programming_tutorials/wip/12_sdl_opengl_4/main.cpp

1428 lines
31 KiB
C++

#include <stdio.h>
#define SDL_MAIN_HANDLED
#include <SDL2/SDL.h>
#ifdef __unix__
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#endif
#ifdef _WIN64
#include <glad/glad.h>
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
SDL_Window *window;
SDL_GLContext context;
bool running = true;
void first_2d_triangle() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_TRIANGLES);
glVertex2f(0.0, 0.5);
glVertex2f(0.5, -0.5);
glVertex2f(-0.5, -0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_triangle_colored() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex2f(0.0, 0.5);
glColor3f(0, 1, 0);
glVertex2f(0.5, -0.5);
glColor3f(0, 0, 1);
glVertex2f(-0.5, -0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_quad() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_QUADS);
glVertex2f(0.5, 0.5);
glVertex2f(0.5, -0.5);
glVertex2f(-0.5, -0.5);
glVertex2f(-0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_quad_colored() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//immediate mode
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
glVertex2f(0.5, 0.5);
glColor3f(0.5, 0.5, 0.5);
glVertex2f(0.5, -0.5);
glColor3f(0, 1, 0);
glVertex2f(-0.5, -0.5);
glColor3f(0, 0, 1);
glVertex2f(-0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_3d_triangle() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glVertex3f(0, 0.5, 0);
glVertex3f(0.5, -0.5, 0);
glVertex3f(-0.5, -0.5, 0);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_3d_triangle_color() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex3f(0, 0.5, 0);
glColor3f(0, 1, 0);
glVertex3f(0.5, -0.5, 0);
glColor3f(0,0,1);
glVertex3f(-0.5, -0.5, 0);
glEnd();
SDL_GL_SwapWindow(window);
}
float c3dc_rot = 0;
void first_3d_triangle_color_rotated() {
c3dc_rot += 1;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.5, 0, 0);
glRotatef(c3dc_rot, 0, 1, 0);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex3f(0, 0.5, 0);
glColor3f(0, 1, 0);
glVertex3f(0.5, -0.5, 0);
glColor3f(0,0,1);
glVertex3f(-0.5, -0.5, 0);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_3d_triangle_color_rotated_face_culling() {
c3dc_rot += 1;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(c3dc_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
//alap
//glCullFace(GL_BACK);
//glCullFace(GL_FRONT);
//glCullFace(GL_FRONT_AND_BACK);
//Winding order
//alap:
//glFrontFace(GL_CCW);
//glFrontFace(GL_CW);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex3f(0, 0.5, 0);
glColor3f(0,0,1);
glVertex3f(-0.5, -0.5, 0);
glColor3f(0, 1, 0);
glVertex3f(0.5, -0.5, 0);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_3d_cone() {
c3dc_rot += 1;
//Ebben a példában a -z jön a kamera fele (alapbeállítás)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(c3dc_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
//eleje
glColor3f(1, 0, 0);
glVertex3f(0, 0.5, 0);
glColor3f(1,0,0);
glVertex3f(-0.5, -0.5, -0.5);
glColor3f(1, 0, 0);
glVertex3f(0.5, -0.5, -0.5);
//bal
glColor3f(0, 1, 0);
glVertex3f(0, 0.5, 0);
glColor3f(0, 1, 0);
glVertex3f(-0.5, -0.5, 0.5);
glColor3f(0, 1, 0);
glVertex3f(-0.5, -0.5, -0.5);
//jobb
glColor3f(0, 0, 1);
glVertex3f(0, 0.5, 0);
glColor3f(0, 0, 1);
glVertex3f(0.5, -0.5, -0.5);
glColor3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
//hátulja
glColor3f(1, 1, 0);
glVertex3f(0, 0.5, 0);
glColor3f(1, 1, 0);
glVertex3f(0.5, -0.5, 0.5);
glColor3f(1, 1, 0);
glVertex3f(-0.5, -0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_3d_cone_ortho() {
c3dc_rot += 1;
//Ebben a példában a -z jön a kamera fele (alapbeállítás)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//alapbeállítás:
//glOrtho(-1, 1, -1, 1, 1, -1);
// glOrtho(-2, 2, -1, 1, 1, -1);
// glOrtho(-1, 1, -2, 2, 1, -1);
//glOrtho(-1, 1, -0.75, 0.75, 1, -1);
//glTranslatef(0, 1, 0);
//glTranslatef(1, 0, 0);
glOrtho(-1.33, 1.33, -1, 1, 1, -1);
//glOrtho(-1.33, 1.33, -1, 1, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(c3dc_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
//eleje
glColor3f(1, 0, 0);
glVertex3f(0, 0.5, 0);
glColor3f(1,0,0);
glVertex3f(-0.5, -0.5, -0.5);
glColor3f(1, 0, 0);
glVertex3f(0.5, -0.5, -0.5);
//bal
glColor3f(0, 1, 0);
glVertex3f(0, 0.5, 0);
glColor3f(0, 1, 0);
glVertex3f(-0.5, -0.5, 0.5);
