Switched to rotating cube

This commit is contained in:
2025-07-31 07:12:50 -04:00
parent d36115c841
commit bf1840ee1c
4 changed files with 99 additions and 93 deletions

View File

@@ -1,24 +1,9 @@
#version 150 core
uniform sampler2D tex;
uniform float time;
in vec3 color;
in vec2 coord;
out vec4 outColor;
void main() {
vec2 sampleCoord;
if(coord.y < 0.75) {
sampleCoord = coord;
} else {
sampleCoord = vec2(
coord.x + 0.025 * sin(time * 1.5 + coord.y * 80.0),
(1.0 - coord.y) * 3
);
}
outColor = texture(tex, sampleCoord) * vec4(color, 1.0);
outColor = vec4(color, 1.0);
}

View File

@@ -1,18 +1,13 @@
#version 150 core
in vec3 inPos;
in vec3 inPosition;
in vec3 inColor;
in vec2 inCoord;
out vec3 color;
out vec2 coord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform mat4 inTransformation;
void main() {
color = inColor;
coord = inCoord;
gl_Position = proj * view * model * vec4(inPos, 1.0);
gl_Position = inTransformation * vec4(inPosition, 1.0);
}

View File

@@ -1,5 +1,6 @@
#include "App.hpp"
#include <array>
#include <iostream>
#include <GL/glew.h>
@@ -13,6 +14,8 @@
#include "stb_image.h"
#include "TimestampLog.hpp"
constexpr std::array<std::array<float, 6>, 36> getCubeVertices();
namespace ugly {
int App::main(std::vector<std::string> &args) {
@@ -64,100 +67,74 @@ void App::key_callback_s(GLFWwindow *window, int key, int scancode, int action,
App::App(GLFWwindow *window):
mpWindow{window},
mShaderProgram{} {
// To allow key_callback_s to access member functions
glfwSetWindowUserPointer(mpWindow, this);
glfwSetKeyCallback(mpWindow, key_callback_s);
float vertices[] = {
// Position(3), Color(3), TexCoord(2)
-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, // Top-left
1.0f, 1.0f, 0.0f, 0.f, 1.0f, 0.0f, 1.0f, 0.0f, // Top-right
1.0f, -1.0f, 0.0f, 0.f, 0.0f, 1.0f, 1.0f, 1.0f, // Bottom-right
1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, // Bottom-right
-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, // Bottom-left
-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f // Top-left
};
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint shaderProgram = ShaderProgramBuilder{}
// Prepare shader
mShaderProgram = ShaderProgramBuilder{}
.attachFromFile(GL_VERTEX_SHADER, "assets/shaders/shader.vert")
.attachFromFile(GL_FRAGMENT_SHADER, "assets/shaders/shader.frag")
.link();
glUseProgram(shaderProgram);
mShaderProgram = shaderProgram;
GLint posAttrib = glGetAttribLocation(mShaderProgram, "inPosition");
GLint colorAttrib = glGetAttribLocation(mShaderProgram, "inColor");
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
int x, y, n;
auto data = stbi_load("assets/textures/bliss.jpg", &x, &y, &n, 3);
if(data == nullptr) {
log("stbi_load() failed!");
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
glCreateVertexArrays(1, &mVAO);
glBindVertexArray(mVAO);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint posAttrib = glGetAttribLocation(shaderProgram, "inPos");
GLint colorAttrib = glGetAttribLocation(shaderProgram, "inColor");
GLint coordAttrib = glGetAttribLocation(shaderProgram, "inCoord");
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), 0);
glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)(3*sizeof(float)));
glVertexAttribPointer(coordAttrib, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)(6*sizeof(float)));
// Upload vertice attributes (position and color)
const auto vertices = getCubeVertices();
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), (void*)(&vertices), GL_STATIC_DRAW);
// Vertex format = { x, y, z, r, g, b }
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), 0);
glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 6*sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(colorAttrib);
glEnableVertexAttribArray(coordAttrib);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void App::game_loop() {
