152 lines
4.5 KiB
C++
152 lines
4.5 KiB
C++
#include <iostream>
|
|
#include <glad/glad.h>
|
|
#include <GLFW/glfw3.h>
|
|
|
|
#include <stb_image/stb_image.h>
|
|
|
|
#include <shader.h>
|
|
#include <texture.h>
|
|
|
|
const int SCREEN_WIDTH = 800;
|
|
const int SCREEN_HEIGHT = 600;
|
|
|
|
static bool drawWireframe = false;
|
|
static bool wireframeHeld = false;
|
|
|
|
void window_resize_callback(GLFWwindow* window, int width, int height)
|
|
{
|
|
glViewport(0, 0, width, height);
|
|
}
|
|
|
|
void processInput(GLFWwindow* window)
|
|
{
|
|
// Close on Escape
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
// Wireframe toggle
|
|
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld)
|
|
{
|
|
wireframeHeld = true;
|
|
drawWireframe = !drawWireframe;
|
|
if (drawWireframe)
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
}
|
|
else
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
}
|
|
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
|
|
wireframeHeld = false;
|
|
}
|
|
|
|
int main(int argc, char* argv[])
|
|
{
|
|
// Initialize GLFW
|
|
glfwInit();
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
|
|
// Create GLFW Window
|
|
GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Renderer", NULL, NULL);
|
|
if (window == NULL)
|
|
{
|
|
std::cout << "Failed to create GLFW window" << std::endl;
|
|
glfwTerminate();
|
|
return -1;
|
|
}
|
|
glfwMakeContextCurrent(window);
|
|
|
|
// Initialize GLAD
|
|
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
|
{
|
|
std::cout << "Failed to initialize GLAD" << std::endl;
|
|
return -1;
|
|
}
|
|
|
|
// Initialize Viewport & setup resize callback
|
|
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
glfwSetFramebufferSizeCallback(window, window_resize_callback);
|
|
|
|
// Load Shader
|
|
Shader shaderTest("shaders/basicVertex.vert", "shaders/basicFragment.frag");
|
|
float vertices[] = {
|
|
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
|
|
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
|
|
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
|
|
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
|
|
};
|
|
|
|
float texCoords[] = {
|
|
0.0f, 0.0f, // lower-left corner
|
|
1.0f, 0.0f, // lower-right corner
|
|
0.5f, 1.0f // top-center corner
|
|
};
|
|
unsigned int indices[] = {
|
|
0, 1, 3, // first triangle
|
|
1, 2, 3 // second triangle
|
|
};
|
|
unsigned int VBO, VAO, EBO;
|
|
glGenVertexArrays(1, &VAO);
|
|
glGenBuffers(1, &VBO);
|
|
glGenBuffers(1, &EBO);
|
|
|
|
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, 8 * sizeof(float), (void*)0);
|
|
glEnableVertexAttribArray(0);
|
|
// color attribute
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
glEnableVertexAttribArray(1);
|
|
// texture coord attribute
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
|
glEnableVertexAttribArray(2);
|
|
|
|
|
|
Texture texture1("placeholders/wall.jpg");
|
|
Texture texture2("placeholders/awesomeface.png", true);
|
|
|
|
shaderTest.Use(); // don't forget to activate/use the shader before setting uniforms!
|
|
shaderTest.setInt("ourTexture", texture1.ID);
|
|
shaderTest.setInt("decal", texture2.ID);
|
|
|
|
// Render Loop
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
// Input processing
|
|
processInput(window);
|
|
|
|
// Rendering
|
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
shaderTest.Use();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture1.ID);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, texture2.ID);
|
|
|
|
// Draw our triangle
|
|
glBindVertexArray(VAO);
|
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
|
|
// Call events & swap buffers
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
// Clean up memory
|
|
glfwTerminate();
|
|
return 0;
|
|
}
|