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matabstrix/main.cpp
2015-11-05 00:36:23 +00:00

283 lines
6.5 KiB
C++

#include <cstdlib>
#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 *source);
static GLuint build_program();
static GLuint create_array_buffer(GLuint index, GLsizeiptr size, const GLvoid *data, GLint count, GLenum type);
static GLuint create_element_array_buffer(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;
static GLuint cube_id;
static GLuint pyramid_id;
static const char vertex_shader_source[] = \
"attribute vec4 position; \n"\
"attribute vec3 color; \n"\
"varying vec4 f_color; \n"\
"uniform mat4 mvp; \n"\
"void main(void) { \n"\
" gl_Position = mvp * position; \n"\
" f_color = vec4(color, 1.0); \n"\
"} \n";
static const char fragment_shader_source[] = \
"precision lowp float; \n"\
"varying vec4 f_color; \n"\
"void main(void) { \n"\
" gl_FragColor = f_color; \n"\
"} \n";
static GLfloat vertices[] = {
// front
-1.0, -1.0, 1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
// back
-1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
// pyramid
0.0, 0.0, 1.0,
-0.5, -0.5, 0.0,
0.5, 0.5, 0.0,
-0.5, 0.5, 0.0,
0.5, -0.5, 0.0,
};
const GLfloat colors[] = {
// front colors
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 1.0, 1.0,
// back colors
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 1.0, 1.0,
// pyramid
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 1.0, 0.0,
1.0, 0.0, 1.0,
};
const GLushort cube[] = {
// front
0, 1, 2,
2, 3, 0,
// top
3, 2, 6,
6, 7, 3,
// back
7, 6, 5,
5, 4, 7,
// bottom
4, 5, 1,
1, 0, 4,
// left
4, 0, 3,
3, 7, 4,
// right
1, 5, 6,
6, 2, 1,
};
const GLushort pyramid[] = {
8, 9, 11,
8, 9, 12,
8, 10, 11,
8, 10, 12,
9, 10, 11,
9, 10, 12,
};
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);
mvp_id = glGetUniformLocation(program, "mvp");
create_array_buffer(0, sizeof(vertices), vertices, 3, GL_FLOAT);
glEnableVertexAttribArray(0);
create_array_buffer(1, sizeof(colors), colors, 3, GL_FLOAT);
glEnableVertexAttribArray(1);
cube_id = create_element_array_buffer(sizeof(cube), cube);
pyramid_id = create_element_array_buffer(sizeof(pyramid), pyramid);
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 *source)
{
const GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
return shader;
}
GLuint build_program()
{
const GLuint vertex_shader = load_shader(GL_VERTEX_SHADER, vertex_shader_source);
const GLuint fragment_shader = load_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
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(GLuint index, GLsizeiptr size, const GLvoid *data, GLint count, GLenum type)
{
GLuint id;
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
glVertexAttribPointer(index, count, type, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
return id;
}
GLuint create_element_array_buffer(GLsizeiptr size, const GLvoid *data)
{
GLuint id;
glGenBuffers(1, &id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 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));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cube_id);
glDrawElements(GL_TRIANGLES, 6 * 2 * 3, GL_UNSIGNED_SHORT, 0);
mvp = glm::translate(mvp, glm::vec3(2.0f, 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));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pyramid_id);
glDrawElements(GL_TRIANGLES, 6 * 3, GL_UNSIGNED_SHORT, 0);
}
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;
}