30ddaf7d39
- 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
177 lines
5.5 KiB
C++
177 lines
5.5 KiB
C++
#define GLFW_INCLUDE_NONE
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#include "GLFW/glfw3.h"
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#include "cbt/opengl/context.hpp"
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#include "cbt/opengl/shader.hpp"
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#include "cbt/opengl/buffer.hpp"
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#include "cbt/opengl/vao.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(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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return 1;
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}
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// compile shader
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auto prog = cbt::opengl::shader();
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char const* vert_src = R"glsl(
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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 = 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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char const* frag_src = R"glsl(
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#version 410 core
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in vec3 v_color;
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out vec4 frag_color;
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void main() {
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frag_color = vec4(v_color, 1.0);
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}
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)glsl";
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if (!prog.compile_vertex(vert_src) || !prog.compile_fragment(frag_src) || !prog.link()) {
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return 1;
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}
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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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vbo.upload(vertices.data(), vertices.size() * sizeof(float));
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// bind VAO and configure vertex attributes
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auto vao = cbt::opengl::vao();
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vao.bind();
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vbo.bind();
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), nullptr);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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reinterpret_cast<void*>(3 * sizeof(float)));
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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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bool quit = false;
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signals.async_wait([&](auto, auto) {
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quit = true;
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io.stop();
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});
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auto process_signals = [&]() -> void {
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while (io.poll()) {}
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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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if (quit || glfwGetKey(ctx.raw(), GLFW_KEY_Q) == GLFW_PRESS) {
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break;
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}
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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, 36);
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vao.unbind();
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prog.unuse();
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ctx.swap_buffers();
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ctx.poll_events();
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}
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return 0;
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}
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