Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include <glad/glad.h>
- #include <GLFW/glfw3.h>
- #include <imgui.h>
- #include <iostream>
- #include <vector>
- void framebuffer_size_callback(GLFWwindow* window, int width, int height);
- void processInput(GLFWwindow *window);
- const char *vertexShaderSource = "#version 330 core\n"
- "layout (location = 0) in vec3 aPos;\n"
- "void main()\n"
- "{\n"
- " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
- "}\0";
- const char *fragmentShaderSource = "#version 330 core\n"
- "out vec4 FragColor;\n"
- "void main()\n"
- "{\n"
- " FragColor = vec4(1.0f, 1.f, 1.f, 1.0f);\n"
- "}\n\0";
- const char *blackFragmentShaderSource = "#version 330 core\n"
- "out vec4 FragColor;\n"
- "void main()\n"
- "{\n"
- " FragColor = vec4(1.0f, 1.f, 1.f, 1.0f);\n"
- "}\n\0";
- void createSquare(float x0, float y0, float side_length, std::vector<float> &vertices, std::vector<int> &indices)
- {
- int first = vertices.size()/3;
- vertices.insert(vertices.end(), { x0 + side_length, y0 + side_length, 0.f,
- x0 + side_length, y0, 0.f,
- x0, y0, 0.f,
- x0, y0 + side_length, 0.f});
- indices.insert(indices.end(), { first, first + 1 , first + 3,
- first + 1, first + 2, first + 3 });
- }
- void createSierpinskiCarpet(float x0, float y0, float side_length, int iterationsCount, std::vector<float> &vertices, std::vector<int> &indices)
- {
- if(iterationsCount == 0)
- return;
- createSquare(x0 + (side_length/3.f), y0 + (side_length/3.f), side_length/3.f, vertices, indices);
- for(int i = 0 ; i < 3; i++)
- {
- for(int j = 0 ; j < 3; j++)
- {
- if((i == 1 && j == 1))
- continue;
- //createSquare(x0 + (j * (side_length/3.f)), y0 + (i * (side_length/3.f)), side_length/3.f, vertices, indices);
- createSierpinskiCarpet(x0 + (j * (side_length/3.f)), y0 + (i * (side_length/3.f)), side_length/3.f, iterationsCount-1, vertices, indices);
- }
- }
- }
- int main()
- {
- glfwInit();
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- GLFWwindow* window = glfwCreateWindow(700, 600, "Ćwiczenie 1", nullptr, nullptr);
- if (window == nullptr)
- {
- std::cout << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- // inicjalizacja funkcji OpenGL dzięki bibliotece GLAD
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
- {
- std::cout << "Failed to initialize GLAD" << std::endl;
- return -1;
- }
- glViewport(0, 0, 600, 600);
- //Callback dla zmiany okna przez użytkownika
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
- GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
- glCompileShader(vertexShader);
- // check for shader compile errors
- int success;
- char infoLog[512];
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
- if (!success)
- {
- glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
- }
- // fragment shader
- GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- GLuint blackFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
- glShaderSource(blackFragmentShader, 1, &blackFragmentShaderSource, NULL);
- glCompileShader(fragmentShader);
- glCompileShader(blackFragmentShader);
- // check for shader compile errors
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
- if (!success)
- {
- glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
- }
- glGetShaderiv(blackFragmentShader, GL_COMPILE_STATUS, &success);
- if (!success)
- {
- glGetShaderInfoLog(blackFragmentShader, 512, NULL, infoLog);
- std::cout << "ERROR::BLACK::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
- }
- // link shaders
- GLuint shaderProgram = glCreateProgram();
- GLuint shaderProgramBLACK = glCreateProgram();
- glAttachShader(shaderProgram, vertexShader);
- glAttachShader(shaderProgram, fragmentShader);
- glLinkProgram(shaderProgram);
- glAttachShader(shaderProgramBLACK, vertexShader);
- glAttachShader(shaderProgramBLACK, blackFragmentShader);
- glLinkProgram(shaderProgramBLACK);
- // check for linking errors
- glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
- std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
- }
- // check for linking errors
- glGetProgramiv(shaderProgramBLACK, GL_LINK_STATUS, &success);
- if (!success) {
- glGetProgramInfoLog(shaderProgramBLACK, 512, NULL, infoLog);
- std::cout << "ERROR::BLACK::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
- }
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
- glDeleteShader(blackFragmentShader);
- GLuint VBO, VAO, EBO;
- std::vector<float> verticesVector;
- std::vector<int> indicesVector;
- createSierpinskiCarpet(-0.9f, -0.9f, 1.8f, 6, verticesVector, indicesVector);
- glGenVertexArrays(1, &VAO);
- glGenBuffers(1, &VBO);
- glGenBuffers(1, &EBO);
- // bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
- glBindVertexArray(VAO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(verticesVector[0]) * verticesVector.size(), &verticesVector[0], GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicesVector[0]) * indicesVector.size(), &indicesVector[0], GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- // note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
- while (!glfwWindowShouldClose(window))
- {
- processInput(window);
- glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- // 2. Włącz program cieniujący, którego chcemy użyć do renderowania
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawElements(GL_TRIANGLES, indicesVector.size(), GL_UNSIGNED_INT, 0);
- // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
- // -------------------------------------------------------------------------------
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- // optional: de-allocate all resources once they've outlived their purpose:
- // ------------------------------------------------------------------------
- glDeleteVertexArrays(1, &VAO);
- glDeleteBuffers(1, &VBO);
- // glfw: terminate, clearing all previously allocated GLFW resources.
- // ------------------------------------------------------------------
- glfwTerminate();
- return 0;
- }
- // process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
- // ---------------------------------------------------------------------------------------------------------
- void processInput(GLFWwindow *window)
- {
- if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
- glfwSetWindowShouldClose(window, true);
- }
- // glfw: whenever the window size changed (by OS or user resize) this callback function executes
- // ---------------------------------------------------------------------------------------------
- void framebuffer_size_callback(GLFWwindow* window, int width, int height)
- {
- // make sure the viewport matches the new window dimensions; note that width and
- // height will be significantly larger than specified on retina displays.
- int lowerValue = (width - (width / 6) < height? width - (width / 6) : height);
- glViewport(0, 0, lowerValue, lowerValue);
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement