コード例 #1
0
int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // build and compile our shader zprogram
    // ------------------------------------
    Shader ourShader("5.2.transform.vs", "5.2.transform.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        // positions           // texture coords
         0.5f,  0.5f, 0.0f,    1.0f, 1.0f, // top right
         0.5f, -0.5f, 0.0f,    1.0f, 0.0f, // bottom right
        -0.5f, -0.5f, 0.0f,    0.0f, 0.0f, // bottom left
        -0.5f,  0.5f, 0.0f,    0.0f, 1.0f  // top left 
    };
    unsigned int indices[] = {
        0, 1, 3, // first triangle
        1, 2, 3  // second triangle
    };
    unsigned int VBO, VAO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // texture coord attribute
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    // load and create a texture 
    // -------------------------
    unsigned int texture1, texture2;
    // texture 1
    // ---------
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
    unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    // texture 2
    // ---------
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
    if (data)
    {
        // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
    // -------------------------------------------------------------------------------------------
    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);


    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // bind textures on corresponding texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);


        glm::mat4 transform;
        // first container
        // ---------------
        transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
        transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
        // get their uniform location and set matrix (using glm::value_ptr)
        unsigned int transformLoc = glGetUniformLocation(ourShader.ID, "transform");
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));

        // with the uniform matrix set, draw the first container
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        // second transformation
        // ---------------------
        transform = glm::mat4(); // reset it to an identity matrix
        transform = glm::translate(transform, glm::vec3(-0.5f, 0.5f, 0.0f));
        float scaleAmount = sin(glfwGetTime());
        transform = glm::scale(transform, glm::vec3(scaleAmount, scaleAmount, scaleAmount));
        glUniformMatrix4fv(transformLoc, 1, GL_FALSE, &transform[0][0]); // this time take the matrix value array's first element as its memory pointer value

        // now with the uniform matrix being replaced with new transformations, draw it again.
        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}
コード例 #2
0
ファイル: main.cpp プロジェクト: RachidElGuerrab/OpenSubdiv
int main(int /* argc */, char ** /* argv */) 
{
    // 
    // Setup GLFW, glew and some initial GL state
    //
    static const char windowTitle[] = "CPU Subdivision Example";

    if (not glfwInit()) {
        printf("Failed to initialize GLFW\n");
        return 1;
    }
    
#define CORE_PROFILE
#ifdef CORE_PROFILE
    setGLCoreProfile();
#endif

    #if GLFW_VERSION_MAJOR>=3
        if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, NULL, NULL))) {
            printf("Failed to open window.\n");
            glfwTerminate();
            return 1;
        }
        glfwMakeContextCurrent(g_window);

        // accommodate high DPI displays (e.g. mac retina displays)
        glfwGetFramebufferSize(g_window, &g_width, &g_height);
        glfwSetFramebufferSizeCallback(g_window, reshape);

        glfwSetWindowCloseCallback(g_window, windowClose);
    #else
        if (glfwOpenWindow(g_width, g_height, 8, 8, 8, 8, 24, 8, GLFW_WINDOW) == GL_FALSE) {
            printf("Failed to open window.\n");
            glfwTerminate();
            return 1;
        }
        glfwSetWindowTitle(windowTitle);
        glfwSetWindowSizeCallback(reshape);
        glfwSetWindowCloseCallback(windowClose);
    #endif

    

#if defined(OSD_USES_GLEW)
#ifdef CORE_PROFILE
    // this is the only way to initialize glew correctly under core profile context.
    glewExperimental = true;
#endif
    if (GLenum r = glewInit() != GLEW_OK) {
        printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
        exit(1);
    }
#ifdef CORE_PROFILE
    // clear GL errors which was generated during glewInit()
    glGetError();
#endif
#endif

    initOsd();
    
    //
    // Start the main drawing loop
    //
    while (g_running) {
        idle();
        display();
        
#if GLFW_VERSION_MAJOR>=3
        glfwPollEvents();
        glfwSwapBuffers(g_window);
#else
        glfwSwapBuffers();
#endif
        
        glFinish();
    }
}
コード例 #3
0
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    GLFWwindow* window;

    glfwSetErrorCallback( error_callback );

    if (!glfwInit( ))
    {
        exit( EXIT_FAILURE );
    }

    glfwWindowHint( GLFW_VISIBLE, GL_TRUE );
    glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );

    window = glfwCreateWindow( 1, 1, "Distance fields demo", NULL, NULL );

    if (!window)
    {
        glfwTerminate( );
        exit( EXIT_FAILURE );
    }

    glfwMakeContextCurrent( window );
    glfwSwapInterval( 1 );

    glfwSetFramebufferSizeCallback( window, reshape );
    glfwSetWindowRefreshCallback( window, display );
    glfwSetKeyCallback( window, keyboard );

#ifndef __APPLE__
    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf( stderr, "Error: %s\n", glewGetErrorString(err) );
        exit( EXIT_FAILURE );
    }
    fprintf( stderr, "Using GLEW %s\n", glewGetString(GLEW_VERSION) );
#endif

    init();

    glfwSetWindowSize( window, 512, 512 );
    glfwShowWindow( window );

    glfwSetTime(0.0);

    while(!glfwWindowShouldClose( window ))
    {
        display( window );

        angle += 30 * glfwGetTime();
        glfwSetTime(0.0);

        glfwPollEvents( );
    }

    glfwDestroyWindow( window );
    glfwTerminate( );

    return EXIT_SUCCESS;
}
コード例 #4
0
ファイル: console.c プロジェクト: adrianbroher/freetype-gl
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    GLFWwindow* window;
    char* screenshot_path = NULL;

    if (argc > 1)
    {
        if (argc == 3 && 0 == strcmp( "--screenshot", argv[1] ))
            screenshot_path = argv[2];
        else
        {
            fprintf( stderr, "Unknown or incomplete parameters given\n" );
            exit( EXIT_FAILURE );
        }
    }

    glfwSetErrorCallback( error_callback );

    if (!glfwInit( ))
    {
        exit( EXIT_FAILURE );
    }

    glfwWindowHint( GLFW_VISIBLE, GL_FALSE );
    glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );

    window = glfwCreateWindow( 600,400, argv[0], NULL, NULL );

    if (!window)
    {
        glfwTerminate( );
        exit( EXIT_FAILURE );
    }

    glfwMakeContextCurrent( window );
    glfwSwapInterval( 1 );

    glfwSetFramebufferSizeCallback( window, reshape );
    glfwSetWindowRefreshCallback( window, display );
    glfwSetKeyCallback( window, keyboard );
    glfwSetCharCallback( window, char_input );

#ifndef __APPLE__
    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf( stderr, "Error: %s\n", glewGetErrorString(err) );
        exit( EXIT_FAILURE );
    }
    fprintf( stderr, "Using GLEW %s\n", glewGetString(GLEW_VERSION) );
#endif

    init();

    glfwShowWindow( window );
    reshape( window, 600,400 );

    while (!glfwWindowShouldClose( window ))
    {
        display( window );
        glfwPollEvents( );

        if (screenshot_path)
        {
            screenshot( window, screenshot_path );
            glfwSetWindowShouldClose( window, 1 );
        }
    }

    console_delete( console );

    glfwDestroyWindow( window );
    glfwTerminate( );

    return EXIT_SUCCESS;
}
コード例 #5
0
bool GLViewImpl::initWithRect(const std::string& viewName, Rect rect, float frameZoomFactor, bool resizable)
{
    setViewName(viewName);

    _frameZoomFactor = frameZoomFactor;

    glfwWindowHint(GLFW_RESIZABLE,resizable?GL_TRUE:GL_FALSE);
    glfwWindowHint(GLFW_RED_BITS,_glContextAttrs.redBits);
    glfwWindowHint(GLFW_GREEN_BITS,_glContextAttrs.greenBits);
    glfwWindowHint(GLFW_BLUE_BITS,_glContextAttrs.blueBits);
    glfwWindowHint(GLFW_ALPHA_BITS,_glContextAttrs.alphaBits);
    glfwWindowHint(GLFW_DEPTH_BITS,_glContextAttrs.depthBits);
    glfwWindowHint(GLFW_STENCIL_BITS,_glContextAttrs.stencilBits);

    int needWidth = rect.size.width * _frameZoomFactor;
    int neeHeight = rect.size.height * _frameZoomFactor;

    _mainWindow = glfwCreateWindow(needWidth, neeHeight, _viewName.c_str(), _monitor, nullptr);

    if (_mainWindow == nullptr)
    {
        std::string message = "Can't create window";
        if (!_glfwError.empty())
        {
            message.append("\nMore info: \n");
            message.append(_glfwError);
        }

        MessageBox(message.c_str(), "Error launch application");
        return false;
    }

    /*
    *  Note that the created window and context may differ from what you requested,
    *  as not all parameters and hints are
    *  [hard constraints](@ref window_hints_hard).  This includes the size of the
    *  window, especially for full screen windows.  To retrieve the actual
    *  attributes of the created window and context, use queries like @ref
    *  glfwGetWindowAttrib and @ref glfwGetWindowSize.
    *
    *  see declaration glfwCreateWindow
    */
    int realW = 0, realH = 0;
    glfwGetWindowSize(_mainWindow, &realW, &realH);
    if (realW != needWidth)
    {
        rect.size.width = realW / _frameZoomFactor;
    }
    if (realH != neeHeight)
    {
        rect.size.height = realH / _frameZoomFactor;
    }

    glfwMakeContextCurrent(_mainWindow);

    glfwSetMouseButtonCallback(_mainWindow, GLFWEventHandler::onGLFWMouseCallBack);
    glfwSetCursorPosCallback(_mainWindow, GLFWEventHandler::onGLFWMouseMoveCallBack);
    glfwSetScrollCallback(_mainWindow, GLFWEventHandler::onGLFWMouseScrollCallback);
    glfwSetCharCallback(_mainWindow, GLFWEventHandler::onGLFWCharCallback);
    glfwSetKeyCallback(_mainWindow, GLFWEventHandler::onGLFWKeyCallback);
    glfwSetWindowPosCallback(_mainWindow, GLFWEventHandler::onGLFWWindowPosCallback);
    glfwSetFramebufferSizeCallback(_mainWindow, GLFWEventHandler::onGLFWframebuffersize);
    glfwSetWindowSizeCallback(_mainWindow, GLFWEventHandler::onGLFWWindowSizeFunCallback);
    glfwSetWindowIconifyCallback(_mainWindow, GLFWEventHandler::onGLFWWindowIconifyCallback);

    setFrameSize(rect.size.width, rect.size.height);

