// adapted from // https://github.com/glfw/glfw/blob/master/examples/triangle-opengl.c #define GLAD_GL_IMPLEMENTATION #include "gl.h" #define GLFW_INCLUDE_NONE #include #include "const.h" #include "cubes.h" #include "linmath.h" #include "stb_image.h" #include #include #include static const char *vertex_shader_text = "#version 330\n" "layout (location = 0) in vec3 vPos;" //"layout (location = 1) in vec3 vOff;" "uniform mat4 MVP;\n" "out vec2 vTex;\n" "void main()\n" "{\n" " gl_Position = MVP * vec4(vPos, 1.0);\n" " vTex=0.5*vPos.xy + vec2(0.5,0);\n" "}\n"; static const char *fragment_shader_text = "#version 330\n" "out vec4 color;\n" "in vec2 vTex;\n" "uniform sampler2D texSampler;\n" "void main()\n" "{\n" //" color=vec4(vTex.rg,0.5,0.5);\n" " color=vec4(texture(texSampler, vTex).rg+vTex/10.0,0.5,0.5);\n" "}\n"; static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE); } double cx = 0; double cy = 0; int width, height; static void cursor_position_callback(GLFWwindow *window, double x, double y) { cx = (x-width/2.0) / -1000.0; cy = (y-height/2.0) / -1000.0; cy = (cy > M_PI / 2) ? M_PI / 2 : ((cy < -M_PI / 2) ? -M_PI / 2 : cy); return; } int main(void) { if (!glfwInit()) exit(EXIT_FAILURE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow *window = glfwCreateWindow(640, 480, "OpenGL Triangle", NULL, NULL); if (!window) { glfwTerminate(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(window); gladLoadGL(glfwGetProcAddress); glfwSwapInterval(1); Vertex *cube = malloc(CTRI_ALL); gen_cubes(cube, 0, 0, 0); GLuint vertex_buffer; glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, CTRI_ALL, cube, GL_STATIC_DRAW); GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glCompileShader(vertex_shader); GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); glCompileShader(fragment_shader); GLuint program = glCreateProgram(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); GLint tex_location = glGetUniformLocation(program, "texSampler"); GLint vpos_location = 0; GLint mvp_location = glGetUniformLocation(program, "MVP"); GLuint vertex_array; glGenVertexArrays(1, &vertex_array); glBindVertexArray(vertex_array); glEnableVertexAttribArray(vpos_location); glVertexAttribPointer(vpos_location, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)0); unsigned char pixels[1024 * 1024 * 3]; for (int i = 0; i < 1024 * 1024 * 3; i++) { pixels[i] = i * 69420; } glClearColor(0.2f, 0.5f, 0.7f, 1.0f); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, cursor_position_callback); vec3 pos = {0, 0, 0}; int x = 0, y = 25, z = 0; while (!glfwWindowShouldClose(window)) { glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwGetFramebufferSize(window, &width, &height); const float ratio = width / (float)height; glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program); glBindTexture(GL_TEXTURE_2D, GL_TEXTURE0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); mat4x4 m, v, p, mvp; mat4x4_identity(m); mat4x4_perspective(p, 45.0 / 180.0 * M_PI, ratio, 0.1, 1000); vec3 direction = {cosf(cy) * sinf(cx), sinf(cy), cosf(cy) * cosf(cx)}; vec3 right = {sinf(cx - 3.14f / 2.0f), 0, cosf(cx - 3.14f / 2.0f)}; if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { vec3_add(pos, pos, direction); } if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) { vec3_sub(pos, pos, direction); } if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { vec3_add(pos, pos, right); } if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { vec3_sub(pos, pos, right); } vec3 dir_pos; vec3_add(dir_pos, direction, pos); vec3 up = {0,1,0}; //vec3_mul_cross(up, right, direction); mat4x4_look_at(v, pos, dir_pos, up); mat4x4_mul(mvp, p, v); mat4x4_mul(mvp, mvp, m); glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)&mvp); glBindVertexArray(vertex_array); glDrawArrays(GL_TRIANGLES, 0, BLOCK_ALL * 18); glfwSwapBuffers(window); glfwPollEvents(); } free(cube); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); }