glColor3f(0, 1, 0);
glVertex3f(-0.5, -0.5, -0.5);
//jobb
glColor3f(0, 0, 1);
glVertex3f(0, 0.5, 0);
glColor3f(0, 0, 1);
glVertex3f(0.5, -0.5, -0.5);
glColor3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
//hátulja
glColor3f(1, 1, 0);
glVertex3f(0, 0.5, 0);
glColor3f(1, 1, 0);
glVertex3f(0.5, -0.5, 0.5);
glColor3f(1, 1, 0);
glVertex3f(-0.5, -0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_3d_cone_perspective() {
c3dc_rot += 1;
//Ebben a példában a +z jön a kamera fele (alapbeállítás)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -1, 1, 1, 10);
glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2);
glRotatef(c3dc_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
//eleje
glColor3f(1, 0, 0);
glVertex3f(0, 0.5, 0);
glColor3f(1,0,0);
glVertex3f(-0.5, -0.5, 0.5);
glColor3f(1, 0, 0);
glVertex3f(0.5, -0.5, 0.5);
//bal
glColor3f(0, 1, 0);
glVertex3f(0, 0.5, 0);
glColor3f(0, 1, 0);
glVertex3f(-0.5, -0.5, -0.5);
glColor3f(0, 1, 0);
glVertex3f(-0.5, -0.5, 0.5);
//jobb
glColor3f(0, 0, 1);
glVertex3f(0, 0.5, 0);
glColor3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
glColor3f(0, 0, 1);
glVertex3f(0.5, -0.5, -0.5);
//hátulja
glColor3f(1, 1, 0);
glVertex3f(0, 0.5, 0);
glColor3f(1, 1, 0);
glVertex3f(0.5, -0.5, -0.5);
glColor3f(1, 1, 0);
glVertex3f(-0.5, -0.5, -0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
float box_tris_rot = 0;
bool box_tris_rot_dir = false;
void box_tris() {
if (box_tris_rot_dir)
box_tris_rot += 0.5;
else
box_tris_rot -= 0.5;
if (box_tris_rot > 90 || box_tris_rot < 0)
box_tris_rot_dir = !box_tris_rot_dir;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glTranslatef(0, 0.1, 0);
glOrtho(-2, 2, -1.5, 1.5, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glTranslatef(0, 0, -2);
glRotatef(30, 1, 0, 0);
glRotatef(box_tris_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glColor3f(0.5, 0, 0);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glColor3f(0, 1, 0);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, 0.5, 0.5);
glColor3f(0, 0.5, 0);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, -0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void box_tris_lights() {
if (box_tris_rot_dir)
box_tris_rot += 0.5;
else
box_tris_rot -= 0.5;
if (box_tris_rot > 90 || box_tris_rot < 0)
box_tris_rot_dir = !box_tris_rot_dir;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
float light1_ambient[] = { 0, 0, 0, 1 };
float light1_diffuse[] = { 1, 1, 1, 1 };
float light1_specular[] = { 1, 1, 1, 1 };
float light1_pos[] = { -2, 1, 1 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light1_pos);
glEnable(GL_LIGHT1);
float light2_ambient[] = { 0, 0, 0, 1 };
float light2_diffuse[] = { 1, 0, 0, 1 };
float light2_specular[] = { 1, 1, 1, 1 };
float light2_pos[] = { 1, 1, 2 };
glLightfv(GL_LIGHT1, GL_AMBIENT, light2_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light2_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light2_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light2_pos);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glTranslatef(0, 0.1, 0);
glOrtho(-2, 2, -1.5, 1.5, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glTranslatef(0, 0, -2);
glRotatef(30, 1, 0, 0);
glRotatef(box_tris_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, 0.5, 0.5);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, -0.5, 0.5);
glNormal3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
glColor3f(0.5, 0, 0);
glNormal3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
glNormal3f(0, 0, 1);
glVertex3f(0.5, 0.5, 0.5);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, 0.5, 0.5);
glColor3f(0, 1, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, -0.5);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, -0.5);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
glColor3f(0, 0.5, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, -0.5);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
bool texture_loaded = false;
GLuint texture;
void loadGLTextures(const char *file_name) {
if (texture_loaded)
return;
texture_loaded = true;
SDL_Surface *texture_image;
texture_image = SDL_LoadBMP(file_name);
if (!texture_image) {
printf("Couldn't load %s.\n", file_name);