    // check OpenGL version at first
    const GLubyte* glVersion = glGetString(GL_VERSION);

    if ( utils::atof((const char*)glVersion) < 1.5 )
    {
        char strComplain[256] = {0};
        sprintf(strComplain,
                "OpenGL 1.5 or higher is required (your version is %s). Please upgrade the driver of your video card.",
                glVersion);
        MessageBox(strComplain, "OpenGL version too old");
        return false;
    }

    initGlew();

    // Enable point size by default.
    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);

    return true;
}
コード例 #6
0
ファイル: glfw3.c プロジェクト: 4ian/emscripten
int main()
{
    GLFWwindow *window;
    char *userptr = "userptr";

    glfwSetErrorCallback(errorcb);
    assert(glfwInit() == GL_TRUE);
    assert(!strcmp(glfwGetVersionString(), "3.0.0 JS WebGL Emscripten"));

    {
        int major, minor, rev;
        glfwGetVersion(&major, &minor, &rev);
        assert(major == 3);
        assert(minor == 0);
        assert(rev == 0);
    }

    {
        int count, x, y, w, h;
        GLFWmonitor **monitors = glfwGetMonitors(&count);
        assert(count == 1);
        for (int i = 0; i < count; ++i) {
            assert(monitors[i] != NULL);
        }

        assert(glfwGetPrimaryMonitor() != NULL);
        glfwGetMonitorPos(monitors[0], &x, &y);
        glfwGetMonitorPhysicalSize(monitors[0], &w, &h);
        assert(glfwGetMonitorName(monitors[0]) != NULL);
        glfwSetMonitorCallback(monitcb);

        // XXX: not implemented
        // assert(glfwGetVideoModes(monitors[0], &count) != NULL);
        // assert(glfwGetVideoMode(monitors[0]) != NULL);
        // glfwSetGamma(monitors[0], 1.0f);
        // assert(glfwGetGammaRamp(monitors[0]) != NULL);
        // glfwSetGammaRamp(monitors[0], ramp);
    }

    {
        int x, y, w, h;
        glfwDefaultWindowHints();
        glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);

        window = glfwCreateWindow(640, 480, "glfw3.c", NULL, NULL);
        assert(window != NULL);

        glfwSetWindowPosCallback(window, wposicb);
        glfwSetWindowSizeCallback(window, wsizecb);
        glfwSetWindowCloseCallback(window, wcloscb);
        glfwSetWindowRefreshCallback(window, wrfrscb);
        glfwSetWindowFocusCallback(window, wfocucb);
        glfwSetWindowIconifyCallback(window, wiconcb);
        glfwSetFramebufferSizeCallback(window, wfsizcb);

        assert(glfwWindowShouldClose(window) == 0);
        glfwSetWindowShouldClose(window, 1);
        assert(glfwWindowShouldClose(window) == 1);

        glfwSetWindowTitle(window, "test");
        glfwSetWindowTitle(window, "glfw3.c");

        // XXX: not implemented
        // glfwSetWindowPos(window, 1, 1);

        glfwGetWindowPos(window, &x, &y); // stub
        glfwGetWindowSize(window, &w, &h);
        assert(w == 640 && h == 480);

        glfwSetWindowSize(window, 1, 1);
        glfwGetWindowSize(window, &w, &h);
        assert(w == 1 && h == 1);

        glfwSetWindowSize(window, 640, 480);
        glfwGetFramebufferSize(window, &w, &h);

        // XXX: not implemented
        // glfwIconifyWindow(window);
        // glfwRestoreWindow(window);
        // glfwShowWindow(window);
        // glfwHideWindow(window);

        assert(glfwGetWindowMonitor(window) == NULL);
        glfwDestroyWindow(window);

        window = glfwCreateWindow(640, 480, "glfw3.c", glfwGetPrimaryMonitor(), NULL);
        assert(window != NULL);
        assert(glfwGetWindowMonitor(window) == glfwGetPrimaryMonitor());
        glfwDestroyWindow(window);

        window = glfwCreateWindow(640, 480, "glfw3.c", NULL, NULL);
        assert(window != NULL);

        assert(glfwGetWindowAttrib(window, GLFW_CLIENT_API) == GLFW_OPENGL_ES_API);

        assert(glfwGetWindowUserPointer(window) == NULL);
        glfwSetWindowUserPointer(window, userptr);
        assert(glfwGetWindowUserPointer(window) == userptr);
    }

    {
        double x, y;

        glfwSetKeyCallback(window, wkeypcb);
        glfwSetCharCallback(window, wcharcb);
        glfwSetMouseButtonCallback(window, wmbutcb);
        glfwSetCursorPosCallback(window, wcurpcb);
        glfwSetCursorEnterCallback(window, wcurecb);
        glfwSetScrollCallback(window, wscrocb);

        // XXX: stub, events come immediatly
        // glfwPollEvents();
        // glfwWaitEvents();

        assert(glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL);

        // XXX: not implemented
        // glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);

        glfwGetKey(window, GLFW_KEY_A);
        glfwGetMouseButton(window, 0);
        glfwGetCursorPos(window, &x, &y);

        // XXX: not implemented
        // glfwSetCursorPos(window, 0, 0);
    }

    {
        // XXX: not implemented
        // glfwJoystickPresent(joy);
        // glfwGetJoystickAxes(joy, &count);
        // glfwGetJoystickButtons(joy, &count);
        // glfwGetJoystickName(joy);
    }

    {
        // XXX: not implemented
        // glfwSetClipboardString(window, "string");
        // glfwGetClipboardString(window);
    }

    {
        glfwGetTime();
        glfwSetTime(0);
    }

    {
        glfwMakeContextCurrent(window); // stub
        assert(glfwGetCurrentContext() == window);
        glfwSwapBuffers(window); // stub
        glfwSwapInterval(0); // stub
    }

    {
        assert(glfwExtensionSupported("nonexistant") == 0);
        assert(glfwGetProcAddress("nonexistant") == NULL);
    }

    glfwTerminate();

#ifdef REPORT_RESULT
    int result = 1;
    REPORT_RESULT();
#endif
    return 0;
}
コード例 #7
0
int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    // build and compile shaders
    // -------------------------
    Shader shader("11.anti_aliasing.vs", "11.anti_aliasing.fs");
    Shader screenShader("11.aa_post.vs", "11.aa_post.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float cubeVertices[] = {
        // positions       
        -0.5f, -0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f,  0.5f, -0.5f,
         0.5f,  0.5f, -0.5f,
        -0.5f,  0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,

        -0.5f, -0.5f,  0.5f,
         0.5f, -0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,
        -0.5f, -0.5f,  0.5f,

        -0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,
        -0.5f, -0.5f, -0.5f,
        -0.5f, -0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,

         0.5f,  0.5f,  0.5f,
         0.5f,  0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f, -0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,

        -0.5f, -0.5f, -0.5f,
         0.5f, -0.5f, -0.5f,
         0.5f, -0.5f,  0.5f,
         0.5f, -0.5f,  0.5f,
        -0.5f, -0.5f,  0.5f,
        -0.5f, -0.5f, -0.5f,

        -0.5f,  0.5f, -0.5f,
         0.5f,  0.5f, -0.5f,
         0.5f,  0.5f,  0.5f,
         0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f,  0.5f,
        -0.5f,  0.5f, -0.5f
    };
    float quadVertices[] = {   // vertex attributes for a quad that fills the entire screen in Normalized Device Coordinates.
        // positions   // texCoords
        -1.0f,  1.0f,  0.0f, 1.0f,
        -1.0f, -1.0f,  0.0f, 0.0f,
         1.0f, -1.0f,  1.0f, 0.0f,

        -1.0f,  1.0f,  0.0f, 1.0f,
         1.0f, -1.0f,  1.0f, 0.0f,
         1.0f,  1.0f,  1.0f, 1.0f
    };
    // setup cube VAO
    unsigned int cubeVAO, cubeVBO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &cubeVBO);
    glBindVertexArray(cubeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
    // setup screen VAO
    unsigned int quadVAO, quadVBO;
    glGenVertexArrays(1, &quadVAO);
    glGenBuffers(1, &quadVBO);
    glBindVertexArray(quadVAO);
    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));


    // configure MSAA framebuffer
    // --------------------------
    unsigned int framebuffer;
    glGenFramebuffers(1, &framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
    // create a multisampled color attachment texture
    unsigned int textureColorBufferMultiSampled;
    glGenTextures(1, &textureColorBufferMultiSampled);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, SCR_WIDTH, SCR_HEIGHT, GL_TRUE);
    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
    // create a (also multisampled) renderbuffer object for depth and stencil attachments
    unsigned int rbo;
    glGenRenderbuffers(1, &rbo);
    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
    glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, SCR_WIDTH, SCR_HEIGHT);
    glBindRenderbuffer(GL_RENDERBUFFER, 0);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);

    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << endl;
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // configure second post-processing framebuffer
    unsigned int intermediateFBO;
    glGenFramebuffers(1, &intermediateFBO);
    glBindFramebuffer(GL_FRAMEBUFFER, intermediateFBO);
    // create a color attachment texture
    unsigned int screenTexture;
    glGenTextures(1, &screenTexture);
    glBindTexture(GL_TEXTURE_2D, screenTexture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SCR_WIDTH, SCR_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, screenTexture, 0);	// we only need a color buffer

    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        cout << "ERROR::FRAMEBUFFER:: Intermediate framebuffer is not complete!" << endl;
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // shader configuration
    // --------------------
    shader.use();
    screenShader.setInt("screenTexture", 0);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // 1. draw scene as normal in multisampled buffers
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_DEPTH_TEST);

        // set transformation matrices		
        shader.use();
        glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 1000.0f);
        shader.setMat4("projection", projection);
        shader.setMat4("view", camera.GetViewMatrix());
        shader.setMat4("model", glm::mat4());

        glBindVertexArray(cubeVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        // 2. now blit multisampled buffer(s) to normal colorbuffer of intermediate FBO. Image is stored in screenTexture
        glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, intermediateFBO);
        glBlitFramebuffer(0, 0, SCR_WIDTH, SCR_HEIGHT, 0, 0, SCR_WIDTH, SCR_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);

