#include "pch.h" #include "app.hpp" App App::I; // singleton void App::create() { width = 800; height = 600; } void App::init() { static const char* shader_v = "#version 150\n" "uniform mat4 mvp;" "in vec4 pos;" "in vec2 uvs;" "out vec2 uv;" "void main(){" " gl_Position = mvp * pos;" " uv = uvs;" "}"; static const char* shader_f = "#version 150\n" "uniform sampler2D tex;" "in vec2 uv;" "out vec4 frag;" "void main(){" " frag = texture(tex, uv, 0.0);" "}"; static const char* shader_uv_f = "#version 150\n" "uniform sampler2D tex;" "in vec2 uv;" "out vec4 frag;" "void main(){" " frag = vec4(uv,0,1);" "}"; static const char* shader_color_v = "#version 150\n" "uniform mat4 mvp;" "in vec4 pos;" "void main(){" " gl_Position = mvp * pos;" "}"; static const char* shader_color_f = "#version 150\n" "uniform vec4 col;" "out vec4 frag;" "void main(){" " frag = col;" "}"; shader.create(shader_v, shader_f); shader_color.create(shader_color_v, shader_color_f); shader_uv.create(shader_v, shader_uv_f); plane.create<5>(50, 50); longPlane.create<1>(50, 25); circle.create<6>(25, 12); circle1.create<4>(25, 12); circle2.create<15>(25, 12); if (!tex.load("data/image.png")) printf("error loading image\n"); glViewport(0, 0, width, height); glEnable(GL_TEXTURE); glDisable(GL_DEPTH_TEST); glPointSize(5); glLineWidth(15); int n; glGetIntegerv(GL_NUM_EXTENSIONS, &n); for (int i = 0; i < n; i++) { const unsigned char* s = glGetStringi(GL_EXTENSIONS, i); printf("GL ext %03d: %s\n", i, s); } printf("GL version: %s\n", glGetString(GL_VERSION)); printf("GL vendor: %s\n", glGetString(GL_VENDOR)); printf("GL renderer: %s\n", glGetString(GL_RENDERER)); GLfloat width_range[2]; glGetFloatv(GL_LINE_WIDTH_RANGE, width_range); printf("GL line range: %f - %f\n", width_range[0], width_range[1]); } void App::update(float dt) { static float theta = 0; theta += M_PI * 0.5f * dt; float red = fabsf(sinf(theta)); // glm::mat4 proj = glm::perspective(glm::radians(85.f), 1.f, .1f, 100.f); // glm::mat4 model = glm::translate(glm::vec3(0, 0, 0)); // glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); float ar = width / height; glm::mat4 proj = glm::ortho(0, width, height, 0, -1, 1); Shape* shapes[] = { &circle, &circle1, &circle2, &plane, &longPlane }; //glClearColor(red, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); auto s = glm::scale(glm::vec3(2)); for (int i = 0; i < 5; i++) { shader.use(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glActiveTexture(GL_TEXTURE0); tex.bind(); shader.u_int("tex", 0); shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 1, 75 + 120 * i, 0.f}) * s); shapes[i]->draw_fill(); tex.unbind(); shader_color.use(); shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 2, 75 + 120 * i, 0.f}) * s); shader_color.u_vec4("col", {1, 1, 1, 1}); shapes[i]->draw_stroke(); shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 0, 75 + 120 * i, 0.f}) * s); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); shapes[i]->draw_fill(); shader_uv.use(); shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 3, 75 + 120 * i, 0.f}) * s); shader_uv.u_int("tex", 0); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); shapes[i]->draw_fill(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + 120 * 4, 75 + 120 * i, 0.f}) * s); shapes[i]->draw_fill(); tex.unbind(); } // shader.use(); // shader.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(10))); // shader.u_int("tex", 0); // glActiveTexture(GL_TEXTURE0); // tex.bind(); // circle.draw_fill(); // tex.unbind(); }