#include #include #include #include #include "glad/glad.h" #include #include "lib.h" #include "libs/cglm/cglm.h" #define STB_IMAGE_IMPLEMENTATION #define STBI_FAILURE_USERMSG #include "stb_image.h" int SCREEN_WIDTH = 1024; int SCREEN_HEIGHT = 768; vec2 direction = {0}; void framebuffer_size_callback(GLFWwindow* window, int width, int height) { (void)window; glViewport(0, 0, width, height); SCREEN_WIDTH = width; SCREEN_HEIGHT = height; } void processInput(GLFWwindow *window) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); direction[0] = 0; direction[1] = 0; if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) { direction[0] = 1; } if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) { direction[0] = -1; } if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) { direction[1] = -1; } if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) { direction[1] = 1; } } int main(void) { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window = checkPtr(glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Learn OpenGL", NULL, NULL), "Error creating GLFW window"); if (window == NULL) glfwTerminate(); glfwMakeContextCurrent(window); checkCode(gladLoadGLLoader((GLADloadproc)glfwGetProcAddress), "Error initializing GLAD"); glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); GLuint shaderProgram = compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL); stbi_set_flip_vertically_on_load(true); GLuint texture1, texture2; glGenTextures(1, &texture1); glBindTexture(GL_TEXTURE_2D, texture1); 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); int w1, h1, c1; unsigned char* container = stbi_load("container.jpg", &w1, &h1, &c1, 0); if (container == NULL) { fprintf(stderr, "Failed to load image\n"); exit(-1); } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w1, h1, 0, GL_RGB, GL_UNSIGNED_BYTE, container); glGenerateMipmap(GL_TEXTURE_2D); glGenTextures(1, &texture2); glBindTexture(GL_TEXTURE_2D, texture2); 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); int w2, h2, c2; unsigned char* smiley = stbi_load("awesomeface.png", &w2, &h2, &c2, 0); if (smiley == NULL) { fprintf(stderr, "Failed to load image\n"); exit(-1); } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w2, h2, 0, GL_RGBA, GL_UNSIGNED_BYTE, smiley); glGenerateMipmap(GL_TEXTURE_2D); stbi_image_free(container); stbi_image_free(smiley); glEnable(GL_DEPTH_TEST); GLuint vaos[2]; GLuint vbos[2]; // unsigned int EBO; glGenVertexArrays(2, vaos); // glGenBuffers(1, &EBO); glGenBuffers(2, vbos); glBindVertexArray(vaos[0]); glBindBuffer(GL_ARRAY_BUFFER, vbos[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW); // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); // glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float))); glEnableVertexAttribArray(1); // glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float))); // glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glUseProgram(shaderProgram); int t1Loc = glGetUniformLocation(shaderProgram, "t1"); glUniform1i(t1Loc, 0); int t2Loc = glGetUniformLocation(shaderProgram, "t2"); glUniform1i(t2Loc, 1); mat4 view; glm_mat4_identity(view); glm_translate(view, (vec3){0.0f, 0.0f, -0.6f}); mat4 projection; glm_mat4_identity(projection); float aspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT; glm_perspective(45.0f, aspectRatio, 0.1f, 100.0f, projection); int cubeCount = 10; vec3 cubePositions[cubeCount]; srand(arc4random()); for (int i = 0; i < cubeCount; i++) { float x = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f; float y = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f; float z = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f; cubePositions[i][0] = x; cubePositions[i][1] = y; cubePositions[i][2] = z; } float lastFrame = 0.0f; while (!glfwWindowShouldClose(window)) { float currentFrame = (float)glfwGetTime(); float dt = currentFrame - lastFrame; lastFrame = currentFrame; processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // float spin = (sin(currentFrame) / 2.0f) + 0.5f; // printf("%f\n", deltaTime); float speed = 0.5 * dt; glm_translate(view, (vec3){direction[0] * speed, 0.0f, direction[1] * speed}); int matrixLocation; matrixLocation = glGetUniformLocation(shaderProgram, "view"); glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, view[0]); matrixLocation = glGetUniformLocation(shaderProgram, "projection"); glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, projection[0]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture2); glBindVertexArray(vaos[0]); // glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); for (int i = 0; i < cubeCount; i++) { mat4 model; glm_mat4_identity(model); glm_scale(model, (vec3){0.1f, 0.1f, 0.1f}); glm_translate(model, cubePositions[i]); glm_rotate(model, (i+1) * currentFrame, (vec3){1.0f, 1.0f, 0.0f}); matrixLocation = glGetUniformLocation(shaderProgram, "model"); glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, model[0]); glDrawArrays(GL_TRIANGLES, 0, 36); } glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(2, vaos); glDeleteBuffers(2, vbos); glDeleteProgram(shaderProgram); glfwTerminate(); return 0; }