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main.cpp
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408 lines (359 loc) · 14.1 KB
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#include <GLFW/glfw3.h>
#include <glad/gl.h>
#include "LadeBMP.h"
#include "LadeShader.h"
#include "libs/glfw-3.3.8/deps/linmath.h"
#include "linmath.h"
#include <stdlib.h>
#define PI 3.1415926536
struct myVertexType // selbst definierter Datentyp für die Shaderprogramme
{
float x, y, z;
float r, g, b;
float nx, ny, nz;
float u, v;
myVertexType(myVertexType other, vec3 norm, vec2 uv) {
x = other.x;
y = other.y;
z = other.z;
r = other.r;
g = other.g;
b = other.b;
nx = norm[0];
ny = norm[1];
nz = norm[2];
u = uv[0];
v = uv[1];
}
myVertexType(float x, float y, float z, float r, float g, float b) {
this->x = x;
this->y = y;
this->z = z;
this->r = r;
this->g = g;
this->b = b;
this->nx = 0;
this->ny = 0;
this->nz = 0;
this->u = 0;
this->v = 0;
}
myVertexType() { x = y = z = r = g = b = nx = ny = nz = u = v = 0; }
};
myVertexType vertices[36];
float ambfac = 0.3;
float diffac = 0.7;
float specfac = 0.6;
int shinefac = 16;
// Key-Callback
void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mods) {
if (action != 0) {
if (key == GLFW_KEY_A) {
if (mods == 1)
ambfac += .1f;
else
ambfac -= .1f;
}
if (key == GLFW_KEY_D) {
if (mods == 1)
diffac += .1f;
else
diffac -= .1f;
}
if (key == GLFW_KEY_W) {
if (mods == 1)
specfac += .1f;
else
specfac -= .1f;
}
if (key == GLFW_KEY_S) {
if (mods == 1)
shinefac += 1;
else
shinefac -= 1;
}
}
}
int main(void) {
GLFWwindow *window;
GLuint vertex_buffer, vertex_shader, fragment_shader, complete_shader_program;
GLint matrix_access, ambient, diffuse, shininess, specular, position_access,
color_access, normal_access, uv_access;
myVertexType cubeEdges[8]{
// x = y = z = r = g = b = nx = ny = nz = u = v = 0;
/*0*/ myVertexType(+1.0f, +1.0f, +1.0f, 1.0f, 0.0f,
0.0f), // Koordinate 1,1,1 mit roter Farbe
/*1*/ myVertexType(+1.0f, +1.0f, -1.0f, 0.0f, 1.0f, 0.0f), // Koordinate
// 1,1,-1 mit
// grüner Farbe
/*2*/ myVertexType(+1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f), // blau
/*3*/ myVertexType(+1.0f, -1.0f, +1.0f, 1.0f, 0.0f, 1.0f), // magenta
/*4*/ myVertexType(-1.0f, +1.0f, +1.0f, 0.0f, 1.0f, 1.0f), // cyan
/*5*/ myVertexType(-1.0f, -1.0f, +1.0f, 1.0f, 1.0f, 0.0f), // gelb
/*6*/ myVertexType(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f), // weiß
/*7*/ myVertexType(-1.0f, +1.0f, -1.0f, 0.0f, 0.0f, 0.0f) // schwarz
};
// verkleinere Würfelkoordinaten
for (int i = 0; i < 8; i++) {
cubeEdges[i].x *= 0.5;
cubeEdges[i].y *= 0.5;
cubeEdges[i].z *= 0.5;
}
// linke Seite -- verde -- acabado
vec3 v3_0 = {1, 0, 0};
vec3 v3_1 = {1, 0, 0};
