#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>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
const char* vs_source[] =
{
"#version 410 core "
" "
"in vec4 position; "
" "
"out VS_OUT "
"{ "
" vec4 color; "
"} vs_out; "
" "
"uniform mat4 mv_matrix; "
"uniform mat4 proj_matrix; "
" "
"void main(void) "
"{ "
" gl_Position = proj_matrix * mv_matrix * position; "
" vs_out.color = position * 2.0 + vec4(0.5, 0.5, 0.5, 0.0); "
"} "
};
const char* fs_source[] =
{
"#version 410 core "
" "
"out vec4 color; "
" "
"in VS_OUT "
"{ "
" vec4 color; "
"} fs_in; "
" "
"void main(void) "
"{ "
" color = fs_in.color; "
"} "
};
const GLfloat vertex_positions[] =
{
-0.25f, 0.25f, -0.25f,
-0.25f, -0.25f, -0.25f,
0.25f, -0.25f, -0.25f,
0.25f, -0.25f, -0.25f,
0.25f, 0.25f, -0.25f,
-0.25f, 0.25f, -0.25f,
0.25f, -0.25f, -0.25f,
0.25f, -0.25f, 0.25f,
0.25f, 0.25f, -0.25f,
0.25f, -0.25f, 0.25f,
0.25f, 0.25f, 0.25f,
0.25f, 0.25f, -0.25f,
0.25f, -0.25f, 0.25f,
-0.25f, -0.25f, 0.25f,
0.25f, 0.25f, 0.25f,
-0.25f, -0.25f, 0.25f,
-0.25f, 0.25f, 0.25f,
0.25f, 0.25f, 0.25f,
-0.25f, -0.25f, 0.25f,
-0.25f, -0.25f, -0.25f,
-0.25f, 0.25f, 0.25f,
-0.25f, -0.25f, -0.25f,
-0.25f, 0.25f, -0.25f,
-0.25f, 0.25f, 0.25f,
-0.25f, -0.25f, 0.25f,
0.25f, -0.25f, 0.25f,
0.25f, -0.25f, -0.25f,
0.25f, -0.25f, -0.25f,
-0.25f, -0.25f, -0.25f,
-0.25f, -0.25f, 0.25f,
-0.25f, 0.25f, -0.25f,
0.25f, 0.25f, -0.25f,
0.25f, 0.25f, 0.25f,
0.25f, 0.25f, 0.25f,
-0.25f, 0.25f, 0.25f,
-0.25f, 0.25f, -0.25f
};
int main(void) {
GLuint program;
GLuint vao;
GLuint buffer;
GLint mv_location;
GLint proj_location;
float aspect;
glm::mat4 proj_matrix;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 600, "spinnycube", NULL, NULL);
if (window == NULL) {
std::cout << "Window Creation Failed" << std::endl;
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
program = glCreateProgram();
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, fs_source, NULL);
glCompileShader(fs);
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, vs_source, NULL);
glCompileShader(vs);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
mv_location = glGetUniformLocation(program, "mv_matrix");
proj_location = glGetUniformLocation(program, "proj_matrix");
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindVertexArray(vao);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertex_positions),
vertex_positions,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
while (!glfwWindowShouldClose(window)) {
processInput(window);
static const GLfloat green[] = { 0.0f, 0.25f, 0.0f, 1.0f };
static const GLfloat one = 1.0f;
glClearBufferfv(GL_COLOR, 0, green);
glClearBufferfv(GL_DEPTH, 0, &one);
glUseProgram(program);
glUniformMatrix4fv(proj_location, 1, GL_FALSE, glm::value_ptr(proj_matrix));
float f = (float)glfwGetTime() * 0.3f;
glm::mat4 mv_matrix = glm::translate(proj_matrix, glm::vec3(0.0f, 0.0f, -4.0f)) *
glm::translate(proj_matrix, glm::vec3(sinf(2.1f * f) * 0.5f,
cosf(1.7f * f) * 0.5f,
sinf(1.3f * f) * cosf(1.5f * f) * 2.0f)) *
glm::rotate(proj_matrix, glm::radians((float)glfwGetTime() * 45.0f), glm::vec3(0.0f, 1.0f, 0.0f)) *
glm::rotate(proj_matrix, glm::radians((float)glfwGetTime() * 81.0f), glm::vec3(1.0f, 0.0f, 0.0f));
glUniformMatrix4fv(mv_location, 1, GL_FALSE, glm::value_ptr(mv_matrix));
glDrawArrays(GL_TRIANGLES, 0, 36);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// 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);
}
큐브가 빙글빙글 돌아야 하는데 배경만 나오고 큐브는 아예 안그려지는데 원인이 뭘까여 ㅠ
첫째: proj_matrix에 아무 것도 할당을 안 함. 이 상태에서 translate나 rotate를 하면 vertex가 [-1, 1] 범위를 벗어나게 되어 화면에 그려지지 않음. project 행렬은 이를 [-1, 1] 범위로 넣어주는 역할을 수행함. 고로 proj_matrix에 glm::perspective 함수의 반환값을 할당해 줘야 됨.
둘째: glm::translate랑 glm::rotate의 첫째 인자로 proj_mat을 넣어주는 건 잘못된 방식임. 대신에 glm::mat{1.f}를 넣어줄 것.
셋째: 셰이더 컴파일와 링킹을 한 이후 오류 검사를 해야 됨. 내 컴퓨터에서 네가 사용한 glsl을 컴파일 해보니까 "#version 410 core" 문장 뒤에 newline, 즉 '\n'을 빼먹어서 컴파일 에러가 남.
위 세 문제를 해결하고 나니 초록 배경에 무지개색 큐브가 빙글빙글 돌아다니는 화면을 볼 수 있었음.
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