Files
cuber/scenes/cube.cpp
T
portersky a4ef4adfc7 feat: add window resize support
Added width/height tracking to the window class via a GLFW
resize callback. The callback stores the current size and
forwards it to a user-provided std::function.

Added context::set_size() to update the GL viewport when
the window is resized.

Changed scene::render() to accept (int width, int height)
parameters so scenes can compute the correct aspect ratio
for their projection matrix instead of hardcoding 1280/720.

Fixed parameter shadowing in resize_callback_impl
(glfw_window instead of window).
2026-05-06 00:06:59 +02:00

149 lines
4.6 KiB
C++

#include <array>
#include "glad/glad.h"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "scenes/cube.hpp"
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(int width, int height) -> void {
auto now = std::chrono::steady_clock::now();
auto elapsed = std::chrono::duration<float>(now - m_start).count();
glClearColor(0.15f, 0.15f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto aspect = float(width) / float(height);
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<float, 36 * 6> 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<void*>(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;
}
}