195 lines
5.1 KiB
C++
195 lines
5.1 KiB
C++
/*
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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 <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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input *in_sys;
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int main() {
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if(SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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std::cerr << "ERROR: " << SDL_GetError() << std::endl;
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exit(1);
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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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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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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if(not window)
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{
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std::cerr << "ERROR: " << SDL_GetError() << std::endl;
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SDL_Quit();
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exit(1);
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}
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//SDL_ShowCursor(SDL_DISABLE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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SDL_GLContext glcontext = SDL_GL_CreateContext(window);
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SDL_GL_SetSwapInterval(0);
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glewExperimental = true;
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glewInit();
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// create the VAO
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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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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// 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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"../shaders/frag_shader.glsl");
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GLuint 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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#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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return 0;
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}
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