vec3 v3_2 = {1, 0, 0};
vec3 v3_3 = {1, 0, 0};
vec3 v3_4 = {1, 0, 0};
vec3 v3_5 = {1, 0, 0};
vec2 v2_0 = {0, 0.25};
vec2 v2_1 = {0, 0.5};
vec2 v2_2 = {0.25, 0.5};
vec2 v2_3 = {0.25, 0.25};
vec2 v2_4 = {0, 0.25};
vec2 v2_5 = {0.25, 0.5};
vertices[0] = myVertexType(cubeEdges[2], v3_0, v2_0);
vertices[1] = myVertexType(cubeEdges[1], v3_1, v2_1);
vertices[2] = myVertexType(cubeEdges[0], v3_2, v2_2);
vertices[3] = myVertexType(cubeEdges[3], v3_3, v2_3);
vertices[4] = myVertexType(cubeEdges[2], v3_4, v2_4);
vertices[5] = myVertexType(cubeEdges[0], v3_5, v2_5);
// Rechte Seite -- rojo -- acabado
vec3 v3_6 = {-1, 0, 0};
vec3 v3_7 = {-1, 0, 0};
vec3 v3_8 = {-1, 0, 0};
vec3 v3_9 = {-1, 0, 0};
vec3 v3_10 = {-1, 0, 0};
vec3 v3_11 = {-1, 0, 0};
vec2 v2_6 = {0.75, 0.5};
vec2 v2_7 = {0.5, 0.25};
vec2 v2_8 = {0.75, 0.25};
vec2 v2_9 = {0.75, 0.5};
vec2 v2_10 = {0.5, 0.5};
vec2 v2_11 = {0.5, 0.25};
vertices[6] = myVertexType(cubeEdges[4], v3_6, v2_6);
vertices[7] = myVertexType(cubeEdges[6], v3_7, v2_7);
vertices[8] = myVertexType(cubeEdges[7], v3_8, v2_8);
vertices[9] = myVertexType(cubeEdges[4], v3_9, v2_9);
vertices[10] = myVertexType(cubeEdges[5], v3_10, v2_10);
vertices[11] = myVertexType(cubeEdges[6], v3_11, v2_11);
// Unten -- azul claro -- acabado
vec3 v3_12 = {0, -1, 0};
vec3 v3_13 = {0, -1, 0};
vec3 v3_14 = {0, -1, 0};
vec3 v3_15 = {0, -1, 0};
vec3 v3_16 = {0, -1, 0};
vec3 v3_17 = {0, -1, 0};
vec2 v2_12 = {0.25, 1};
vec2 v2_13 = {0.25, 0.75};
vec2 v2_14 = {0.5, 1};
vec2 v2_15 = {0.25, 0.75};
vec2 v2_16 = {0.5, 0.75};
vec2 v2_17 = {0.5, 1};
// vec2 v2_12 = {0.25, 0.5};
// vec2 v2_13 = {0.25, 0.75};
// vec2 v2_14 = {0.5, 0.75};
// vec2 v2_15 = {0.25, 0.5};
// vec2 v2_16 = {0.5, 0.5};
// vec2 v2_17 = {0.5, 0.75};
vertices[12] = myVertexType(cubeEdges[2], v3_12, v2_12);
vertices[13] = myVertexType(cubeEdges[3], v3_13, v2_13);
vertices[14] = myVertexType(cubeEdges[6], v3_14, v2_14);
vertices[15] = myVertexType(cubeEdges[3], v3_15, v2_15);
vertices[16] = myVertexType(cubeEdges[5], v3_16, v2_16);
vertices[17] = myVertexType(cubeEdges[6], v3_17, v2_17);
// Oben -- rosa -- acabado
vec3 v3_18 = {0, 1, 0};
vec3 v3_19 = {0, 1, 0};
vec3 v3_20 = {0, 1, 0};
vec3 v3_21 = {0, 1, 0};
vec3 v3_22 = {0, 1, 0};
vec3 v3_23 = {0, 1, 0};
vec2 v2_18 = {0.25, 0.5};
vec2 v2_19 = {0.25, 0.25};
vec2 v2_20 = {0.5, 0.5};
vec2 v2_21 = {0.25, 0.25};
vec2 v2_22 = {0.5, 0.5};
vec2 v2_23 = {0.5, 0.25};
vertices[18] = myVertexType(cubeEdges[0], v3_18, v2_18);
vertices[19] = myVertexType(cubeEdges[1], v3_19, v2_19);
vertices[20] = myVertexType(cubeEdges[4], v3_20, v2_20);
vertices[21] = myVertexType(cubeEdges[1], v3_21, v2_21);
vertices[22] = myVertexType(cubeEdges[4], v3_22, v2_22);