} else {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, texture_image->w, texture_image->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture_image->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//(bi)linear filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
SDL_FreeSurface(texture_image);
}
}
void first_2d_triangle_uv() {
loadGLTextures("img_forest.bmp");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
//immediate mode
glBegin(GL_TRIANGLES);
glTexCoord2f(0.5, 0);
glVertex2f(0.0, 0.5);
glTexCoord2f(1, 1);
glVertex2f(0.5, -0.5);
glTexCoord2f(0, 1);
glVertex2f(-0.5, -0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_triangle_quad_uv() {
loadGLTextures("img_forest.bmp");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
//immediate mode
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0);
glVertex2f(-0.5, 0.5);
glTexCoord2f(1, 1);
glVertex2f(0.5, -0.5);
glTexCoord2f(0, 1);
glVertex2f(-0.5, -0.5);
glTexCoord2f(1, 1);
glVertex2f(0.5, -0.5);
glTexCoord2f(0, 0);
glVertex2f(-0.5, 0.5);
glTexCoord2f(1, 0);
glVertex2f(0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void box_tris_lights_uv() {
loadGLTextures("img_forest.bmp");
if (box_tris_rot_dir)
box_tris_rot += 0.5;
else
box_tris_rot -= 0.5;
if (box_tris_rot > 90 || box_tris_rot < 0)
box_tris_rot_dir = !box_tris_rot_dir;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
float light1_ambient[] = { 0, 0, 0, 1 };
float light1_diffuse[] = { 1, 1, 1, 1 };
float light1_specular[] = { 1, 1, 1, 1 };
float light1_pos[] = { -2, 1, 1 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light1_pos);
glEnable(GL_LIGHT1);
float light2_ambient[] = { 0, 0, 0, 1 };
float light2_diffuse[] = { 1, 0, 0, 1 };
float light2_specular[] = { 1, 1, 1, 1 };
float light2_pos[] = { 1, 1, 2 };
glLightfv(GL_LIGHT1, GL_AMBIENT, light2_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light2_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light2_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light2_pos);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glTranslatef(0, 0.1, 0);
glOrtho(-2, 2, -1.5, 1.5, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glTranslatef(0, 0, -2);
glRotatef(30, 1, 0, 0);
glRotatef(box_tris_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
//glColor3f(1, 0, 0);
glTexCoord2f(0, 0);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(0, 1);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, -0.5, 0.5);
glTexCoord2f(1, 1);
glNormal3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
//glColor3f(0.5, 0, 0);
glTexCoord2f(1, 1);
glNormal3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
glTexCoord2f(1, 0);
glNormal3f(0, 0, 1);
glVertex3f(0.5, 0.5, 0.5);
glTexCoord2f(0, 0);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, 0.5, 0.5);
//glColor3f(0, 1, 0);
glTexCoord2f(0, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, -0.5);
glTexCoord2f(0, 1);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(1, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
// glColor3f(0, 0.5, 0);
glTexCoord2f(1, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
glTexCoord2f(0, 1);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, -0.5);
glTexCoord2f(1, 1);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
#define ATLAS_SIZE_X 16.0
#define ATLAS_SIZE_Y 16.0
void add_tex_coord(int atlas_coord_x, int atlas_coord_y, float uv_x, float uv_y) {
float tile_size_x = 1.0 / ATLAS_SIZE_X;
float tile_size_y = 1.0 / ATLAS_SIZE_Y;
float pos_x = tile_size_x * atlas_coord_x;
float pos_y = tile_size_y * atlas_coord_y;
float offset_x = uv_x * tile_size_x;
float offset_y = uv_y * tile_size_y;
glTexCoord2f(pos_x + offset_x, pos_y + offset_y);
}
void box_tris_lights_uv_texture_atlas() {
loadGLTextures("download.bmp");
if (box_tris_rot_dir)
box_tris_rot += 0.5;
else
box_tris_rot -= 0.5;
if (box_tris_rot > 90 || box_tris_rot < 0)
box_tris_rot_dir = !box_tris_rot_dir;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
float light1_ambient[] = { 0, 0, 0, 1 };
float light1_diffuse[] = { 1, 1, 1, 1 };
float light1_specular[] = { 1, 1, 1, 1 };
float light1_pos[] = { -2, 1, 1 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light1_pos);
glEnable(GL_LIGHT1);
float light2_ambient[] = { 0, 0, 0, 1 };
float light2_diffuse[] = { 1, 0, 0, 1 };
float light2_specular[] = { 1, 1, 1, 1 };
float light2_pos[] = { 1, 1, 2 };
