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example_mesh_3_c_cube.cpp
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example_mesh_3_c_cube.cpp
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#include <stdafx.h>
// OpenGL
#include <GL/glew.h>
#include <GL/gl.h>
// glad
//#include <glad/glad.h>
// glm
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// glfw
#include <GLFW/glfw3.h>
#include <vector>
#include <string>
#include <stdexcept>
#include <iostream>
#define _USE_MATH_DEFINES
#include <cmath>
#include <math.h>
std::string sh_vert = R"(
#version 460 core
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec3 a_uvw;
out vec3 v_uvw;
layout (location = 0) uniform mat4 u_projection;
layout (location = 1) uniform mat4 u_view;
layout (location = 2) uniform mat4 u_model;
void main()
{
v_uvw = a_uvw;
gl_Position = u_projection * u_view * u_model * a_position;
}
)";
std::string sh_frag = R"(
#version 460 core
out vec4 frag_color;
in vec3 v_uvw;
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp(vec3(R, G, B), 0.0, 1.0);
}
void main()
{
frag_color = vec4(HUEtoRGB(v_uvw.z), 1.0);
}
)";
class ShaderProgram
{
public:
GLuint programObject;
static ShaderProgram newProgram(const std::string& vsh, const std::string& fsh);
private:
GLuint compileShader(const std::string& sourceCode, GLenum shaderType);
void linkProgram(std::vector<GLuint> shObjs);
void compileStatus(GLuint shader);
void linkStatus();
};
class VertexArrayObject
{
public:
GLuint vaoObject = 0;
GLsizei noOfIndices = 0;
static VertexArrayObject newCube();
static VertexArrayObject newVAO(const std::vector<GLfloat>& varray, const std::vector<GLuint>& iarray);
};
class DebugOutput
{
public:
DebugOutput(bool error_only = false);
private:
static void __stdcall DebugCallback(GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLchar* message, const GLvoid* userParam);
};
int main(void)
{
if (glfwInit() == GLFW_FALSE)
throw std::runtime_error( "error initializing glfw" );
glfwWindowHint(GLFW_SAMPLES, 8);
GLFWwindow *wnd = glfwCreateWindow(800, 600, "OGL window", nullptr, nullptr);
if (wnd == nullptr)
{
glfwTerminate();
throw std::runtime_error( "error initializing window" );
}
glfwMakeContextCurrent(wnd);
if ( glewInit() != GLEW_OK )
throw std::runtime_error( "error initializing glew" );
DebugOutput debugOutput;
auto progam = ShaderProgram::newProgram(sh_vert, sh_frag);
auto cube = VertexArrayObject::newCube();
glBindVertexArray(cube.vaoObject);
glUseProgram(progam.programObject);
glEnable( GL_DEPTH_TEST );
glClearColor(0.1f, 0.3f, 0.2f, 0.0f);
while (!glfwWindowShouldClose(wnd))
{
int vpSize[2];
glfwGetFramebufferSize( wnd, &vpSize[0], &vpSize[1] );
float ascpect = (float)vpSize[0] / (float)vpSize[1];
glm::mat4 project = glm::perspective(glm::radians(90.0f), ascpect, 0.1f, 20.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
static float angleX = 0.0f, angleY = 1.0f;
glm::mat4 model(1.0f);
model = glm::rotate(model, glm::radians(angleY), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(angleX), glm::vec3(1.0f, 0.0f, 0.0f));
angleX += 0.25f;
angleY += 1.0f;
glUniformMatrix4fv(0, 1, GL_FALSE, glm::value_ptr(project));
glUniformMatrix4fv(1, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(2, 1, GL_FALSE, glm::value_ptr(model));
glViewport( 0, 0, vpSize[0], vpSize[1] );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glDrawElements( GL_TRIANGLES, cube.noOfIndices, GL_UNSIGNED_INT, nullptr );
glfwSwapBuffers(wnd);
glfwPollEvents();
}
glfwDestroyWindow( wnd );
wnd = nullptr;
glfwTerminate();
return 0;
}
ShaderProgram ShaderProgram::newProgram(const std::string& vsh, const std::string& fsh)
{
ShaderProgram program;
auto shObjs = std::vector<GLuint>
{
