// Include standard headers
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <iostream>
#include <chrono>
#include <thread>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <GLFW/glfw3.h>
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
// Include shader
#include <common/Shader.hpp>
#include <common/stb_image.hpp>
#define STB_IMAGE_IMPLEMENTATION
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTextureFromFile(const char *path);
// settings
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;
// camera
glm::vec3 cameraPos = glm::vec3(0.0f, 2.0f, 3.0f);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
bool firstMouse = true;
float yaw = -90.0f;
float pitch = 0.0f;
float lastX = 800.0f / 2.0;
float lastY = 600.0 / 2.0;
float fov = 45.0f;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
// ****************************************
// ****************************************
// ** MAIN **
// ****************************************
// ****************************************
int main( void )
{
// ========================================
// INITIALIZE OPENGL
// ========================================
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //We don't want the old OpenGL
// Open a window and create its OpenGL context
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Let's make some grass !", NULL, NULL);
if( window == NULL ){
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// background
glClearColor(0.215f, 0.215f, 0.215f, 1.0f);
glfwSwapInterval(0);
glEnable(GL_DEPTH_TEST);
// ========================================
// CREATE SHADER
// ========================================
// Create and compile our GLSL program from the shaders
GLuint shaderID = load_shaders( "../assets/shaders/grass.vs", "../assets/shaders/grass.fs", "../assets/shaders/grass.gs");
glUseProgram(shaderID);
// projection matrix
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 1000.0f);
glUniformMatrix4fv(glGetUniformLocation(shaderID, "u_projection"), 1, GL_FALSE, &projection[0][0]);
// view transformation
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
glUniformMatrix4fv(glGetUniformLocation(shaderID, "u_view"), 1, GL_FALSE, &view[0][0]);
// ========================================
// CREATE POSITIONS
// ========================================
std::vector<glm::vec3> positions;
for(float x = -10.0f; x < 10.0f; x+=0.5f)
for(float z = -10.0f; z < 10.0f; z+=0.5f)
{
positions.push_back(glm::vec3(x, 0, z));
}
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(glm::vec3), positions.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// ========================================
// GENERATE TEXTURE
// ========================================
unsigned int texture1 = loadTextureFromFile("../assets/textures/texture1.png");
glUseProgram(shaderID);
glUniform1i(glGetUniformLocation(shaderID, "u_texture1"), 0);
// ========================================
// RENDER LOOP
// ========================================
glPointSize(5.0f); // comment this line to reset points to normal size
do{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// input
processInput(window);
// reset color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// bind textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
// update view
glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
glUniformMatrix4fv(glGetUniformLocation(shaderID, "u_view"), 1, GL_FALSE, &view[0][0]);
// draw
glUseProgram(shaderID);
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, positions.size());
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
// it's dirty but it's ok to keep it simple
std::this_thread::sleep_for(std::chrono::milliseconds(50));
}
while(!glfwWindowShouldClose(window));
// ========================================
// CLEAN UP
// ========================================
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderID);
glfwTerminate();
return 0;
}
// ****************************************
// ****************************************
// ** FUNCTIONS **
// ****************************************
// ****************************************
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
float cameraSpeed = 2.5 * deltaTime;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
cameraPos += cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
cameraPos -= cameraSpeed * cameraFront;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
cameraPos += cameraUp * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
cameraPos -= cameraUp * cameraSpeed;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{ glViewport(0, 0, width, height); }
void mouse_callback(GLFWwindow* window, double xpos, double ypos){
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
float sensitivity = 0.1f;
xoffset *= sensitivity;
yoffset *= sensitivity;
yaw += xoffset;
pitch += yoffset;
if (pitch > 89.0f)
pitch = 89.0f;
if (pitch < -89.0f)
pitch = -89.0f;
glm::vec3 front;
front.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
front.y = sin(glm::radians(pitch));
front.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraFront = glm::normalize(front);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
fov -= (float)yoffset;
if (fov < 1.0f)
fov = 1.0f;
if (fov > 45.0f)
fov = 45.0f;
}
unsigned int loadTextureFromFile(const char *path)
{
//std::string filename = std::string(path);
std::string filename = std::string(path);//directory + '/' + filename;
unsigned int textureID;
glGenTextures(1, &textureID);
int width, height, nrComponents;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
stbi_set_flip_vertically_on_load(false);
if (data)
{
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed to load at path: " << path << std::endl;
stbi_image_free(data);
}
return textureID;
}