glLightfv(GL_LIGHT1, GL_AMBIENT, light2_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light2_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light2_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light2_pos);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glTranslatef(0, 0.1, 0);
glOrtho(-2, 2, -1.5, 1.5, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glTranslatef(0, 0, -2);
glRotatef(30, 1, 0, 0);
glRotatef(box_tris_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
int atlas_coord_1_x = 3;
int atlas_coord_1_y = 3;
int atlas_coord_2_x = 2;
int atlas_coord_2_y = 3;
glBegin(GL_TRIANGLES);
//glColor3f(1, 0, 0);
add_tex_coord(atlas_coord_1_x, atlas_coord_1_y, 0, 0);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, 0.5, 0.5);
add_tex_coord(atlas_coord_1_x, atlas_coord_1_y, 0, 1);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, -0.5, 0.5);
add_tex_coord(atlas_coord_1_x, atlas_coord_1_y, 1, 1);
glNormal3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
//glColor3f(0.5, 0, 0);
add_tex_coord(atlas_coord_1_x, atlas_coord_1_y, 1, 1);
glNormal3f(0, 0, 1);
glVertex3f(0.5, -0.5, 0.5);
add_tex_coord(atlas_coord_1_x, atlas_coord_1_y, 1, 0);
glNormal3f(0, 0, 1);
glVertex3f(0.5, 0.5, 0.5);
add_tex_coord(atlas_coord_1_x, atlas_coord_1_y, 0, 0);
glNormal3f(0, 0, 1);
glVertex3f(-0.5, 0.5, 0.5);
//glColor3f(0, 1, 0);
add_tex_coord(atlas_coord_2_x, atlas_coord_2_y, 0, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, -0.5);
add_tex_coord(atlas_coord_2_x, atlas_coord_2_y, 0, 1);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, -0.5);
add_tex_coord(atlas_coord_2_x, atlas_coord_2_y, 1, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
// glColor3f(0, 0.5, 0);
add_tex_coord(atlas_coord_2_x, atlas_coord_2_y, 1, 0);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
add_tex_coord(atlas_coord_2_x, atlas_coord_2_y, 0, 1);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, -0.5);
add_tex_coord(atlas_coord_2_x, atlas_coord_2_y, 1, 1);
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, -0.5, 0.5);
glEnd();
SDL_GL_SwapWindow(window);
}
void first_2d_triangle_vertex_array() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[] = {
0.0, 0.5,
0.5, -0.5,
-0.5, -0.5
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
void first_3d_triangle_vertex_array() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[] = {
0.0, 0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0,
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
void first_3d_triangle_vertex_array_colors() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLfloat vertices[] = {
0.0, 0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0,
};
GLfloat colors[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
void box_tris_vertex_array() {
if (box_tris_rot_dir)
box_tris_rot += 0.5;
else
box_tris_rot -= 0.5;
if (box_tris_rot > 90 || box_tris_rot < 0)
box_tris_rot_dir = !box_tris_rot_dir;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glTranslatef(0, 0.1, 0);
glOrtho(-2, 2, -1.5, 1.5, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glTranslatef(0, 0, -2);
//glRotatef(30, 1, 0, 0);
//glRotatef(box_tris_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
GLfloat vertices[] = {
-0.5, 0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
};
GLfloat colors[] = {
1, 0, 0,
1, 0, 0,
1, 0, 0,
0.5, 0, 0,
0.5, 0, 0,
0.5, 0, 0,
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
void box_tris_vertex_array_indices() {
if (box_tris_rot_dir)
box_tris_rot += 0.5;
else
box_tris_rot -= 0.5;
if (box_tris_rot > 90 || box_tris_rot < 0)
box_tris_rot_dir = !box_tris_rot_dir;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glTranslatef(0, 0.1, 0);
glOrtho(-2, 2, -1.5, 1.5, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glTranslatef(0, 0, -2);
//glRotatef(30, 1, 0, 0);
//glRotatef(box_tris_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
GLfloat vertices[] = {
-0.5, 0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
};
GLfloat colors[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1,
1, 1, 0,
};
GLuint indices[] = {
0, 1, 2, 0, 2, 3
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, indices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
void box_tris_vertex_array_indices_uv() {
loadGLTextures("download.bmp");
if (box_tris_rot_dir)
box_tris_rot += 0.5;