program.compileShader(vsh, GL_VERTEX_SHADER),
program.compileShader(fsh, GL_FRAGMENT_SHADER),
};
for (auto shObj : shObjs)
program.compileStatus(shObj);
program.linkProgram(shObjs);
for (auto shObj : shObjs)
glDeleteShader(shObj);
return program;
}
GLuint ShaderProgram::compileShader(const std::string& sourceCode, GLenum shaderType)
{
auto shaderObj = glCreateShader(shaderType);
const char* srcCodePtr = sourceCode.c_str();
glShaderSource(shaderObj, 1, &srcCodePtr, nullptr);
glCompileShader(shaderObj);
return shaderObj;
}
void ShaderProgram::linkProgram(std::vector<GLuint> shObjs)
{
programObject = glCreateProgram();
for (auto shObj : shObjs)
glAttachShader(programObject, shObj);
glLinkProgram(programObject);
linkStatus();
}
void ShaderProgram::compileStatus(GLuint shader)
{
GLint status = GL_TRUE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetShaderInfoLog(shader, logLen, &written, log.data());
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
}
void ShaderProgram::linkStatus()
{
GLint status = GL_TRUE;
glGetProgramiv(programObject, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint logLen;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &logLen);
std::vector< char >log(logLen);
GLsizei written;
glGetProgramInfoLog(programObject, logLen, &written, log.data());
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
}
VertexArrayObject VertexArrayObject::newCube()
{
static const std::vector<GLfloat> vertices{ -1, -1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1 };
static const std::vector<GLfloat> uv{ 0, 0, 1, 0, 1, 1, 0, 1 };
static const std::vector<size_t> faces{ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 };
std::vector<GLfloat> varray;
std::vector<GLuint> iarray;
for (auto si = 0; si < faces.size() / 4; si++)
{
for (auto qi = 0; qi < 4; qi++)
{
varray.insert(varray.end(), vertices.begin() + faces[si * 4 + qi] * 3, vertices.begin() + faces[si * 4 + qi] * 3 + 3);
std::vector<GLfloat> uvw{ 0, 0, (GLfloat)si * 4.0f / (GLfloat)faces.size() };
varray.insert(varray.end(), uvw.begin(), uvw.end());
}
std::vector<GLuint> indices{ 4u * si, 4u * si + 1, 4u * si + 2, 4u * si, 4u * si + 2, 4u * si + 3 };
iarray.insert(iarray.end(), indices.begin(), indices.end());
}
return newVAO(varray, iarray);
}
VertexArrayObject VertexArrayObject::newVAO(const std::vector<GLfloat>& varray, const std::vector<GLuint>& iarray)
{
VertexArrayObject vao;
vao.noOfIndices = static_cast<GLsizei>(iarray.size());
GLuint bufferObjects[2];
glGenBuffers(2, bufferObjects);;
glGenVertexArrays(1, &vao.vaoObject);
glBindVertexArray(vao.vaoObject);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[0]);
glBufferData(GL_ARRAY_BUFFER, varray.size() * sizeof(*varray.data()), varray.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(*varray.data()), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(*varray.data()), (void*)(3 * sizeof(*varray.data())));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iarray.size() * sizeof(*iarray.data()), iarray.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
glDeleteBuffers(2, bufferObjects);
return vao;
}
void __stdcall DebugOutput::DebugCallback(GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLchar* message, const GLvoid* userParam)
{
std::cout << message << std::endl;
}
DebugOutput::DebugOutput(bool error_only)
{
if (glDebugMessageCallback != nullptr && glDebugMessageControl != nullptr)
{
glDebugMessageCallback(DebugOutput::DebugCallback, nullptr);
if (error_only)
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE);
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, NULL, GL_TRUE);
}
else
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
}
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
}