        // 3. now render quad with scene's visuals as its texture image
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glDisable(GL_DEPTH_TEST);

        // draw Screen quad
        screenShader.use();
        glBindVertexArray(quadVAO);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, screenTexture); // use the now resolved color attachment as the quad's texture
        glDrawArrays(GL_TRIANGLES, 0, 6);

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}
コード例 #8
0
GLFWView::GLFWView(bool fullscreen_, bool benchmark_)
    : fullscreen(fullscreen_), benchmark(benchmark_) {
    glfwSetErrorCallback(glfwError);

    std::srand(static_cast<unsigned int>(std::time(nullptr)));

    if (!glfwInit()) {
        mbgl::Log::Error(mbgl::Event::OpenGL, "failed to initialize glfw");
        exit(1);
    }

    GLFWmonitor *monitor = nullptr;
    if (fullscreen) {
        monitor = glfwGetPrimaryMonitor();
        auto videoMode = glfwGetVideoMode(monitor);
        width = videoMode->width;
        height = videoMode->height;
    }

    glfwWindowHint(GLFW_COCOA_GRAPHICS_SWITCHING, GL_TRUE);

#ifdef DEBUG
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
#endif

#ifdef GL_ES_VERSION_2_0
    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
#endif

    glfwWindowHint(GLFW_RED_BITS, 8);
    glfwWindowHint(GLFW_GREEN_BITS, 8);
    glfwWindowHint(GLFW_BLUE_BITS, 8);
    glfwWindowHint(GLFW_ALPHA_BITS, 8);
    glfwWindowHint(GLFW_STENCIL_BITS, 8);
    glfwWindowHint(GLFW_DEPTH_BITS, 16);

    window = glfwCreateWindow(width, height, "Mapbox GL", monitor, nullptr);
    if (!window) {
        glfwTerminate();
        mbgl::Log::Error(mbgl::Event::OpenGL, "failed to initialize window");
        exit(1);
    }

    glfwSetWindowUserPointer(window, this);
    glfwMakeContextCurrent(window);
    if (benchmark) {
        // Disables vsync on platforms that support it.
        glfwSwapInterval(0);
    } else {
        glfwSwapInterval(1);
    }


    glfwSetCursorPosCallback(window, onMouseMove);
    glfwSetMouseButtonCallback(window, onMouseClick);
    glfwSetWindowSizeCallback(window, onWindowResize);
    glfwSetFramebufferSizeCallback(window, onFramebufferResize);
    glfwSetScrollCallback(window, onScroll);
    glfwSetKeyCallback(window, onKey);

    glfwGetWindowSize(window, &width, &height);
    glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
    pixelRatio = static_cast<float>(fbWidth) / width;

    glfwMakeContextCurrent(nullptr);

    printf("\n");
    printf("================================================================================\n");
    printf("\n");
    printf("- Press `S` to cycle through bundled styles\n");
    printf("- Press `X` to reset the transform\n");
    printf("- Press `N` to reset north\n");
    printf("- Press `R` to enable the route demo\n");
    printf("- Press `E` to insert an example building extrusion layer\n");
    printf("- Press `Z` to cycle through north orientations\n");
    printf("- Prezz `X` to cycle through the viewport modes\n");
    printf("- Press `A` to cycle through Mapbox offices in the world + dateline monument\n");
    printf("- Press `B` to cycle through the color, stencil, and depth buffer\n");
    printf("\n");
    printf("- Press `1` through `6` to add increasing numbers of point annotations for testing\n");
    printf("- Press `7` through `0` to add increasing numbers of shape annotations for testing\n");
    printf("\n");
    printf("- Press `Q` to remove annotations\n");
    printf("- Press `K` to add a random custom runtime imagery annotation\n");
    printf("- Press `L` to add a random line annotation\n");
    printf("- Press `W` to pop the last-added annotation off\n");
    printf("\n");
    printf("- Press `P` to pause tile requests\n");
    printf("- `Control` + mouse drag to rotate\n");
    printf("- `Shift` + mouse drag to tilt\n");
    printf("\n");
    printf("- Press `Tab` to cycle through the map debug options\n");
    printf("- Press `Esc` to quit\n");
    printf("\n");
    printf("================================================================================\n");
    printf("\n");
}
コード例 #9
0
ファイル: Window.cpp プロジェクト: maxaction/RepriseMySponza
bool Window::
open(int width,
     int height,
     int sample_count,
     bool windowed,
	 int gl_major_version,
	 int gl_minor_version)
{
	const int MAX_MAJOR_VERSION = 4;
	if (gl_major_version > MAX_MAJOR_VERSION) {
		return false;
	}
	const int MAX_MINOR_VERSION[] = { 5, 1, 3, 3 };
	if (gl_minor_version > MAX_MINOR_VERSION[gl_major_version-1]) {
		return false;
	}
	int tgl_extension_index = 0;
	for (int i=0; i<(gl_major_version-1); ++i) {
		tgl_extension_index += MAX_MINOR_VERSION[i] + 1;
	}
	tgl_extension_index += gl_minor_version;
	TGLEXTENSION tgl_extension = (TGLEXTENSION)tgl_extension_index;

    if (glfwInit() != GL_TRUE) {
        return false;
    }

    glfwSetErrorCallback(onError);

    glfwWindowHint(GLFW_RED_BITS, 8);
    glfwWindowHint(GLFW_GREEN_BITS, 8);
    glfwWindowHint(GLFW_BLUE_BITS, 8);
    glfwWindowHint(GLFW_ALPHA_BITS, 0);
    glfwWindowHint(GLFW_DEPTH_BITS, 24);
    glfwWindowHint(GLFW_STENCIL_BITS, 8);
    glfwWindowHint(GLFW_SAMPLES, sample_count);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, gl_major_version);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, gl_minor_version);
    if (gl_major_version >= 3 && gl_minor_version >= 3) {
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    }
#ifdef _DEBUG
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
#endif

    GLFWmonitor* monitor = windowed ? NULL : glfwGetPrimaryMonitor();
    glfw_handle_ = glfwCreateWindow(width, height, "TyGrA", monitor, NULL);
    if (glfw_handle_ == nullptr) {
        glfwTerminate();
        return false;
    }
    glfwMakeContextCurrent(glfw_handle_);
    glfwSwapInterval(-1);
    glfwShowWindow(glfw_handle_);

    tglInit();
    if (tglIsAvailable(tgl_extension) != GL_TRUE) {
        glfwTerminate();
        return false;
    }

    if (view_ != nullptr) {
    	view_->windowViewWillStart(shared_from_this());
    }
    
    glfwSetFramebufferSizeCallback(glfw_handle_, onResize);
    glfwSetWindowCloseCallback(glfw_handle_, onClose);
    glfwSetCursorPosCallback(glfw_handle_, onMouseMove);
    glfwSetScrollCallback(glfw_handle_, onMouseWheel);
    glfwSetMouseButtonCallback(glfw_handle_, onMouseButton);
    glfwSetKeyCallback(glfw_handle_, onKeyEvent);

    fakeResizeCallback();

    if (controller_ != nullptr) {
        controller_->windowControlWillStart(shared_from_this());
    }

    return true;
}
コード例 #10
0
ファイル: iconify.c プロジェクト: IamSVP/OculusRenderer
int main(int argc, char** argv)
{
    int ch, i, window_count;
    GLboolean auto_iconify = GL_TRUE, fullscreen = GL_FALSE, all_monitors = GL_FALSE;
    GLFWwindow** windows;

    while ((ch = getopt(argc, argv, "afhn")) != -1)
    {
        switch (ch)
        {
            case 'a':
                all_monitors = GL_TRUE;
                break;

            case 'h':
                usage();
                exit(EXIT_SUCCESS);

            case 'f':
                fullscreen = GL_TRUE;
                break;

            case 'n':
                auto_iconify = GL_FALSE;
                break;

            default:
                usage();
                exit(EXIT_FAILURE);
        }
    }

    glfwSetErrorCallback(error_callback);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    glfwWindowHint(GLFW_AUTO_ICONIFY, auto_iconify);

    if (fullscreen && all_monitors)
    {
        int monitor_count;
        GLFWmonitor** monitors = glfwGetMonitors(&monitor_count);

        window_count = monitor_count;
        windows = calloc(window_count, sizeof(GLFWwindow*));

        for (i = 0;  i < monitor_count;  i++)
        {
            windows[i] = create_window(monitors[i]);
            if (!windows[i])
                break;
        }
    }
    else
    {
        GLFWmonitor* monitor = NULL;

        if (fullscreen)
            monitor = glfwGetPrimaryMonitor();

        window_count = 1;
        windows = calloc(window_count, sizeof(GLFWwindow*));
        windows[0] = create_window(monitor);
    }

    for (i = 0;  i < window_count;  i++)
    {
        glfwSetKeyCallback(windows[i], key_callback);
        glfwSetFramebufferSizeCallback(windows[i], framebuffer_size_callback);
        glfwSetWindowSizeCallback(windows[i], window_size_callback);
        glfwSetWindowFocusCallback(windows[i], window_focus_callback);
        glfwSetWindowIconifyCallback(windows[i], window_iconify_callback);
        glfwSetWindowRefreshCallback(windows[i], window_refresh_callback);

        window_refresh_callback(windows[i]);

        printf("Window is %s and %s\n",
            glfwGetWindowAttrib(windows[i], GLFW_ICONIFIED) ? "iconified" : "restored",
            glfwGetWindowAttrib(windows[i], GLFW_FOCUSED) ? "focused" : "defocused");
    }

    for (;;)
    {
        glfwPollEvents();

        for (i = 0;  i < window_count;  i++)
        {
            if (glfwWindowShouldClose(windows[i]))
                break;
        }

        if (i < window_count)
            break;

        // Workaround for an issue with msvcrt and mintty
        fflush(stdout);
    }

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
コード例 #11
0
ファイル: main_blending.cpp プロジェクト: danielepanozzo/cg
int main(void)
{
    GLFWwindow* window;

    // Initialize the library
    if (!glfwInit())
        return -1;

    // Activate supersampling
    glfwWindowHint(GLFW_SAMPLES, 8);

    // Ensure that we get at least a 3.2 context
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);

    // On apple we have to load a core profile with forward compatibility
#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // Create a windowed mode window and its OpenGL context
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    // Make the window's context current
    glfwMakeContextCurrent(window);

