#include"mx.hpp" #include"argz.hpp" #ifdef __EMSCRIPTEN__ #include <emscripten/emscripten.h> #include <GLES3/gl3.h> #endif #include"gl.hpp" #include"loadpng.hpp" #define CHECK_GL_ERROR() \ { GLenum err = glGetError(); \ if (err != GL_NO_ERROR) \ printf("OpenGL Error: %d at %s:%d\n", err, __FILE__, __LINE__); } GLfloat vertices[] = { -1.0f, -1.0f, 1.0f, // front face 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, // left side -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, // top -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, // bottom -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, // right 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, // back face 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, }; class Cube : public gl::GLObject { public: gl::ShaderProgram shaderProgram; GLuint VAO, VBO; GLuint texture; Cube() = default; virtual ~Cube() override { glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteTextures(1, &texture); } std::vector<GLfloat> cubeData; virtual void load(gl::GLWindow *win) override { size_t vertexCount = sizeof(vertices) / (3 * sizeof(GLfloat)); cubeData.resize(vertexCount * 3); for (size_t i = 0; i < vertexCount; ++i) { cubeData[i * 3] = vertices[i * 3]; // Position X cubeData[i * 3 + 1] = vertices[i * 3 + 1]; // Position Y cubeData[i * 3 + 2] = vertices[i * 3 + 2]; // Position Z } glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, cubeData.size() * sizeof(GLfloat), cubeData.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindVertexArray(0); if (!shaderProgram.loadProgram(win->util.getFilePath("data/cube.vert"), win->util.getFilePath("data/cube.frag"))) { throw mx::Exception("Failed to load shader program"); } shaderProgram.useProgram(); shaderProgram.setUniform("cubemapTexture", 0); glUniform2f(glGetUniformLocation(shaderProgram.id(), "iResolution"), win->w, win->h); glm::mat4 model = glm::mat4(1.0f); glm::mat4 view = glm::lookAt( glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f) ); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)win->w / win->h, 0.1f, 100.0f); shaderProgram.setUniform("model", model); shaderProgram.setUniform("view", view); shaderProgram.setUniform("projection", projection); shaderProgram.setUniform("alpha", 0.7f); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_CUBE_MAP, texture); std::vector<std::string> faces = { win->util.getFilePath("data/cm_right.png"), win->util.getFilePath("data/cm_left.png"), win->util.getFilePath("data/cm_top.png"), win->util.getFilePath("data/cm_bottom.png"), win->util.getFilePath("data/cm_back.png"), win->util.getFilePath("data/cm_front.png") }; for (unsigned int i = 0; i < faces.size(); i++) { SDL_Surface *surface = png::LoadPNG(faces[i].c_str()); if (!surface) { mx::system_err << "Error: loading PNG " << faces[i] << "\n"; exit(EXIT_FAILURE); } std::cout << "Loading texture " << i << ": " << faces[i] << "\n"; std::cout << " Size: " << surface->w << "x" << surface->h << "\n"; std::cout << " BytesPerPixel: " << (int)surface->format->BytesPerPixel << "\n"; GLenum format = (surface->format->BytesPerPixel == 4) ? GL_RGBA : GL_RGB; glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format, surface->w, surface->h, 0, format, GL_UNSIGNED_BYTE, surface->pixels); CHECK_GL_ERROR(); SDL_FreeSurface(surface); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } virtual void draw(gl::GLWindow *win) override { glEnable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); shaderProgram.useProgram(); glm::mat4 view = glm::lookAt( glm::vec3(0.0f, 0.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f) ); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)win->w / win->h, 0.1f, 100.0f); static float rotationAngle = 0.0f; static Uint32 lastTime = SDL_GetTicks(); Uint32 currentTime = SDL_GetTicks(); float deltaTime = (currentTime - lastTime) / 1000.0f; lastTime = currentTime; rotationAngle += deltaTime * 50.0f; static float time_f = 0.0f; time_f += deltaTime; glm::mat4 model = glm::rotate(glm::mat4(1.0f), glm::radians(rotationAngle), glm::vec3(1.0f, 1.0f, 0.0f)); shaderProgram.setUniform("model", model); shaderProgram.setUniform("view", view); shaderProgram.setUniform("projection", projection); shaderProgram.setUniform("time_f", time_f); shaderProgram.setUniform("alpha", alpha); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, texture); CHECK_GL_ERROR(); glBindVertexArray(VAO); size_t vertexCount = cubeData.size() / 3; glDrawArrays(GL_TRIANGLES, 0, vertexCount); CHECK_GL_ERROR(); glBindVertexArray(0); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); glDepthMask(GL_TRUE); } virtual void event(gl::GLWindow *window, SDL_Event &e) override {} private: float alpha = 0.7f; }; class MainWindow : public gl::GLWindow { public: MainWindow(std::string path, int tw, int th) : gl::GLWindow("OpenGL Example", tw, th) { setPath(path); setObject(new Cube()); object->load(this); } ~MainWindow() override {} virtual void event(SDL_Event &e) override {} virtual void draw() override { glClearColor(0.0f, 0.0f,0.0f, 1.0f); // Change background color to see if rendering is happening glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); object->draw(this); swap(); } private: }; MainWindow *main_w = nullptr; void eventProc() { main_w->proc(); } int main(int argc, char **argv) { #ifdef __EMSCRIPTEN__ MainWindow main_window("/", 960, 720); main_w =&main_window; emscripten_set_main_loop(eventProc, 0, 1); #else Arguments args = proc_args(argc, argv); try { MainWindow main_window(args.path, args.width, args.height); if(args.fullscreen) main_window.setFullScreen(true); main_window.loop(); } catch(const mx::Exception &e) { mx::system_err << "mx: Exception: " << e.text() << "\n"; mx::system_err.flush(); exit(EXIT_FAILURE); } #endif return 0; }