Add project files.

This commit is contained in:
onTheZero
2024-10-06 16:52:46 -04:00
parent 24060efbc2
commit 85bdd1b16b
7 changed files with 539 additions and 0 deletions

151
main.cpp Normal file
View File

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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <shader.h>
#include <iostream>
#include <fstream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
int SCR_WIDTH = 800;
int SCR_HEIGHT = 800;
float triangleVertices[] = {
-0.5f,-0.5f,0.0f, 1.0f,0.0f,0.0f,
0.5f,-0.5f,0.0f, 0.0f,1.0f,0.0f,
0.0f, 0.5f,0.0f, 0.0f,0.0f,1.0f
};
float squareVertices[] = {
-0.8f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.8f, 0.8f, 0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.8f, 0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f
};
unsigned int indices[] = {
0,1,3,
1,2,3
};
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearningOpenGl", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
Shader ourShader("vertex.vert", "fragment.frag");
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
unsigned int VAO_1, VAO_2, VBO_1, VBO_2, EBO;
glGenVertexArrays(1, &VAO_1);
glGenVertexArrays(1, &VAO_2);
glGenBuffers(1, &VBO_1);
glGenBuffers(1, &VBO_2);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO_1);
glBindBuffer(GL_ARRAY_BUFFER, VBO_1);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleVertices), triangleVertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(VAO_2);
glBindBuffer(GL_ARRAY_BUFFER, VBO_2);
glBufferData(GL_ARRAY_BUFFER, sizeof(squareVertices), squareVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
float r = 0.0f, g = 0.0f, b = 0.0f;
while (!glfwWindowShouldClose(window)) {
//input
processInput(window);
//rendering
if (r < 1) {
r = r + 0.01f;
}
else if (g < 1) {
g = g + 0.01f;
}
else if (b < 1) {
b = b + 0.01f;
}
else {
r = 0;
g = 0;
b = 0;
}
glClearColor(r, g, b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//transforms
glm::mat4 defaultTransform = glm::mat4(1.0f);
glm::mat4 rotatedTransform = glm::rotate(defaultTransform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
//draw
ourShader.use();
unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(rotatedTransform));
glBindVertexArray(VAO_1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(defaultTransform));
glBindVertexArray(VAO_2);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//check and call
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
}