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main.cpp
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#include "../common/util.h"
#include "../common/shader.h"
#include "../common/camera.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
const char* VERTEX_SRC = "#version 330 core\n"
"layout(location=0) in vec3 position;"
"layout(location=1) in vec3 color;"
"layout(location=2) in vec2 texcoord;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 projection;"
"out vec3 fColor;"
"out vec2 fTexcoord;"
"void main()"
"{"
" fColor = color;"
" fTexcoord = texcoord;"
" gl_Position = projection * view * model * vec4(position, 1.0);"
"}";
const char* FRAGMENT_SRC = "#version 330 core\n"
"in vec3 fColor;"
"in vec2 fTexcoord;"
"uniform sampler2D tex;"
"out vec4 outputColor;"
"void main()"
"{"
" outputColor = texture(tex, fTexcoord)"
" * vec4(fColor, 1.0);"
"}";
const char* VERTEX_BB_SRC = "#version 330 core\n"
"layout(location=0) in vec2 position;"
"uniform vec3 center;"
"uniform vec2 size;"
"uniform mat4 view;"
"uniform mat4 proj;"
"uniform bool fixedSize;"
"uniform vec3 camRight;"
"uniform vec3 camUp;"
"out vec2 fTexCoords;"
"void main()"
"{"
" if(!fixedSize)" // In a real application, you should probably create two different shaders to avoid branching!
" {"
" vec3 vertexPos = center + camRight * position.x * size.x + camUp * position.y * size.y;"
" gl_Position = proj * view * vec4(vertexPos, 1.0);"
" gl_Position /= gl_Position.w;"
" }"
" else"
" {"
" vec3 vertexPos = center;"
" gl_Position = proj * view * vec4(vertexPos, 1.0);"
" gl_Position /= gl_Position.w;"
" gl_Position.xy += position.xy * size;"
" }"
" fTexCoords = position + vec2(0.5, 0.5);"
"}";
const char* FRAGMENT_BB_SRC = "#version 330 core\n"
"in vec2 fTexCoords;"
"out vec4 outputColor;"
"uniform sampler2D tex;"
"void main()"
"{"
" outputColor = texture(tex, fTexCoords);"
"}";
int main(void)
{
GLFWwindow* window;
window = init("Billboards", 640, 480);
if(!window)
{
return -1;
}
glEnable(GL_DEPTH_TEST);
Camera camera(CAMERA_PERSPECTIVE, 45.0f, 0.1f, 1000.0f, 640.0f, 480.0f);
camera.setPosition(0.0f, 0.0f, -3.0f);
setCamera(&camera); // The camera updating is handled in ../common/util.cpp
glm::mat4 model;
GLuint program;
{
GLuint vertex = createShader(VERTEX_SRC, GL_VERTEX_SHADER);
GLuint fragment = createShader(FRAGMENT_SRC, GL_FRAGMENT_SHADER);
program = createShaderProgram(vertex, fragment);
linkShader(program);
validateShader(program);
glDetachShader(program, vertex);
glDeleteShader(vertex);
glDetachShader(program, fragment);
glDeleteShader(fragment);
}
GLuint billboardProgram;
{
GLuint vertex = createShader(VERTEX_BB_SRC, GL_VERTEX_SHADER);
GLuint fragment = createShader(FRAGMENT_BB_SRC, GL_FRAGMENT_SHADER);
billboardProgram = createShaderProgram(vertex, fragment);
linkShader(billboardProgram);
validateShader(billboardProgram);
glDetachShader(program, vertex);
glDeleteShader(vertex);
glDetachShader(program, fragment);
glDeleteShader(fragment);
}
glUseProgram(program);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
float vertices[] =
{
// x y z r g b u v
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(1); // color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(2); // texture coordinates
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(6 * sizeof(GLfloat)));
float verts_bb[] =
{
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f
};
GLuint vbo_bb;
glGenBuffers(1, &vbo_bb);
GLuint vao_bb;
glGenVertexArrays(1, &vao_bb);
glBindVertexArray(vao_bb);
glBindBuffer(GL_ARRAY_BUFFER, vbo_bb);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts_bb), verts_bb, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glUseProgram(billboardProgram);
glUniform3f(glGetUniformLocation(billboardProgram, "center"), 0.0f, 2.0f, 0.0f);
glUniform2f(glGetUniformLocation(billboardProgram, "size"), 0.5f, 0.5f);
int w, h;
GLuint texture = loadImage("image.png", &w, &h, 0, false);
glUniform1i(glGetUniformLocation(billboardProgram, "tex"), 0);
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "tex"), 0);
glClearColor(0.75f, 0.75f, 0.75f, 1.0f);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
while(!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
updateCamera(640, 480, window);
// Draw the cube
glUseProgram(program);
glBindVertexArray(vao);
GLint modelUL = glGetUniformLocation(program, "model");
glUniformMatrix4fv(modelUL, 1, GL_FALSE, glm::value_ptr(model));
GLint viewUL = glGetUniformLocation(program, "view");
glUniformMatrix4fv(viewUL, 1, GL_FALSE, glm::value_ptr(camera.getView()));
GLint projUL = glGetUniformLocation(program, "projection");
glUniformMatrix4fv(projUL, 1, GL_FALSE, glm::value_ptr(camera.getProjection()));
glDrawArrays(GL_TRIANGLES, 0, 36);
// Draw the billboard
glBindVertexArray(vao_bb);
glUseProgram(billboardProgram);
viewUL = glGetUniformLocation(billboardProgram, "view");
glUniformMatrix4fv(viewUL, 1, GL_FALSE, glm::value_ptr(camera.getView()));
projUL = glGetUniformLocation(billboardProgram, "proj");
glUniformMatrix4fv(projUL, 1, GL_FALSE, glm::value_ptr(camera.getProjection()));
glUniform1i(glGetUniformLocation(billboardProgram, "fixedSize"), 0);
glUniform3f(glGetUniformLocation(billboardProgram, "camRight"), camera.getRightVector().x, camera.getRightVector().y, camera.getRightVector().z);
glUniform3f(glGetUniformLocation(billboardProgram, "camUp"), camera.getUpVector().x, camera.getUpVector().y, camera.getUpVector().z);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo_bb);
glDeleteVertexArrays(1, &vao_bb);
glDeleteProgram(program);
glDeleteProgram(billboardProgram);
glDeleteTextures(1, &texture);
glfwTerminate();
return 0;
}