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- ' https://learnopengl.com/
- SuperStrict
- Framework GLFW.GLFWWindow
- Import "../shader.bmx"
- Import "../camera.bmx"
- Import GLFW.GLFW
- Import GLFW.GLFWOpenGL
- Import GLFW.GLFWSystem
- Import BRL.JpgLoader
- Import BRL.PngLoader
- Import BRL.StandardIO
- Local app_name:String = "Camera Class"
- Const SCR_WIDTH:UInt = 800
- Const SCR_HEIGHT:UInt = 600
- ' camera
- Global camera:TCamera = New TCamera(New SVec3F(0.0, 0.0, 3.0))
- Global firstMouse:Int = True
- Global lastX:Float = SCR_WIDTH / 2.0
- Global lastY:Float = SCR_HEIGHT / 2.0
- ' timing
- Global deltaTime:Float ' time between current frame and last frame
- Global lastFrame:Float
- Type TGameWindow Extends TGLFWWindow
-
- ' whenever the window size changed (by OS or user resize) this callback method executes
- Method OnFrameBufferSize (width:Int, height:Int)
- ' make sure the viewport matches the new window dimensions; note that width and
- ' height will be significantly larger than specified on retina displays.
- glViewport (0, 0, width, height)
- EndMethod
- Method OnCursorPosition(x:Double, y:Double)
- If firstMouse Then
- lastX = x
- lastY = y
- firstMouse = False
- End If
-
- Local xoffset:Float = x - lastX
- Local yoffset:Float = lastY - y ' reversed since y-coordinates go from bottom To top
- lastX = x
- lastY = y
- camera.ProcessMouseMovement(xoffset, yoffset)
- End Method
- Method OnScroll(xOffset:Double, yOffset:Double)
- camera.ProcessMouseScroll(Float(yoffset))
- End Method
- EndType
- ' process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
- Function ProcessInput (window:TGLFWWindow)
-
- If window.IsKeyDown (GLFW_KEY_ESCAPE)
- window.SetShouldClose (True)
- EndIf
-
- If window.IsKeyDown(GLFW_KEY_W) Then
- camera.ProcessKeyboard(ECameraMovement.Forward, deltaTime)
- End If
- If window.IsKeyDown(GLFW_KEY_S) Then
- camera.ProcessKeyboard(ECameraMovement.Backward, deltaTime)
- End If
- If window.IsKeyDown(GLFW_KEY_A) Then
- camera.ProcessKeyboard(ECameraMovement.Left, deltaTime)
- End If
- If window.IsKeyDown(GLFW_KEY_D) Then
- camera.ProcessKeyboard(ECameraMovement.Right, deltaTime)
- End If
- EndFunction
- ' glfw: initialize and configure
- TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MAJOR, 3)
- TGLFWWindow.Hint (GLFW_CONTEXT_VERSION_MINOR, 3)
- TGLFWWindow.Hint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE)
- ?MacOS ' Ewww...
- TGLFWWindow.Hint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE)
- ?
- ' glfw window creation
- Local window:TGLFWWindow = New TGameWindow.Create (SCR_WIDTH, SCR_HEIGHT, app_name)
- If Not window
- Print "Failed to create GLFW window!"
- End
- EndIf
- window.MakeContextCurrent ()
- ' tell GLFW to capture our mouse
- window.SetInputMode(GLFW_CURSOR, GLFW_CURSOR_DISABLED)
- ' glad: load all OpenGL function pointers
- gladLoadGL (glfwGetProcAddress)
- ' configure global opengl state
- glEnable(GL_DEPTH_TEST)
- ' build and compile our shader program
- Local ourShader:TShader = New TShader("7.4.camera.vs", "7.4.camera.fs")
- ' set up vertex data (and buffer(s)) and configure vertex attributes
- Local vertices:Float [] = [..
- -0.5, -0.5, -0.5, 0.0, 0.0, ..
- 0.5, -0.5, -0.5, 1.0, 0.0, ..
- 0.5, 0.5, -0.5, 1.0, 1.0, ..
- 0.5, 0.5, -0.5, 1.0, 1.0, ..
- -0.5, 0.5, -0.5, 0.0, 1.0, ..
- -0.5, -0.5, -0.5, 0.0, 0.0, ..
- ..
- -0.5, -0.5, 0.5, 0.0, 0.0, ..
- 0.5, -0.5, 0.5, 1.0, 0.0, ..
- 0.5, 0.5, 0.5, 1.0, 1.0, ..
- 0.5, 0.5, 0.5, 1.0, 1.0, ..
- -0.5, 0.5, 0.5, 0.0, 1.0, ..
- -0.5, -0.5, 0.5, 0.0, 0.0, ..
- ..
- -0.5, 0.5, 0.5, 1.0, 0.0, ..
- -0.5, 0.5, -0.5, 1.0, 1.0, ..
- -0.5, -0.5, -0.5, 0.0, 1.0, ..
- -0.5, -0.5, -0.5, 0.0, 1.0, ..
- -0.5, -0.5, 0.5, 0.0, 0.0, ..
- -0.5, 0.5, 0.5, 1.0, 0.0, ..
- ..
- 0.5, 0.5, 0.5, 1.0, 0.0, ..
- 0.5, 0.5, -0.5, 1.0, 1.0, ..
- 0.5, -0.5, -0.5, 0.0, 1.0, ..
- 0.5, -0.5, -0.5, 0.0, 1.0, ..
- 0.5, -0.5, 0.5, 0.0, 0.0, ..
- 0.5, 0.5, 0.5, 1.0, 0.0, ..
- ..
- -0.5, -0.5, -0.5, 0.0, 1.0, ..
- 0.5, -0.5, -0.5, 1.0, 1.0, ..
- 0.5, -0.5, 0.5, 1.0, 0.0, ..
