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- #include <iostream>
- #include <cmath>
- // GLEW
- #define GLEW_STATIC
- #include <GL/glew.h>
- // GLFW
- #include <GLFW/glfw3.h>
- // GLM Mathematics
- #include <glm/glm.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtc/type_ptr.hpp>
- // Other includes
- #include "Shader.h"
- // Function prototypes
- void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
- void do_movement();
- // Window dimensions
- const GLuint WIDTH = 800, HEIGHT = 600;
- // Camera
- glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
- glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
- glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
- bool keys[1024];
- // Deltatime
- GLfloat deltaTime = 0.0f; // Time between current frame and last frame
- GLfloat lastFrame = 0.0f; // Time of last frame
- // The MAIN function, from here we start the application and run the game loop
- int main()
- {
- // Init GLFW
- glfwInit();
- // Set all the required options for GLFW
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
- // Create a GLFWwindow object that we can use for GLFW's functions
- GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
- glfwMakeContextCurrent(window);
- // Set the required callback functions
- glfwSetKeyCallback(window, key_callback);
- // Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
- glewExperimental = GL_TRUE;
- // Initialize GLEW to setup the OpenGL Function pointers
- glewInit();
- // Define the viewport dimensions
- glViewport(0, 0, WIDTH, HEIGHT);
- //Enable depth test
- glEnable(GL_DEPTH_TEST);
- // Build and compile our shader program
- Shader ourShader("C:/Users/Noel/Documents/Visual Studio 2013/Projects/RoomSim/Vertexshader.vs", "C:/Users/Noel/Documents/Visual Studio 2013/Projects/RoomSim/FragShader.frag");
- // Set up vertex data (and buffer(s)) and attribute pointers
- GLfloat vertices[] = {
- -0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, 0.5f, -0.5f,
- 0.5f, 0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- -0.5f, 0.5f, -0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- -0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, -0.5f,
- 0.5f, -0.5f, 0.5f,
- 0.5f, -0.5f, 0.5f,
- -0.5f, -0.5f, 0.5f,
- -0.5f, -0.5f, -0.5f,
- -0.5f, 0.5f, -0.5f,
- 0.5f, 0.5f, -0.5f,
- 0.5f, 0.5f, 0.5f,
- 0.5f, 0.5f, 0.5f,
- -0.5f, 0.5f, 0.5f,
- -0.5f, 0.5f, -0.5f,
- };
- GLuint VBO, VAO;
- glGenVertexArrays(1, &VAO);
- glGenBuffers(1, &VBO);
- // Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
- glBindVertexArray(VAO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
- //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
- // Position attribute
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3* sizeof(GLfloat), (GLvoid*)0);
- glEnableVertexAttribArray(0);
- // Color attribute
- //glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
- //glEnableVertexAttribArray(1);
- glBindVertexArray(0); // Unbind VAO
- // Game loop
- while (!glfwWindowShouldClose(window))
- {
- // Calculate deltatime of current frame
- GLfloat currentFrame = glfwGetTime();
- deltaTime = currentFrame - lastFrame;
- lastFrame = currentFrame;
- // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
- glfwPollEvents();
- do_movement();
- // Render
- // Clear the colorbuffer
- glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- //Transformations
- // Create transformations
- //glm::mat4 transform;
- //transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
- //transform = glm::rotate(transform, (GLfloat)glfwGetTime() * 50.0f, glm::vec3(0.0f, 0.0f, 1.0f));
- // Get matrix's uniform location and set matrix
- //GLint transformLoc = glGetUniformLocation(ourShader.Program, "transform");
- //glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
- // Draw the triangle
- ourShader.Use();
- // Create transformations
- glm::mat4 model;
- glm::mat4 view;
- glm::mat4 projection;
- //Camera particulars for view
- glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
- glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
- glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
- model = glm::rotate(model, 50.0f, glm::vec3(1.0f, 0.0f, 0.0f));
- view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
- projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
- // Get their uniform location
- GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
- GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
- GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
- glBindVertexArray(VAO);
- // Pass them to the shaders
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
- // Swap the screen buffers
- glfwSwapBuffers(window);
- }
- // Properly de-allocate all resources once they've outlived their purpose
- glDeleteVertexArrays(1, &VAO);
- glDeleteBuffers(1, &VBO);
- // Terminate GLFW, clearing any resources allocated by GLFW.
- glfwTerminate();
- return 0;
- }
- // Is called whenever a key is pressed/released via GLFW
- void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
- {
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- glfwSetWindowShouldClose(window, GL_TRUE);
- if (key >= 0 && key < 1024)
- {
- if (action == GLFW_PRESS)
- keys[key] = true;
- else if (action == GLFW_RELEASE)
- keys[key] = false;
- }
- }
- void do_movement()
- {
- GLfloat cameraSpeed = 5.0f * deltaTime;
- // Camera controls
- if (keys[GLFW_KEY_W])
- cameraPos += cameraSpeed * cameraFront;
- if (keys[GLFW_KEY_S])
- cameraPos -= cameraSpeed * cameraFront;
- if (keys[GLFW_KEY_A])
- cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
- if (keys[GLFW_KEY_D])
- cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
- }
- #version 330 core
- layout(location = 0) in vec3 position;
- layout(location = 1) in vec3 color;
- out vec3 ourColor;
- uniform mat4 model;
- uniform mat4 view;
- uniform mat4 projection;
- void main()
- {
- gl_Position = projection * view * model * vec4(position, 1.0f);
- ourColor = color;
- }
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