    #ifndef __APPLE__
      glewExperimental = true;
      GLenum err = glewInit();
      if(GLEW_OK != err)
      {
        /* Problem: glewInit failed, something is seriously wrong. */
       fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
      }
      glGetError(); // pull and savely ignonre unhandled errors like GL_INVALID_ENUM
      fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
    #endif

    int major, minor, rev;
    major = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MAJOR);
    minor = glfwGetWindowAttrib(window, GLFW_CONTEXT_VERSION_MINOR);
    rev = glfwGetWindowAttrib(window, GLFW_CONTEXT_REVISION);
    printf("OpenGL version recieved: %d.%d.%d\n", major, minor, rev);
    printf("Supported OpenGL is %s\n", (const char*)glGetString(GL_VERSION));
    printf("Supported GLSL is %s\n", (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));

    // Initialize the VAO
    // A Vertex Array Object (or VAO) is an object that describes how the vertex
    // attributes are stored in a Vertex Buffer Object (or VBO). This means that
    // the VAO is not the actual object storing the vertex data,
    // but the descriptor of the vertex data.
    VertexArrayObject VAO;
    VAO.init();
    VAO.bind();

    // Initialize the VBO with the vertices data
    // A VBO is a data container that lives in the GPU memory
    VBO.init();

    V.resize(2,6);
    V <<
    0,  0.5, -0.5, 0.1,  0.6, -0.4,
    0.5, -0.5, -0.5, 0.6, -0.4, -0.4;
    VBO.update(V);

    // Initialize the OpenGL Program
    // A program controls the OpenGL pipeline and it must contains
    // at least a vertex shader and a fragment shader to be valid
    Program program;
    const GLchar* vertex_shader =
            "#version 150 core\n"
                    "in vec2 position;"
                    "void main()"
                    "{"
                    "    gl_Position = vec4(position, 0.0, 1.0);"
                    "}";
    const GLchar* fragment_shader =
            "#version 150 core\n"
                    "out vec4 outColor;"
                    "uniform vec4 triangleColor;"
                    "void main()"
                    "{"
                    "    outColor = vec4(triangleColor);"
                    "}";

    // Compile the two shaders and upload the binary to the GPU
    // Note that we have to explicitly specify that the output "slot" called outColor
    // is the one that we want in the fragment buffer (and thus on screen)
    program.init(vertex_shader,fragment_shader,"outColor");
    program.bind();

    // The vertex shader wants the position of the vertices as an input.
    // The following line connects the VBO we defined above with the position "slot"
    // in the vertex shader
    program.bindVertexAttribArray("position",VBO);

    // Register the keyboard callback
    glfwSetKeyCallback(window, key_callback);

    // Register the mouse callback
    glfwSetMouseButtonCallback(window, mouse_button_callback);

    // Update viewport
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // Loop until the user closes the window
    while (!glfwWindowShouldClose(window))
    {
        // Bind your VAO (not necessary if you have only one)
        VAO.bind();

        // Bind your program
        program.bind();

        // Clear the framebuffer
        glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Enable blending test
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        // Draw a triangle (red)
        glUniform4f(program.uniform("triangleColor"), 1.0f, 0.0f, 0.0f, 1.0f);
        glDrawArrays(GL_TRIANGLES, 0, 3);

        // Draw a triangle (green)
        glUniform4f(program.uniform("triangleColor"), 0.0f, 1.0f, 0.0f, 0.5f);
        glDrawArrays(GL_TRIANGLES, 3, 3);

        // Swap front and back buffers
        glfwSwapBuffers(window);

        // Poll for and process events
        glfwPollEvents();
    }

    // Deallocate opengl memory
    program.free();
    VAO.free();
    VBO.free();

    // Deallocate glfw internals
    glfwTerminate();
    return 0;
}
コード例 #12
0
ファイル: gl-main.c プロジェクト: n1tehawk/mupdf
int main(int argc, char **argv)
#endif
{
	const GLFWvidmode *video_mode;
	int c;

	while ((c = fz_getopt(argc, argv, "p:r:W:H:S:U:")) != -1)
	{
		switch (c)
		{
		default: usage(argv[0]); break;
		case 'p': password = fz_optarg; break;
		case 'r': currentzoom = fz_atof(fz_optarg); break;
		case 'W': layout_w = fz_atof(fz_optarg); break;
		case 'H': layout_h = fz_atof(fz_optarg); break;
		case 'S': layout_em = fz_atof(fz_optarg); break;
		case 'U': layout_css = fz_optarg; break;
		}
	}

	if (fz_optind < argc)
	{
		fz_strlcpy(filename, argv[fz_optind], sizeof filename);
	}
	else
	{
#ifdef _WIN32
		win_install();
		if (!win_open_file(filename, sizeof filename))
			exit(0);
#else
		usage(argv[0]);
#endif
	}

	title = strrchr(filename, '/');
	if (!title)
		title = strrchr(filename, '\\');
	if (title)
		++title;
	else
		title = filename;

	memset(&ui, 0, sizeof ui);

	search_input.p = search_input.text;
	search_input.q = search_input.p;
	search_input.end = search_input.p;

	glfwSetErrorCallback(on_error);

	if (!glfwInit()) {
		fprintf(stderr, "cannot initialize glfw\n");
		exit(1);
	}

	video_mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
	screen_w = video_mode->width;
	screen_h = video_mode->height;

	window = glfwCreateWindow(DEFAULT_WINDOW_W, DEFAULT_WINDOW_H, filename, NULL, NULL);
	if (!window) {
		fprintf(stderr, "cannot create glfw window\n");
		exit(1);
	}

	glfwMakeContextCurrent(window);

	ctx = fz_new_context(NULL, NULL, 0);
	fz_register_document_handlers(ctx);

	if (layout_css)
	{
		fz_buffer *buf = fz_read_file(ctx, layout_css);
		fz_set_user_css(ctx, fz_string_from_buffer(ctx, buf));
		fz_drop_buffer(ctx, buf);
	}

	has_ARB_texture_non_power_of_two = glfwExtensionSupported("GL_ARB_texture_non_power_of_two");
	if (!has_ARB_texture_non_power_of_two)
		fz_warn(ctx, "OpenGL implementation does not support non-power of two texture sizes");

	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);

	ui.fontsize = DEFAULT_UI_FONTSIZE;
	ui.baseline = DEFAULT_UI_BASELINE;
	ui.lineheight = DEFAULT_UI_LINEHEIGHT;

	ui_init_fonts(ctx, ui.fontsize);

	reload();

	shrinkwrap();

	glfwSetFramebufferSizeCallback(window, on_reshape);
	glfwSetCursorPosCallback(window, on_mouse_motion);
	glfwSetMouseButtonCallback(window, on_mouse_button);
	glfwSetScrollCallback(window, on_scroll);
	glfwSetCharModsCallback(window, on_char);
	glfwSetKeyCallback(window, on_key);
	glfwSetWindowRefreshCallback(window, on_display);

	glfwGetFramebufferSize(window, &window_w, &window_h);

	ui_needs_update = 1;

	while (!glfwWindowShouldClose(window))
	{
		glfwWaitEvents();
		if (ui_needs_update)
			run_main_loop();
	}

	ui_finish_fonts(ctx);

	fz_drop_link(ctx, links);
	fz_drop_page(ctx, page);
	fz_drop_outline(ctx, outline);
	fz_drop_document(ctx, doc);
	fz_drop_context(ctx);

	glfwTerminate();

	return 0;
}
コード例 #13
0
ファイル: camera_class.cpp プロジェクト: PGui/LearnOpenGL
int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    // build and compile our shader zprogram
    // ------------------------------------
    Shader ourShader("7.4.camera.vs", "7.4.camera.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float vertices[] = {
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };
    // world space positions of our cubes
    glm::vec3 cubePositions[] = {
        glm::vec3( 0.0f,  0.0f,  0.0f),
        glm::vec3( 2.0f,  5.0f, -15.0f),
        glm::vec3(-1.5f, -2.2f, -2.5f),
        glm::vec3(-3.8f, -2.0f, -12.3f),
        glm::vec3( 2.4f, -0.4f, -3.5f),
        glm::vec3(-1.7f,  3.0f, -7.5f),
        glm::vec3( 1.3f, -2.0f, -2.5f),
        glm::vec3( 1.5f,  2.0f, -2.5f),
        glm::vec3( 1.5f,  0.2f, -1.5f),
        glm::vec3(-1.3f,  1.0f, -1.5f)
    };
    unsigned int VBO, VAO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // texture coord attribute
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    // load and create a texture 
    // -------------------------
    unsigned int texture1, texture2;
    // texture 1
    // ---------
    glGenTextures(1, &texture1);
    glBindTexture(GL_TEXTURE_2D, texture1);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true); // tell stb_image.h to flip loaded texture's on the y-axis.
    unsigned char *data = stbi_load(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, &nrChannels, 0);
    if (data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);
    // texture 2
    // ---------
    glGenTextures(1, &texture2);
    glBindTexture(GL_TEXTURE_2D, texture2);
    // set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    // set texture filtering parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    // load image, create texture and generate mipmaps
    data = stbi_load(FileSystem::getPath("resources/textures/awesomeface.png").c_str(), &width, &height, &nrChannels, 0);
    if (data)
    {
        // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        std::cout << "Failed to load texture" << std::endl;
    }
    stbi_image_free(data);

    // tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
    // -------------------------------------------------------------------------------------------
    ourShader.use();
    ourShader.setInt("texture1", 0);
    ourShader.setInt("texture2", 1);


    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

        // bind textures on corresponding texture units
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texture1);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, texture2);

        // activate shader
        ourShader.use();

        // pass projection matrix to shader (note that in this case it could change every frame)
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        ourShader.setMat4("projection", projection);

        // camera/view transformation
        glm::mat4 view = camera.GetViewMatrix();
        ourShader.setMat4("view", view);

        // render boxes
        glBindVertexArray(VAO);
        for (unsigned int i = 0; i < 10; i++)
        {
            // calculate the model matrix for each object and pass it to shader before drawing
            glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
            model = glm::translate(model, cubePositions[i]);
            float angle = 20.0f * i;
            model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
            ourShader.setMat4("model", model);

            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}
コード例 #14
0
	WindowGL33::FramebufferResizeEventType::DelegatePtr WindowGL33::addFramebufferResizeCallback(
			FramebufferResizeCallbackType const& callback)
	{
		glfwSetFramebufferSizeCallback(m_pWndHandle, WindowGL33::framebufferResizeCallback);
		return m_framebufferResizeCallbacks.addListener(callback);
	}
コード例 #15
0
int main(int argc, char** argv)
{
	//! The pointer to the GLFW window
	GLFWwindow* window; 

