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- #include <stdio.h>
- #include <math.h>
- #include <GL/gl3w.h>
- #include <GLFW/glfw3.h>
- #include <glm/vec3.hpp>
- #include <glm/mat4x4.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtc/type_ptr.hpp>
- #include <iostream>
- #include <cmath>
- GLuint rendering_program;
- GLuint vertex_array_object;
- GLuint buffer;
- GLuint index_buffer;
- static double posx;
- static double posy;
- static double scroll_x;
- static double scroll_y;
- static bool gorna_cwiartka = true;
- static float rotate = 1.0;
- static double R = 10;
- GLint mv_location;
- GLint proj_location;
- GLint v_location;
- float aspect;
- glm::mat4 model_matrix;
- glm::mat4 proj_matrix;
- glm::mat4 view_matrix;
- static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
- {
- posx = xpos;
- posy = ypos;
- std::cout<<xpos<<", "<<ypos<<"\n";
- }
- void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
- {
- std::cout<<"Mouse clicked\n";
- }
- void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
- {
- std::cout<<"Scroll:"<<xoffset<<", "<<yoffset<<"\n";
- scroll_x = xoffset;
- scroll_y = yoffset;
- R += yoffset;
- }
- void error_callback(int error, const char* description) {
- fprintf(stderr, "Error: %s\n", description);
- }
- static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- }
- static void resize_callback(GLFWwindow* window, int width, int height) {
- glViewport(0, 0, width, height);
- aspect = (float) width / (float) height;
- proj_matrix = glm::perspective(glm::radians(50.0f), aspect, 0.1f, 1000.0f);
- }
- GLuint compile_shaders(void) {
- GLuint vertex_shader;
- GLuint fragment_shader;
- GLuint program;
- static const GLchar * vertex_shader_source[] = {
- "#version 330 core \n"
- "in vec4 position;"
- "in vec3 col;"
- "out vec3 incolor;"
- "uniform mat4 model_matrix;"
- "uniform mat4 proj_matrix;"
- "uniform mat4 view_matrix;"
- "mat4 wynik = proj_matrix * view_matrix * model_matrix;"
- "void main(void) {"
- "gl_Position = wynik * position;"
- "}"
- };
- static const GLchar * fragment_shader_source[] = {
- "#version 330 core \n"
- "out vec4 color;"
- "in vec3 incolor;"
- "void main(void) {"
- " color = vec4(0,0,0,0);"
- "}"
- };
- vertex_shader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
- glCompileShader(vertex_shader);
- fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
- glCompileShader(fragment_shader);
- program = glCreateProgram();
- glAttachShader(program, vertex_shader);
- glAttachShader(program, fragment_shader);
- glLinkProgram(program);
- glDeleteShader(vertex_shader);
- glDeleteShader(fragment_shader);
- return program;
- }
- void startup() {
- rendering_program = compile_shaders();
- glCreateVertexArrays(1, &vertex_array_object);
- glBindVertexArray(vertex_array_object);
- static const GLfloat vertex_positions[] = {
- 0,0,0,
- 0,0,1,
- 0,1,0,
- 0,1,1,
- 1,0,0,
- 1,1,0,
- 1,0,1,
- 1,1,1
- };
- // static const GLfloat vertex_positions[] = {
- // -0.25f, 0.25f, -0.25f, 1.0f, 0.0f, 0.0f,
- // -0.25f, -0.25f, -0.25f, 0.0f, 1.0f, 0.0f,
- // 0.25f, -0.25f, -0.25f, 0.0f, 0.0f, 1.0f,
- // 0.25f, -0.25f, -0.25f,0.0f, 1.0f, 0.0f,
- // 0.25f, 0.25f, -0.25f,0.0f, 1.0f, 0.0f,
- // -0.25f, 0.25f, -0.25f, 0.0f, 0.0f, 1.0f,
- // 0.25f, -0.25f, -0.25f,1.0f, 0.0f, 0.0f,
- // 0.25f, -0.25f, 0.25f,0.0f, 1.0f, 0.0f,
- // 0.25f, 0.25f, -0.25f, 0.0f, 0.0f, 1.0f,
- // 0.25f, -0.25f, 0.25f,1.0f, 0.0f, 0.0f,
- // 0.25f, 0.25f, 0.25f,0.0f, 1.0f, 0.0f,
- // 0.25f, 0.25f, -0.25f, 0.0f, 0.0f, 1.0f,
- // 0.25f, -0.25f, 0.25f,1.0f, 0.0f, 0.0f,
- // -0.25f, -0.25f, 0.25f,0.0f, 1.0f, 0.0f,
- // 0.25f, 0.25f, 0.25f, 0.0f, 0.0f, 1.0f,
- // -0.25f, -0.25f, 0.25f,1.0f, 0.0f, 0.0f,
- // -0.25f, 0.25f, 0.25f,0.0f, 1.0f, 0.0f,
- // 0.25f, 0.25f, 0.25f, 0.0f, 0.0f, 1.0f,
- // -0.25f, -0.25f, 0.25f,1.0f, 0.0f, 0.0f,
- // -0.25f, -0.25f, -0.25f,0.0f, 1.0f, 0.0f,
- // -0.25f, 0.25f, 0.25f, 0.0f, 0.0f, 1.0f,
- // -0.25f, -0.25f, -0.25f,1.0f, 0.0f, 0.0f,
- // -0.25f, 0.25f, -0.25f,0.0f, 1.0f, 0.0f,
- // -0.25f, 0.25f, 0.25f, 0.0f, 0.0f, 1.0f,
- // -0.25f, -0.25f, 0.25f,1.0f, 0.0f, 0.0f,
