started with coordinate system section

This commit is contained in:
Daniel 2023-07-31 11:51:09 +02:00
parent de5a6d1bfd
commit 350aef4871
2 changed files with 92 additions and 27 deletions

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@ -11,7 +11,7 @@
#include "util/stb_image.h" #include "util/stb_image.h"
// Continue: https://learnopengl.com/Getting-started/Coordinate-Systems // Continue: https://learnopengl.com/Getting-started/Coordinate-Systems
// Chapter: not started // Chapter: More Cubes!
// //
// TODO: look at project->properties->VC++ Directories-> change everything to the Environment var // TODO: look at project->properties->VC++ Directories-> change everything to the Environment var
// For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS (so basically having an "external" folder which has open gl, GLAD, etc. in it or something like this) // For the "real" Nebulix Engine setup everything so it can be compiled/used with VSCode/CLion and not just VS (so basically having an "external" folder which has open gl, GLAD, etc. in it or something like this)
@ -27,6 +27,8 @@
#define WINDOW_WIDTH 800 #define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600 #define WINDOW_HEIGHT 600
typedef glm::mat4 mat4;
typedef glm::vec3 vec3;
void OnWindowResize(GLFWwindow* window, int width, int height) void OnWindowResize(GLFWwindow* window, int width, int height)
@ -68,16 +70,69 @@ int main()
OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT); OnWindowResize(window, WINDOW_WIDTH, WINDOW_HEIGHT);
glfwSetFramebufferSizeCallback(window, OnWindowResize); glfwSetFramebufferSizeCallback(window, OnWindowResize);
GLfloat vertices[] = { // world coordinate, colour, uv coordinates float vertices[] = { // object coordinates, uv-coordinates
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right -0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right 0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left 0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f // top left 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
}; };
GLuint faces[]{ GLuint faces[]{
0, 1, 3, 0, 1, 3,
1, 2, 3 1, 2, 3,
};
4, 5, 6,
5, 6, 7,
8, 9, 10,
9, 10, 11,
12, 13, 14,
13, 14, 15,
16, 17, 18,
17, 18, 19,
20, 21, 22,
21, 22, 23
}; // 23
// VBO == all verticies; EBO == connection of vertices (faces) and is optional although it is a bit more efficient than using VBOs; // VBO == all verticies; EBO == connection of vertices (faces) and is optional although it is a bit more efficient than using VBOs;
// VAO == collection of VBOs/EBOs used for rendering // VAO == collection of VBOs/EBOs used for rendering
@ -95,13 +150,10 @@ int main()
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, GL_STATIC_DRAW);
// position attribute // position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// colour (or more general, the second vertex Attribute)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// uv-coordinates (or more general the third vertex attribute) // uv-coordinates (or more general the third vertex attribute)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
// I could unbind the VAO, but this is usually not needed because when creating a new VAO we need to bind that to change it anyway, so there shouldn't be a problem // I could unbind the VAO, but this is usually not needed because when creating a new VAO we need to bind that to change it anyway, so there shouldn't be a problem
@ -156,27 +208,32 @@ int main()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // use nearest neighbour when zooming out glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // use nearest neighbour when zooming out
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // use bilinear when zooming in glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // use bilinear when zooming in
mat4 modelMatrix = mat4(1.0f);
modelMatrix = glm::rotate(modelMatrix, glm::radians(-55.0f), vec3(1.0f, 0, 0));
mat4 viewMatrix = mat4(1.0f);
viewMatrix = glm::translate(viewMatrix, vec3(0, 0, -3.0f));
mat4 projectionMatrix = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
glEnable(GL_DEPTH_TEST);
float timeLastFrame = glfwGetTime();
// main loop // main loop
while(!glfwWindowShouldClose(window)) while(!glfwWindowShouldClose(window))
{ {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ProcessInput(window); ProcessInput(window);
glm::mat4 transform = glm::mat4(1.0f); float time = glfwGetTime();
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0, 0, 1.0f));
transform = glm::translate(transform, glm::vec3(glm::sin((float)glfwGetTime()), 0, 0)); modelMatrix = glm::rotate(modelMatrix, time * (time - timeLastFrame) + 0.001f * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
//transform = glm::scale(transform, glm::vec3(glm::sin((float)glfwGetTime())));
shader->Use(); shader->Use();
shader->SetInt("ourTexture1", 0); shader->SetInt("ourTexture1", 0);
shader->SetInt("ourTexture2", 1); shader->SetInt("ourTexture2", 1);
shader->SetMatrix("transform", transform); shader->SetMatrix("modelMatrix", modelMatrix);
//float time = glfwGetTime(); shader->SetMatrix("viewMatrix", viewMatrix);
//float greenValue = (sin(time) / 2.0f) + 0.5f; shader->SetMatrix("projectionMatrix", projectionMatrix);
//shader->setFloat("ourColour", 0.0f, greenValue, 0.0f, 0.0f);
glActiveTexture(GL_TEXTURE0); // before binding texture, activate correct textre Unit (some drivers might show nothing if this is omitted) glActiveTexture(GL_TEXTURE0); // before binding texture, activate correct textre Unit (some drivers might show nothing if this is omitted)
glBindTexture(GL_TEXTURE_2D, textureID_container); glBindTexture(GL_TEXTURE_2D, textureID_container);
@ -184,10 +241,12 @@ int main()
glBindTexture(GL_TEXTURE_2D, textureID_face); glBindTexture(GL_TEXTURE_2D, textureID_face);
glBindVertexArray(vertexArrayObject); glBindVertexArray(vertexArrayObject);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); //glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // for EBOs
glDrawArrays(GL_TRIANGLES, 0, 36); // for VAOs
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
timeLastFrame = glfwGetTime();
} }
// optional, as we are at the end of the program. // optional, as we are at the end of the program.

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@ -1,16 +1,22 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColour; //layout (location = 1) in vec3 aColour;
layout (location = 2) in vec2 aTexCoord; layout (location = 2) in vec2 aTexCoord;
out vec3 ourColour; out vec3 ourColour;
out vec2 texCoord; out vec2 texCoord;
uniform mat4 transform; uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
//uniform mat4 transform;
void main() void main()
{ {
gl_Position = transform * vec4(aPos, 1.0); // note that we read the multiplication from right to left
ourColour = aColour; gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
//gl_Position = transform * vec4(aPos, 1.0);
ourColour = vec3(1.0);
texCoord = aTexCoord; texCoord = aTexCoord;
} }