#include <string>
#include <map>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
#include "Camera.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <SOIL.h>
GLuint screenWidth = 800, screenHeight = 600;
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
GLuint loadTexture(GLchar* path, GLboolean alpha = false);
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
bool keys[1024];
GLfloat lastX = 400, lastY = 300;
bool firstMouse = true;
GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(screenWidth, screenHeight, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, screenWidth, screenHeight);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Shader shader("Path/To/Shaders/shader.vs", "Path/To/Shaders/shader.frag");
#pragma region "object_initialization"
GLfloat cubeVertices[] = {
-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
};
GLfloat planeVertices[] = {
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
};
GLfloat transparentVertices[] = {
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
0.0f, -0.5f, 0.0f, 0.0f, 1.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
1.0f, 0.5f, 0.0f, 1.0f, 0.0f
};
GLuint 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(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glBindVertexArray(0);
GLuint 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(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glBindVertexArray(0);
GLuint transparentVAO, transparentVBO;
glGenVertexArrays(1, &transparentVAO);
glGenBuffers(1, &transparentVBO);
glBindVertexArray(transparentVAO);
glBindBuffer(GL_ARRAY_BUFFER, transparentVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(transparentVertices), transparentVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glBindVertexArray(0);
GLuint cubeTexture = loadTexture("black_tiles.jpg");
GLuint floorTexture = loadTexture("metal.png");
GLuint transparentTexture = loadTexture("window.png", true);
#pragma endregion
std::vector<glm::vec3> windows;
windows.push_back(glm::vec3(-1.5f, 0.0f, -0.48f));
windows.push_back(glm::vec3( 1.5f, 0.0f, 0.51f));
windows.push_back(glm::vec3( 0.0f, 0.0f, 0.7f));
windows.push_back(glm::vec3(-0.3f, 0.0f, -2.3f));
windows.push_back(glm::vec3( 0.5f, 0.0f, -0.6f));
while (!glfwWindowShouldClose(window))
{
GLfloat currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
glfwPollEvents();
Do_Movement();
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
std::map<GLfloat, glm::vec3> sorted;
for (GLuint i = 0; i < windows.size(); i++)
{
GLfloat distance = glm::length(camera.Position - windows[i]);
sorted[distance] = windows[i];
}
shader.Use();
glm::mat4 model;
glm::mat4 view = camera.GetViewMatrix();
glm::mat4 projection = glm::perspective(camera.Zoom, (float)screenWidth / (float)screenHeight, 0.1f, 100.0f);
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glBindVertexArray(cubeVAO);
glBindTexture(GL_TEXTURE_2D, cubeTexture);
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
model = glm::mat4();
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(planeVAO);
glBindTexture(GL_TEXTURE_2D, floorTexture);
model = glm::mat4();
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(transparentVAO);
glBindTexture(GL_TEXTURE_2D, transparentTexture);
for (std::map<float, glm::vec3>::reverse_iterator it = sorted.rbegin(); it != sorted.rend(); ++it)
{
model = glm::mat4();
model = glm::translate(model, it->second);
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glDrawArrays(GL_TRIANGLES, 0, 6);
}
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
GLuint loadTexture(GLchar* path, GLboolean alpha)
{
GLuint textureID;
glGenTextures(1, &textureID);
int width,height;
unsigned char* image = SOIL_load_image(path, &width, &height, 0, alpha ? SOIL_LOAD_RGBA : SOIL_LOAD_RGB);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, alpha ? GL_RGBA : GL_RGB, width, height, 0, alpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, alpha ? GL_CLAMP_TO_EDGE : GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
SOIL_free_image_data(image);
return textureID;
}
#pragma region "User input"
void Do_Movement()
{
if (keys[GLFW_KEY_W])
camera.ProcessKeyboard(FORWARD, deltaTime);
if (keys[GLFW_KEY_S])
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (keys[GLFW_KEY_A])
camera.ProcessKeyboard(LEFT, deltaTime);
if (keys[GLFW_KEY_D])
camera.ProcessKeyboard(RIGHT, deltaTime);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
if (key >= 0 && key < 1024)
{
if (action == GLFW_PRESS)
keys[key] = true;
else if (action == GLFW_RELEASE)
keys[key] = false;
}
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
GLfloat xoffset = xpos - lastX;
GLfloat yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
#pragma endregion
HI