#include "gl.hpp" #include "program.hpp" #include "object.hpp" #include "transformation.hpp" #include #include #include #include #include static Program build_program(); static void iterate(); static GLFWCALL void on_key(int key, int action); static EM_BOOL on_em_mousemove(int event_type, const EmscriptenMouseEvent *mouse_event, void *user_data); GLuint mvp_uniform; GLuint local_modelview_uniform; static GLuint texture_uniform; static bool keys[GLFW_KEY_LAST]; static Transformation camera; static Model *suzanne; static Model *teapot; static Model *bunny; static Object *suzanne1; static Object *teapot1; static Object *bunny1; int main() { if (!glfwInit()) exit(EXIT_FAILURE); if (!glfwOpenWindow(640, 480, 8, 8, 8, 8, 16, 0, GLFW_WINDOW)) { glfwTerminate(); exit(EXIT_FAILURE); } if (glewInit() != GLEW_OK) { glfwCloseWindow(); glfwTerminate(); exit(EXIT_FAILURE); } glfwSetKeyCallback(on_key); emscripten_set_mousemove_callback(nullptr, nullptr, false, on_em_mousemove); Program program = build_program(); program.use(); mvp_uniform = program.get_uniform_location("mvp"); local_modelview_uniform = program.get_uniform_location("local_modelview"); texture_uniform = program.get_uniform_location("texture"); glUniform1i(texture_uniform, 0); camera.position.z = 4; camera.position.y = 2; suzanne = new Model("/data/models/suzanne.obj"); teapot = new Model("/data/models/teapot.obj"); bunny = new Model("/data/models/bunny.obj"); suzanne1 = new Object(*suzanne); suzanne1->position.z = -2; suzanne1->position.y = 2; teapot1 = new Object(*teapot); teapot1->position.x = -2.0; teapot1->position.y = 1.0; teapot1->angles.y = 45; bunny1 = new Object(*bunny); bunny1->position.x = 2.0; glViewport(0, 0, 640, 480); glEnable(GL_DEPTH_TEST); glClearColor(1, 1, 1, 0); emscripten_set_main_loop(iterate, 0, 1); } Program build_program() { const Shader vertex_shader = Shader(GL_VERTEX_SHADER, "/data/shaders/vertex.glsl"); const Shader fragment_shader = Shader(GL_FRAGMENT_SHADER, "/data/shaders/fragment.glsl"); Program program; program.attach_shader(vertex_shader); program.attach_shader(fragment_shader); program.bind_attrib_location(0, "position"); program.bind_attrib_location(1, "tex_coord"); program.bind_attrib_location(2, "normal"); program.link(); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); return program; } void iterate() { if (keys['W']) { camera.position.z -= 0.1 * cos(glm::radians(camera.angles.y)); camera.position.x += 0.1 * sin(glm::radians(camera.angles.y)); } if (keys['S']) { camera.position.z += 0.1 * cos(glm::radians(camera.angles.y)); camera.position.x -= 0.1 * sin(glm::radians(camera.angles.y)); } if (keys['D']) { camera.position.z += 0.1 * sin(glm::radians(camera.angles.y)); camera.position.x += 0.1 * cos(glm::radians(camera.angles.y)); } if (keys['A']) { camera.position.z -= 0.1 * sin(glm::radians(camera.angles.y)); camera.position.x -= 0.1 * cos(glm::radians(camera.angles.y)); } suzanne1->angles.z = glfwGetTime() * 360 / 4; teapot1->angles.x = glfwGetTime() * 360 / 6; bunny1->angles.y = glfwGetTime() * 360 / 2; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const glm::mat4 model = glm::translate(glm::mat4(1.0f), -camera.position); const glm::mat4 view = glm::mat4(1.0f) * glm::rotate(glm::mat4(1.0f), glm::radians(camera.angles.x), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::rotate(glm::mat4(1.0f), glm::radians(camera.angles.y), glm::vec3(0.0f, 1.0f, 0.0f)); const glm::mat4 projection = glm::perspective(45.0f, (float)640 / (float)480, 0.1f, 10.0f); const glm::mat4 mvp = projection * view * model; suzanne1->draw(mvp); teapot1->draw(mvp); bunny1->draw(mvp); } GLFWCALL void on_key(int key, int action) { keys[key] = action != GLFW_RELEASE; } EM_BOOL on_em_mousemove(int event_type, const EmscriptenMouseEvent *mouse_event, void *user_data) { camera.angles.y += mouse_event->movementX; camera.angles.x += mouse_event->movementY; if (camera.angles.y < 0) camera.angles.y = 359; else if (camera.angles.y >= 360) camera.angles.y = 0; if (camera.angles.x < -90) camera.angles.x = -90; else if (camera.angles.x > 90) camera.angles.x = 90; return true; }