	//! Setting up the GLFW Error callback
	glfwSetErrorCallback(csX75::error_callback);

	//! Initialize GLFW
	if (!glfwInit())
	return -1;

	//We want OpenGL 4.0
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); 
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	//This is for MacOSX - can be omitted otherwise
	//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); 
	//We don't want the old OpenGL 
	//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 

	//! Create a windowed mode window and its OpenGL context
	window = glfwCreateWindow(720, 720, "Assignment3:Star Wars", NULL, NULL);
	if (!window)
	{
		glfwTerminate();
		return -1;
	}

	//! Make the window's context current 
	glfwMakeContextCurrent(window);

	//Initialize GLEW
	//Turn this on to get Shader based OpenGL
	glewExperimental = GL_TRUE;
	GLenum err = glewInit();
	if (GLEW_OK != err)
	{
		//Problem: glewInit failed, something is seriously wrong.
		std::cerr<<"GLEW Init Failed : %s"<<std::endl;
	}

	//Keyboard Callback
	glfwSetKeyCallback(window, csX75::key_callback);
	//Framebuffer resize callback
	glfwSetFramebufferSizeCallback(window, csX75::framebuffer_size_callback);

	// Ensure we can capture the escape key being pressed below
	//glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
	glfwSetInputMode(window, GLFW_STICKY_MOUSE_BUTTONS, GL_TRUE);



	//glfwSetCursorPosCallback(window, csX75::cursor_callback);
	//Initialize GL state
	csX75::initGL();
	initBuffersGL();



	// Loop until the user closes the window
	while (glfwWindowShouldClose(window) == 0)
	{

  		// Render here
	  
		renderGL();

		// Swap front and back buffers
		glfwSwapBuffers(window);
	  
		// Poll for and process events
		glfwPollEvents();
	}

	glfwTerminate();
	return 0;
}
コード例 #16
0
ファイル: sample.cpp プロジェクト: jakobharlan/Whoot2
int main(int argc, char *argv[])
{
  glfwSetErrorCallback(err);
  if (!glfwInit()) {
  exit(1);
  }

  /* create the window and its associated OpenGL context */
  wd = glfwCreateWindow(width, height, "Whoot 2",
            NULL, NULL);
  if (!wd) {
  glfwTerminate();
  exit(1);
  }
  /* make the window's context the current context */
  glfwMakeContextCurrent(wd);
  GLenum err = glewInit();
  if (GLEW_OK != err)
  {
  std::cout << "glewInit failed!" << std::endl;
  std::cout << glewGetErrorString(err) << std::endl;
  }
  glfwGetFramebufferSize(wd, &fbwidth, &fbheight);

  /* shape view port */
  fbreshape(wd, fbwidth, fbheight);
  
  /* --- register callbacks with GLFW --- */

  /* register function to handle window resizes */
  glfwSetFramebufferSizeCallback(wd, fbreshape);
  glfwSetWindowSizeCallback(wd, reshape);

  /* register function to handle window close */
  glfwSetWindowCloseCallback(wd, quit);

  /* register function to handle keyboard input */
  glfwSetKeyCallback(wd, kbd);      // general keyboard input
  glfwSetCharCallback(wd, charhd);  // simpler specific character handling

  initgl();
  
  FullScreenPass myFSP = FullScreenPass();
  ParticlePass myPP = ParticlePass(10000);

  typedef std::chrono::high_resolution_clock Clock;
  typedef std::chrono::milliseconds milliseconds;

  Clock::time_point currentTime, newTime;
  milliseconds frameTime;

  do {
    currentTime = Clock::now();
    
    /* color buffer must be cleared each time */
    glClear(GL_COLOR_BUFFER_BIT);
    myFSP.draw();
    myPP.draw();
    
    /* GLFW is ALWAYS double buffered; will call glFlush() */
    glfwSwapBuffers(wd);
    
    glfwPollEvents();

    newTime = Clock::now();
    frameTime = std::chrono::duration_cast<milliseconds>(newTime - currentTime);
    if(frameTime.count() < 16)
    {
      std::this_thread::sleep_for(milliseconds(16 - frameTime.count()));
    }
              
  } while (!glfwWindowShouldClose(wd));

  exit(0);
}
コード例 #17
0
ファイル: gamma.c プロジェクト: Archer-sys/glfw
int main(int argc, char** argv)
{
    int width, height, ch;
    GLFWmonitor* monitor = NULL;
    GLFWwindow* window;

    glfwSetErrorCallback(error_callback);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    while ((ch = getopt(argc, argv, "fh")) != -1)
    {
        switch (ch)
        {
            case 'h':
                usage();
                exit(EXIT_SUCCESS);

            case 'f':
                monitor = glfwGetPrimaryMonitor();
                break;

            default:
                usage();
                exit(EXIT_FAILURE);
        }
    }

    if (monitor)
    {
        const GLFWvidmode* mode = glfwGetVideoMode(monitor);

        glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
        glfwWindowHint(GLFW_RED_BITS, mode->redBits);
        glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
        glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);

        width = mode->width;
        height = mode->height;
    }
    else
    {
        width = 200;
        height = 200;
    }

    window = glfwCreateWindow(width, height, "Gamma Test", monitor, NULL);
    if (!window)
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }

    set_gamma(window, 1.f);

    glfwMakeContextCurrent(window);
    gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
    glfwSwapInterval(1);

    glfwSetKeyCallback(window, key_callback);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    glMatrixMode(GL_PROJECTION);
    glOrtho(-1.f, 1.f, -1.f, 1.f, -1.f, 1.f);
    glMatrixMode(GL_MODELVIEW);

    glClearColor(0.5f, 0.5f, 0.5f, 0);

    while (!glfwWindowShouldClose(window))
    {
        glClear(GL_COLOR_BUFFER_BIT);

        glColor3f(0.8f, 0.2f, 0.4f);
        glRectf(-0.5f, -0.5f, 0.5f, 0.5f);

        glfwSwapBuffers(window);
        glfwWaitEvents();
    }

    glfwTerminate();
    exit(EXIT_SUCCESS);
}
コード例 #18
0
ファイル: stencil_testing.cpp プロジェクト: midri/LearnOpenGL
int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glEnable(GL_STENCIL_TEST);
    glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
    glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);

    // build and compile shaders
    // -------------------------
    Shader shader("2.stencil_testing.vs", "2.stencil_testing.fs");
    Shader shaderSingleColor("2.stencil_testing.vs", "2.stencil_single_color.fs");

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float cubeVertices[] = {
        // positions          // texture Coords
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
    };
    float planeVertices[] = {
        // positions          // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
         5.0f, -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f, -0.5f,  5.0f,  0.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 2.0f,

         5.0f, -0.5f,  5.0f,  2.0f, 0.0f,
        -5.0f, -0.5f, -5.0f,  0.0f, 2.0f,
         5.0f, -0.5f, -5.0f,  2.0f, 2.0f
    };
    // cube VAO
    unsigned int cubeVAO, cubeVBO;
    glGenVertexArrays(1, &cubeVAO);
    glGenBuffers(1, &cubeVBO);
    glBindVertexArray(cubeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), &cubeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glBindVertexArray(0);
    // plane VAO
    unsigned int planeVAO, planeVBO;
    glGenVertexArrays(1, &planeVAO);
    glGenBuffers(1, &planeVBO);
    glBindVertexArray(planeVAO);
    glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glBindVertexArray(0);

    // load textures
    // -------------
    unsigned int cubeTexture = loadTexture(FileSystem::getPath("resources/textures/marble.jpg").c_str());
    unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/metal.png").c_str());

    // shader configuration
    // --------------------
    shader.use();
    shader.setInt("texture1", 0);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // don't forget to clear the stencil buffer!

        // set uniforms
        shaderSingleColor.use();
        glm::mat4 model;
        glm::mat4 view = camera.GetViewMatrix();
        glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        shaderSingleColor.setMat4("view", view);
        shaderSingleColor.setMat4("projection", projection);

        shader.use();
        shader.setMat4("view", view);
        shader.setMat4("projection", projection);

        // draw floor as normal, but don't write the floor to the stencil buffer, we only care about the containers. We set its mask to 0x00 to not write to the stencil buffer.
        glStencilMask(0x00);
        // floor
        glBindVertexArray(planeVAO);
        glBindTexture(GL_TEXTURE_2D, floorTexture);
        shader.setMat4("model", glm::mat4());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);

        // 1st. render pass, draw objects as normal, writing to the stencil buffer
        // --------------------------------------------------------------------
        glStencilFunc(GL_ALWAYS, 1, 0xFF);
        glStencilMask(0xFF);
        // cubes
        glBindVertexArray(cubeVAO);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, cubeTexture);
        model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
        shader.setMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        model = glm::mat4();
        model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
        shader.setMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);

        // 2nd. render pass: now draw slightly scaled versions of the objects, this time disabling stencil writing.
        // Because the stencil buffer is now filled with several 1s. The parts of the buffer that are 1 are not drawn, thus only drawing 
        // the objects' size differences, making it look like borders.
        // -----------------------------------------------------------------------------------------------------------------------------
        glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
        glStencilMask(0x00);
        glDisable(GL_DEPTH_TEST);
        shaderSingleColor.use();
        float scale = 1.1;
        // cubes
        glBindVertexArray(cubeVAO);
        glBindTexture(GL_TEXTURE_2D, cubeTexture);
        model = glm::mat4();
        model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
        model = glm::scale(model, glm::vec3(scale, scale, scale));
        shaderSingleColor.setMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        model = glm::mat4();
        model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
        model = glm::scale(model, glm::vec3(scale, scale, scale));
        shaderSingleColor.setMat4("model", model);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);
        glStencilMask(0xFF);
        glEnable(GL_DEPTH_TEST);