vertices[23] = myVertexType(cubeEdges[7], v3_23, v2_23);
// Hinten -- naranja -- acabado
vec3 v3_24 = {0, 0, -1};
vec3 v3_25 = {0, 0, -1};
vec3 v3_26 = {0, 0, -1};
vec3 v3_27 = {0, 0, -1};
vec3 v3_28 = {0, 0, -1};
vec3 v3_29 = {0, 0, -1};
vec2 v2_24 = {0.25, 0};
vec2 v2_25 = {0.5, 0};
vec2 v2_26 = {0.5, 0.25};
vec2 v2_27 = {0.25, 0};
vec2 v2_28 = {0.5, 0.25};
vec2 v2_29 = {0.25, 0.25};
vertices[24] = myVertexType(cubeEdges[1], v3_24, v2_24);
vertices[25] = myVertexType(cubeEdges[2], v3_25, v2_25);
vertices[26] = myVertexType(cubeEdges[6], v3_26, v2_26);
vertices[27] = myVertexType(cubeEdges[1], v3_27, v2_27);
vertices[28] = myVertexType(cubeEdges[6], v3_28, v2_28);
vertices[29] = myVertexType(cubeEdges[7], v3_29, v2_29);
//
// Vorne -- azul oscuro/morado -- acabado
vec3 v3_30 = {0, 0, 1};
vec3 v3_31 = {0, 0, 1};
vec3 v3_32 = {0, 0, 1};
vec3 v3_33 = {0, 0, 1};
vec3 v3_34 = {0, 0, 1};
vec3 v3_35 = {0, 0, 1};
vec2 v2_30 = {0.25, 0.5};
vec2 v2_31 = {0.25, 0.75};
vec2 v2_32 = {0.5, 0.75};
vec2 v2_33 = {0.25, 0.5};
vec2 v2_34 = {0.5, 0.5};
vec2 v2_35 = {0.5, 0.75};
vertices[30] = myVertexType(cubeEdges[0], v3_30, v2_30);
vertices[31] = myVertexType(cubeEdges[3], v3_31, v2_31);
vertices[32] = myVertexType(cubeEdges[5], v3_32, v2_32);
vertices[33] = myVertexType(cubeEdges[0], v3_33, v2_33);
vertices[34] = myVertexType(cubeEdges[4], v3_34, v2_34);
vertices[35] = myVertexType(cubeEdges[5], v3_35, v2_35);
if (!glfwInit()) // GLFW initialisieren
exit(EXIT_FAILURE);
window = glfwCreateWindow(1280, 1024, "Happy Cube", NULL,
NULL); // Fenster mit 1280x1024 Pixel erstellen
if (!window) {
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window,
key_callback); // Key-Callback setzten (Funktion oben)
glfwMakeContextCurrent(window); // Verbindung mit dem Fenster
gladLoadGL(glfwGetProcAddress); // Laden der Fuktionszeiger
// Load bitmap
int width, height;
unsigned char *pictureData =
loadBMP24("../Textures/Cube.bmp", &width, &height);
// Erzeugen des Vertex-Shaders
char *vertex_shader_code = readTextFileIntoString(
"../Shaders/VertexShaderLabor4.glsl"); // Shader aus Datei laden
// (LadeShader.h)
if (vertex_shader_code == 0)
exit(EXIT_FAILURE); // Sicherstellen, dass die Datei erfolgreich geladen
// wurde!
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_code, NULL);
glCompileShader(vertex_shader);
char info[500];
int num;
glGetShaderInfoLog(vertex_shader, 500, &num, info);
printf("%s", info);
// Erzeugen des Fragment-Shaders
char *fragment_shader_code = readTextFileIntoString(
"../Shaders/FragmentShaderLabor4.glsl"); // Shader aus Datei laden
// (LadeShader.h)
if (fragment_shader_code == 0)
exit(EXIT_FAILURE); // Sicherstellen, dass die Datei erfolgreich geladen
// wurde!
