-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.cpp
More file actions
368 lines (306 loc) · 11.8 KB
/
main.cpp
File metadata and controls
368 lines (306 loc) · 11.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <shader_m.h>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
GLuint loadTexture(const char* path);
void setupVertexPointers();
static int SCR_WIDTH = 800;
static int SCR_HEIGHT = 600;
glm::vec3 lightPos(1.2f, 0.5f, 2.0f);
int main() {
//initialize, set window hints
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//create the window
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Tutorial7", NULL, NULL);
//if window not valid, terminate
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
//add window to current context
glfwMakeContextCurrent(window);
//set callback for resize
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
//check if GLAD loader loaded, if not, terminate
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
//enable opengl depth test, blend, alpha params
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//build and compile shaders
Shader shader("shaders/shader.vs", "shaders/shader.fs");
Shader lightShader("shaders/lightingShader.vs", "shaders/lightingShader.fs");
Shader blendShader("shaders/blendShader.vs", "shaders/blendShader.fs");
//cube vertices
float vertices[] = {
//x y z normal: X Y Z tex: U V
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
};
float planeVertices[] = {
// positions // texture Coords
5.0f, -0.5f, 5.0f, 1.0f, 1.0f, 1.0f, 2.0f, 0.0f,
-5.0f, -0.5f, 5.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 1.0f, 1.0f, 1.0f, 0.0f, 2.0f,
5.0f, -0.5f, 5.0f, 1.0f, 1.0f, 1.0f, 2.0f, 0.0f,
-5.0f, -0.5f, -5.0f, 1.0f, 1.0f, 1.0f, 0.0f, 2.0f,
5.0f, -0.5f, -5.0f, 1.0f, 1.0f, 1.0f, 2.0f, 2.0f
};
float transparentVertices[] = {
// positions // texture Coords (swapped y coordinates because texture is flipped upside down)
0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.0f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f
};
// world space positions of our cubes
glm::vec3 cubePositions[] = {
glm::vec3(0.0f, 0.0f-2.0f, 0.0f),
glm::vec3(0.0f, 1.0f - 2.0f, 0.0f),
glm::vec3(0.0f, 2.0f - 2.0f, 0.0f),
glm::vec3(0.0f, 3.0f - 2.0f, 0.0f),
glm::vec3(0.0f, 4.0f - 2.0f, 0.0f),
};
//tree leaves
glm::vec3 leavesPositions[] = {
glm::vec3(0.0f, 4.0f - 2.0f, 1.0f),
glm::vec3(0.0f, 4.0f - 2.0f, -1.0f),
glm::vec3(1.0f, 4.0f - 2.0f, 0.0f),
glm::vec3(-1.0f, 4.0f - 2.0f, 0.0f),
glm::vec3(0.0f, 3.0f - 2.0f, 1.0f),
glm::vec3(0.0f, 3.0f - 2.0f, -1.0f),
glm::vec3(1.0f, 3.0f - 2.0f, 0.0f),
glm::vec3(-1.0f, 3.0f - 2.0f, 0.0f),
glm::vec3(1.0f, 3.0f - 2.0f, 1.0f),
glm::vec3(1.0f, 3.0f - 2.0f, -1.0f),
glm::vec3(-1.0f, 3.0f - 2.0f, 1.0f),
glm::vec3(-1.0f, 3.0f - 2.0f, -1.0f),
};
//load vertex data into VBO buffer, create VAO + EBO
unsigned int VBO, VAO;
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//setup vertex pointers
setupVertexPointers();
//create VAO for light
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//setup vertex pointers
setupVertexPointers();
unsigned int planeVAO, planeVBO;
glGenVertexArrays(1, &planeVAO);
glGenBuffers(1, &planeVBO);
glBindVertexArray(planeVAO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
//setup vertex pointers
setupVertexPointers();
// transparent VAO
unsigned int transparentVAO, transparentVBO;
glGenVertexArrays(1, &transparentVAO);
glGenBuffers(1, &transparentVBO);
glBindVertexArray(transparentVAO);
glBindBuffer(GL_ARRAY_BUFFER, transparentVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(transparentVertices), transparentVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
//setup vertex pointers
setupVertexPointers();
//load textures using function
//load textures using function
GLuint woodTexture, leavesTexture, windowTexture;
//h-flip on load
stbi_set_flip_vertically_on_load(true);
woodTexture = loadTexture("img/wood.png");
leavesTexture = loadTexture("img/leaves.png");
windowTexture = loadTexture("img/window.png");
shader.use();
//shader.setInt("woodTexture", 0);
//shader.setInt("leavesTexture", 1);
//pass projection matrix to shader
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.setMat4("projection", projection);
//clear
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window)) {
//MAIN LOOP
//get input
processInput(window);
//rendering commands here =============
//clear colour set & clear
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//load textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, woodTexture);
//use shader for model
shader.use();
//set model colour and light colour
shader.setVec3("objectColor", 0.1, 0.5f, 0.31f);
shader.setVec3("lightColor", 1.0f, 1.0f, 1.0);
shader.setVec3("lightPos", lightPos);
//render with camera
glm::mat4 view = glm::mat4(1.0f);
float radius = 10.0f;
float camX = static_cast<float>(sin(glfwGetTime()) * radius);
float camZ = static_cast<float>(cos(glfwGetTime()) * radius);
view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
shader.setMat4("view", view);
//draw the box
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
//draw each wood piece
for (unsigned int i = 0; i < 5; i++) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
//change texture to leaves
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, leavesTexture);
//draw each leaf block
for (unsigned int i = 0; i < 12; i++) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, leavesPositions[i]);
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
//set up glowing cube
lightShader.use();
lightShader.setMat4("projection", projection);
lightShader.setMat4("view", view);
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model, glm::vec3(0.2f));
lightShader.setMat4("model", model);
//draw glowing cube
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
//draw transparency test plane
blendShader.use();
blendShader.setMat4("projection", projection);
blendShader.setMat4("view", view);
// Render the window
glBindVertexArray(transparentVAO);
glBindTexture(GL_TEXTURE_2D, windowTexture);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, -2.0f));
model = glm::scale(model, glm::vec3(2.0f));
blendShader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 6);
//====================================
//check and call events and swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
//delete all resources
glDeleteVertexArrays(1, &VAO);
glDeleteVertexArrays(1, &lightVAO);
glDeleteBuffers(1, &VBO);
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
//load texture from path function
GLuint loadTexture(const char* path) {
GLuint textureID;
glGenTextures(1, &textureID);
int width, height, nrChannels;
unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0);
if (data) {
GLenum format;
if (nrChannels == 3)
format = GL_RGB;
else if (nrChannels == 4)
format = GL_RGBA;
else
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else {
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}
void setupVertexPointers() {
//setup vertex pointers
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}