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(1, &cubeVAO);
    glDeleteVertexArrays(1, &planeVAO);
    glDeleteBuffers(1, &cubeVBO);
    glDeleteBuffers(1, &planeVBO);

    glfwTerminate();
    return 0;
}
コード例 #19
0
ファイル: markup.cpp プロジェクト: ginozh/my_wmm
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    GLFWwindow* window;
    char* screenshot_path = NULL;

    if (argc > 1)
    {
        if (argc == 3 && 0 == strcmp( "--screenshot", argv[1] ))
            screenshot_path = argv[2];
        else
        {
            fprintf( stderr, "Unknown or incomplete parameters given\n" );
            exit( EXIT_FAILURE );
        }
    }

    glfwSetErrorCallback( error_callback );

    if (!glfwInit( ))
    {
        exit( EXIT_FAILURE );
    }

    glfwWindowHint( GLFW_VISIBLE, GL_FALSE );
    glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );

    window = glfwCreateWindow( 1000, 500, argv[0], NULL, NULL );

    if (!window)
    {
        glfwTerminate( );
        exit( EXIT_FAILURE );
    }

    glfwMakeContextCurrent( window );
    glfwSwapInterval( 1 );

    glfwSetFramebufferSizeCallback( window, reshape );
    glfwSetWindowRefreshCallback( window, display );
    glfwSetKeyCallback( window, keyboard );

#ifndef __APPLE__
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf( stderr, "Error: %s\n", glewGetErrorString(err) );
        exit( EXIT_FAILURE );
    }
    fprintf( stderr, "Using GLEW %s\n", glewGetString(GLEW_VERSION) );
#endif

    float start=(float)(glfwGetTime()*1000.0f);
    init();
    ////printf("init waste_time: %f\n", (float)(glfwGetTime()*1000.0f)-start);

    glfwShowWindow( window );
    reshape( window, 1000, 500 );

    while(!glfwWindowShouldClose( window ))
    {
        start=(float)(glfwGetTime()*1000.0f);
        display( window );
        glfwPollEvents( );
        ///printf("waste_time: %f\n", (float)(glfwGetTime()*1000.0f)-start);

        if (screenshot_path)
        {
            screenshot( window, (const char*)screenshot_path );
            glfwSetWindowShouldClose( window, 1 );
        }
    }

    glDeleteProgram( bounds_shader );
    glDeleteProgram( text_shader );
    glDeleteTextures( 1, &font_manager->atlas->id );
    font_manager->atlas->id = 0;
    text_buffer_delete( buffer );
    font_manager_delete( font_manager );

    glfwDestroyWindow( window );
    glfwTerminate( );

    return EXIT_SUCCESS;
}
コード例 #20
0
ファイル: modes.c プロジェクト: ColinGilbert/noobEngine
static void test_modes(GLFWmonitor* monitor)
{
    int i, count;
    GLFWwindow* window;
    const GLFWvidmode* modes = glfwGetVideoModes(monitor, &count);

    for (i = 0;  i < count;  i++)
    {
        const GLFWvidmode* mode = modes + i;
        GLFWvidmode current;

        glfwWindowHint(GLFW_RED_BITS, mode->redBits);
        glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
        glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
        glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);

        printf("Testing mode %u on monitor %s: %s\n",
               (unsigned int) i,
               glfwGetMonitorName(monitor),
               format_mode(mode));

        window = glfwCreateWindow(mode->width, mode->height,
                                  "Video Mode Test",
                                  glfwGetPrimaryMonitor(),
                                  NULL);
        if (!window)
        {
            printf("Failed to enter mode %u: %s\n",
                   (unsigned int) i,
                   format_mode(mode));
            continue;
        }

        glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
        glfwSetKeyCallback(window, key_callback);

        glfwMakeContextCurrent(window);
        glfwSwapInterval(1);

        glfwSetTime(0.0);

        while (glfwGetTime() < 5.0)
        {
            glClear(GL_COLOR_BUFFER_BIT);
            glfwSwapBuffers(window);
            glfwPollEvents();

            if (glfwWindowShouldClose(window))
            {
                printf("User terminated program\n");

                glfwTerminate();
                exit(EXIT_SUCCESS);
            }
        }

        glGetIntegerv(GL_RED_BITS, &current.redBits);
        glGetIntegerv(GL_GREEN_BITS, &current.greenBits);
        glGetIntegerv(GL_BLUE_BITS, &current.blueBits);

        glfwGetWindowSize(window, &current.width, &current.height);

        if (current.redBits != mode->redBits ||
            current.greenBits != mode->greenBits ||
            current.blueBits != mode->blueBits)
        {
            printf("*** Color bit mismatch: (%i %i %i) instead of (%i %i %i)\n",
                   current.redBits, current.greenBits, current.blueBits,
                   mode->redBits, mode->greenBits, mode->blueBits);
        }

        if (current.width != mode->width || current.height != mode->height)
        {
            printf("*** Size mismatch: %ix%i instead of %ix%i\n",
                   current.width, current.height,
                   mode->width, mode->height);
        }

        printf("Closing window\n");

        glfwDestroyWindow(window);
        window = NULL;

        glfwPollEvents();
    }
}
コード例 #21
0
 GLFWframebuffersizefun call(GLFWwindow* window, GLFWframebuffersizefun cbfun) {
     return glfwSetFramebufferSizeCallback(window, cbfun);
 }
コード例 #22
0
ファイル: main.cpp プロジェクト: wangyix/Radiosity
int main( void )
{
	GLFWwindow* window;
	int width, height;

	// init GLFW
	if( !glfwInit() )
	  exit( EXIT_FAILURE );

	glfwWindowHint(GLFW_DEPTH_BITS, 16);

	window = glfwCreateWindow( 800, 600, WINDOW_TITLE, NULL, NULL );
	if (!window)
	{
		glfwTerminate();
		exit( EXIT_FAILURE );
	}

	glfwSetFramebufferSizeCallback(window, reshape);
	glfwSetKeyCallback(window, key_callback);

	glfwMakeContextCurrent(window);
	glfwSwapInterval( 1 );

	glfwGetFramebufferSize(window, &width, &height);
	reshape(window, width, height);

	glfwSetTime( 0.0 );

	init();

	
	// main loop
	
	double t;
	double t_old = 0.f;
	double dt;

	int titleBufferLength = strlen(WINDOW_TITLE)+20;
	char *windowTitle = new char[titleBufferLength];

	for (;;)
	{
		// calculate delta
		t = glfwGetTime();
		dt = t - t_old;
		t_old = t;

		// render
		update(window, dt);
		display();

		// update fps counter in window title
		sprintf_s(windowTitle, titleBufferLength,
				"%s    FPS: %d", WINDOW_TITLE, fps);
		glfwSetWindowTitle(window, windowTitle);
		
		glfwSwapBuffers(window);
		glfwPollEvents();

		
		// check if we should stop running
		if (glfwWindowShouldClose(window))
			break;
	}

	delete[] windowTitle;

	close();

	glfwTerminate();
	exit( EXIT_SUCCESS );
}
コード例 #23
0
ファイル: events.c プロジェクト: Draghi/glfw
int main(int argc, char** argv)
{
    Slot* slots;
    GLFWmonitor* monitor = NULL;
    int ch, i, width, height, count = 1;

    setlocale(LC_ALL, "");

    glfwSetErrorCallback(error_callback);

    if (!glfwInit())
        exit(EXIT_FAILURE);

    printf("Library initialized\n");

    glfwSetMonitorCallback(monitor_callback);
    glfwSetJoystickCallback(joystick_callback);

    while ((ch = getopt(argc, argv, "hfn:")) != -1)
    {
        switch (ch)
        {
            case 'h':
                usage();
                exit(EXIT_SUCCESS);

            case 'f':
                monitor = glfwGetPrimaryMonitor();
                break;

            case 'n':
                count = (int) strtol(optarg, NULL, 10);
                break;

            default:
                usage();
                exit(EXIT_FAILURE);
        }
    }

    if (monitor)
    {
        const GLFWvidmode* mode = glfwGetVideoMode(monitor);

        glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
        glfwWindowHint(GLFW_RED_BITS, mode->redBits);
        glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
        glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);

        width = mode->width;
        height = mode->height;
    }
    else
    {
        width  = 640;
        height = 480;
    }

    if (!count)
    {
        fprintf(stderr, "Invalid user\n");
        exit(EXIT_FAILURE);
    }

    slots = calloc(count, sizeof(Slot));

    for (i = 0;  i < count;  i++)
    {
        char title[128];

        slots[i].closeable = GLFW_TRUE;
        slots[i].number = i + 1;

        snprintf(title, sizeof(title), "Event Linter (Window %i)", slots[i].number);

        if (monitor)
        {
            printf("Creating full screen window %i (%ix%i on %s)\n",
                   slots[i].number,
                   width, height,
                   glfwGetMonitorName(monitor));
        }
        else
        {
            printf("Creating windowed mode window %i (%ix%i)\n",
                   slots[i].number,
                   width, height);
        }

        slots[i].window = glfwCreateWindow(width, height, title, monitor, NULL);
        if (!slots[i].window)
        {
            free(slots);
            glfwTerminate();
            exit(EXIT_FAILURE);
        }

        glfwSetWindowUserPointer(slots[i].window, slots + i);

        glfwSetWindowPosCallback(slots[i].window, window_pos_callback);
        glfwSetWindowSizeCallback(slots[i].window, window_size_callback);
        glfwSetFramebufferSizeCallback(slots[i].window, framebuffer_size_callback);
        glfwSetWindowContentScaleCallback(slots[i].window, window_content_scale_callback);
        glfwSetWindowCloseCallback(slots[i].window, window_close_callback);
        glfwSetWindowRefreshCallback(slots[i].window, window_refresh_callback);
        glfwSetWindowFocusCallback(slots[i].window, window_focus_callback);
        glfwSetWindowIconifyCallback(slots[i].window, window_iconify_callback);
        glfwSetWindowMaximizeCallback(slots[i].window, window_maximize_callback);
        glfwSetMouseButtonCallback(slots[i].window, mouse_button_callback);
        glfwSetCursorPosCallback(slots[i].window, cursor_position_callback);
        glfwSetCursorEnterCallback(slots[i].window, cursor_enter_callback);
        glfwSetScrollCallback(slots[i].window, scroll_callback);
        glfwSetKeyCallback(slots[i].window, key_callback);
        glfwSetCharCallback(slots[i].window, char_callback);
        glfwSetCharModsCallback(slots[i].window, char_mods_callback);
        glfwSetDropCallback(slots[i].window, drop_callback);

        glfwMakeContextCurrent(slots[i].window);
        gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
        glfwSwapInterval(1);
    }

    printf("Main loop starting\n");

    for (;;)
    {
        for (i = 0;  i < count;  i++)
        {
            if (glfwWindowShouldClose(slots[i].window))
                break;
        }

        if (i < count)
            break;

        glfwWaitEvents();

