refactor out boring code
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008e811958
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da3f2ec685
@ -13,6 +13,8 @@
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#include <iostream>
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GLFWwindow *initialize_glfw_window(void);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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@ -36,57 +38,14 @@ float lastFrame = 0.0f;
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int main()
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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if ((GLFWwindow *window = initialize_glfw_window()) == nullptr)
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// load objects and shaders
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Shader kniedeShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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Model kniedeModel("../resources/objects/kniede/kniede.obj");
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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// build and compile shaders
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// -------------------------
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Shader nanosuitShader("9.2.geometry_shader.vert", "9.2.geometry_shader.frag");
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//Model nanosuitModel("../resources/objects/nanosuit/nanosuit.obj");
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Model nanosuitModel("../resources/objects/kniede/kniede.obj");
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// build and compile shaders
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// -------------------------
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Shader shader("6.2.cubemaps.vert", "6.2.cubemaps.frag");
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Shader cubemapShader("6.2.cubemaps.vert", "6.2.cubemaps.frag");
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Shader skyboxShader("6.2.skybox.vert", "6.2.skybox.frag");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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@ -191,6 +150,7 @@ int main()
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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// skybox VAO
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unsigned int skyboxVAO, skyboxVBO;
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glGenVertexArrays(1, &skyboxVAO);
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@ -219,8 +179,8 @@ int main()
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// shader configuration
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// --------------------
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shader.use();
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shader.setInt("skybox", 0);
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cubemapShader.use();
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cubemapShader.setInt("skybox", 0);
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skyboxShader.use();
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skyboxShader.setInt("skybox", 0);
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@ -234,39 +194,34 @@ int main()
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// draw scene as normal
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 model = glm::mat4(1.0f);
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// model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); // translate it down so it's at the center of the scene
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// model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f)); // it's a bit too big for our scene, so scale it down
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model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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nanosuitShader.use();
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nanosuitShader.setMat4("projection", projection);
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nanosuitShader.setMat4("view", view);
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nanosuitShader.setMat4("model", model);
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nanosuitModel.Draw(nanosuitShader);
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kniedeShader.use();
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kniedeShader.setMat4("model", model);
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kniedeShader.setMat4("view", view);
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kniedeShader.setMat4("projection", projection);
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kniedeModel.Draw(kniedeShader);
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// draw scene as normal
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shader.use();
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model = glm::mat4(1.0f);
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view = camera.GetViewMatrix();
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projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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shader.setMat4("model", model);
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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shader.setVec3("cameraPos", camera.Position);
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cubemapShader.use();
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cubemapShader.setMat4("model", model);
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cubemapShader.setMat4("view", view);
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cubemapShader.setMat4("projection", projection);
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cubemapShader.setVec3("cameraPos", camera.Position);
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// cubes
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glBindVertexArray(cubeVAO);
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glActiveTexture(GL_TEXTURE0);
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@ -280,6 +235,7 @@ int main()
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view = glm::mat4(glm::mat3(camera.GetViewMatrix())); // remove translation from the view matrix
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skyboxShader.setMat4("view", view);
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skyboxShader.setMat4("projection", projection);
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// skybox cube
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glBindVertexArray(skyboxVAO);
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glActiveTexture(GL_TEXTURE0);
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@ -294,17 +250,58 @@ int main()
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &cubeVAO);
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glDeleteVertexArrays(1, &skyboxVAO);
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glDeleteBuffers(1, &cubeVBO);
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glDeleteBuffers(1, &skyboxVAO);
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glfwTerminate();
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return 0;
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}
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// initialize GLFW window and OpenGL context with glew
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// ---------------------------------------------------------------------------------------------------------
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GLFWwindow *initialize_glfw_window(void)
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{
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return nullptr;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return nullptr;
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}
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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return window;
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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