else
box_tris_rot -= 0.5;
if (box_tris_rot > 90 || box_tris_rot < 0)
box_tris_rot_dir = !box_tris_rot_dir;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-1, 1, -0.75, 0.75, 1, 10);
glTranslatef(0, 0.1, 0);
glOrtho(-2, 2, -1.5, 1.5, -10, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, texture);
//glTranslatef(0, 0, -2);
//glRotatef(30, 1, 0, 0);
//glRotatef(box_tris_rot, 0, 1, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
GLfloat vertices[] = {
-0.5, 0.5, 0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
};
GLfloat uvs[] = {
0, 0,
0, 1,
1, 1,
1, 0
};
GLuint indices[] = {
0, 1, 2, 0, 2, 3
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, uvs);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, indices);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
GLuint triange_VBO;
bool vbo_init = false;
void triangle_3d_vertex_buffer_object() {
if (!vbo_init) {
vbo_init = true;
GLfloat vertices[] = {
0.0, 0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0,
};
glGenBuffers(1, &triange_VBO);
glBindBuffer(GL_ARRAY_BUFFER, triange_VBO);
//sizeof(vertices) -> byte -> 9x4
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, triange_VBO);
glVertexPointer(3, GL_FLOAT, 0, NULL);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
size_t v_size = 0;
void triangle_3d_vertex_buffer_object_color() {
if (!vbo_init) {
vbo_init = true;
GLfloat vertices[] = {
0.0, 0.5, 0.0,
0.5, -0.5, 0.0,
-0.5, -0.5, 0.0,
};
GLfloat colors[] = {
1, 0, 0,
0, 1, 0,
0, 0, 1
};
//sizeof() -> tömb méret byte-ban
v_size = sizeof(vertices);
size_t c_size = sizeof(colors);
glGenBuffers(1, &triange_VBO);
glBindBuffer(GL_ARRAY_BUFFER, triange_VBO);
//ez így csak allokáció
glBufferData(GL_ARRAY_BUFFER, v_size + c_size, 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, v_size, vertices);
glBufferSubData(GL_ARRAY_BUFFER, v_size, c_size, colors);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, triange_VBO);
glVertexPointer(3, GL_FLOAT, 0, 0);
glColorPointer(3, GL_FLOAT, 0, (void*)v_size);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
SDL_GL_SwapWindow(window);
}
int current_demo = 24;
//gameloop
void handle_frame() {
//handle input
SDL_Event current_evevnt;
while(SDL_PollEvent(&current_evevnt)) {
if (current_evevnt.type == SDL_QUIT) {
running = false;
}
}
//update world
//most ez nem kell
//render
switch (current_demo) {
case 0:
first_2d_triangle();
break;
case 1:
first_2d_triangle_colored();
break;
case 2:
first_2d_quad();
break;
case 3:
first_2d_quad_colored();
break;
case 4:
first_3d_triangle();
break;
case 5:
first_3d_triangle_color();
break;
case 6:
first_3d_triangle_color_rotated();
break;
case 7:
first_3d_triangle_color_rotated_face_culling();
break;
case 8:
first_3d_cone();
break;
case 9:
first_3d_cone_ortho();
break;
case 10:
first_3d_cone_perspective();
break;
case 11:
box_tris();
break;
case 12:
box_tris_lights();
break;
case 13:
first_2d_triangle_uv();
break;
case 14:
first_2d_triangle_quad_uv();
break;
case 15:
box_tris_lights_uv();
break;
case 16:
box_tris_lights_uv_texture_atlas();
break;
case 17:
first_2d_triangle_vertex_array();
break;
case 18:
first_3d_triangle_vertex_array();
break;
case 19:
first_3d_triangle_vertex_array_colors();
break;
case 20:
box_tris_vertex_array();
break;
case 21:
box_tris_vertex_array_indices();
break;
case 22:
box_tris_vertex_array_indices_uv();
break;
case 23:
triangle_3d_vertex_buffer_object();
break;
case 24:
triangle_3d_vertex_buffer_object_color();
break;
}
}
int main(int argc, char *argv[]) {
SDL_SetMainReady();
int error = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
if (error) {
SDL_Log("SDL_Init: %s", SDL_GetError());
return 1;
}
//Use OpenGl 2.1
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
window = SDL_CreateWindow("SDL + OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (!window) {
SDL_Log("SDL_CreateWindow: %s", SDL_GetError());
return 1;
}
context = SDL_GL_CreateContext(window);
#ifdef _WIN64
gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress);
#endif
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(handle_frame, 0, 1);
#else
while (running) {
handle_frame();
}
#endif
printf("%s\n", glGetString(GL_VERSION));
if (vbo_init) {
glDeleteBuffers(1, &triange_VBO);
}
SDL_DestroyWindow(window);
window = nullptr;
SDL_Quit();
return 0;
}