Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include <glad/glad.h>
- #include <GLFW/glfw3.h>
- #include <glm/glm.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtc/type_ptr.hpp>
- #include <iostream>
- const GLchar* vertexShaderSource =
- "#version 330 core\n"
- "layout(location = 0) in vec3 position;\n"
- "layout(location = 1) in vec3 color;\n"
- "out vec3 vertexColor;\n"
- "uniform mat4 model;\n"
- "void main()\n"
- "{\n"
- " gl_Position = model * vec4(position.x, position.y, position.z, 1.0);\n"
- " vertexColor = color;\n"
- "}\0";
- const GLchar* fragmentShaderSource =
- "#version 330 core\n"
- "in vec3 vertexColor;\n"
- "out vec4 fragmentColor;\n"
- "void main()\n"
- "{\n"
- " fragmentColor = vec4(vertexColor, 1.0);\n"
- "}\0";
- int main()
- {
- // inicjalizacja GLFW
- glfwInit();
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- // Tworzenie okna
- const unsigned int window_width = 1000;
- const unsigned int window_height = 1000;
- GLFWwindow* window = glfwCreateWindow(window_width, window_height, "grafika komputerowa", NULL, NULL);
- if (window == NULL)
- {
- std::cout << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- // inicjalizacja GLAD
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
- {
- std::cout << "Failed to initialize GLAD" << std::endl;
- return -1;
- }
- // shadery
- GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
- glCompileShader(vertexShader);
- GLint status;
- GLchar error_message[512];
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
- if (!status)
- {
- glGetShaderInfoLog(vertexShader, 512, NULL, error_message);
- std::cout << "Error (Vertex shader): " << error_message << std::endl;
- }
- GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
- glCompileShader(fragmentShader);
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
- if (!status)
- {
- glGetShaderInfoLog(fragmentShader, 512, NULL, error_message);
- std::cout << "Error (Fragment shader): " << error_message << std::endl;
- }
- GLuint shaderProgram = glCreateProgram();
- glAttachShader(shaderProgram, vertexShader);
- glAttachShader(shaderProgram, fragmentShader);
- glLinkProgram(shaderProgram);
- glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
- if (!status)
- {
- glGetProgramInfoLog(shaderProgram, 512, NULL, error_message);
- std::cout << "Error (Shader program): " << error_message << std::endl;
- }
- glDetachShader(shaderProgram, vertexShader);
- glDetachShader(shaderProgram, fragmentShader);
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
- // vertex data
- GLfloat vertices[] = {
- // coordinates // colors
- 0.0f, 0.2f, 0.0f, 0.0f, 1.0f, 0.0f, // triangle 1,2 vertex 1, 1
- 0.2f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // triangle 1,2 vertex 2, 3
- -0.2f, -0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // triangle 1 vertex 3
- };
- GLuint VAO;
- glGenVertexArrays(1, &VAO);
- glBindVertexArray(VAO);
- GLuint VBO;
- glGenBuffers(1, &VBO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
- glEnableVertexAttribArray(1);
- glBindVertexArray(0);
- glm::mat4 model = glm::mat4(1.0f);
- model = glm::translate(model, glm::vec3(-0.5f, -0.5f, 0.0f));
- glm::mat4 model2 = glm::mat4(1.0f);
- model2 = glm::translate(model2, glm::vec3(0.5f, 0.5f, 0.0f));
- glm::mat4 model3 = glm::mat4(1.0f);
- model3 = glm::translate(model3, glm::vec3(0.5f, -0.5f, 0.0f));
- glm::mat4 model4 = glm::mat4(1.0f);
- model4 = glm::translate(model4, glm::vec3(-0.5f, 0.5f, 0.0f));
- glm::mat4 model5 = glm::mat4(1.0f);
- GLint modelLoc;
- modelLoc = glGetUniformLocation(shaderProgram, "model");
- glViewport(0, 0, (GLuint)window_width, (GLuint)window_height);
- float ysin; float ycos;
- // pętla zdarzeń
- while (!glfwWindowShouldClose(window))
- {
- // renderowanie
- glClearColor(0.066f, 0.09f, 0.07f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- ysin = sin(glfwGetTime())/100;
- ycos = cos(glfwGetTime());
- model = glm::translate(model, glm::vec3(0.0f, ysin/10, 0.0f));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- std::cout << ysin << std::endl;
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- model2 = glm::rotate(model2, glm::radians(-1.0f), glm::vec3(0.0f, 0.0f, 1.0f));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model2));
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- model3 = glm::scale(model3, glm::vec3(1.0f- ysin, 1.0f - ysin, 1.0f - ysin));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model3));
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- model4 = glm::translate(model4, glm::vec3(ysin, 0.0f, 0.0f));
- model4 = glm::rotate(model4, glm::radians(ycos), glm::vec3(0.0f, 0.0f, 1.0f));
- model4 = glm::scale(model4, glm::vec3(1.0f - ysin, 1.0f - ysin, 1.0f - ysin));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model4));
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- //
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- glDeleteVertexArrays(1, &VAO);
- glDeleteBuffers(1, &VBO);
- glDeleteProgram(shaderProgram);
- glfwTerminate();
- return 0;
- }
- #include <glad/glad.h>
- #include <GLFW/glfw3.h>
- #include <glm/glm.hpp>
