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#include<iostream>
#include<filesystem>
#include<vector>
#include<string>
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include<STB/stb_image.h>
#include<glm/glm.hpp> 
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>

#include"textfile.h"

using namespace glm;

const int WINDOW_WIDTH = 800;
const int WINDOW_HEIGHT = 800;

GLuint program;
GLuint texture;

void setShaders() {
	GLuint v, f, p;
	char* vs = NULL;
	char* fs = NULL;

	v = glCreateShader(GL_VERTEX_SHADER);
	f = glCreateShader(GL_FRAGMENT_SHADER);

	vs = textFileRead("shader.vs.glsl");  
	fs = textFileRead("shader.fs.glsl");

	glShaderSource(v, 1, (const GLchar**)&vs, NULL);  
	glShaderSource(f, 1, (const GLchar**)&fs, NULL);

	free(vs);
	free(fs);

	GLint success;
	char infoLog[1000];
	// compile vertex shader
	glCompileShader(v);
	glGetShaderiv(v, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(v, 1000, NULL, infoLog);
		std::cout << "ERROR: VERTEX SHADER COMPILATION FAILED\n" << infoLog << std::endl;
	}

	// compile fragment shader
	glCompileShader(f);
	glGetShaderiv(f, GL_COMPILE_STATUS, &success);
	if (!success) {
		glGetShaderInfoLog(f, 1000, NULL, infoLog);
		std::cout << "ERROR: FRAGMENT SHADER COMPILATION FAILED\n" << infoLog << std::endl;
	}

	// create program object
	p = glCreateProgram(); // p: program的id

	// attach shaders to program object
	glAttachShader(p, f);
	glAttachShader(p, v);

	// link program
	glLinkProgram(p);
	// check for linking errors
	glGetProgramiv(p, GL_LINK_STATUS, &success);
	if (!success) {
		glGetProgramInfoLog(p, 1000, NULL, infoLog);
		std::cout << "ERROR: SHADER PROGRAM LINKING FAILED\n" << infoLog << std::endl;
	}

	glDeleteShader(v);
	glDeleteShader(f);

	if (success)
		glUseProgram(p);
	else {
		system("pause");
		exit(123);
	}

	program = p;
}

void setTexture() {
	// Load texture image
	int imageWidth, imageHeight, imageChannels;
	unsigned char* imageData = stbi_load("../textures/brick.png", &imageWidth, &imageHeight, &imageChannels, 0);
	if (!imageData) {
		std::cout << "Failed to load texture image." << std::endl;
		exit(1);
	}

	// Create texture and bind it
	GLuint new_texture;
	glGenTextures(1, &new_texture);
	glBindTexture(GL_TEXTURE_2D, new_texture);

	// Set texture parameters and image data
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
	glGenerateMipmap(GL_TEXTURE_2D);

	// Free image data
	stbi_image_free(imageData);


	// Bind the texture to texture unit 0
	glUniform1i(glGetUniformLocation(program, "Tex"), 0);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, new_texture);

	texture = new_texture;
}

bool loadOBJ(const char* path,
	std::vector<glm::vec3>& out_vertices,
	std::vector<glm::vec2>& out_uvs,
	std::vector<glm::vec3>& out_normals)
{
	printf("Loading OBJ file %s...\n", path);

	std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
	std::vector<glm::vec3> temp_vertices;
	std::vector<glm::vec2> temp_uvs;
	std::vector<glm::vec3> temp_normals;

	FILE* file = fopen(path, "r");
	if (file == NULL) {
		printf("Impossible to open the file ! Are you in the right path ? See Tutorial 1 for details\n");
		getchar();
		return false;
	}

	while (1) {

		char lineHeader[128];
		// read the first word of the line
		int res = fscanf(file, "%s", lineHeader);
		if (res == EOF)
			break; // EOF = End Of File. Quit the loop.

