feat: render spinning 3D cube with glm
- Add glm dependency for matrix transformations - Replace triangle with 6-face colored cube - Add MVP shader uniforms (model, view, projection) - Enable depth testing for proper 3D rendering - Spin cube around (1, 0.5, 0.3) axis style: fix trailing return type for move assignment operators - buffer/texture/shader/vao: use auto fn() -> T& style - Document trailing return type convention in AGENTS.md
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@@ -38,11 +38,12 @@ to the custom scripts instead of system-installed packages.
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## Coding Conventions
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- **Language:** C++23
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- **Trailing return type** for function signatures
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- **Trailing return type** for function signatures (e.g. `auto fn() -> void`)
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- **4-space indentation**
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- **No semicolons after closing braces** for namespaces/classes
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- `auto` for obvious types (e.g. `auto main(...) -> int`)
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- **East const** (e.g. `char const*` not `const char*`)
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- **Trailing return type** for all function definitions, including operators (e.g. `auto operator=(T&&) noexcept -> T&`)
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- `<>` includes only for system headers (std, OS, etc.)
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- `""` includes for third-party dependencies (e.g. `fmt`, `nlohmann/json`)
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- **Naming:** `snake_case` for variables, functions, and classes
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+2
-1
@@ -16,6 +16,7 @@ find_package(fmt REQUIRED)
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find_package(glfw3 REQUIRED)
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find_package(glad REQUIRED)
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find_package(asio REQUIRED)
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find_package(glm REQUIRED)
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# Target setup
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add_executable(cuber "cuber.cpp"
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@@ -30,4 +31,4 @@ target_include_directories(cuber PRIVATE ".")
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target_compile_features(cuber PRIVATE cxx_std_23)
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target_compile_options(cuber PRIVATE ${BASE_OPTIONS})
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target_compile_definitions(cuber PRIVATE ${BASE_DEFINITIONS})
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target_link_libraries(cuber PRIVATE fmt::fmt glfw::glfw glad::glad asio::asio ${BASE_LIBRARIES})
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target_link_libraries(cuber PRIVATE fmt::fmt glfw::glfw glad::glad asio::asio glm::glm ${BASE_LIBRARIES})
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@@ -25,7 +25,7 @@ buffer::buffer(buffer&& other) noexcept
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other.m_id = 0;
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}
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buffer& buffer::operator=(buffer&& other) noexcept {
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auto buffer::operator=(buffer&& other) noexcept -> buffer& {
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if (this != &other) {
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if (m_id) {
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glDeleteBuffers(1, &m_id);
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@@ -20,7 +20,7 @@ shader::shader(shader&& other) noexcept
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other.m_id = 0;
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}
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shader& shader::operator=(shader&& other) noexcept {
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auto shader::operator=(shader&& other) noexcept -> shader& {
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if (this != &other) {
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if (m_id) {
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glDeleteProgram(m_id);
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@@ -25,7 +25,7 @@ texture::texture(texture&& other) noexcept
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other.m_id = 0;
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}
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texture& texture::operator=(texture&& other) noexcept {
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auto texture::operator=(texture&& other) noexcept -> texture& {
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if (this != &other) {
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if (m_id) {
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glDeleteTextures(1, &m_id);
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+1
-1
@@ -17,7 +17,7 @@ vao::vao(vao&& other) noexcept
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other.m_id = 0;
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}
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vao& vao::operator=(vao&& other) noexcept {
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auto vao::operator=(vao&& other) noexcept -> vao& {
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if (this != &other) {
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if (m_id) {
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glDeleteVertexArrays(1, &m_id);
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@@ -6,10 +6,16 @@
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#include "cbt/opengl/buffer.hpp"
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#include "cbt/opengl/vao.hpp"
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#include "asio.hpp"
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#include <chrono>
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#include <asio.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "glad/glad.h"
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auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
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auto main(int, char const*[]) -> int {
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auto ctx = cbt::opengl::context("cuber", 1280, 720);
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if (!ctx.valid()) {
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@@ -23,9 +29,12 @@ auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
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#version 410 core
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec3 a_color;
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_proj;
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out vec3 v_color;
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void main() {
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gl_Position = vec4(a_pos, 1.0);
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gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0);
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v_color = a_color;
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}
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)glsl";
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@@ -43,12 +52,56 @@ auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
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return 1;
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}
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// vertex data: triangle with per-vertex colors
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// red, green, blue corners
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std::array<float, 18> vertices = {
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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// cube vertices: 6 faces, 2 triangles per face, 3 verts each = 36 vertices
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// each vertex: x, y, z, r, g, b
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std::array<float, 36 * 6> vertices = {
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// front face (cyan)
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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// back face (magenta)
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
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// top face (yellow)
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
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// bottom face (white)
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f,
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// right face (lime)
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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// left face (orange)
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f,
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};
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auto vbo = cbt::opengl::buffer(cbt::opengl::buffer_type::vertex);
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@@ -66,6 +119,9 @@ auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
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vbo.unbind();
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vao.unbind();
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// enable depth testing
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glEnable(GL_DEPTH_TEST);
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// signal handling
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asio::io_context io;
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asio::signal_set signals(io, SIGINT, SIGTERM);
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@@ -81,6 +137,8 @@ auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
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};
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// render loop
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auto start = std::chrono::steady_clock::now();
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while (!ctx.should_close()) {
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process_signals();
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@@ -88,12 +146,25 @@ auto main([[maybe_unused]]int argc, [[maybe_unused]]char const* argv[]) -> int {
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break;
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}
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glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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auto now = std::chrono::steady_clock::now();
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auto elapsed = std::chrono::duration<float>(now - start).count();
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glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// compute MVP matrices
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auto aspect = 1280.0f / 720.0f;
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auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f);
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auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f});
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auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f});
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prog.use();
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glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_proj"), 1, GL_FALSE, glm::value_ptr(proj));
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glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_model"), 1, GL_FALSE, glm::value_ptr(model));
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vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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vao.unbind();
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prog.unuse();
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