- // 0.25f, -0.25f, 0.25f,0.0f, 1.0f, 0.0f,
- // 0.25f, -0.25f, -0.25f, 0.0f, 0.0f, 1.0f,
- // 0.25f, -0.25f, -0.25f,1.0f, 0.0f, 0.0f,
- // -0.25f, -0.25f, -0.25f,0.0f, 1.0f, 0.0f,
- // -0.25f, -0.25f, 0.25f, 0.0f, 0.0f, 1.0f,
- // -0.25f, 0.25f, -0.25f,1.0f, 0.0f, 0.0f,
- // 0.25f, 0.25f, -0.25f,0.0f, 1.0f, 0.0f,
- // 0.25f, 0.25f, 0.25f, 0.0f, 0.0f, 1.0f,
- // 0.25f, 0.25f, 0.25f,1.0f, 0.0f, 0.0f,
- // -0.25f, 0.25f, 0.25f,0.0f, 1.0f, 0.0f,
- // -0.25f, 0.25f, -0.25f, 0.0f, 0.0f, 1.0f
- // };
- glGenBuffers(1, &buffer);
- glBindBuffer(GL_ARRAY_BUFFER, buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_positions), vertex_positions, GL_STATIC_DRAW);
- static const GLint vertex_indexes[] = {
- 0,1,2,
- 1,2,3,
- 0,4,2,
- 2,4,5,
- 4,5,6,
- 5,6,7,
- 2,3,5,
- 3,5,7,
- 0,2,4,
- 2,5,4,
- 0,1,4,
- 1,4,6,
- };
- glGenBuffers(1, &index_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vertex_indexes), vertex_indexes, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- // color attribute
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
- glEnableVertexAttribArray(1);
- //glEnable(GL_CULL_FACE);
- glFrontFace(GL_CW);
- }
- void shutdown() {
- glDeleteVertexArrays(1, &vertex_array_object);
- glDeleteProgram(rendering_program);
- glDeleteBuffers(1, &buffer);
- }
- void render(double currentTime) {
- float f = (float) currentTime * (float) M_PI * 0.1f;
- glm::mat4 I = glm::mat4(1.0f);
- model_matrix = (
- glm::translate(I, glm::vec3(-3,-3,-8))
- *
- glm::rotate(I, 0.0f, glm::vec3(1.0f, 0.0f, 0.0f))
- );
- const GLfloat color[] = {
- (float) sin(0) * 0.5f + 0.5f,
- (float) cos(0) * 0.5f + 0.5f,
- 0.0f,
- 1.0f
- };
- glClearBufferfv(GL_COLOR, 0, color);
- glUseProgram(rendering_program);
- double scaled_x = posx / 500.0;
- double scaled_y = posy / 500.0;
- view_matrix = glm::lookAt(
- glm::vec3(R*sin(scaled_x)*cos(scaled_y), R*sin(scaled_x), R*cos(scaled_x)*sin(scaled_y)),
- glm::vec3(0.0f, 0.0f, 0.0f),
- glm::vec3(0.0f, rotate, 0.0f)
- );
- mv_location = glGetUniformLocation(rendering_program, "model_matrix");
- proj_location = glGetUniformLocation(rendering_program, "proj_matrix");
- v_location = glGetUniformLocation(rendering_program, "view_matrix");
- glUniformMatrix4fv(mv_location, 1, GL_FALSE, glm::value_ptr(model_matrix));
- glUniformMatrix4fv(proj_location, 1, GL_FALSE, glm::value_ptr(proj_matrix));
- glUniformMatrix4fv(v_location, 1, GL_FALSE, glm::value_ptr(view_matrix));
- //glDrawArrays(GL_TRIANGLES, 0, 36);
- //glDrawArraysInstanced(GL_TRIANGLES, 0, 7,100);
- // for(int i=0; i<5; i++){
- // mv_matrix = (
- // glm::translate(mv_matrix, glm::vec3(1,1,1))
- // );
- // glUniformMatrix4fv(mv_location, 1, GL_FALSE, glm::value_ptr(mv_matrix));
- // glDrawArrays(GL_TRIANGLES, 0, 36);
- // }
- glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, NULL);
- }
- int main(void) {
- GLFWwindow* window;
- glfwSetErrorCallback(error_callback);
- if(! glfwInit())
- return -1;
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- proj_matrix = glm::perspective(glm::radians(50.0f), 800/600.0f, 0.1f, 1000.0f);
- window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
- if(! window) {
- glfwTerminate();
- return -1;
- }
- glfwSetCursorPosCallback(window, cursor_position_callback);
- glfwSetMouseButtonCallback(window, mouse_button_callback);
- glfwSetScrollCallback(window, scroll_callback);
- glfwMakeContextCurrent(window);
- if(gl3wInit()) {
- fprintf(stderr, "failed to initialize OpenGL\n");
- return -1;
- }
- if(! gl3wIsSupported(3, 3)) {
- fprintf(stderr, "OpenGL 3.3 not supported\n");
- return -1;
- }
- printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION),
- glGetString(GL_SHADING_LANGUAGE_VERSION));
- glfwSetKeyCallback(window, key_callback);
- glfwSetWindowSizeCallback(window, resize_callback);
- glfwSwapInterval(1);
- startup();
- while(!glfwWindowShouldClose(window)){
- render(glfwGetTime());
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- shutdown();
- glfwDestroyWindow(window);
- glfwTerminate();
- return 0;
- }
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