wip: practica1
This commit is contained in:
		| @@ -79,6 +79,7 @@ | ||||
|       <ConformanceMode>true</ConformanceMode> | ||||
|       <AdditionalIncludeDirectories>../lib/glew</AdditionalIncludeDirectories> | ||||
|       <PreprocessorDefinitions>GLEW_STATIC;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> | ||||
|       <LanguageStandard>stdcpp20</LanguageStandard> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <AdditionalLibraryDirectories>../lib/glfw</AdditionalLibraryDirectories> | ||||
| @@ -93,6 +94,7 @@ | ||||
|       <ConformanceMode>true</ConformanceMode> | ||||
|       <AdditionalIncludeDirectories>../lib/glew</AdditionalIncludeDirectories> | ||||
|       <PreprocessorDefinitions>GLEW_STATIC;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> | ||||
|       <LanguageStandard>stdcpp20</LanguageStandard> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <AdditionalLibraryDirectories>../lib/glfw</AdditionalLibraryDirectories> | ||||
| @@ -109,6 +111,7 @@ | ||||
|       <ConformanceMode>true</ConformanceMode> | ||||
|       <AdditionalIncludeDirectories>../lib/glew</AdditionalIncludeDirectories> | ||||
|       <PreprocessorDefinitions>GLEW_STATIC;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> | ||||
|       <LanguageStandard>stdcpp20</LanguageStandard> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <EnableCOMDATFolding>true</EnableCOMDATFolding> | ||||
| @@ -127,6 +130,7 @@ | ||||
|       <ConformanceMode>true</ConformanceMode> | ||||
|       <AdditionalIncludeDirectories>../lib/glew</AdditionalIncludeDirectories> | ||||
|       <PreprocessorDefinitions>GLEW_STATIC;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> | ||||
|       <LanguageStandard>stdcpp20</LanguageStandard> | ||||
|     </ClCompile> | ||||
|     <Link> | ||||
|       <EnableCOMDATFolding>true</EnableCOMDATFolding> | ||||
|   | ||||
										
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							| @@ -1,2 +1,5 @@ | ||||
| C:\Users\rabil\git\utad-programacion3d\lib\glew\glew.c;C:\Users\rabil\git\utad-programacion3d\project\x64\Debug\glew.obj | ||||
| C:\Users\rabil\git\utad-programacion3d\src\buffer.cpp;C:\Users\rabil\git\utad-programacion3d\project\x64\Debug\buffer.obj | ||||
| C:\Users\rabil\git\utad-programacion3d\src\main.cpp;C:\Users\rabil\git\utad-programacion3d\project\x64\Debug\main.obj | ||||
| C:\Users\rabil\git\utad-programacion3d\src\shader.cpp;C:\Users\rabil\git\utad-programacion3d\project\x64\Debug\shader.obj | ||||
| C:\Users\rabil\git\utad-programacion3d\src\vertex.cpp;C:\Users\rabil\git\utad-programacion3d\project\x64\Debug\vertex.obj | ||||
|   | ||||
										
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							| @@ -1,4 +1,9 @@ | ||||
|   glew.c | ||||
|   buffer.cpp | ||||
|   main.cpp | ||||
| LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library | ||||
|   ugine3d.vcxproj -> C:\Users\rabil\git\utad-programacion3d\project\x64\Debug\Practica3D.exe | ||||
|   Generating Code... | ||||
| C:\Users\rabil\git\utad-programacion3d\src\main.cpp(84,9): error C2660: 'Buffer::Draw': function does not take 0 arguments | ||||
|   C:\Users\rabil\git\utad-programacion3d\src\buffer.h(15,7): | ||||
|   see declaration of 'Buffer::Draw' | ||||
|   C:\Users\rabil\git\utad-programacion3d\src\main.cpp(84,9): | ||||
|   while trying to match the argument list '()' | ||||
|    | ||||
|   | ||||
| @@ -1 +1,31 @@ | ||||
| #include "buffer.h" | ||||
| #include "buffer.h" | ||||
|  | ||||
| #include <vector> | ||||
|  | ||||
| #include "../lib/glew/GL/glew.h" | ||||
| #include "../lib/glfw/glfw3.h" | ||||
|  | ||||
| #include "vertex.h" | ||||
|  | ||||
| Buffer::Buffer(const std::vector<Vertex>& vertices, const std::vector<uint16_t>& indices) | ||||
| { | ||||
| 	glGenVertexArrays(1, &VAO); | ||||
| 	glGenBuffers(1, &VBO); | ||||
| 	glGenBuffers(1, &EBO); | ||||
|  | ||||
| 	glBindVertexArray(VAO); | ||||
| 	glBindBuffer(GL_ARRAY_BUFFER, VBO); | ||||
| 	glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW); | ||||
|  | ||||
| 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); | ||||
| 	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint16_t), indices.data(), GL_STATIC_DRAW); | ||||
|  | ||||
| 	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); | ||||
| 	glEnableVertexAttribArray(0); | ||||
| } | ||||
|  | ||||
| void Buffer::Draw(const Shader& shader) const | ||||
| { | ||||
| 	glBindVertexArray(VAO); | ||||
| 	glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0); | ||||
| } | ||||
							
								
								
									
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								src/buffer.h
									
									
									
									
									
								
							
							
						
						
									
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								src/buffer.h
									
									
									
									
									
								
							| @@ -1,10 +1,21 @@ | ||||
| #ifndef BUFFER_H_ | ||||
| #define BUFFER_H_ | ||||
|  | ||||
| #include <vector> | ||||
|  | ||||
| #include "../lib/glm/glm.hpp" | ||||
|  | ||||
| struct Buffer { | ||||
| 	glm::vec3 position{ 0.0f, 0.0f, 0.0f }; | ||||
| #include "vertex.h" | ||||
| #include "shader.h" | ||||
|  | ||||
| class Buffer { | ||||
| public: | ||||
| 	Buffer(const std::vector<Vertex>& vertices, const std::vector<uint16_t>& indices); | ||||
|  | ||||
| 	void Draw(const Shader& shader) const; | ||||
|  | ||||
| private: | ||||
| 	uint32_t VAO, VBO, EBO; | ||||
| }; | ||||
|  | ||||
| #endif // BUFFER_H_ | ||||
							
								
								
									
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							| @@ -3,52 +3,96 @@ | ||||
| #endif | ||||
|  | ||||
|  | ||||
| #include "../lib/glfw/glfw3.h" | ||||
| #include <iostream> | ||||
| #include <vector> | ||||
|  | ||||
| #include "../lib/glew/GL/glew.h" | ||||
| #include "../lib/glfw/glfw3.h" | ||||
| #include "../lib/glm/glm.hpp" | ||||
| #include "../lib/glm/gtc/matrix_transform.hpp" | ||||
|  | ||||
| #include "vertex.h" | ||||
| #include "shader.h" | ||||
| #include "buffer.h" | ||||
|  | ||||
| #define SCREEN_WIDTH 800 | ||||
| #define SCREEN_HEIGHT 600 | ||||
|  | ||||
| int main() { | ||||
| 	// init glfw | ||||
| 	if ( !glfwInit() ) { | ||||
| 		std::cout << "could not initialize glfw" << std::endl; | ||||
| 		return -1; | ||||
| 	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_SAMPLES, 8); | ||||
| 	GLFWwindow* win = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "", nullptr, nullptr); | ||||
|  | ||||
| 	GLFWwindow* win = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Daniel Poveda", nullptr, nullptr); | ||||
| 	if (!win) { | ||||
| 		std::cout << "could not create opengl window" << std::endl; | ||||
| 		std::cerr << "Failed to create opengl window\n"; | ||||
| 		glfwTerminate(); | ||||
| 		return -1; | ||||
| 		return 1; | ||||
| 	} | ||||
| 	glfwMakeContextCurrent(win); | ||||
|  | ||||
| 	 | ||||
| 	glewExperimental = GL_TRUE; | ||||
| 	if (glewInit() != GLEW_OK) { | ||||
| 		std::cerr << "Failed to initialize GLEW\n"; | ||||
| 		glfwTerminate(); | ||||
| 		return 1; | ||||
| 	} | ||||
|  | ||||
| 	glEnable(GL_DEPTH_TEST); | ||||
| 	Shader shader("data/vertex.glsl", "data/fragment.glsl"); | ||||
|  | ||||
| 	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); | ||||
|  | ||||
| 	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 lastTime = glfwGetTime(); | ||||
| 	while ( !glfwWindowShouldClose(win) && !glfwGetKey(win, GLFW_KEY_ESCAPE) ) { | ||||
| 		// get delta time | ||||
| 		float deltaTime = static_cast<float>(glfwGetTime() - lastTime); | ||||
| 		lastTime = glfwGetTime(); | ||||
| 		float delta = static_cast<float>(glfwGetTime() - lastTime); | ||||
|  | ||||
| 		// get window size | ||||
| 		int screenWidth, screenHeight; | ||||
| 		glfwGetWindowSize(win, &screenWidth, &screenHeight); | ||||
| 		//int screenWidth, screenHeight; | ||||
| 		//glfwGetWindowSize(win, &screenWidth, &screenHeight); | ||||
|  | ||||
| 		 | ||||
| 		// Logic | ||||
| 		glm::mat4 model = glm::rotate(glm::mat4(1.0f), glm::radians(delta * 32.0f), 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]); | ||||
| 		buffer.Draw(shader); | ||||
|  | ||||
| 		// refresh screen | ||||
| 		glfwSwapBuffers(win); | ||||
| 		glfwPollEvents(); | ||||
|  | ||||
| 		// Set last time | ||||
| 		lastTime = glfwGetTime(); | ||||
| 	} | ||||
|  | ||||
| 	// shutdown | ||||
| 	glfwTerminate(); | ||||
|  | ||||
| 	return 0; | ||||
| } | ||||
| @@ -1 +1,43 @@ | ||||
| #include "shader.h" | ||||
| #include "shader.h" | ||||
|  | ||||
| #include <vector> | ||||
| #include <fstream> | ||||
| #include <sstream> | ||||
|  | ||||
| #include "../lib/glew/GL/glew.h" | ||||
| #include "../lib/glfw/glfw3.h" | ||||
|  | ||||
| namespace { | ||||
| 	std::string readShaderFile(const std::string& filename) { | ||||
| 		std::ifstream file(filename); | ||||
| 		if (!file) | ||||
| 			throw std::runtime_error("Failed to open shader file: " + filename); | ||||
| 		std::stringstream buffer; | ||||
| 		buffer << file.rdbuf(); | ||||
| 		return buffer.str(); | ||||
| 	} | ||||
| } // namespace | ||||
|  | ||||
| Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) | ||||
| { | ||||
| 	std::string vertexCode = readShaderFile(vertexPath); | ||||
| 	std::string fragmentCode = readShaderFile(fragmentPath); | ||||
| 	const char* vShaderCode = vertexCode.c_str(); | ||||
| 	const char* fShaderCode = fragmentCode.c_str(); | ||||
|  | ||||
| 	const uint32_t vertex = glCreateShader(GL_VERTEX_SHADER); | ||||
| 	glShaderSource(vertex, 1, &vShaderCode, NULL); | ||||
| 	glCompileShader(vertex); | ||||
|  | ||||
| 	const uint32_t fragment = glCreateShader(GL_FRAGMENT_SHADER); | ||||
| 	glShaderSource(fragment, 1, &fShaderCode, NULL); | ||||
| 	glCompileShader(fragment); | ||||
|  | ||||
| 	program = glCreateProgram(); | ||||
| 	glAttachShader(program, vertex); | ||||
| 	glAttachShader(program, fragment); | ||||
| 	glLinkProgram(program); | ||||
|  | ||||
| 	glDeleteShader(vertex); | ||||
| 	glDeleteShader(fragment); | ||||
| } | ||||
							
								
								
									
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							| @@ -1,10 +1,22 @@ | ||||
| #ifndef SHADER_H_ | ||||
| #define SHADER_H_ | ||||
|  | ||||
| #include <string> | ||||
|  | ||||
| #include "../lib/glew/GL/glew.h" | ||||
| #include "../lib/glfw/glfw3.h" | ||||
| #include "../lib/glm/glm.hpp" | ||||
|  | ||||
| struct Shader { | ||||
| 	glm::vec3 position{ 0.0f, 0.0f, 0.0f }; | ||||
| class Shader { | ||||
| public: | ||||
| 	Shader(const std::string& vertexPath, const std::string& fragmentPath); | ||||
|  | ||||
| 	void use() const { glUseProgram(program); } | ||||
| 	uint32_t getId() const { return program; } | ||||
|  | ||||
| private: | ||||
| 	uint32_t program; | ||||
| }; | ||||
| 	 | ||||
|  | ||||
| #endif // SHADER_H_ | ||||
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