#include #include #include "utils.h" #include #include #include #include #include #include #include #define numVAOs 1 #define numVBOs 3 GLuint renderingProgram,expandingPlaneProgram; GLuint vao[numVAOs]; GLuint vbo[numVBOs]; glm::vec3 camera; GLuint vLoc,projLoc; int width, height; float aspect; glm::mat4 mMat, pMat, vMat, mvMat; std::stacktransforms; GLuint cupYayTex,iceTex; void setupTextures(void){ glActiveTexture(GL_TEXTURE0); } void setupVertices(void) { // 36 vertices, 12 triangles, makes 2x2x2 cube placed at origin float cubePositions[108] = { -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f }; float pyramidPositions[54]={ -1.0f, -1.0f, 1.0f, 1.0f, - 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, - 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, - 1.0f, 1.0f, - 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }; float plane[6*3]={ -1,1,0,1,1,0,-1,-1,0, -1,-1,0,1,1,0,1,-1,0 }; float planeUVs[6*2]={ 0,1,1,1,0,0, 0,0,1,1,1,0 }; glGenVertexArrays(1, vao); glBindVertexArray(vao[0]); glGenBuffers(numVBOs, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(cubePositions), cubePositions, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(plane), plane, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(planeUVs), planeUVs, GL_STATIC_DRAW); } void init(GLFWwindow* window) { renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl"); expandingPlaneProgram=utils::createShaderProgram("vertShader2.glsl","fragShader2.glsl"); camera={0.0f,0.0f,-10.0f}; setupVertices(); cupYayTex=utils::loadTexture("cupyay4.png"); iceTex=utils::loadTexture("ice.jpg"); setupTextures(); } double lastTime=0; void DrawCube(){ glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(mMat)); glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); glBindBuffer(GL_ARRAY_BUFFER,vbo[0]); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glDrawArrays(GL_TRIANGLES,0,36); } void DrawSquarePyramid(){ glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(mMat)); glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); glBindBuffer(GL_ARRAY_BUFFER,vbo[1]); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glDrawArrays(GL_TRIANGLES,0,18); } GLuint timeLoc; GLuint mvLoc; float size=0; GLuint texLoc; void display(GLFWwindow* window, double currentTime) { double elapsedTime=currentTime-lastTime; lastTime=currentTime; glClear(GL_DEPTH_BUFFER_BIT); glClearColor(0,0,0.2,1); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(renderingProgram); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); vLoc=glGetUniformLocation(renderingProgram,"v_matrix"); projLoc=glGetUniformLocation(renderingProgram,"proj_matrix"); timeLoc=glGetUniformLocation(renderingProgram,"time"); glfwGetFramebufferSize(window,&width,&height); aspect=(float)width/(float)height; pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f); vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z}); transforms.push(vMat); mMat=glm::translate(transforms.top(),{0.f,0.f,0.f}); glUniformMatrix4fv(vLoc,1,GL_FALSE,glm::value_ptr(vMat)); glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); glUniform1f(timeLoc,currentTime); glBindBuffer(GL_ARRAY_BUFFER,vbo[0]); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glDrawArraysInstanced(GL_TRIANGLES,0,36,100000); size+=currentTime/1000; glUseProgram(expandingPlaneProgram); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glfwGetFramebufferSize(window,&width,&height); aspect=(float)width/(float)height; pMat=glm::perspective(utils::degToRad(60),aspect,0.1f,1000.f); vMat=glm::translate(glm::mat4(1.0f),glm::vec3{camera.x,camera.y,camera.z}); mMat=glm::translate(glm::mat4{1.0},{0,0,0}); mMat=glm::scale(mMat,{size,size,size}); mvMat=vMat*mMat; mvLoc=glGetUniformLocation(expandingPlaneProgram,"mv_matrix"); projLoc=glGetUniformLocation(expandingPlaneProgram,"proj_matrix"); texLoc=glGetUniformLocation(expandingPlaneProgram,"texture"); glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat)); glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); glBindBuffer(GL_ARRAY_BUFFER,vbo[1]); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glBindBuffer(GL_ARRAY_BUFFER,vbo[2]); glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0); glBindTexture(GL_TEXTURE_2D,iceTex); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDrawArrays(GL_TRIANGLES,0,6); mMat=glm::translate(glm::mat4{1.0},{10,0,0}); mMat=glm::scale(mMat,{size,size,size}); mvMat=vMat*mMat; mvLoc=glGetUniformLocation(expandingPlaneProgram,"mv_matrix"); projLoc=glGetUniformLocation(expandingPlaneProgram,"proj_matrix"); texLoc=glGetUniformLocation(expandingPlaneProgram,"texture"); glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat)); glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); glBindBuffer(GL_ARRAY_BUFFER,vbo[1]); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glBindBuffer(GL_ARRAY_BUFFER,vbo[2]); glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0); glBindTexture(GL_TEXTURE_2D,cupYayTex); glDrawArrays(GL_TRIANGLES,0,6); } int main(void) { if (!glfwInit()) { exit(EXIT_FAILURE); } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); GLFWwindow* window = glfwCreateWindow(1920, 1080, "Hello Cubes!", NULL, NULL); glfwMakeContextCurrent(window); if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); } glfwSwapInterval(1); init(window); while (!glfwWindowShouldClose(window)) { display(window,glfwGetTime()); glfwSwapBuffers(window); glfwPollEvents(); } glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); }