wip: practica1
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							| @@ -1,6 +1,6 @@ | ||||
| #ifdef _MSC_VER | ||||
| /*#ifdef _MSC_VER | ||||
| #pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup") | ||||
| #endif | ||||
| #endif*/ | ||||
|  | ||||
|  | ||||
| #include <iostream> | ||||
| @@ -19,79 +19,96 @@ | ||||
| #define SCREEN_HEIGHT 600 | ||||
|  | ||||
| int main() { | ||||
| 	// init glfw | ||||
| 	// Initialize OpenGL | ||||
| 	if (!glfwInit()) { | ||||
| 		std::cerr << "Failed to initialize glfw\n"; | ||||
| 		return 1; | ||||
| 	} | ||||
|  | ||||
| 	// create window | ||||
| 	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | ||||
| 	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||||
| 	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||||
| 	//glfwWindowHint(GLFW_RESIZABLE, false); | ||||
| 	glfwWindowHint(GLFW_RESIZABLE, false); | ||||
| 	glfwWindowHint(GLFW_SAMPLES, 8); | ||||
| 	 | ||||
| 	//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | ||||
| 	//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); | ||||
| 	//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||||
|  | ||||
| 	GLFWwindow* win = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Daniel Poveda", nullptr, nullptr); | ||||
| 	if (!win) { | ||||
| 	if (win == nullptr) { | ||||
| 		std::cerr << "Failed to create opengl window\n"; | ||||
| 		glfwTerminate(); | ||||
| 		return 1; | ||||
| 	} | ||||
| 	glfwMakeContextCurrent(win); | ||||
|  | ||||
| 	glEnable(GL_DEPTH_TEST); | ||||
| 	glEnable(GL_SCISSOR_TEST); | ||||
|  | ||||
| 	std::cout << "OpenGL initialized, version: " << glGetString(GL_VERSION) << "\n"; | ||||
|  | ||||
| 	// Initialize GLEW | ||||
| 	glewExperimental = GL_TRUE; | ||||
| 	if (glewInit() != GLEW_OK) { | ||||
| 		std::cerr << "Failed to initialize GLEW\n"; | ||||
| 	GLenum err = glewInit(); | ||||
| 	if (err != GLEW_OK) { | ||||
| 		std::cerr << "Failed to initialize GLEW: " << glewGetErrorString(err) << "\n"; | ||||
| 		glfwTerminate(); | ||||
| 		return 1; | ||||
| 	} | ||||
|  | ||||
| 	glEnable(GL_DEPTH_TEST); | ||||
| 	Shader shader("data/vertex.glsl", "data/fragment.glsl"); | ||||
|  | ||||
| 	// Logic | ||||
| 	std::vector<Vertex> vertices = { | ||||
| 		{{-0.5f, -0.5f, 0.0f}}, | ||||
| 		{{0.5f, -0.5f, 0.0f}},  | ||||
| 		{{0.0f, 0.5f, 0.0f}} | ||||
| 	}; | ||||
| 	std::vector<uint16_t> indices = { 0, 1, 2 }; | ||||
|  | ||||
| 	Buffer buffer(vertices, indices); | ||||
| 	Shader shader("data/vertex.glsl", "data/fragment.glsl"); | ||||
| 	if (std::strlen(shader.getError()) > 0) { | ||||
| 		std::cerr << "Failed to initialize shaders: " << shader.getError() << "\n"; | ||||
| 	} | ||||
|  | ||||
| 	glm::mat4 projection = glm::perspective(glm::radians(45.0f), static_cast<float>(SCREEN_WIDTH) / SCREEN_HEIGHT, 0.1f, 100.0f); | ||||
| 	glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0, 0, 6)); | ||||
|  | ||||
| 	// main loop | ||||
| 	float angle = 0; | ||||
| 	double angle = 0; | ||||
| 	double lastTime = glfwGetTime(); | ||||
| 	while ( !glfwWindowShouldClose(win) && !glfwGetKey(win, GLFW_KEY_ESCAPE) ) { | ||||
| 		// get delta time | ||||
| 		float delta = static_cast<float>(glfwGetTime() - lastTime); | ||||
| 	while (!glfwWindowShouldClose(win) && !glfwGetKey(win, GLFW_KEY_ESCAPE)) { | ||||
| 		// Delta | ||||
| 		double delta_time = glfwGetTime() - lastTime; | ||||
|  | ||||
| 		// get window size | ||||
| 		//int screenWidth, screenHeight; | ||||
| 		//glfwGetWindowSize(win, &screenWidth, &screenHeight); | ||||
| 		// Reset window | ||||
| 		int screenWidth, screenHeight; | ||||
| 		glfwGetWindowSize(win, &screenWidth, &screenHeight); | ||||
| 		glViewport(0, 0, screenWidth, screenHeight); | ||||
|  | ||||
| 		glClearColor(0.3f, 0.3f, 0.3f, 1.0f); | ||||
| 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||||
|  | ||||
| 		shader.Use(); | ||||
|  | ||||
| 		// Logic | ||||
| 		glm::mat4 model = glm::rotate(glm::mat4(1.0f), glm::radians(delta * 32.0f), glm::vec3(0, 1, 0)); | ||||
| 		angle += 32.0 * delta_time; | ||||
|  | ||||
| 		glm::mat4 model = glm::translate(glm::mat4(1.0), glm::vec3(-3.0f + 0.0f * 3.0f, 0.0f, -0.0f * 3.0f)); | ||||
| 		model = glm::rotate(model, glm::radians(static_cast<float>(angle)), glm::vec3(0, 1, 0)); | ||||
|  | ||||
| 		glm::mat4 mvp = projection * view * model; | ||||
|  | ||||
| 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||||
| 		//glClearColor(0, 255, 0, 255); | ||||
| 		shader.use(); | ||||
| 		uint32_t mvpLoc = glGetUniformLocation(shader.getId(), "MVP"); | ||||
| 		glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, &mvp[0][0]); | ||||
| 		Shader::setMat4(shader.getLocation("mvp"), mvp); | ||||
|  | ||||
| 		buffer.Draw(shader); | ||||
|  | ||||
| 		// refresh screen | ||||
| 		// Refresh screen | ||||
| 		glfwSwapBuffers(win); | ||||
| 		glfwPollEvents(); | ||||
|  | ||||
| 		// Set last time | ||||
| 		// Delta | ||||
| 		lastTime = glfwGetTime(); | ||||
| 	} | ||||
|  | ||||
| 	// shutdown | ||||
| 	// Shutdown | ||||
| 	glfwTerminate(); | ||||
|  | ||||
| 	return 0; | ||||
|   | ||||
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