        // Workaround for an issue with msvcrt and mintty
        fflush(stdout);
    }

    free(slots);
    glfwTerminate();
    exit(EXIT_SUCCESS);
}
コード例 #24
0
ファイル: main.cpp プロジェクト: Nhaikou/GLFWTest
int main( void ) {


	//------------------------------------------------------

	//Ex 23 GLM:llä matriisi laskemista
	//glm::mat4 matrix1(1.0f, 0.0f, 2.0f, 2.0f,
	//				  0.0f, 1.0f, 0.0f, 0.0f,
	//				  1.0f, 1.0f, 1.0f, 2.0f,
	//				  0.0f, 0.0f, 1.0f, 0.0f);

	//glm::mat4 matrix2(0.0f, 0.0f, 0.0f, 2.0f,
	//				  1.0f, 1.0f, 0.0f, 0.0f,
	//				  1.0f, 1.0f, 0.0f, 2.0f,
	//				  0.0f, 0.0f, 1.0f, 0.0f);

	//glm::vec4 multiplyVector(3.0f, 4.0f, -2.0f, 1.0f);

	//glm::vec4 xTulos;

	//xTulos = (matrix1 * matrix2) * multiplyVector;

	///*for (int j = 0; j < sizeof(xTulos); j++)
	//{
	//	std::cout << xTulos[j] << std::endl;
	//}*/

	//std::cout << xTulos[0] << ", " << xTulos[1] << ", " << xTulos[2] << ", " << xTulos[3] << std::endl;

	//--------------------------------------------------------

	//Test
	//------------------------------------------------------
	
	std::cout << "Ex 25-------------------------------------------------------\n" << std::endl;
	glm::vec4 P1(0.0f, 0.0f, 0.0f, 1.0f);
	glm::vec4 P2(1.0f, 0.0f, 0.0f, 1.0f);
	glm::vec4 P3(0.0f, 1.0f, 0.0f, 1.0f);

	glm::vec3 x_axis(1.0f, 0.0f, 0.0f);
	glm::vec3 y_axis(0.0f, 1.0f, 0.0f);
	glm::vec3 z_axis(0.0f, 0.0f, 1.0f);

	glm::vec3 s(0.3f); //skaalaus
	glm::vec3 t(-2.0f, -1.0f, 0.0f); //siirto
	glm::vec3 r = z_axis; //kierto

	glm::mat4 R = rotate(3.14159265f / 6.0f, r);
	glm::mat4 S = scale(s);
	glm::mat4 T = translate(t);

	glm::mat4 T_total = T*S*R;
	PrintVec(T_total*P1);
	PrintVec(T_total*P2);
	PrintVec(T_total*P3);
	PrintMatrix(T_total);


	std::cout << "\nEx 26--------------------------------------------------------" << std::endl;
	glm::vec3 cam_pos(1.2f, 0.1f, 0.0);
	glm::vec3 cam_up = y_axis;
	glm::vec3 cam_right = x_axis;
	glm::vec3 cam_front = z_axis; //oikeakätinen koordinaatisto

	glm::mat4 C = lookAt(cam_pos, cam_pos + cam_front, cam_up);
	T_total = C*T_total;

	PrintVec(T_total*P1);
	PrintVec(T_total*P2);
	PrintVec(T_total*P3);
	PrintMatrix(T_total);

	std::cout << "\nEx 27---------------------------------------------------------" << std::endl;

	float v_width = 6.0; //viewport in camera coord
	float v_height = 6.0;

	glm::mat4  T_projection = glm::ortho(-0.5f*v_width, 0.5f*v_width,
		-0.5f*v_height, 0.5f*v_height);
	T_total = T_projection*T_total;
	PrintVec(T_total*P1);
	PrintVec(T_total*P2);
	PrintVec(T_total*P3);
	PrintMatrix(T_total);

	//------------------------------------------------------

	std::cout << "\n Ex 30--------------------------------------------------------" << std::endl;

	if (!glfwInit())
	{
		fprintf(stderr, "Failed to initialize GLFW\n");
		return -1;
	}

	glfwWindowHint(GLFW_SAMPLES, 4);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

	int w = 1024;
	int h = 768;
	window = glfwCreateWindow(w, h,
		"Tutorial 02 - Red triangle", NULL, NULL);
	if (window == NULL){
		fprintf(stderr, "Failed to open GLFW window.");
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);
	glfwSetFramebufferSizeCallback(window, renderer::FramebufferSizeCallback);
	renderer::FramebufferSizeCallback(window, w, h);
	glewExperimental = true; // Needed for core profile
	if (glewInit() != GLEW_OK) {
		fprintf(stderr, "Failed to initialize GLEW\n");
		return -1;
	}

	glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);

	renderer::Init(window);

	do{
		renderer::Render();
		glfwPollEvents();
	} while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
		glfwWindowShouldClose(window) == 0);


	renderer::Uninit();
	glfwTerminate();

	//------------------------------------------------------
	// TESTI KOLMIO

	//if (!glfwInit())
	//{
	//	fprintf(stderr, "Failed to initialize GLFW\n");
	//	return -1;
	//}

	//glfwWindowHint(GLFW_SAMPLES, 4);
	//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	//glfwWindowHint(GLFW_OPENGL_PROFILE,
	//	GLFW_OPENGL_CORE_PROFILE);

	//window = glfwCreateWindow(1024, 768,
	//	"Tutorial 02 - Red triangle", NULL, NULL);
	//if (window == NULL){
	//	fprintf(stderr, "Failed to open GLFW window.");
	//	glfwTerminate();
	//	return -1;
	//}
	//glfwMakeContextCurrent(window);
	//glewExperimental = true; // Needed for core profile
	//if (glewInit() != GLEW_OK) {
	//	fprintf(stderr, "Failed to initialize GLEW\n");
	//	return -1;
	//}

	//glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
	//Init();

	//do{
	//	Render();
	//	glfwPollEvents();
	//} while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
	//	glfwWindowShouldClose(window) == 0);

	//glfwTerminate();
  
	//---------------------------------------------------------

	system("pause");

	return 0;
}
コード例 #25
0
ファイル: lcd.c プロジェクト: vbhartiya/customgameengine
// ------------------------------------------------------------------- main ---
int main( int argc, char **argv )
{
    GLFWwindow* window;

    glfwSetErrorCallback( error_callback );

    if (!glfwInit( ))
    {
        exit( EXIT_FAILURE );
    }

    glfwWindowHint( GLFW_VISIBLE, GL_TRUE );
    glfwWindowHint( GLFW_RESIZABLE, GL_FALSE );

    window = glfwCreateWindow( 1, 1, "Freetype OpenGL / LCD filtering", NULL, NULL );

    if (!window)
    {
        glfwTerminate( );
        exit( EXIT_FAILURE );
    }

    glfwMakeContextCurrent( window );
    glfwSwapInterval( 1 );

    glfwSetFramebufferSizeCallback( window, reshape );
    glfwSetWindowRefreshCallback( window, display );
    glfwSetKeyCallback( window, keyboard );

#ifndef __APPLE__
    glewExperimental = GL_TRUE;
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf( stderr, "Error: %s\n", glewGetErrorString(err) );
        exit( EXIT_FAILURE );
    }
    fprintf( stderr, "Using GLEW %s\n", glewGetString(GLEW_VERSION) );
#endif
    size_t i;
    texture_font_t *font = 0;
    atlas = texture_atlas_new( 512, 512, 3 );
    const char * filename = "fonts/Vera.ttf";
    wchar_t *text = L"A Quick Brown Fox Jumps Over The Lazy Dog 0123456789";
    buffer = vertex_buffer_new( "vertex:3f,tex_coord:2f,color:4f,ashift:1f,agamma:1f" );
    vec2 pen = {{0,0}};
    vec4 color = {{0,0,0,1}};

    for( i=7; i < 27; ++i)
    {
        font = texture_font_new_from_file( atlas, i, filename );
        pen.x = 0;
        pen.y -= font->height;
        texture_font_load_glyphs( font, text );
        add_text( buffer, font, text, &color, &pen );
        texture_font_delete( font );
    }
    glBindTexture( GL_TEXTURE_2D, atlas->id );

    shader = shader_load( "shaders/text.vert",
                          "shaders/text.frag" );
    mat4_set_identity( &projection );
    mat4_set_identity( &model );
    mat4_set_identity( &view );

    glfwSetWindowSize( window, 800, 500 );
    glfwShowWindow( window );

    while(!glfwWindowShouldClose( window ))
    {
        display( window );
        glfwPollEvents( );
    }

    glfwDestroyWindow( window );
    glfwTerminate( );

    return 0;
}
コード例 #26
0
int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // ------------------------------------
    // we skipped compile log checks this time for readability (if you do encounter issues, add the compile-checks! see previous code samples)
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
    unsigned int fragmentShaderOrange = glCreateShader(GL_FRAGMENT_SHADER); // the first fragment shader that outputs the color orange
    unsigned int fragmentShaderYellow = glCreateShader(GL_FRAGMENT_SHADER); // the second fragment shader that outputs the color yellow
    unsigned int shaderProgramOrange = glCreateProgram();
    unsigned int shaderProgramYellow = glCreateProgram(); // the second shader program
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    glShaderSource(fragmentShaderOrange, 1, &fragmentShader1Source, NULL);
    glCompileShader(fragmentShaderOrange);
    glShaderSource(fragmentShaderYellow, 1, &fragmentShader2Source, NULL);
    glCompileShader(fragmentShaderYellow);
    // link the first program object
    glAttachShader(shaderProgramOrange, vertexShader);
    glAttachShader(shaderProgramOrange, fragmentShaderOrange);
    glLinkProgram(shaderProgramOrange);
    // then link the second program object using a different fragment shader (but same vertex shader)
    // this is perfectly allowed since the inputs and outputs of both the vertex and fragment shaders are equally matched.
    glAttachShader(shaderProgramYellow, vertexShader);
    glAttachShader(shaderProgramYellow, fragmentShaderYellow);
    glLinkProgram(shaderProgramYellow);

