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matabstrix/main.cpp
2015-11-05 16:55:11 +00:00

267 lines
6.6 KiB
C++

#include <cstdlib>
#include <vector>
#include <fstream>
#include <sstream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <GL/glew.h>
#include <GL/glfw.h>
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
static GLuint load_shader(GLenum type, const char *filename);
static GLuint build_program();
static GLuint create_array_buffer(GLenum type, GLsizeiptr size, const GLvoid *data);
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);
static GLuint mvp_id;
static bool keys[GLFW_KEY_LAST];
static float pos_x = 0, pos_y = -4;
static float delta_z = 0, delta_x = 0;
struct Model
{
std::vector<GLfloat> positions;
GLuint positions_id;
std::vector<GLfloat> colors;
GLuint colors_id;
std::vector<GLushort> elements;
GLuint id;
};
static void load_obj(const char *filename, Model *model);
static Model suzanne;
static Model teapot;
static Model bunny;
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);
const GLuint program = build_program();
glUseProgram(program);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
mvp_id = glGetUniformLocation(program, "mvp");
load_obj("/data/models/suzanne.obj", &suzanne);
load_obj("/data/models/teapot.obj", &teapot);
load_obj("/data/models/bunny.obj", &bunny);
glViewport(0, 0, 640, 480);
glEnable(GL_DEPTH_TEST);
glClearColor(0, 0, 0, 0);
emscripten_set_main_loop(iterate, 0, 1);
}
GLuint load_shader(const GLenum type, const char *filename)
{
FILE *file = fopen(filename, "r");
fseek(file, 0, SEEK_END);
const long size = ftell(file);
fseek(file, 0, SEEK_SET);
char *source = (char*)malloc(size + 1);
fread(source, size, 1, file);
source[size] = 0;
fclose(file);
const GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, (const GLchar**)&source, nullptr);
glCompileShader(shader);
free(source);
return shader;
}
GLuint build_program()
{
const GLuint vertex_shader = load_shader(GL_VERTEX_SHADER, "/data/shaders/vertex.glsl");
const GLuint fragment_shader = load_shader(GL_FRAGMENT_SHADER, "/data/shaders/fragment.glsl");
const GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "color");
glLinkProgram(program);
return program;
}
GLuint create_array_buffer(GLenum type, GLsizeiptr size, const GLvoid *data)
{
GLuint id;
glGenBuffers(1, &id);
glBindBuffer(type, id);
glBufferData(type, size, data, GL_STATIC_DRAW);
return id;
}
void iterate()
{
if (keys['W'])
{
pos_x += 0.1 * sin(glm::radians(delta_z));
pos_y += 0.1 * cos(glm::radians(delta_z));
}
if (keys['S'])
{
pos_x -= 0.1 * sin(glm::radians(delta_z));
pos_y -= 0.1 * cos(glm::radians(delta_z));
}
if (keys['A'])
{
pos_x -= 0.1 * cos(glm::radians(delta_z));
pos_y += 0.1 * sin(glm::radians(delta_z));
}
if (keys['D'])
{
pos_x += 0.1 * cos(glm::radians(delta_z));
pos_y -= 0.1 * sin(glm::radians(delta_z));
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(-pos_x, -pos_y, -2.0f));
glm::mat4 view = glm::mat4(1.0f)
* glm::rotate(glm::mat4(1.0f), glm::radians(delta_x - 90), glm::vec3(1.0f, 0.0f, 0.0f))
* glm::rotate(glm::mat4(1.0f), glm::radians(delta_z), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 projection = glm::perspective(45.0f, (float)640 / (float)480, 0.1f, 10.0f);
glm::mat4 mvp = projection * view * model;
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(mvp));
auto draw_model = [](Model &model) {
glBindBuffer(GL_ARRAY_BUFFER, model.positions_id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glBindBuffer(GL_ARRAY_BUFFER, model.colors_id);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model.id);
glDrawElements(GL_TRIANGLES, model.elements.size(), GL_UNSIGNED_SHORT, 0);
};
draw_model(suzanne);
mvp = glm::translate(mvp, glm::vec3(4.0f, 0.0f, 0.0f))
* glm::rotate(glm::mat4(1.0f), glm::radians(-45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(mvp));
draw_model(teapot);
mvp = glm::translate(mvp, glm::vec3(-4.0f, 0.0f, 0.0f))
* glm::rotate(glm::mat4(1.0f), glm::radians(-45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(mvp));
draw_model(bunny);
}
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)
{
delta_z += mouse_event->movementX;
delta_x += mouse_event->movementY;
if (delta_z < 0)
delta_z = 359;
else
if (delta_z >= 360)
delta_z = 0;
if (delta_x < -90)
delta_x = -90;
else
if (delta_x > 90)
delta_x = 90;
return true;
}
void load_obj(const char *filename, Model *model)
{
std::ifstream file(filename, std::ios::in);
std::string line;
while (std::getline(file, line))
{
if (line.substr(0,2) == "v ")
{
std::istringstream s(line.substr(2));
GLfloat x, y, z;
s >> x; s >> y, s >> z;
model->positions.push_back(x);
model->positions.push_back(y);
model->positions.push_back(z);
model->colors.push_back(1.0f);
model->colors.push_back(0.0f);
model->colors.push_back(0.0f);
}
else
if (line.substr(0,2) == "f ")
{
std::istringstream s(line.substr(2));
GLushort a, b, c;
s >> a;
s >> b;
s >> c;
model->elements.push_back(a - 1);
model->elements.push_back(b - 1);
model->elements.push_back(c - 1);
}
}
model->positions_id = create_array_buffer(GL_ARRAY_BUFFER, model->positions.size() * sizeof(GLfloat), model->positions.data());
model->colors_id = create_array_buffer(GL_ARRAY_BUFFER, model->positions.size() * sizeof(GLfloat), model->colors.data());
model->id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, model->elements.size() * sizeof(GLushort), model->elements.data());
}