- 0.5, -0.5, 0.5, 1.0, 0.0, ..
- -0.5, -0.5, 0.5, 0.0, 0.0, ..
- -0.5, -0.5, -0.5, 0.0, 1.0, ..
- ..
- -0.5, 0.5, -0.5, 0.0, 1.0, ..
- 0.5, 0.5, -0.5, 1.0, 1.0, ..
- 0.5, 0.5, 0.5, 1.0, 0.0, ..
- 0.5, 0.5, 0.5, 1.0, 0.0, ..
- -0.5, 0.5, 0.5, 0.0, 0.0, ..
- -0.5, 0.5, -0.5, 0.0, 1.0]
- ' world space positions of our cubes
- Local cubePositions:SVec3F[] = [ ..
- New SVec3F( 0.0, 0.0, 0.0), ..
- New SVec3F( 2.0, 5.0, -15.0), ..
- New SVec3F(-1.5, -2.2, -2.5), ..
- New SVec3F(-3.8, -2.0, -12.3), ..
- New SVec3F( 2.4, -0.4, -3.5), ..
- New SVec3F(-1.7, 3.0, -7.5), ..
- New SVec3F( 1.3, -2.0, -2.5), ..
- New SVec3F( 1.5, 2.0, -2.5), ..
- New SVec3F( 1.5, 0.2, -1.5), ..
- New SVec3F(-1.3, 1.0, -1.5) ..
- ]
- Local VBO:UInt
- Local VAO:UInt
- glGenVertexArrays (1, Varptr VAO)
- glGenBuffers (1, Varptr VBO)
- ' bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
- glBindVertexArray (VAO)
- glBindBuffer (GL_ARRAY_BUFFER, VBO)
- glBufferData (GL_ARRAY_BUFFER, Int(vertices.length * SizeOf (0:Float)), vertices, GL_STATIC_DRAW)
- ' position attribute
- glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, Int(5 * SizeOf (0:Float)), 0:Byte Ptr)
- glEnableVertexAttribArray (0)
- Local attribute_offset:Int = 3 * SizeOf (0:Float)
- ' texture coord attribute
- glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE, Int(5 * SizeOf (0:Float)), Byte Ptr (attribute_offset))
- glEnableVertexAttribArray (1)
- ' load and create a texture
- ' -------------------------
- Local texture1:UInt
- Local texture2:UInt
- ' texture 1
- ' ---------
- glGenTextures(1, Varptr texture1)
- glBindTexture(GL_TEXTURE_2D, texture1)
- ' set the texture wrapping parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
- ' set texture filtering parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- ' load image, create texture and generate mipmaps
- Local pixmap:TPixmap = LoadPixmap(PATH_PREFIX + "../resources/textures/container.jpg")
- If pixmap Then
- pixmap = YFlipPixmap(pixmap)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pixmap.width, pixmap.height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixmap.pixels)
- glGenerateMipmap(GL_TEXTURE_2D)
- Else
- Print "Failed to load texture"
- End
- End If
- ' texture 2
- ' ---------
- glGenTextures(1, Varptr texture2)
- glBindTexture(GL_TEXTURE_2D, texture2)
- ' set the texture wrapping parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
- ' set texture filtering parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
- ' load image, create texture and generate mipmaps
- pixmap = LoadPixmap(PATH_PREFIX + "../resources/textures/awesomeface.png")
- If pixmap Then
- pixmap = YFlipPixmap(pixmap)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pixmap.width, pixmap.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixmap.pixels)
- glGenerateMipmap(GL_TEXTURE_2D)
- Else
- Print "Failed to load texture"
- End
- End If
- pixmap = Null
- ' tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
- ourShader.use()
- ourShader.setInt("texture1", 0)
- ourShader.setInt("texture2", 1)
- ' pass projection matrix to shader (as projection matrix rarely changes there's no need to do this per frame)
- Local projection:SMat4F = SMat4F.Perspective(45.0, SCR_WIDTH, SCR_HEIGHT, 0.1, 100.0)
- ourShader.setMat4("projection", projection)
- ' render loop
- ' -----------
- While Not window.ShouldClose ()
- ' per-frame time logic
- Local currentFrame:Float = MilliSecs() / 1000.0
- deltaTime = currentFrame - lastFrame
- lastFrame = currentFrame
-
- ' input
- ' -----
- ProcessInput (window)
- ' render
- ' ------
- glClearColor (0.2, 0.3, 0.3, 1.0)
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ' also clear the depth buffer now!
-
- ' bind textures on corresponding texture units
- glActiveTexture(GL_TEXTURE0)
- glBindTexture(GL_TEXTURE_2D, texture1)
- glActiveTexture(GL_TEXTURE1)
- glBindTexture(GL_TEXTURE_2D, texture2)
-
- ' activate shader
- ourShader.use()
-
- ' camera/view transformation
- Local view:SMat4F = camera.GetViewMatrix()
- ourShader.setMat4("view", view)
-
- ' render boxes
- glBindVertexArray (VAO)
-
- For Local i:Int = 0 Until 10
- ' calculate the model matrix for each object and pass it to shader before drawing
- Local model:SMat4F = SMat4F.Identity()
- model = model.Translate(cubePositions[i])
- Local angle:Float = 20.0 * i
-
- model = model.Rotate(New SVec3F(1.0, 0.3, 0.5), angle)
- ourShader.setMat4("model", model)
-
- glDrawArrays(GL_TRIANGLES, 0, 36)
- Next
-
- ' glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
- window.SwapBuffers ()
- PollSystem ()
-
- Wend
- ' optional: de-allocate all resources once they've outlived their purpose
- glDeleteVertexArrays (1, Varptr VAO)
- glDeleteBuffers (1, Varptr VBO)
- End
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