- #include <glm/gtc/matrix_transform.hpp>
- #include <glm/gtc/type_ptr.hpp>
- #include <iostream>
- const GLchar* vertexShaderSource =
- "#version 330 core\n"
- "layout(location = 0) in vec3 position;\n"
- "layout(location = 1) in vec3 color;\n"
- "out vec3 vertexColor;\n"
- "uniform mat4 model;\n"
- "void main()\n"
- "{\n"
- " gl_Position = model * vec4(position.x, position.y, position.z, 1.0);\n"
- " vertexColor = color;\n"
- "}\0";
- const GLchar* fragmentShaderSource =
- "#version 330 core\n"
- "in vec3 vertexColor;\n"
- "out vec4 fragmentColor;\n"
- "void main()\n"
- "{\n"
- " fragmentColor = vec4(vertexColor, 1.0);\n"
- "}\0";
- int main()
- {
- // inicjalizacja GLFW
- glfwInit();
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- // Tworzenie okna
- const unsigned int window_width = 1000;
- const unsigned int window_height = 1000;
- GLFWwindow* window = glfwCreateWindow(window_width, window_height, "grafika komputerowa", NULL, NULL);
- if (window == NULL)
- {
- std::cout << "Failed to create GLFW window" << std::endl;
- glfwTerminate();
- return -1;
- }
- glfwMakeContextCurrent(window);
- // inicjalizacja GLAD
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
- {
- std::cout << "Failed to initialize GLAD" << std::endl;
- return -1;
- }
- // shadery
- GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
- glCompileShader(vertexShader);
- GLint status;
- GLchar error_message[512];
- glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
- if (!status)
- {
- glGetShaderInfoLog(vertexShader, 512, NULL, error_message);
- std::cout << "Error (Vertex shader): " << error_message << std::endl;
- }
- GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
- glCompileShader(fragmentShader);
- glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
- if (!status)
- {
- glGetShaderInfoLog(fragmentShader, 512, NULL, error_message);
- std::cout << "Error (Fragment shader): " << error_message << std::endl;
- }
- GLuint shaderProgram = glCreateProgram();
- glAttachShader(shaderProgram, vertexShader);
- glAttachShader(shaderProgram, fragmentShader);
- glLinkProgram(shaderProgram);
- glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
- if (!status)
- {
- glGetProgramInfoLog(shaderProgram, 512, NULL, error_message);
- std::cout << "Error (Shader program): " << error_message << std::endl;
- }
- glDetachShader(shaderProgram, vertexShader);
- glDetachShader(shaderProgram, fragmentShader);
- glDeleteShader(vertexShader);
- glDeleteShader(fragmentShader);
- // vertex data
- GLfloat vertices[] = {
- // coordinates // colors
- 0.0f, 0.2f, 0.0f, 0.0f, 1.0f, 0.0f, // triangle 1,2 vertex 1, 1
- 0.2f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // triangle 1,2 vertex 2, 3
- -0.2f, -0.0f, 0.0f, 0.0f, 1.0f, 0.0f, // triangle 1 vertex 3
- };
- GLuint VAO;
- glGenVertexArrays(1, &VAO);
- glBindVertexArray(VAO);
- GLuint VBO;
- glGenBuffers(1, &VBO);
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
- glEnableVertexAttribArray(1);
- glBindVertexArray(0);
- glm::mat4 model = glm::mat4(1.0f);
- model = glm::translate(model, glm::vec3(-0.5f, -0.5f, 0.0f));
- glm::mat4 model2 = glm::mat4(1.0f);
- model2 = glm::translate(model2, glm::vec3(0.5f, 0.5f, 0.0f));
- glm::mat4 model3 = glm::mat4(1.0f);
- model3 = glm::translate(model3, glm::vec3(0.5f, -0.5f, 0.0f));
- glm::mat4 model4 = glm::mat4(1.0f);
- model4 = glm::translate(model4, glm::vec3(-0.5f, 0.5f, 0.0f));
- glm::mat4 model5 = glm::mat4(1.0f);
- GLint modelLoc;
- modelLoc = glGetUniformLocation(shaderProgram, "model");
- glViewport(0, 0, (GLuint)window_width, (GLuint)window_height);
- float ysin; float ycos;
- // pętla zdarzeń
- while (!glfwWindowShouldClose(window))
- {
- // renderowanie
- glClearColor(0.066f, 0.09f, 0.07f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- ysin = sin(glfwGetTime())/100;
- ycos = cos(glfwGetTime());
- model = glm::translate(model, glm::vec3(0.0f, ysin/10, 0.0f));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- std::cout << ysin << std::endl;
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- model2 = glm::rotate(model2, glm::radians(-1.0f), glm::vec3(0.0f, 0.0f, 1.0f));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model2));
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- model3 = glm::scale(model3, glm::vec3(1.0f- ysin, 1.0f - ysin, 1.0f - ysin));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model3));
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- model4 = glm::translate(model4, glm::vec3(ysin, 0.0f, 0.0f));
- model4 = glm::rotate(model4, glm::radians(ycos), glm::vec3(0.0f, 0.0f, 1.0f));
- model4 = glm::scale(model4, glm::vec3(1.0f - ysin, 1.0f - ysin, 1.0f - ysin));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model4));
- glUseProgram(shaderProgram);
- glBindVertexArray(VAO);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- //
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- glDeleteVertexArrays(1, &VAO);
- glDeleteBuffers(1, &VBO);
- glDeleteProgram(shaderProgram);
- glfwTerminate();
- return 0;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement