Files
utad-3d/src/main.cpp
2025-02-20 14:56:44 +01:00

118 lines
3.1 KiB
C++

/*#ifdef _MSC_VER
#pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup")
#endif*/
#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() {
// Initialize OpenGL
if (!glfwInit()) {
std::cerr << "Failed to initialize glfw\n";
return 1;
}
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 == 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;
GLenum err = glewInit();
if (err != GLEW_OK) {
std::cerr << "Failed to initialize GLEW: " << glewGetErrorString(err) << "\n";
glfwTerminate();
return 1;
}
// Logic
std::vector<Vertex> vertices = {
{{0.0f, 0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}},
{{-0.5f, -0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}},
{{0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 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));
glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 6), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
// main loop
double angle = 0.0;
double lastTime = glfwGetTime();
while (!glfwWindowShouldClose(win) && !glfwGetKey(win, GLFW_KEY_ESCAPE)) {
// Delta
double delta_time = glfwGetTime() - lastTime;
lastTime = glfwGetTime();
// Reset window
int screenWidth, screenHeight;
glfwGetWindowSize(win, &screenWidth, &screenHeight);
glViewport(0, 0, screenWidth, screenHeight);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.Use();
// Logic
angle += 32.0 * delta_time;
for (int row = 0; row < 3; ++row) {
for (int col = 0; col < 3; ++col) {
glm::mat4 model = glm::translate(glm::mat4(1.0), glm::vec3(-3.0f + static_cast<float>(col) * 3.0f, 0.0f, static_cast<float>(-row) * 3.0f));
model = glm::rotate(model, glm::radians(static_cast<float>(angle)), glm::vec3(0, 1, 0));
glm::mat4 mvp = projection * view * model;
Shader::setMat4(shader.getLocation("mvp"), mvp);
buffer.Draw(shader);
}
}
// Refresh screen
glfwSwapBuffers(win);
glfwPollEvents();
}
// Shutdown
glfwTerminate();
return 0;
}