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assignment4.cpp
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110 lines (85 loc) · 3.29 KB
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#include "application.hpp"
#include "inputmanager.hpp"
#include "soup_mesh.hpp"
#include "half_edge_mesh.hpp"
#include "glutil.hpp"
#include "GLFW/glfw3.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include <iostream>
int main(int /*argc*/, char** /*argv*/)
{
using namespace cg;
Application app{"Assignment 4", 640, 480};
InputManager input{};
app.set_input(&input);
GLFWwindow* window{app.get_window()};
// Calculate positions
std::vector<glm::vec3> positions{{0.f, 0.f, 0.f}, {1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {1.f, 1.f, 0.f}, {1.f, 1.f, 1.f}};
std::vector<std::vector<unsigned int>> faces{{0,2,1}, {0,1,4}, {0,4,2}, {1,2,3}, {1,3,4}, {2,4,3}};
SoupMesh mesh{positions, {}, {}, faces};
auto indices{mesh.calculate_indices()};
GLuint vao;
GLuint vbo[2];
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(2, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * mesh.get_positions().size(), mesh.get_positions().data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indices.size(), indices.data(), GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// Load shader
auto program{glCreateProgram()};
std::string vs_path{"shaders/vertex_shader.glsl"};
auto vs{glCreateShader(GL_VERTEX_SHADER)};
glutil::load_compile_shader(vs, {vs_path});
glAttachShader(program, vs);
std::string fs_path{"shaders/fragment_shader.glsl"};
auto fs{glCreateShader(GL_FRAGMENT_SHADER)};
glutil::load_compile_shader(fs, {fs_path});
glAttachShader(program, fs);
glLinkProgram(program);
glUseProgram(program);
glDetachShader(program, vs);
glDetachShader(program, fs);
auto mvp_uniform{glGetUniformLocation(program, "mvp")};
int width, height;
glfwGetFramebufferSize(window, &width, &height);
glm::mat4 model{glm::translate(glm::mat4{1.f}, glm::vec3{-0.5f, -0.5f, -0.5f})};
glm::mat4 view{glm::scale(glm::mat4{1.f}, glm::vec3{.5f, .5f, .5f})};
glm::mat4 project{glm::perspective(glm::radians(75.f), static_cast<float>(width)/height, .1f, 100.f)};
glm::mat4 mvp{1.f};
float sensitivity{.005f};
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while(!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// TODO:DO STUFF
// Rotate mesh while holding MOUSE2
if(input.get_key(GLFW_MOUSE_BUTTON_2))
{
view = glm::rotate(glm::mat4{1.f}, input.get_cursor_offset().x * sensitivity, glm::vec3{0.f, 1.f, 0.f}) * view;
view = glm::rotate(glm::mat4{1.f}, input.get_cursor_offset().y * sensitivity, glm::vec3{1.f, 0.f, 0.f}) * view;
}
if(input.get_key(GLFW_MOUSE_BUTTON_1))
{
// TODO: 1. state: remove vertex closest to cursor, 2. state: move vertex closest to cursor
}
mvp = project * glm::translate(glm::mat4{1.f}, glm::vec3{0.f, 0.f, -1.f}) * view * model;
glUniformMatrix4fv(mvp_uniform, 1, GL_FALSE, value_ptr(mvp));
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window);
input.unstick();
glfwPollEvents();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(2, vbo);
glDeleteShader(vs);
glDeleteShader(fs);
glDeleteProgram(program);
return 0;
}