GLint timeUniform = glGetUniformLocation(mShaderProgram, "time");
GLint modelUniform = glGetUniformLocation(mShaderProgram, "model");
GLint viewUniform = glGetUniformLocation(mShaderProgram, "view");
GLint projUniform = glGetUniformLocation(mShaderProgram, "proj");
// Generate view and projection tranforms
int width, height;
glfwGetWindowSize(mpWindow, &width, &height);
auto projMatrix = glm::perspective(60.0f, float(width) / height, 0.01f, 1000.f);
auto projMatrix = glm::perspective(glm::radians(60.0f), float(width) / height, 0.01f, 1000.f);
auto viewMatrix = glm::lookAt(
glm::vec3{0.f, 0.f, 0.f},
glm::vec3{0.f, 0.f, -1.f},
glm::vec3{0.f, -1.f, 0.f}
glm::vec3{0.f, 0.f, 1.f},
glm::vec3{0.f, 1.f, 0.f}
);
auto modelMatrix = glm::identity<glm::mat4>();
modelMatrix = glm::translate(modelMatrix, glm::vec3{0.f, 0.f, -.2f});
glUniformMatrix4fv(viewUniform, 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(projUniform, 1, GL_FALSE, glm::value_ptr(projMatrix));
glUniformMatrix4fv(modelUniform, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glEnable(GL_DEPTH_TEST);
auto prevTime = glfwGetTime();
auto elapsed = 0.0;
GLint matrixUniform = glGetUniformLocation(mShaderProgram, "inTransformation");
float startTime = glfwGetTime();
while(!glfwWindowShouldClose(mpWindow)) {
glfwPollEvents();
auto now = glfwGetTime();
auto dt = now - prevTime;
elapsed += dt;
prevTime = now;
modelMatrix = glm::rotate(modelMatrix, glm::radians(float(dt) * 18.0f), glm::vec3{0.08f, 0.05f, 1.f});
glUniformMatrix4fv(modelUniform, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniform1f(timeUniform, 4.f * elapsed);
// Rotate the cube each frame
float dt = glfwGetTime() - startTime;
auto modelMatrix = glm::identity<glm::mat4>();
modelMatrix = glm::translate(modelMatrix, glm::vec3{0.f, 0.f, 2.f});
modelMatrix = glm::rotate(modelMatrix, glm::radians(20.f * dt), glm::vec3{1.f, 1.f, 0.f});
auto finalMatrix = projMatrix * viewMatrix * modelMatrix;
// Draw logic
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
glEnable(GL_DEPTH_TEST);
glUseProgram(mShaderProgram);
glBindVertexArray(mVAO);
glUniformMatrix4fv(matrixUniform, 1, GL_FALSE, glm::value_ptr(finalMatrix));
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glUseProgram(0);
glDisable(GL_DEPTH_TEST);
glfwSwapBuffers(mpWindow);
}
}
@@ -170,3 +147,51 @@ void App::key_callback(int key, int scancode, int action, int mods) {
}
}
constexpr std::array<std::array<float, 6>, 36> getCubeVertices() {
// The eight vertices of a cube
const float cubeVertices[8][3] = {
{ -0.5f, -0.5f, -0.5f },
{ -0.5f, +0.5f, -0.5f },
{ +0.5f, +0.5f, -0.5f },
{ +0.5f, -0.5f, -0.5f },
{ -0.5f, -0.5f, +0.5f },
{ -0.5f, +0.5f, +0.5f },
{ +0.5f, +0.5f, +0.5f },
{ +0.5f, -0.5f, +0.5f }
};
// Color for each of the six faces
const float cubeColors[6][3] = {
{ 1.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f },
{ 1.0f, 0.0f, 1.0f },
{ 0.0f, 1.0f, 1.0f }
};
// Each face consists of two triangles, so 36 unique vertices total
const int vertexIndices[36] = {
0, 1, 2, 2, 3, 0, // B
4, 5, 1, 1, 0, 4, // L
7, 6, 5, 5, 4, 7, // F
3, 2, 6, 6, 7, 3, // R
0, 3, 7, 7, 4, 0, // D
2, 1, 5, 5, 6, 2 // U
};
// Construct an array suitable for OpenGL - concatenates position and color for each vertex
// { x, y, z, r, g, b }
std::array<std::array<float, 6>, 36> vertices;
for(int i = 0; i < 36; i++) {
vertices[i][0] = cubeVertices[vertexIndices[i]][0];
vertices[i][1] = cubeVertices[vertexIndices[i]][1];
vertices[i][2] = cubeVertices[vertexIndices[i]][2];
vertices[i][3] = cubeColors[i/6][0];
vertices[i][4] = cubeColors[i/6][1];
vertices[i][5] = cubeColors[i/6][2];
}
return vertices;
}

View File

@@ -17,6 +17,7 @@ private:
private:
GLFWwindow *mpWindow;
unsigned int mShaderProgram;
unsigned int mVAO;
private:
App(GLFWwindow *window);