Use VBO indexing.
This commit is contained in:
parent
6e80cc759f
commit
eb41b8178c
@ -46,9 +46,11 @@ include_directories(
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set(SRCS
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"src/camera.cpp"
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"src/cube.cpp"
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"src/input.cpp"
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"src/main.cpp"
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"src/shaders.cpp")
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"src/shaders.cpp"
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"src/simulation.cpp")
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# Define C++ compiler flags
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set(CMAKE_CXX_FLAGS "-std=c++11 -Wall -Wextra -Wpedantic -Wfatal-errors -Werror -pedantic-errors -fno-elide-constructors")
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102
src/cube.cpp
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102
src/cube.cpp
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@ -0,0 +1,102 @@
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/*
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* Copyright (C) 2018 Ortega Froysa, Nicolás <nortega@themusicinnoise.net> All rights reserved.
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* Author: Ortega Froysa, Nicolás <nortega@themusicinnoise.net>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "cube.hpp"
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#include <cstdlib>
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#include <ctime>
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cube::cube() {
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glGenBuffers(1, &vbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vbuffer);
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glBufferData(GL_ARRAY_BUFFER,
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vertices.size() * sizeof(GLfloat),
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&vertices[0], GL_STATIC_DRAW);
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glGenBuffers(1, &ibuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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indices.size() * sizeof(GLuint),
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&indices[0], GL_STATIC_DRAW);
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srand(static_cast<unsigned int>(time(0)));
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for(size_t i = 0; i < vertices.size(); i += 3)
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{
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colors.push_back(static_cast<float>(rand()) /
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static_cast<float>(RAND_MAX));
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color_ascending.push_back(rand() % 2 ? true : false);
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}
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glGenBuffers(1, &cbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, cbuffer);
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glBufferData(GL_ARRAY_BUFFER,
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colors.size() * sizeof(GLfloat),
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&colors[0], GL_STATIC_DRAW);
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}
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cube::~cube() {
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glDeleteBuffers(1, &vbuffer);
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glDeleteBuffers(1, &ibuffer);
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glDeleteBuffers(1, &cbuffer);
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}
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void cube::render() {
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shift_colors();
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// setup vertex buffer
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, cbuffer);
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glBufferData(GL_ARRAY_BUFFER,
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colors.size() * sizeof(GLfloat),
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&colors[0], GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuffer);
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glDrawElements(GL_TRIANGLES, indices.size(),
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GL_UNSIGNED_INT, nullptr);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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}
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void cube::shift_colors() {
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for(size_t i = 0; i < colors.size(); ++i)
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{
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colors[i] += color_ascending[i] ? color_shift :
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-color_shift;
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if(colors[i] >= 1.0f)
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{
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colors[i] = 1.0f;
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color_ascending[i] = false;
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}
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else if(colors[i] <= 0.0f)
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{
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colors[i] = 0.0f;
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color_ascending[i] = true;
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}
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}
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}
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78
src/cube.hpp
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78
src/cube.hpp
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@ -0,0 +1,78 @@
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/*
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* Copyright (C) 2018 Ortega Froysa, Nicolás <nortega@themusicinnoise.net> All rights reserved.
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* Author: Ortega Froysa, Nicolás <nortega@themusicinnoise.net>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#pragma once
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#include <vector>
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#include <GL/glew.h>
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#include <GL/gl.h>
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class cube {
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public:
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cube();
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~cube();
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void render();
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private:
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const float color_shift = 0.0001;
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void shift_colors();
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// OpenGL buffers
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GLuint vbuffer; // vertex buffer
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GLuint ibuffer; // index buffer
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GLuint cbuffer; // color buffer
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// array of vertices
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const std::vector<GLfloat> vertices = {
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 1.0f
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};
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// index array to make triangles
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// NOTE: multiply the position x3 to get the position
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// in the `vertices' array
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const std::vector<GLuint> indices = {
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0, 1, 2,
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1, 3, 2,
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2, 3, 7,
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2, 7, 6,
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2, 6, 4,
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2, 4, 0,
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0, 5, 1,
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0, 4, 5,
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1, 5, 3,
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3, 5, 7,
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6, 7, 5,
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6, 5, 4
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};
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// color control
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std::vector<GLfloat> colors;
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std::vector<bool> color_ascending;
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};
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@ -24,47 +24,12 @@
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#pragma once
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#include "input.hpp"
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#include <SDL2/SDL.h>
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#include <GL/gl.h>
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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extern input *in_sys;
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static const GLfloat g_vertex_buffer_data[] = {
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-1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f
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};
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extern SDL_Window *window;
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extern GLuint program_id;
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extern GLuint matrix_id;
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114
src/main.cpp
114
src/main.cpp
@ -23,21 +23,18 @@
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*/
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#include <iostream>
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#include <string>
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#include <cstdlib>
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#include <ctime>
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#include <SDL2/SDL.h>
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include "input.hpp"
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#include "globals.hpp"
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#include "shaders.hpp"
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#include "camera.hpp"
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#include "simulation.hpp"
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input *in_sys;
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SDL_Window *window;
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GLuint program_id;
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GLuint matrix_id;
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int main() {
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if(SDL_Init(SDL_INIT_VIDEO) < 0)
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@ -50,7 +47,7 @@ int main() {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_Window *window = SDL_CreateWindow("OpenGL Tutorial",
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window = SDL_CreateWindow("OpenGL Tutorial",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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SCREEN_WIDTH, SCREEN_HEIGHT,
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SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
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@ -77,115 +74,22 @@ int main() {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// vertex buffer
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GLuint vbuffer;
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glGenBuffers(1, &vbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data),
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g_vertex_buffer_data, GL_STATIC_DRAW);
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srand(static_cast<unsigned int>(time(0)));
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GLfloat color_buffer_data[108];
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// generate random colors every time
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for(int i = 0; i < 108; ++i)
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{
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color_buffer_data[i] = static_cast<float>(rand()) /
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static_cast<float>(RAND_MAX);
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}
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bool color_ascend[108];
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for(int i = 0; i < 108; ++i)
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color_ascend[i] = rand() % 2 ? true : false;
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// color buffer
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GLuint cbuffer;
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glGenBuffers(1, &cbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, cbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(color_buffer_data),
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color_buffer_data, GL_STATIC_DRAW);
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//glEnable(GL_CULL_FACE);
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// load the shaders into a GLSL program that can be run
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GLuint program_id = load_shaders("../shaders/vert_shader.glsl",
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program_id = load_shaders("../shaders/vert_shader.glsl",
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"../shaders/frag_shader.glsl");
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GLuint matrix_id = glGetUniformLocation(program_id, "MVP");
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matrix_id = glGetUniformLocation(program_id, "MVP");
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// set the clear color to black
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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in_sys = new input();
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camera cam;
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while(true)
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{
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cam.update(in_sys);
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// clear screen
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program_id);
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glm::mat4 mvp;
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{
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glm::mat4 proj = glm::perspective(glm::radians(45.0f),
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static_cast<float>(SCREEN_WIDTH) / static_cast<float>(SCREEN_HEIGHT),
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0.1f, 100.0f);
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glm::mat4 view = glm::lookAt(
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cam.get_pos(), // camera position
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glm::vec3(0,0,0), // where the camera is looking
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glm::vec3(0,1,0) // which way is vertically up
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);
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glm::mat4 mod = glm::mat4(1.0f); // identity matrix, object is at origin
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mvp = proj * view * mod;
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}
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glUniformMatrix4fv(matrix_id, 1, GL_FALSE, &mvp[0][0]);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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// change colors
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for(int i = 0; i < 108; ++i)
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{
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const float color_delta = 0.0001f;
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if(color_ascend[i])
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color_buffer_data[i] += color_delta;
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else
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color_buffer_data[i] -= color_delta;
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if(color_buffer_data[i] >= 1.0f)
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{
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color_buffer_data[i] = 1.0f;
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color_ascend[i] = false;
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}
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else if(color_buffer_data[i] <= 0.0f)
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{
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color_buffer_data[i] = 0.0f;
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color_ascend[i] = true;
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}
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}
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, cbuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(color_buffer_data),
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color_buffer_data, GL_STATIC_DRAW);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
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glDrawArrays(GL_TRIANGLES, 0, 12*3);
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glDisableVertexAttribArray(0);
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SDL_GL_SwapWindow(window);
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in_sys->sync_events();
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if(in_sys->get_action("quit"))
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break;
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}
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run();
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#ifdef DEBUG
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std::cout << "Shutting down..." << std::endl;
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#endif
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glDeleteProgram(program_id);
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glDeleteBuffers(1, &cbuffer);
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glDeleteBuffers(1, &vbuffer);
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SDL_GL_DeleteContext(glcontext);
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SDL_DestroyWindow(window);
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SDL_Quit();
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|
72
src/simulation.cpp
Normal file
72
src/simulation.cpp
Normal file
@ -0,0 +1,72 @@
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/*
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* Copyright (C) 2018 Ortega Froysa, Nicolás <nortega@themusicinnoise.net> All rights reserved.
|
||||
* Author: Ortega Froysa, Nicolás <nortega@themusicinnoise.net>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*/
|
||||
|
||||
#include "simulation.hpp"
|
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <glm/gtc/matrix_transform.hpp>
|
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#include <SDL2/SDL.h>
|
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|
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#include "globals.hpp"
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#include "input.hpp"
|
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#include "camera.hpp"
|
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#include "cube.hpp"
|
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|
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void run() {
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input in_sys;
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camera cam;
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cube box;
|
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|
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while(not in_sys.get_action("quit"))
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{
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cam.update(&in_sys);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program_id);
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glm::mat4 mvp;
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{
|
||||
glm::mat4 proj = glm::perspective(glm::radians(45.0f),
|
||||
static_cast<float>(SCREEN_WIDTH) / static_cast<float>(SCREEN_HEIGHT),
|
||||
0.1f, 100.0f);
|
||||
|
||||
glm::mat4 view = glm::lookAt(
|
||||
cam.get_pos(), // camera position
|
||||
glm::vec3(0,0,0), // where the camera is looking
|
||||
glm::vec3(0,1,0) // which way is vertically up
|
||||
);
|
||||
glm::mat4 mod = glm::mat4(1.0f); // identity matrix, object is at origin
|
||||
mvp = proj * view * mod;
|
||||
|
||||
}
|
||||
glUniformMatrix4fv(matrix_id, 1, GL_FALSE, &mvp[0][0]);
|
||||
|
||||
box.render();
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
|
||||
in_sys.sync_events();
|
||||
}
|
||||
}
|
29
src/simulation.hpp
Normal file
29
src/simulation.hpp
Normal file
@ -0,0 +1,29 @@
|
||||
/*
|
||||
* Copyright (C) 2018 Ortega Froysa, Nicolás <nortega@themusicinnoise.net> All rights reserved.
|
||||
* Author: Ortega Froysa, Nicolás <nortega@themusicinnoise.net>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
void run();
|
Loading…
Reference in New Issue
Block a user