		// else : parse lineHeader

		if (strcmp(lineHeader, "v") == 0)
		{
			glm::vec3 vertex;
			fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
			temp_vertices.push_back(vertex);
		}
		else if (strcmp(lineHeader, "vt") == 0)
		{
			glm::vec2 uv;
			fscanf(file, "%f %f\n", &uv.x, &uv.y);
			uv.y = -uv.y; // Invert V coordinate since we will only use DDS texture, which are inverted. Remove if you want to use TGA or BMP loaders.
			temp_uvs.push_back(uv);
		}
		else if (strcmp(lineHeader, "vn") == 0)
		{
			glm::vec3 normal;
			fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z);
			temp_normals.push_back(normal);
		}
		else if (strcmp(lineHeader, "f") == 0)
		{
			std::string vertex1, vertex2, vertex3;
			unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
			int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
			if (matches != 9)
			{
				printf("File can't be read by our simple parser :-( Try exporting with other options\n");
				fclose(file);
				return false;
			}
			vertexIndices.push_back(vertexIndex[0]);
			vertexIndices.push_back(vertexIndex[1]);
			vertexIndices.push_back(vertexIndex[2]);
			uvIndices.push_back(uvIndex[0]);
			uvIndices.push_back(uvIndex[1]);
			uvIndices.push_back(uvIndex[2]);
			normalIndices.push_back(normalIndex[0]);
			normalIndices.push_back(normalIndex[1]);
			normalIndices.push_back(normalIndex[2]);
		}
		else
		{
			// Probably a comment, eat up the rest of the line
			char stupidBuffer[1000];
			fgets(stupidBuffer, 1000, file);
		}
	}

	// For each vertex of each triangle
	for (unsigned int i = 0; i < vertexIndices.size(); i++)
	{

		// Get the indices of its attributes
		unsigned int vertexIndex = vertexIndices[i];
		unsigned int uvIndex = uvIndices[i];
		unsigned int normalIndex = normalIndices[i];

		// Get the attributes thanks to the index
		glm::vec3 vertex = temp_vertices[vertexIndex - 1];
		glm::vec2 uv = temp_uvs[uvIndex - 1];
		glm::vec3 normal = temp_normals[normalIndex - 1];

		// Put the attributes in buffers
		out_vertices.push_back(vertex);
		out_uvs.push_back(uv);
		out_normals.push_back(normal);
	}
	fclose(file);
	return true;
}


int main(){

	glfwInit();


	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);


	GLFWwindow* window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "create 3D object", NULL, NULL);
	if (window == NULL) {
		std::cout << "Failed to create GLFW window" << std::endl;
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);

	gladLoadGL();
	glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);



	// shader
	setShaders();



	// Vertices coordinates
	std::vector<glm::vec3> vertices;
	std::vector<glm::vec2> texuvs;
	std::vector<glm::vec3> normals; // Won't be used at the moment.
	bool res = loadOBJ("../models/cube.obj", vertices, texuvs, normals);
	if (!res) {
		std::cout << "Failed to load model\n";
	}
	else {
		std::cout << "# of vertex = " << vertices.size() << std::endl;
		std::cout << "# of texuvs = " << texuvs.size() << std::endl;
		std::cout << "# of normals = " << normals.size() << std::endl;
	}
	
	
	GLuint vao, vbo;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
	glEnableVertexAttribArray(0);



	// Texture
	setTexture();


	glEnable(GL_DEPTH_TEST);


	// Main while loop
	while (!glfwWindowShouldClose(window)) {
		glClearColor(0.07f, 0.13f, 0.17f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		//shaderProgram.Activate();
		glUseProgram(program);



		// Bind texture
		glBindTexture(GL_TEXTURE_2D, texture);

		// Bind the VAO 
		glBindVertexArray(vao);

		// Draw primitives, number of indices, datatype of indices, index of indices
		glDrawArrays(GL_TRIANGLES, 0, vertices.size());
		
		glfwSwapBuffers(window);
		glfwPollEvents();
	}



	// Delete all the objects we've created
	glDeleteVertexArrays(1, &vao);
	glDeleteBuffers(1, &vbo);

	glDeleteProgram(program);


	glfwDestroyWindow(window);
	glfwTerminate();
	return 0;
}
// vertex shader code
#version 330

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;


out vec2 texCoord;

void main() {
	
	gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
	texCoord = aTexCoord;

}
// fragment shader code
#version 330

in vec2 texCoord;

out vec4 fragColor;

uniform sampler2D Tex;

void main() {
    fragColor = texture(Tex, texCoord);
 
}
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