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_code, NULL);
glCompileShader(fragment_shader);
glGetShaderInfoLog(fragment_shader, 500, &num, info);
printf("%s", info);
// Linken des Shader-Progamms
complete_shader_program = glCreateProgram();
glAttachShader(complete_shader_program, vertex_shader);
glAttachShader(complete_shader_program, fragment_shader);
glLinkProgram(complete_shader_program);
// eine Texture mit width/height und den Daten in pictureData
GLuint texture;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR,
GL_UNSIGNED_BYTE,
pictureData); // in pictureData befinden sich die Texelteldaten
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// Speicherfreigabe im Arbeitsspeicher jetzt möglich, da die Textur jetzt
// auf der Grafikkarte ist
delete[] pictureData;
glGenerateMipmap(GL_TEXTURE_2D); // ist in jedem Fall nötig
GLuint TextureID =
glGetUniformLocation(complete_shader_program,
"myTextureSampler"); // Name des Shader-Prg und der
// Variablenname ggf. anpassen
// Uniforme Positionen für den Zugriff während des Renderns
matrix_access = glGetUniformLocation(complete_shader_program, "matrix");
ambient = glGetUniformLocation(complete_shader_program, "ambientFactor");
diffuse = glGetUniformLocation(complete_shader_program, "diffuseFactor");
shininess = glGetUniformLocation(complete_shader_program, "shininess");
specular = glGetUniformLocation(complete_shader_program, "specFactor");
// Zugriff auf Position und Farbe innerhalb des Vertex-Buffers
position_access = glGetAttribLocation(complete_shader_program, "position");
color_access = glGetAttribLocation(complete_shader_program, "color");
normal_access = glGetAttribLocation(complete_shader_program, "normal");
uv_access = glGetAttribLocation(complete_shader_program, "uv");
// Aufbau und Übermittlung des Vertex-Buffers
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Assuming uv is at index 8 and 9 in your myVertexType struct
// Enable and define the UV attribute
glEnableVertexAttribArray(uv_access); // Enable the UV attribute
glVertexAttribPointer(uv_access, 2, GL_FLOAT, GL_FALSE, sizeof(myVertexType),
(void *)(sizeof(float) * 9));
// Die Daten für Position und Farbe werden dem Shader mitgeteilt
glEnableVertexAttribArray(position_access);
glVertexAttribPointer(position_access, 3, GL_FLOAT, GL_FALSE,
sizeof(myVertexType), (void *)0);
glEnableVertexAttribArray(color_access);
glVertexAttribPointer(color_access, 3, GL_FLOAT, GL_FALSE,
sizeof(myVertexType), (void *)(sizeof(float) * 3));
glEnableVertexAttribArray(normal_access);
glVertexAttribPointer(normal_access, 3, GL_FLOAT, GL_FALSE,
sizeof(myVertexType), (void *)(sizeof(float) * 6));
// Z-Achse positiv defineren
glClearDepth(0);
glDepthFunc(GL_GREATER); // größere Z-Werte überschreiben kleinere
glEnable(GL_DEPTH_TEST); // Verdeckung der Dreiecke untereinander aktivieren
while (!glfwWindowShouldClose(window)) // Hauptscheife
{
mat4x4 m;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(
complete_shader_program); // Ab jetzt dieses Shader-Programm nutzen
// Rotationsmatrix erstellen
mat4x4_identity(
m); // Über die Linmath.h wird eine 4x4 Einheitsmatrix erzeugt
mat4x4_rotate_Z(m, m,
(float)glfwGetTime()); // Auf die Matrix m wird eine
// Rotation um Z aufmultipliziert
mat4x4_rotate_X(m, m, 10 * 2 * PI / 360 * (float)glfwGetTime());
// // Auf
// die Matrix m wird eine Rotation um Y aufmultipliziert
mat4x4_rotate_Y(m, m, 2 * PI * 10 / 360 * sin((float)glfwGetTime()));
glUniformMatrix4fv(
matrix_access, 1, GL_FALSE,
(const GLfloat *)
m); // Die Matrix wird in das Shader-Programm übertragen
glUniform1f(ambient, ambfac);
// Der ambiente Faktor wird in das Shader-Programm übertragen
glUniform1f(diffuse, diffac);
glUniform1f(specular, specfac);
glUniform1i(shininess, shinefac);
// printf("ambfac=%.2f\n", ambfac);
// printf("diffac=%.2f\n", diffac);
// printf("specfac=%.2f\n", specfac);
// printf("shinefac=%.2d\n", shinefac);
glDrawArrays(GL_TRIANGLES, 0, 36); // Ein Dreieck wird gezeichnet
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}