learn-opengl/05-coordinate_systems/src/main.cpp
2026-08-21 13:15:55 -04:00

214 lines
5.7 KiB
C++

#define _USE_MATH_DEFINES
#include <math.h>
#include "dbc.hpp"
#include <print>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <vector>
#include <functional>
#include "shader.hpp"
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "data.hpp"
#include "physics.hpp"
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void processInput(GLFWwindow *window);
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
struct Config {
Shader shader;
unsigned int VAO = 0;
unsigned int VBO = 0;
unsigned int texture1 = 0;
unsigned int texture2 = 0;
};
void init_glfw() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
}
void framebuffer_size_callback(GLFWwindow *, int width, int height) {
glViewport(0, 0, width, height);
}
GLFWwindow* create_window() {
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
dbc::check(window != NULL, "failed to open window");
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
auto good = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
dbc::check(good, "failed to load GLAD");
return window;
}
void processInput(GLFWwindow *window, BoxTest &box) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
b2Vec2 force(0.0f, 0.5f);
for(size_t i = 0; i < BODY_COUNT; i++) {
box.bodies[i]->ApplyForceToCenter(force, true);
box.bodies[i]->ApplyTorque(0.1f, true);
}
}
}
unsigned int load_texture(const std::string& image_file) {
unsigned int texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
// set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
int width = 0;
int height = 0;
int nrChannels = 0;
stbi_set_flip_vertically_on_load(true);
unsigned char *data = stbi_load(image_file.c_str(), &width, &height, &nrChannels, 0);
dbc::check(data != nullptr, std::format("Failed to load texture: {}", image_file));
dbc::check(nrChannels == 3 || nrChannels == 4,
std::format("Image {} has invalid channels {} should be 3 or 4.", image_file, nrChannels));
auto rgb_or_a = nrChannels == 3 ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, rgb_or_a, width, height, 0, rgb_or_a, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
return texture_id;
}
Config setup() {
glEnable(GL_DEPTH_TEST);
Config config{{"shaders/4.2.texture.vs", "shaders/4.2.texture.fs"}};
unsigned int VBO = 0;
unsigned int VAO = 0;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_3d), vertices_3d, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
config.texture1 = load_texture("resources/textures/container.jpg");
config.texture2 = load_texture("resources/textures/awesomeface.png");
config.shader.use();
config.shader.setInt("texture1", 0);
config.shader.setInt("texture2", 1);
config.VAO = VAO;
config.VBO = VBO;
return config;
}
void render(GLFWwindow* window, const Config& config, BoxTest& box, b2World& world) {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, config.texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, config.texture2);
config.shader.use();
// this is position
float time = glfwGetTime();
Box2d_step_world(world);
glm::mat4 view = glm::mat4(1.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
config.shader.setMat4("view", view);
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
config.shader.setMat4("projection", projection);
glBindVertexArray(config.VAO);
for(unsigned int i = 0; i < BODY_COUNT; i++) {
glm::mat4 model = glm::mat4(1.0f);
// get position from box
b2Vec2 position = box.bodies[i]->GetPosition();
float angle = box.bodies[i]->GetAngle();
model = glm::translate(model, glm::vec3(position.x, position.y, 0.0f));
model = glm::rotate(model, angle / 5.0f, glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(time * 10.0f), glm::vec3(0.0f, 1.0f, 1.0f));
config.shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
void cleanup(Config& config) {
glDeleteVertexArrays(1, &config.VAO);
glDeleteBuffers(1, &config.VAO);
glDeleteBuffers(1, &config.VBO);
config.shader.cleanup();
}
int main() {
init_glfw();
b2Vec2 gravity(0.0f, -10.0f);
b2World world(gravity);
BoxTest box = Box2d_setup(world);
auto window = create_window();
auto config = setup();
while(!glfwWindowShouldClose(window)) {
processInput(window, box);
render(window, config, box, world);
}
cleanup(config);
glfwTerminate();
return 0;
}