237 lines
7.0 KiB
C++
237 lines
7.0 KiB
C++
#include <SDL.h>
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#include <stdio.h>
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#include "glcxx.hpp"
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#include "GL3/gl3w.h"
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#include <iostream>
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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using namespace std;
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std::shared_ptr<glcxx::Program> program;
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std::shared_ptr<glcxx::Buffer> cube_buffer;
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std::shared_ptr<glcxx::Array> cube_array;
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static struct
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{
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GLint ambient;
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GLint specular;
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GLint shininess;
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GLint tex;
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GLint projection;
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GLint modelview;
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} uniforms;
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glm::mat4 modelview;
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glm::mat4 projection;
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GLuint texture;
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GLubyte texture_data[16][16][4];
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#define WIDTH 800
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#define HEIGHT 800
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bool init(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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#if 0
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#endif
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glViewport(0, 0, WIDTH, HEIGHT);
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try
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{
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program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, "cube.v.glsl"),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, "cube.f.glsl"),
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"position", 0,
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"normal", 1,
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"tex_coord", 2);
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uniforms.ambient = program->get_uniform_location("ambient");
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uniforms.specular = program->get_uniform_location("specular");
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uniforms.shininess = program->get_uniform_location("shininess");
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uniforms.tex = program->get_uniform_location("tex");
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uniforms.projection = program->get_uniform_location("projection");
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uniforms.modelview = program->get_uniform_location("modelview");
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cube_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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{-1, -1, 1, 0, 0, 1, 0, 0,
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1, -1, 1, 0, 0, 1, 1, 0,
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1, 1, 1, 0, 0, 1, 1, 1,
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-1, 1, 1, 0, 0, 1, 0, 1});
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cube_array = make_shared<glcxx::Array>();
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cube_array->bind();
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cube_buffer->bind();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), NULL);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
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projection = glm::perspective((float)(60.0 * M_PI / 180.0), (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
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for (int i = 0; i < 16; i++)
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{
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for (int j = 0; j < 16; j++)
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{
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if (((j / 2) & 1) == ((i / 2) & 1))
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{
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texture_data[i][j][0] = 255;
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texture_data[i][j][1] = 255;
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texture_data[i][j][2] = 255;
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texture_data[i][j][3] = 255;
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}
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else
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{
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texture_data[i][j][0] = 0;
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texture_data[i][j][1] = 0;
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texture_data[i][j][2] = 0;
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texture_data[i][j][3] = 0;
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}
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}
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}
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texture_data[0][0][0]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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catch (glcxx::Error & e)
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{
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cerr << "glcxx error: " << e.what() << endl;
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return false;
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}
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return true;
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}
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static void draw_cube()
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{
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static const struct
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{
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int counts;
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float axis[3];
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} rotations[] = {
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{0, {0, 0, 0}},
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{1, {1, 0, 0}},
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{2, {1, 0, 0}},
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{3, {1, 0, 0}},
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{1, {0, 1, 0}},
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{3, {0, 1, 0}},
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};
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glm::mat4 modelview_backup = modelview;
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program->use();
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cube_array->bind();
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glUniform4f(uniforms.ambient, 0.2, 0.2, 0.2, 0.2);
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glUniform4f(uniforms.specular, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(uniforms.shininess, 150.0);
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glUniform1i(uniforms.tex, 0);
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glUniformMatrix4fv(uniforms.projection, 1, GL_FALSE, &projection[0][0]);
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for (int i = 0; i < sizeof(rotations) / sizeof(rotations[0]); i++)
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{
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if (rotations[i].counts > 0)
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{
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modelview = glm::rotate(modelview_backup,
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(float)(M_PI / 2.0 * rotations[i].counts),
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glm::vec3(rotations[i].axis[0],
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rotations[i].axis[1],
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rotations[i].axis[2]));
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}
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glUniformMatrix4fv(uniforms.modelview, 1, GL_FALSE, &modelview[0][0]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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modelview = modelview_backup;
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}
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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modelview = glm::lookAt(glm::vec3(-1, -8, 7),
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, 1));
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modelview = glm::rotate(modelview, (float)(SDL_GetTicks() / 1000.0), glm::vec3(0, 0, 1));
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modelview = glm::translate(modelview, glm::vec3(3, 0, 0));
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draw_cube();
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SDL_GL_SwapWindow(window);
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}
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static SDL_Event UpdateEvent;
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static Uint32 UpdateCallback(Uint32 interval, void * param)
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{
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SDL_PushEvent(&UpdateEvent);
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return interval;
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}
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int main(int argc, char *argv[])
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{
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER))
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{
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printf("Failed to initialize SDL!\n");
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return 1;
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}
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atexit(SDL_Quit);
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SDL_Window * window = SDL_CreateWindow(argv[0],
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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WIDTH,
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HEIGHT,
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SDL_WINDOW_OPENGL);
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if (!window)
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{
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printf("Failed to create window!\n");
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SDL_Quit();
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return 2;
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}
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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if (gl3wInit())
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{
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cerr << "Failed to initialize GL3W" << endl;
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return 2;
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}
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if (!gl3wIsSupported(3, 0))
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{
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cerr << "OpenGL 3.0 is not supported!" << endl;
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return 2;
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}
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if (!init())
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{
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return 2;
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}
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UpdateEvent.type = SDL_USEREVENT;
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UpdateEvent.user.code = 0;
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SDL_AddTimer(25, UpdateCallback, NULL);
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display(window);
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SDL_Event event;
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while (SDL_WaitEvent(&event))
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{
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if (event.type == SDL_QUIT)
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break;
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else if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.sym == SDLK_ESCAPE)
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break;
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if (event.key.keysym.sym == SDLK_RETURN)
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display(window);
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}
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else if (event.type == SDL_USEREVENT)
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{
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display(window);
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}
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}
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}
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