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247 lines (203 loc) · 6.81 KB
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Copy pathcircles.cpp
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247 lines (203 loc) · 6.81 KB
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#include <GLFW/glfw3.h>
#include <functional>
#include <memory>
#include <print>
#include <iostream>
#include <cmath>
template<typename Deleter = std::function<void(GLFWwindow*)>>
class Window
{
private:
std::unique_ptr<GLFWwindow, Deleter> window;
float outer_angle{};
float inner_angle{};
public:
Window(std::string_view window_name)
: window{nullptr, glfwDestroyWindow}
{
try
{
glfwInit();
window.reset(glfwCreateWindow(800, 600, window_name.data(), nullptr, nullptr));
glfwMakeContextCurrent(window.get());
show();
}
catch (std::exception const& exp)
{
std::println(std::cerr, "{}", exp.what());
}
}
~Window()
{
glfwTerminate();
}
void show()
{
constexpr const GLchar* shaderSource{ R"(
#version 120
attribute vec4 inColor;
attribute vec4 inPosition;
uniform mat4 matrix;
varying vec4 outColor;
void main()
{
outColor = inColor;
gl_Position = inPosition * matrix;
}
)"};
constexpr const GLchar* fragmentSource{ R"(
#version 120
varying vec4 outColor;
void main()
{
gl_FragColor = outColor;
}
)"};
// vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &shaderSource, 0);
glCompileShader(vertexShader);
GLuint compilationStatus;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &compilationStatus);
if (compilationStatus == GL_FALSE)
{
GLchar message[256];
glGetShaderInfoLog(vertexShader, sizeof(message), 0, &message[0]);
std::cerr << message;
return;
}
// fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, 0);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &compilationStatus);
if (compilationStatus = GL_FALSE)
{
GLchar message[256];
glGetShaderInfoLog(fragmentShader, sizeof(message), 0, &message[0]);
std::cerr << message;
return;
}
// shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &compilationStatus);
if (compilationStatus = GL_FALSE)
{
GLchar message[256];
glGetShaderInfoLog(fragmentShader, sizeof(message), 0, &message[0]);
std::cerr << message;
return;
}
glUseProgram(shaderProgram);
// vertex buffer object
const GLfloat vertices[]{
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f
};
const GLfloat colors[]{
0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
GLuint colorsBuffer;
glGenBuffers(1, &colorsBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexBuffer), vertexBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, colorsBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(colorsBuffer), colorsBuffer, GL_STATIC_DRAW);
GLint attribute_position = glGetAttribLocation(shaderProgram, "input_position");
glEnableVertexAttribArray(attribute_position);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(attribute_position, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLint attribute_color = glGetAttribLocation(shaderProgram, "input_color");
glEnablelVertexAttribArray(attribute_color);
glBindBuffer(GL_ARRAY_BUFFER, colorsBuffer);
glVertexAttribPointer(attribute_color, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLuint uniform_matrix;
uniform_matrix = glGetUniformLocation(shaderProgram, "matrix");
glUniformMatrix4v(uniform_matrix, 1, GL_FALSE, &matrix);
while (!glfwWindowShouldClose(window.get()))
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
float sa = 0.5 * sin(angle);
float ca = 0.5 * cos(angle);
alpha += 0.1;
const GLfloat matrix[]{
sa, -ca, 0, 0,
ca, sa, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
glUniformMatrix4fv(uniform_matrix, 1, FL_FALSE, matrix);
glDrawArrays(GL_TRANGLES, 0, 6);
glfwSwapBuffers(window.get());
glfwPollEvents();
}
}
void drawCircle(float red, float green, float blue)
{
constexpr const int slices{360};
constexpr const float radius{1.0};
constexpr const float beta{3.1415 * 2.0f / slices};
float prev_x{};
float prev_y{-radius};
for (int step{}; step <= slices; ++step)
{
float next_x{radius * std::sin(beta * step)};
float next_y{-radius * std::cos(beta * step)};
glColor3f(red, green, blue);
glBegin(GL_TRIANGLES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(prev_x, prev_y, 0.0f);
glVertex3f(next_x, next_y, 0.0f);
glEnd();
prev_x = next_x;
prev_y = next_y;
}
}
void draw()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(0.1f, 0.1f, 1.0f);
// central circle
drawCircle(0.8f, 0.8f, 0.0f);
// outer rotating circle
{
glPushMatrix();
glRotatef(outer_angle, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 5.0f, 0.0f);
glScalef(0.6f, 0.6f, 1.0f);
drawCircle(0.0f, 0.0f, 0.5f);
outer_angle += 2;
// inner rotating circle
{
glPushMatrix();
glRotatef(inner_angle, 0.0f, 0.0f, 1.0f);
glTranslatef(0.00f, 3.0f, 0.0f);
glScalef(0.5f, 0.5f, 1.0f);
drawCircle(0.5f, 0.5f, 0.5f);
glPopMatrix();
inner_angle += 5;
}
glPopMatrix();
}
}
};
int main()
{
Window window{"Circles"};
}