPos(window, 1024/2, 768/2);
64
65 // Dark blue background
66 glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
67
68 // Enable depth test
69 glEnable(GL_DEPTH_TEST);
70 // Accept fragment if it closer to the camera than the former one
71 glDepthFunc(GL_LESS);
72
73 // Cull triangles which normal is not towards the camera
74 glEnable(GL_CULL_FACE);
75
76 GLuint VertexArrayID;
77 glGenVertexArrays(1, &VertexArrayID);
78 glBindVertexArray(VertexArrayID);
79
80 // Create and compile our GLSL program from the shaders
81 GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader" );
82
83 // Get a handle for our "MVP" uniform
84 GLuint MatrixID = glGetUniformLocation(programID, "MVP");
85
86 // Load the texture
87 GLuint Texture = loadDDS("uvtemplate.DDS");
88
89 // Get a handle for our "myTextureSampler" uniform
90 GLuint TextureID = glGetUniformLocation(programID, "myTextureSampler");
91
92 // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
93 // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
94 static const GLfloat g_vertex_buffer_data[] = {
95 -1.0f,-1.0f,-1.0f,
96 -1.0f,-1.0f, 1.0f,
97 -1.0f, 1.0f, 1.0f,
98 1.0f, 1.0f,-1.0f,
99 -1.0f,-1.0f,-1.0f,
100 -1.0f, 1.0f,-1.0f,
101 1.0f,-1.0f, 1.0f,
102 -1.0f,-1.0f,-1.0f,
103 1.0f,-1.0f,-1.0f,
104 1.0f, 1.0f,-1.0f,
105 1.0f,-1.0f,-1.0f,
106 -1.0f,-1.0f,-1.0f,
107 -1.0f,-1.0f,-1.0f,
108 -1.0f, 1.0f, 1.0f,
109 -1.0f, 1.0f,-1.0f,
110 1.0f,-1.0f, 1.0f,
111 -1.0f,-1.0f, 1.0f,
112 -1.0f,-1.0f,-1.0f,
113 -1.0f, 1.0f, 1.0f,
114 -1.0f,-1.0f, 1.0f,
115 1.0f,-1.0f, 1.0f,
116 1.0f, 1.0f, 1.0f,
117 1.0f,-1.0f,-1.0f,
118 1.0f, 1.0f,-1.0f,
119 1.0f,-1.0f,-1.0f,
120 1.0f, 1.0f, 1.0f,
121 1.0f,-1.0f, 1.0f,
122 1.0f, 1.0f, 1.0f,
123 1.0f, 1.0f,-1.0f,
124 -1.0f, 1.0f,-1.0f,
125 1.0f, 1.0f, 1.0f,
126 -1.0f, 1.0f,-1.0f,
127 -1.0f, 1.0f, 1.0f,
128 1.0f, 1.0f, 1.0f,
129 -1.0f, 1.0f, 1.0f,
130 1.0f,-1.0f, 1.0f
131 };
132
133 // Two UV coordinatesfor each vertex. They were created withe Blender.
134 static const GLfloat g_uv_buffer_data[] = {
135 0.000059f, 0.000004f,
136 0.000103f, 0.336048f,
137 0.335973f, 0.335903f,
138 1.000023f, 0.000013f,
139 0.667979f, 0.335851f,
140 0.999958f, 0.336064f,
141 0.667979f, 0.335851f,
142 0.336024f, 0.671877f,
143 0.667969f, 0.671889f,
144 1.000023f, 0.000013f,
145 0.668104f, 0.000013f,
146 0.667979f, 0.335851f,
147 0.000059f, 0.000004f,
148 0.335973f, 0.335903f,
149 0.336098f, 0.000071f,
150 0.667979f, 0.335851f,
151 0.335973f, 0.335903f,
152 0.336024f, 0.671877f,
153 1.000004f, 0.671847f,
154 0.999958f, 0.336064f,
155 0.667979f, 0.335851f,
156 0.668104f, 0.000013f,
157 0.335973f, 0.335903f,
158 0.667979f, 0.335851f,
159 0.335973f, 0.335903f,
160 0.668104f, 0.000013f,
161 0.336098f, 0.000071f,
162 0.000103f, 0.336048f,
163 0.000004f, 0.671870f,
164 0.336024f, 0.671877f,
165 0.000103f, 0.336048f,
166 0.336024f, 0.671877f,
167 0.335973f, 0.335903f,
168 0.667969f, 0.671889f,
169 1.000004f, 0.671847f,
170 0.667979f, 0.335851f
171 };
172
173 GLuint vertexbuffer;
174 glGenBuffers(1, &vertexbuffer);
175 glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
176 glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
177
178 GLuint uvbuffer;
179 glGenBuffers(1, &uvbuffer);
180 glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
181 glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
182
183 do{
184
185 // Clear the screen
186 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
187
188 // Use our shader
189 glUseProgram(programID);
190
191 // Compute the MVP matrix from keyboard and mouse input
192 computeMatricesFromInputs(1024, 768);
193 glm::mat4 ProjectionMatrix = getProjectionMatrix();
194 glm::mat4 ViewMatrix = getViewMatrix();
195 glm::mat4 ModelMatrix = glm::mat4(1.0);
196 glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
197
198 // Send our transformation to the currently bound shader,
199 // in the "MVP" uniform
200 glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
201
202 // Bind our texture in Texture Unit 0
203 glActiveTexture(GL_TEXTURE0);
204 glBindTexture(GL_TEXTURE_2D, Texture);
205 // Set our "myTextureSampler" sampler to user Texture Unit 0
206 glUniform1i(TextureID, 0);
207
208 // 1rst attribute buffer : vertices
209 glEnableVertexAttribArray(0);
210 glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
211 glVertexAttribPointer(
212 0, // attribute. No particular reason for 0, but must match the layout in the shader.
213 3, // size
214 GL_FLOAT, // type
215 GL_FALSE, // normalized?
216 0, // stride
217 (void*)0 // array buffer offset
218 );
219
220 // 2nd attribute buffer : UVs
221 glEnableVertexAttribArray(1);
222 glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
223 glVertexAttribPointer(
224 1, // attribute. No particular reason for 1, but must match the layout in the shader.
225 2, // size : U+V => 2
226 GL_FLOAT, // type
227 GL_FALSE, // normalized?
228 0, // stride
229 (void*)0 // array buffer offset
230 );
231
232 // Draw the triangle !
233 glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
234
235 glDisableVertexAttribArray(0);
236 glDisableVertexAttribArray(1);
237
238 // Swap buffers
239 glfwSwapBuffers(window);
240 glfwPollEvents();
241
242 } // Check if the ESC key was pressed or the window was closed
243 while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
244 glfwWindowShouldClose(window) == 0 );
245
246 // Cleanup VBO and shader
247 glDeleteBuffers(1, &vertexbuffer);
248 glDeleteBuffers(1, &uvbuffer);
249 glDeleteProgram(programID);
250 glDeleteTextures(1, &TextureID);
251 glDeleteVertexArrays(1, &VertexArrayID);
252
253 // Close OpenGL window and terminate GLFW
254 glfwTerminate();
255
256 return 0;
257}
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