    // set up vertex data (and buffer(s)) and configure vertex attributes
    // ------------------------------------------------------------------
    float firstTriangle[] = {
        -0.9f, -0.5f, 0.0f,  // left 
        -0.0f, -0.5f, 0.0f,  // right
        -0.45f, 0.5f, 0.0f,  // top 
    };
    float secondTriangle[] = {
        0.0f, -0.5f, 0.0f,  // left
        0.9f, -0.5f, 0.0f,  // right
        0.45f, 0.5f, 0.0f   // top 
    };
    unsigned int VBOs[2], VAOs[2];
    glGenVertexArrays(2, VAOs); // we can also generate multiple VAOs or buffers at the same time
    glGenBuffers(2, VBOs);
    // first triangle setup
    // --------------------
    glBindVertexArray(VAOs[0]);
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(firstTriangle), firstTriangle, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);	// Vertex attributes stay the same
    glEnableVertexAttribArray(0);
    // glBindVertexArray(0); // no need to unbind at all as we directly bind a different VAO the next few lines
    // second triangle setup
    // ---------------------
    glBindVertexArray(VAOs[1]);	// note that we bind to a different VAO now
    glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);	// and a different VBO
    glBufferData(GL_ARRAY_BUFFER, sizeof(secondTriangle), secondTriangle, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); // because the vertex data is tightly packed we can also specify 0 as the vertex attribute's stride to let OpenGL figure it out
    glEnableVertexAttribArray(0);
    // glBindVertexArray(0); // not really necessary as well, but beware of calls that could affect VAOs while this one is bound (like binding element buffer objects, or enabling/disabling vertex attributes)


    // uncomment this call to draw in wireframe polygons.
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // now when we draw the triangle we first use the vertex and orange fragment shader from the first program
        glUseProgram(shaderProgramOrange);
        // draw the first triangle using the data from our first VAO
        glBindVertexArray(VAOs[0]);
        glDrawArrays(GL_TRIANGLES, 0, 3);	// this call should output an orange triangle
        // then we draw the second triangle using the data from the second VAO
        // when we draw the second triangle we want to use a different shader program so we switch to the shader program with our yellow fragment shader.
        glUseProgram(shaderProgramYellow);
        glBindVertexArray(VAOs[1]);
        glDrawArrays(GL_TRIANGLES, 0, 3);	// this call should output a yellow triangle

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    glDeleteVertexArrays(2, VAOs);
    glDeleteBuffers(2, VBOs);

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}
コード例 #27
0
ファイル: part1.cpp プロジェクト: krewie/toonshading
int main(void)
{
    // Create window and load extensions
    glfwSetErrorCallback(errorCallback);
    if (!glfwInit()) {
        std::exit(EXIT_FAILURE);
    }

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = glfwCreateWindow(globals.width, globals.height,
        "Toon shading", NULL, NULL);
    if (!window) {
        glfwTerminate();
        std::exit(EXIT_FAILURE);
    }
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1);

    glewExperimental = GL_TRUE;
    GLenum status = glewInit();
    if (status != GLEW_OK) {
        std::cerr << "Error: " << glewGetErrorString(status) << std::endl;
        std::exit(EXIT_FAILURE);
    }
    std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;

    glfwSetKeyCallback(window, keyCallback);
    glfwSetMouseButtonCallback(window, mouseButtonCallback);
    glfwSetCursorPosCallback(window, cursorPosCallback);
    glfwSetFramebufferSizeCallback(window, framebufferSizeCallback);
    glfwSetScrollCallback(window, scrollCallback);

    TwInit(TW_OPENGL_CORE, NULL);
    TwWindowSize(globals.width, globals.height);

    TwBar *myBar;
    myBar = TwNewBar("Toon config");

    TwAddVarCB(myBar, "X pos", TW_TYPE_FLOAT, setLightXpos, getLightXpos , &globals.lightdir_x, " step=0.5 group=Light label='x-pos' ");
    TwAddVarCB(myBar, "Y pos", TW_TYPE_FLOAT, setLightYpos, getLightYpos , &globals.lightdir_y, " step=0.5 group=Light label='y-pos' ");
    TwAddVarCB(myBar, "Z pos", TW_TYPE_FLOAT, setLightZpos, getLightZpos , &globals.lightdir_z, " step=0.01 group=Light label='z-pos' ");

    TwAddVarRW(myBar, "Ambient color", TW_TYPE_COLOR3F, &globals.ambientColor, "group=Material colormode=hls");

    TwAddVarRW(myBar, "Diffuse color", TW_TYPE_COLOR3F, &globals.diffuseColor, "group=Material colormode=hls");
    TwAddVarCB(myBar, "Diffuse intensity", TW_TYPE_FLOAT,setDifflvl, getDifflvl, &globals.material_kd, "group=Material step=0.01");

    TwAddVarRW(myBar, "Outline color", TW_TYPE_COLOR3F, &globals.outlineColor, "group=Material colormode=hls");
    TwAddVarCB(myBar, "Outline intensity", TW_TYPE_FLOAT, setOutlinelvl, getOutlinelvl , &globals.outline_intensity, " step=0.01 min=0.0 max=1.0 group=Material");

    TwAddVarCB(myBar, "Background color", TW_TYPE_COLOR3F, setBgcolorCallBack, getBgcolorCallBack, &globals.bg_color[0], "group=Misc colormode=hls");

    TwAddVarCB(myBar, "Color levels", TW_TYPE_INT8, setColorlvl, getColorlvl , &globals.colorlvl, " step=1 min=2 max=6 group=Material");


    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    // Initialize rendering
    init();

    // Start rendering loop
    while (!glfwWindowShouldClose(window)) {
        display();
        TwDraw();
        glfwSwapBuffers(window);
        glfwPollEvents();
    }
    glfwDestroyWindow(window);
    glfwTerminate();

    exit(EXIT_SUCCESS);
}
コード例 #28
0
ファイル: main.cpp プロジェクト: roxlu/pipslab
int main() {
 
  curl_global_init(CURL_GLOBAL_ALL);

  glfwSetErrorCallback(error_callback);
 
  if(!glfwInit()) {
    printf("Error: cannot setup glfw.\n");
    exit(EXIT_FAILURE);
  }

  glfwWindowHint(GLFW_SAMPLES, 4);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
  
  GLFWwindow* win = NULL;
  int w = 1280;
  int h = 768;
 
  win = glfwCreateWindow(w, h, "KankerFont v0.0.0.2", NULL, NULL);
  if(!win) {
    glfwTerminate();
    exit(EXIT_FAILURE);
  }
 
  glfwSetFramebufferSizeCallback(win, resize_callback);
  glfwSetKeyCallback(win, key_callback);
  glfwSetCharCallback(win, char_callback);
  glfwSetCursorPosCallback(win, cursor_callback);
  glfwSetMouseButtonCallback(win, button_callback);
  glfwMakeContextCurrent(win);
  glfwSwapInterval(1);

  if (!gladLoadGL()) {
    printf("Cannot load GL.\n");
    exit(1);
  }

  // ----------------------------------------------------------------
  // THIS IS WHERE YOU START CALLING OPENGL FUNCTIONS, NOT EARLIER!!
  // ----------------------------------------------------------------
  rx_log_init();

  KankerApp app;
  if (0 != app.init()) {
    printf("error: cannot init the app.\n");
    exit(EXIT_FAILURE);
  }
  app_ptr = &app;

  while(!glfwWindowShouldClose(win)) {

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    app.update();
    app.draw();

    glfwSwapBuffers(win);
     
    glfwPollEvents();
  }
 
  glfwTerminate();

  return EXIT_SUCCESS;
}
コード例 #29
0
ファイル: lighting.cpp プロジェクト: midri/LearnOpenGL
int main()
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
    glfwMakeContextCurrent(window);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    // tell GLFW to capture our mouse
    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    // build and compile shaders
    // -------------------------
    Shader shader("1.1.pbr.vs", "1.1.pbr.fs");

    shader.use();
    shader.setVec3("albedo", 0.5f, 0.0f, 0.0f);
    shader.setFloat("ao", 1.0f);

    // lights
    // ------
    glm::vec3 lightPositions[] = {
        glm::vec3(-10.0f,  10.0f, 10.0f),
        glm::vec3( 10.0f,  10.0f, 10.0f),
        glm::vec3(-10.0f, -10.0f, 10.0f),
        glm::vec3( 10.0f, -10.0f, 10.0f),
    };
    glm::vec3 lightColors[] = {
        glm::vec3(300.0f, 300.0f, 300.0f),
        glm::vec3(300.0f, 300.0f, 300.0f),
        glm::vec3(300.0f, 300.0f, 300.0f),
        glm::vec3(300.0f, 300.0f, 300.0f)
    };
    int nrRows    = 7;
    int nrColumns = 7;
    float spacing = 2.5;

    // initialize static shader uniforms before rendering
    // --------------------------------------------------
    glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
    shader.use();
    shader.setMat4("projection", projection);

    // render loop
    // -----------
    while (!glfwWindowShouldClose(window))
    {
        // per-frame time logic
        // --------------------
        float currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // input
        // -----
        processInput(window);

        // render
        // ------
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shader.use();
        glm::mat4 view = camera.GetViewMatrix();
        shader.setMat4("view", view);
        shader.setVec3("camPos", camera.Position);

        // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
        glm::mat4 model;
        for (unsigned int row = 0; row < nrRows; ++row) 
        {
            shader.setFloat("metallic", (float)row / (float)nrRows);
            for (unsigned int col = 0; col < nrColumns; ++col) 
            {
                // we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
                // on direct lighting.
                shader.setFloat("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
                
                model = glm::mat4();
                model = glm::translate(model, glm::vec3(
                    (float)(col - (nrColumns / 2)) * spacing, 
                    (float)(row - (nrRows / 2)) * spacing, 
                    0.0f
                ));
                shader.setMat4("model", model);
                renderSphere();
            }
        }

        // render light source (simply re-render sphere at light positions)
        // this looks a bit off as we use the same shader, but it'll make their positions obvious and 
        // keeps the codeprint small.
        for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
        {
            glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
            newPos = lightPositions[i];
            shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
            shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);

            model = glm::mat4();
            model = glm::translate(model, newPos);
            model = glm::scale(model, glm::vec3(0.5f));
            shader.setMat4("model", model);
            renderSphere();
        }

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();
    return 0;
}
コード例 #30
0
/* Register a callback that runs after the window gets resized */
void GLWrapper::setReshapeCallback(void(*func)(GLFWwindow* window, int w, int h)) {
	reshape = func;
	glfwSetFramebufferSizeCallback(window, reshape);
}