#include #include #include #include #include #include #include GLFWwindow* window; #include "common/shader.hpp" #include "common/controls.hpp" using namespace std; using namespace glm; int main(int argc, char* argv[]) { if (!glfwInit()) { cerr << "Failed to initialize GLFW" << endl;; getchar(); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); // Open a window and create its OpenGL context window = glfwCreateWindow(mode->width, mode->height, "My Space Game", glfwGetPrimaryMonitor(), NULL); if (window == NULL) { cerr << "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." << endl; getchar(); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); // Initialize GLEW glewExperimental = true; // Needed for core profile if (glewInit() != GLEW_OK) { cout << "Failed to initialize GLEW\n" << endl; getchar(); glfwTerminate(); return -1; } // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); // Dark blue background glClearColor(0.0f, 0.0f, 0.4f, 0.0f); // Enable depth test glEnable(GL_DEPTH_TEST); // Accept fragment if it closer to the camera than the former one glDepthFunc(GL_LESS); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); // Create and compile our GLSL program from the shaders GLuint programID = LoadShaders( "TransformVertexShader-color.vertexshader", "ColorFragmentShader.fragmentshader" ); // Get a handle for our "MVP" uniform GLuint MatrixID = glGetUniformLocation(programID, "MVP"); // Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle. // A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices static const GLfloat g_vertex_buffer_data[] = { -1.0f, 0.0f,-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 2.0f, 1.0f, 1.0f, 2.0f,-1.0f, -1.0f, 0.0f,-1.0f, -1.0f, 2.0f,-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f,-1.0f, 1.0f, 0.0f,-1.0f, 1.0f, 2.0f,-1.0f, 1.0f, 0.0f,-1.0f, -1.0f, 0.0f,-1.0f, -1.0f, 0.0f,-1.0f, -1.0f, 2.0f, 1.0f, -1.0f, 2.0f,-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f,-1.0f, -1.0f, 2.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 1.0f, 0.0f,-1.0f, 1.0f, 2.0f,-1.0f, 1.0f, 0.0f,-1.0f, 1.0f, 2.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 1.0f, 2.0f,-1.0f, -1.0f, 2.0f,-1.0f, 1.0f, 2.0f, 1.0f, -1.0f, 2.0f,-1.0f, -1.0f, 2.0f, 1.0f, 1.0f, 2.0f, 1.0f, -1.0f, 2.0f, 1.0f, 1.0f, 0.0f, 1.0f, // floor 10.0f, 0.0f, 10.0f, 10.0f, 0.0f, -10.0f, -10.0f, 0.0f, 10.0f, 10.0f, 0.0f, -10.0f, -10.0f, 0.0f, 10.0f, -10.0f, 0.0f, -10.0f, // back wall 10.0f, 5.0f, 10.0f, 10.0f, 0.0f, 10.0f, -10.0f, 5.0f, 10.0f, 10.0f, 0.0f, 10.0f, -10.0f, 5.0f, 10.0f, -10.0f, 0.0f, 10.0f, // right wall -10.0f, 5.0f, 10.0f, -10.0f, 0.0f, 10.0f, -10.0f, 5.0f, -10.0f, -10.0f, 0.0f, 10.0f, -10.0f, 5.0f, -10.0f, -10.0f, 0.0f, -10.0f, }; // One color for each vertex. They were generated randomly. static const GLfloat g_color_buffer_data[] = { 0.583f, 0.771f, 0.014f, 0.609f, 0.115f, 0.436f, 0.327f, 0.483f, 0.844f, 0.822f, 0.569f, 0.201f, 0.435f, 0.602f, 0.223f, 0.310f, 0.747f, 0.185f, 0.597f, 0.770f, 0.761f, 0.559f, 0.436f, 0.730f, 0.359f, 0.583f, 0.152f, 0.483f, 0.596f, 0.789f, 0.559f, 0.861f, 0.639f, 0.195f, 0.548f, 0.859f, 0.014f, 0.184f, 0.576f, 0.771f, 0.328f, 0.970f, 0.406f, 0.615f, 0.116f, 0.676f, 0.977f, 0.133f, 0.971f, 0.572f, 0.833f, 0.140f, 0.616f, 0.489f, 0.997f, 0.513f, 0.064f, 0.945f, 0.719f, 0.592f, 0.543f, 0.021f, 0.978f, 0.279f, 0.317f, 0.505f, 0.167f, 0.620f, 0.077f, 0.347f, 0.857f, 0.137f, 0.055f, 0.953f, 0.042f, 0.714f, 0.505f, 0.345f, 0.783f, 0.290f, 0.734f, 0.722f, 0.645f, 0.174f, 0.302f, 0.455f, 0.848f, 0.225f, 0.587f, 0.040f, 0.517f, 0.713f, 0.338f, 0.053f, 0.959f, 0.120f, 0.393f, 0.621f, 0.362f, 0.673f, 0.211f, 0.457f, 0.820f, 0.883f, 0.371f, 0.982f, 0.099f, 0.879f, // floor 0.000f, 0.600f, 0.600f, 0.000f, 0.600f, 0.600f, 0.000f, 0.600f, 0.600f, 0.000f, 0.600f, 0.600f, 0.000f, 0.600f, 0.600f, 0.000f, 0.600f, 0.600f, // back wall 1.000f, 0.600f, 0.600f, 1.000f, 0.600f, 0.600f, 1.000f, 0.600f, 0.600f, 1.000f, 0.600f, 0.600f, 1.000f, 0.600f, 0.600f, 1.000f, 0.600f, 0.600f, // right wall 1.000f, 0.000f, 0.000f, 1.000f, 0.000f, 0.000f, 1.000f, 0.000f, 0.000f, 1.000f, 0.000f, 0.000f, 1.000f, 0.000f, 0.000f, 1.000f, 0.000f, 0.000f, }; GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); GLuint colorbuffer; glGenBuffers(1, &colorbuffer); glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW); do { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); computeMatricesFromInputs(mode->width, mode->height); // Projection matrix : 45� Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units glm::mat4 Projection = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f); glm::mat4 View = getViewMatrix(); glm::mat4 Model = glm::mat4(1.0f); // Remember, matrix multiplication is the other way around glm::mat4 MVP = Projection * View * Model; // Send our transformation to the currently bound shader, // in the "MVP" uniform glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); // 1rst attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer( 0, // attribute. No particular reason for 0, but must match the layout in the shader. 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // 2nd attribute buffer : colors glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glVertexAttribPointer( 1, // attribute. No particular reason for 1, but must match the layout in the shader. 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // Draw the triangle ! glDrawArrays(GL_TRIANGLES, 0, 12*3+18); // 12*3 indices starting at 0 -> 12 triangles glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // Swap buffers glfwSwapBuffers(window); glfwPollEvents(); // Check if the ESC key was pressed or the window was closed } while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 ); // Cleanup VBO and shader glDeleteBuffers(1, &vertexbuffer); glDeleteBuffers(1, &colorbuffer); glDeleteProgram(programID); glDeleteVertexArrays(1, &VertexArrayID); // Close OpenGL window and terminate GLFW glfwTerminate(); return 0; }