#include #include #include "utils.h" #include #include #include #include #include #include #define numVAOs 1 #define numVBOs 2 GLuint renderingProgram; GLuint vao[numVAOs]; GLuint vbo[numVBOs]; glm::vec3 camera; glm::vec3 cubeLoc,pyramidLoc; GLuint mvLoc,projLoc; int width, height; float aspect; glm::mat4 mMat, pMat, vMat, mvMat; 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 }; 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(pyramidPositions), pyramidPositions, GL_STATIC_DRAW); } void init(GLFWwindow* window) { renderingProgram=utils::createShaderProgram("vertShader.glsl","fragShader.glsl"); camera={0.0f,0.0f,-8.0f}; cubeLoc={0.0f,-2.0f,0.0f}; pyramidLoc={4.0f,4.0f,-4.0f}; setupVertices(); } double lastTime=0; 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); mvLoc=glGetUniformLocation(renderingProgram,"mv_matrix"); projLoc=glGetUniformLocation(renderingProgram,"proj_matrix"); 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(1.0f),cubeLoc); mvMat=vMat*mMat; glUniformMatrix4fv(mvLoc,1,GL_FALSE,glm::value_ptr(mvMat)); glUniformMatrix4fv(projLoc,1,GL_FALSE,glm::value_ptr(pMat)); glBindBuffer(GL_ARRAY_BUFFER,vbo[0]); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES,0,36); mMat=glm::translate(glm::mat4(1.0f),pyramidLoc); mvMat=vMat*mMat; 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); glDrawArrays(GL_TRIANGLES,0,18); } 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); }