#include "scenes/cube.hpp" #include #include #include #include "glad/glad.h" namespace cbt::scenes { cube::cube() { m_start = std::chrono::steady_clock::now(); } auto cube::init() -> bool { if (!build_shader()) { return false; } build_mesh(); glEnable(GL_DEPTH_TEST); return true; } auto cube::update(float) -> void {} auto cube::render() -> void { auto now = std::chrono::steady_clock::now(); auto elapsed = std::chrono::duration(now - m_start).count(); glClearColor(0.15f, 0.15f, 0.2f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 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}); m_prog.use(); glUniformMatrix4fv(m_loc_proj, 1, GL_FALSE, glm::value_ptr(proj)); glUniformMatrix4fv(m_loc_view, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv(m_loc_model, 1, GL_FALSE, glm::value_ptr(model)); m_vao.bind(); glDrawArrays(GL_TRIANGLES, 0, 36); m_vao.unbind(); m_prog.unuse(); } auto cube::build_mesh() -> void { 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, }; m_vbo.upload(vertices.data(), vertices.size() * sizeof(float)); m_vao.bind(); m_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))); m_vbo.unbind(); m_vao.unbind(); } auto cube::build_shader() -> bool { 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 (!m_prog.compile_vertex(vert_src) || !m_prog.compile_fragment(frag_src) || !m_prog.link()) { return false; } m_loc_proj = glGetUniformLocation(m_prog.id(), "u_proj"); m_loc_view = glGetUniformLocation(m_prog.id(), "u_view"); m_loc_model = glGetUniformLocation(m_prog.id(), "u_model"); return true; } }