#define GLFW_INCLUDE_NONE #include "GLFW/glfw3.h" #include "cbt/opengl/context.hpp" #include "cbt/opengl/shader.hpp" #include "cbt/opengl/buffer.hpp" #include "cbt/opengl/vao.hpp" #include #include #include #include #include #include "glad/glad.h" auto main(int, char const*[]) -> int { auto ctx = cbt::opengl::context("cuber", 1280, 720); if (!ctx.valid()) { return 1; } // compile shader auto prog = cbt::opengl::shader(); char const* vert_src = R"glsl( #version 410 core layout(location = 0) in vec3 a_pos; layout(location = 1) in vec3 a_color; uniform mat4 u_model; uniform mat4 u_view; uniform mat4 u_proj; out vec3 v_color; void main() { gl_Position = u_proj * u_view * u_model * vec4(a_pos, 1.0); v_color = a_color; } )glsl"; char const* frag_src = R"glsl( #version 410 core in vec3 v_color; out vec4 frag_color; void main() { frag_color = vec4(v_color, 1.0); } )glsl"; if (!prog.compile_vertex(vert_src) || !prog.compile_fragment(frag_src) || !prog.link()) { return 1; } // cube vertices: 6 faces, 2 triangles per face, 3 verts each = 36 vertices // each vertex: x, y, z, r, g, b std::array vertices = { // front face (cyan) 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // back face (magenta) 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, // top face (yellow) 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, // bottom face (white) 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, -0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, // right face (lime) 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // left face (orange) -0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.5f, 1.0f, 0.5f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f, -0.5f, -0.5f, -0.5f, 1.0f, 0.5f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.5f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 0.5f, 0.0f, }; auto vbo = cbt::opengl::buffer(cbt::opengl::buffer_type::vertex); vbo.upload(vertices.data(), vertices.size() * sizeof(float)); // bind VAO and configure vertex attributes auto vao = cbt::opengl::vao(); vao.bind(); vbo.bind(); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), reinterpret_cast(3 * sizeof(float))); vbo.unbind(); vao.unbind(); // enable depth testing glEnable(GL_DEPTH_TEST); // signal handling asio::io_context io; asio::signal_set signals(io, SIGINT, SIGTERM); bool quit = false; signals.async_wait([&](auto, auto) { quit = true; io.stop(); }); auto process_signals = [&]() -> void { while (io.poll()) {} }; // render loop auto start = std::chrono::steady_clock::now(); while (!ctx.should_close()) { process_signals(); if (quit || glfwGetKey(ctx.raw(), GLFW_KEY_Q) == GLFW_PRESS) { break; } auto now = std::chrono::steady_clock::now(); auto elapsed = std::chrono::duration(now - start).count(); glClearColor(0.15f, 0.15f, 0.2f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // compute MVP matrices auto aspect = 1280.0f / 720.0f; auto proj = glm::perspective(glm::radians(45.0f), aspect, 0.1f, 100.0f); auto view = glm::translate(glm::mat4{1.0f}, glm::vec3{0.0f, 0.0f, -3.0f}); auto model = glm::rotate(glm::mat4{1.0f}, elapsed, glm::vec3{1.0f, 0.5f, 0.3f}); prog.use(); glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_proj"), 1, GL_FALSE, glm::value_ptr(proj)); glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_view"), 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(glGetUniformLocation(prog.id(), "u_model"), 1, GL_FALSE, glm::value_ptr(model)); vao.bind(); glDrawArrays(GL_TRIANGLES, 0, 36); vao.unbind(); prog.unuse(); ctx.swap_buffers(); ctx.poll_events(); } return 0; }