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@mathewmariani
Created March 13, 2017 01:28
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// C/C++
#include <fstream>
#include <iostream>
#include <math.h>
// OpenGL
#include "opengl.h"
// utility
#include "matrix4.h"
#include "shader.h"
// constant variables
constexpr int width = 800;
constexpr int height = 800;
// buffer objects
GLuint vao, vbo;
// variables
int pixelWidth, pixelHeight;
std::vector<Vertex> user_points;
// vertex shader
std::string std_vertex_shader =
"#version 330 core\n" \
"layout(location = 0) in vec3 in_Vertex;" \
"uniform mat4 uf_Projection;" \
"uniform mat4 uf_Model;" \
"uniform vec3 uf_Color;" \
"out vec4 var_Color;" \
"void main() {" \
"var_Color = vec4(uf_Color.xyz, 1.0);" \
"gl_Position = (uf_Projection * uf_Model) * vec4(in_Vertex.xyz, 1.0);" \
"}";
// fragment shader
std::string std_fragment_shader =
"#version 330 core\n" \
"in vec4 var_Color;" \
"out vec4 frag_color;" \
"void main() {" \
"frag_color = var_Color;" \
"}";
// managed resources
GLFWwindow* window;
// callback forward declarations
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mode);
void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void setFramebufferSizeCallback(GLFWwindow* window, int w, int h);
int main() {
// initialize GLFW
glfwInit();
// set window flags
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
// create window
window = glfwCreateWindow(width, height, "Assignment 2", nullptr, nullptr);
if (window == nullptr) {
printf("Failed to create GLFW window\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// initializw gl3w
gl3wInit();
// set callbacks
glfwSetKeyCallback(window, keyCallback);
glfwSetMouseButtonCallback(window, mouseButtonCallback);
glfwSetFramebufferSizeCallback(window, setFramebufferSizeCallback);
// define the viewport dimensions
glfwGetFramebufferSize(window, &pixelWidth, &pixelHeight);
gl.setViewport(0, 0, pixelWidth, pixelHeight);
// make stuff more easily visible
glPointSize(10);
// compile shader
Shader defaultShader({
std_vertex_shader, std_fragment_shader
});
// modern OpenGL only requires a single vao
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
// main loop
while (!glfwWindowShouldClose(window)) {
// poll for events
glfwPollEvents();
// clear the buffer
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// attach shader
defaultShader.attach();
defaultShader.setMatrix4("uf_Projection", gl.matrices.projection.back());
defaultShader.setMatrix4("uf_Model", Matrix4());
if (!user_points.empty()) {
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * user_points.size(), &user_points[0], GL_STATIC_DRAW);
// setup attribute buffer
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// draw our points
glDrawArrays(GL_POINTS, 0, user_points.size());
glDisableVertexAttribArray(0);
}
// swap the screen buffers
glfwSwapBuffers(window);
}
// terminate glfw, and managed resources
glfwTerminate();
return 0;
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mode) {
switch (key) {
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
default:
break;
}
}
void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods) {
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
user_points.push_back({ (float)xpos, (float)ypos, 0.0f });
}
}
void setFramebufferSizeCallback(GLFWwindow* window, int w, int h) {
glfwGetFramebufferSize(window, &pixelWidth, &pixelHeight);
gl.setViewport(0, 0, pixelWidth, pixelHeight);
}
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