158 lines
5.0 KiB
C++
158 lines
5.0 KiB
C++
#include "pch.h"
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#include "app.hpp"
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App App::I; // singleton
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void App::create()
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{
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width = 800;
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height = 800;
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}
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void App::init()
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{
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static const char* shader_v =
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"#version 150\n"
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"uniform mat4 mvp;"
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"in vec4 pos;"
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"in vec2 uvs;"
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"out vec2 uv;"
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"void main(){"
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" gl_Position = mvp * pos;"
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" uv = uvs;"
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"}";
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static const char* shader_f =
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"#version 150\n"
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"uniform sampler2D tex;"
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"in vec2 uv;"
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"out vec4 frag;"
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"void main(){"
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" frag = texture(tex, uv);"
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"}";
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static const char* shader_uv_f =
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"#version 150\n"
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"uniform sampler2D tex;"
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"in vec2 uv;"
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"out vec4 frag;"
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"void main(){"
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" frag = vec4(uv,0,1);"
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"}";
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static const char* shader_color_v =
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"#version 150\n"
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"uniform mat4 mvp;"
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"in vec4 pos;"
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"void main(){"
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" gl_Position = mvp * pos;"
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"}";
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static const char* shader_color_f =
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"#version 150\n"
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"uniform vec4 col;"
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"out vec4 frag;"
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"void main(){"
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" frag = col;"
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"}";
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shader.create(shader_v, shader_f);
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shader_color.create(shader_color_v, shader_color_f);
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shader_uv.create(shader_v, shader_uv_f);
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plane.create<5>(50, 50);
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circle.create<10>(25);
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circle2.create<10>(25, Circle::kUVMapping::Tube);
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circle3.create<10>(25, 12, Circle::kUVMapping::Tube);
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circle4.create<10>(25, 12, Circle::kUVMapping::Planar);
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rounded.create<3>(50, 50, 10);
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slice.create(50, 50, 10, .3f);
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if (!tex.load("data/uvs.jpg"))
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printf("error loading image\n");
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glViewport(0, 0, width, height);
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glEnable(GL_TEXTURE);
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glDisable(GL_DEPTH_TEST);
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glPointSize(5);
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glLineWidth(1);
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//int n;
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//glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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//for (int i = 0; i < n; i++)
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//{
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// const unsigned char* s = glGetStringi(GL_EXTENSIONS, i);
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// printf("GL ext %03d: %s\n", i, s);
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//}
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printf("GL version: %s\n", glGetString(GL_VERSION));
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printf("GL vendor: %s\n", glGetString(GL_VENDOR));
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printf("GL renderer: %s\n", glGetString(GL_RENDERER));
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GLfloat width_range[2];
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glGetFloatv(GL_LINE_WIDTH_RANGE, width_range);
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printf("GL line range: %f - %f\n", width_range[0], width_range[1]);
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}
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void App::update(float dt)
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{
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// static float theta = 0;
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// theta += M_PI * 0.5f * dt;
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// float red = fabsf(sinf(theta));
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// glm::mat4 proj = glm::perspective(glm::radians(85.f), 1.f, .1f, 100.f);
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// glm::mat4 model = glm::translate(glm::vec3(0, 0, 0));
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// glm::mat4 view = glm::lookAt(glm::vec3(sinf(theta), 0, 1), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
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glm::mat4 proj = glm::ortho(0.f, (float)width, (float)height, 0.f, -1.f, 1.f);
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Shape* shapes[] = { &circle, &circle2, &circle3, &circle4, &plane, &rounded, &slice };
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//glClearColor(red, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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auto s = glm::scale(glm::vec3(1.5));
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int h = 100;
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for (int i = 0; i < sizeof(shapes)/sizeof(Shape*); i++)
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{
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shader.use();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glActiveTexture(GL_TEXTURE0);
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tex.bind();
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shader.u_int("tex", 0);
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shader.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 1, 75 + h * i, 0.f}) * s);
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shapes[i]->draw_fill();
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tex.unbind();
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shader_color.use();
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shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 2, 75 + h * i, 0.f}) * s);
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shader_color.u_vec4("col", {1, 1, 1, 1});
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shapes[i]->draw_stroke();
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shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 0, 75 + h * i, 0.f}) * s);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shapes[i]->draw_fill();
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shader_uv.use();
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shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 3, 75 + h * i, 0.f}) * s);
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shader_uv.u_int("tex", 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shapes[i]->draw_fill();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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shader_uv.u_mat4("mvp", proj * glm::translate(glm::vec3{75 + h * 4, 75 + h * i, 0.f}) * s);
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shapes[i]->draw_fill();
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tex.unbind();
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}
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//shader_color.use();
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//shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(8)));
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//shader_color.u_vec4("col", {1, 1, 1, 1});
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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//tex.bind();
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//shader.use();
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//shader.u_mat4("mvp", proj * glm::translate(glm::vec3{ width / 2, height / 2, 0.f }) * glm::scale(glm::vec3(8)));
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//shader.u_int("tex", 0);
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//circle3.draw_fill();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//shader_color.use();
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//shader_color.u_mat4("mvp", proj * glm::translate(glm::vec3{width/2, height/2, 0.f}) * glm::scale(glm::vec3(8)));
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//shader_color.u_vec4("col", {1, 1, 1, 1});
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//glLineWidth(2);
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//circle3.draw_fill();
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}
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