208 lines
6.9 KiB
C
208 lines
6.9 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <math.h>
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#include "lib.h"
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#include "libs/cglm/cglm.h"
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#define STB_IMAGE_IMPLEMENTATION
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#define STBI_FAILURE_USERMSG
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#include "stb_image.h"
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int SCREEN_WIDTH = 1024;
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int SCREEN_HEIGHT = 768;
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vec2 direction = {0};
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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(void)window;
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glViewport(0, 0, width, height);
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SCREEN_WIDTH = width;
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SCREEN_HEIGHT = height;
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}
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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direction[0] = 0;
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direction[1] = 0;
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if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
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direction[0] = 1;
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}
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if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
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direction[0] = -1;
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}
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
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direction[1] = -1;
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}
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if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
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direction[1] = 1;
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}
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}
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int main(void) {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window =
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checkPtr(glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Learn OpenGL", NULL, NULL),
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"Error creating GLFW window");
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if (window == NULL) glfwTerminate();
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glfwMakeContextCurrent(window);
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checkCode(gladLoadGLLoader((GLADloadproc)glfwGetProcAddress), "Error initializing GLAD");
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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GLuint shaderProgram =
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compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL);
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stbi_set_flip_vertically_on_load(true);
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GLuint texture1, texture2;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int w1, h1, c1;
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unsigned char* container = stbi_load("container.jpg", &w1, &h1, &c1, 0);
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if (container == NULL) {
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fprintf(stderr, "Failed to load image\n");
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exit(-1);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w1, h1, 0, GL_RGB, GL_UNSIGNED_BYTE, container);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int w2, h2, c2;
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unsigned char* smiley = stbi_load("awesomeface.png", &w2, &h2, &c2, 0);
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if (smiley == NULL) {
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fprintf(stderr, "Failed to load image\n");
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exit(-1);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w2, h2, 0, GL_RGBA, GL_UNSIGNED_BYTE, smiley);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(container);
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stbi_image_free(smiley);
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glEnable(GL_DEPTH_TEST);
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GLuint vaos[2];
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GLuint vbos[2];
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// unsigned int EBO;
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glGenVertexArrays(2, vaos);
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// glGenBuffers(1, &EBO);
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glGenBuffers(2, vbos);
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glBindVertexArray(vaos[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVerts), cubeVerts, GL_STATIC_DRAW);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
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// glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glUseProgram(shaderProgram);
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int t1Loc = glGetUniformLocation(shaderProgram, "t1");
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glUniform1i(t1Loc, 0);
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int t2Loc = glGetUniformLocation(shaderProgram, "t2");
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glUniform1i(t2Loc, 1);
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mat4 view;
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glm_mat4_identity(view);
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glm_translate(view, (vec3){0.0f, 0.0f, -0.6f});
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mat4 projection;
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glm_mat4_identity(projection);
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float aspectRatio = (float)SCREEN_WIDTH / (float)SCREEN_HEIGHT;
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glm_perspective(45.0f, aspectRatio, 0.1f, 100.0f, projection);
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int cubeCount = 10;
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vec3 cubePositions[cubeCount];
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srand(arc4random());
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for (int i = 0; i < cubeCount; i++) {
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float x = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
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float y = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
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float z = ((float)rand()/(float)(RAND_MAX)) * 5.0f - 2.5f;
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cubePositions[i][0] = x;
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cubePositions[i][1] = y;
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cubePositions[i][2] = z;
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}
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float lastFrame = 0.0f;
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while (!glfwWindowShouldClose(window)) {
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float currentFrame = (float)glfwGetTime();
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float dt = currentFrame - lastFrame;
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lastFrame = currentFrame;
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// float spin = (sin(currentFrame) / 2.0f) + 0.5f;
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// printf("%f\n", deltaTime);
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float speed = 0.5 * dt;
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glm_translate(view, (vec3){direction[0] * speed, 0.0f, direction[1] * speed});
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int matrixLocation;
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matrixLocation = glGetUniformLocation(shaderProgram, "view");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, view[0]);
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matrixLocation = glGetUniformLocation(shaderProgram, "projection");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, projection[0]);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindVertexArray(vaos[0]);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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for (int i = 0; i < cubeCount; i++) {
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mat4 model;
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glm_mat4_identity(model);
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glm_scale(model, (vec3){0.1f, 0.1f, 0.1f});
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glm_translate(model, cubePositions[i]);
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glm_rotate(model, (i+1) * currentFrame, (vec3){1.0f, 1.0f, 0.0f});
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matrixLocation = glGetUniformLocation(shaderProgram, "model");
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glUniformMatrix4fv(matrixLocation, 1, GL_FALSE, model[0]);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(2, vaos);
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glDeleteBuffers(2, vbos);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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return 0;
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}
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