11 #include <OpenGL/glew.h>
13 #include <GLUT/glut.h>
14 #include <glm/glm.hpp>
15 #include <glm/ext.hpp>
16 #include <glm/gtc/type_ptr.hpp>
20 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
24 GLuint pyramidVao, lightVao, teapotVao;
25 GLuint gradientProgId, plainProgId, normalProgId, solidProgId;
26 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -10.0f);
27 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
28 glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
29 float yaw = 1.57, pitch = 0;
30 bool doScale, doRotate, doTranslate;
31 Model *monkeyHead, *chest;
32 glm::vec3 chestPos(0);
34 const int WIDTH = 800, HEIGHT = 600;
35 const float ASPECT = (float)WIDTH / (float)HEIGHT;
37 void setProjectionAndViewUniforms(GLuint progId) {
38 GLuint projLoc = glGetUniformLocation(progId, "projection");
39 glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
40 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
42 GLuint viewLoc = glGetUniformLocation(progId, "view");
43 glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
44 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
47 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
48 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
49 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
51 GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
52 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
55 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
56 glUseProgram(plainProgId);
57 glBindVertexArray(lightVao);
58 setProjectionAndViewUniforms(plainProgId);
59 glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
60 model = glm::scale(model, glm::vec3(0.2));
61 GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
62 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
64 GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
65 glm::vec4 color(lightColor);
66 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
68 glDrawArrays(GL_TRIANGLES, 0, 36);
71 void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
72 glUseProgram(gradientProgId);
73 glBindVertexArray(pyramidVao);
74 setProjectionAndViewUniforms(gradientProgId);
76 setLightColorAndPos(gradientProgId, lightPos, lightColor);
78 GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
79 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
81 GLuint modelId = glGetUniformLocation(gradientProgId, "model");
83 for (int i = 0; i < 10; i++) {
85 glm::mat4 model = glm::mat4(1.f);
87 model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
90 model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
91 model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
95 model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
98 model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
101 glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
103 glDrawArrays(GL_TRIANGLES, 0, 18);
108 enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
110 void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
111 glUseProgram(normalProgId);
113 GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
114 GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
117 setProjectionAndViewUniforms(normalProgId);
121 glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
122 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
124 glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
125 glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
126 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
129 case teapotPerspStatic:
130 case teapotPerspAnimated:
132 float fov = glm::radians(45.f);
133 if (proj == teapotPerspAnimated)
134 fov += glm::radians(sin(d) * 30.f);
135 glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
136 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
138 glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
139 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
143 setLightColorAndPos(normalProgId, lightPos, lightColor);
144 glBindVertexArray(teapotVao);
145 GLuint modelId = glGetUniformLocation(normalProgId, "model");
147 model = glm::scale(model, glm::vec3(0.3));
148 if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
149 glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
151 glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
155 glClearColor(0.5, 0.5, 0.5, 1);
156 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
157 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
159 glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10);
160 glm::vec4 lightColor(1, 1, 1, 1);
162 glViewport(0, 0, WIDTH, HEIGHT);
163 /* drawPyramids(d, lightPos, lightColor); */
164 drawLight(d, lightPos, lightColor);
166 glUseProgram(solidProgId);
167 setProjectionAndViewUniforms(solidProgId);
168 setLightColorAndPos(solidProgId, lightPos, lightColor);
170 GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
172 glUniform4fv(colorLoc, 1, glm::value_ptr(c));
174 monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
177 Model::Node *top = chest->find("top");
178 top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
179 top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
180 top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
182 Model::Node *jewels = chest->find("jewels");
183 jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f));
185 Model::Node *lock = chest->find("lock");
186 lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649));
187 lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4));
188 lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649));
190 Model::Node *key = chest->find("key");
191 key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d)));
193 chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos);
196 /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
198 /* glClear(GL_DEPTH_BUFFER_BIT); */
200 /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
201 /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
203 /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
204 /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
206 /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
207 /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
209 /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
210 /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
216 void attachShader(GLuint progId, const char* filePath, GLenum type) {
217 GLuint shader = glCreateShader(type);
220 fprintf(stderr, "error creating shader\n");
224 ifstream file(filePath);
226 buffer << file.rdbuf();
227 string str = buffer.str();
228 const char* contents = str.c_str();
230 glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
231 glCompileShader(shader);
233 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
236 glGetShaderInfoLog(shader, 1024, NULL, log);
237 fprintf(stderr, "error: %s\n", log);
240 glAttachShader(progId, shader);
243 GLuint compileShaders(char* vertexShader, char* fragmentShader) {
244 GLuint progId = glCreateProgram();
246 attachShader(progId, vertexShader, GL_VERTEX_SHADER);
247 attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
249 glLinkProgram(progId);
251 glGetProgramiv(progId, GL_LINK_STATUS, &success);
254 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
255 fprintf(stderr, "error linking: %s\n", log);
262 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
264 GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
292 GLuint numVerts = 18;
295 glGenBuffers(1, &vbo);
298 glGenVertexArrays(1, &vao);
300 GLuint posId = glGetAttribLocation(progId, "vPosition");
301 GLuint colorId = glGetAttribLocation(progId, "vColor");
302 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
304 GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
305 GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
306 GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
308 glBindBuffer(GL_ARRAY_BUFFER, vbo);
309 glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
311 glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
312 glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
313 glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
315 glBindVertexArray(vao);
317 glEnableVertexAttribArray(posId);
318 glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
320 glEnableVertexAttribArray(colorId);
321 glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
323 glEnableVertexAttribArray(normalLoc);
324 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
329 vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
330 vector<glm::vec3> triangles(6);
331 triangles[0] = quads[0];
332 triangles[1] = quads[1];
333 triangles[2] = quads[2];
334 triangles[3] = quads[2];
335 triangles[4] = quads[3];
336 triangles[5] = quads[0];
340 template <typename T>
341 void append(vector<T> &a, vector<T> &b) {
342 a.insert(a.end(), b.begin(), b.end());
345 void setupLightBuffers(GLuint progId) {
346 vector<glm::vec3> vertices;
347 glm::vec3 front[] = {
348 glm::vec3(1, -1, -1),
349 glm::vec3(-1, -1, -1),
350 glm::vec3(-1, 1, -1),
353 vector<glm::vec3> frontTriangles = quadToTriangles(front);
354 append(vertices, frontTriangles);
359 glm::vec3(-1, -1, 1),
362 vector<glm::vec3> backQuads = quadToTriangles(back);
363 append(vertices, backQuads);
367 glm::vec3(-1, 1, -1),
371 vector<glm::vec3> topTriangles = quadToTriangles(top);
372 append(vertices, topTriangles);
374 glm::vec3 bottom[] = {
376 glm::vec3(-1, -1, 1),
377 glm::vec3(-1, -1, -1),
380 vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
381 append(vertices, bottomTriangles);
385 glm::vec3(-1, 1, -1),
386 glm::vec3(-1, -1, -1),
389 vector<glm::vec3> leftTriangles = quadToTriangles(left);
390 append(vertices, leftTriangles);
392 glm::vec3 right[] = {
398 vector<glm::vec3> rightTriangles = quadToTriangles(right);
399 append(vertices, rightTriangles);
400 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
402 glGenVertexArrays(1, &lightVao);
404 glBindVertexArray(lightVao);
405 glGenBuffers(1, &vbo);
406 glBindBuffer(GL_ARRAY_BUFFER, vbo);
407 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
408 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
409 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
410 glEnableVertexAttribArray(posLoc);
411 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
414 void setupTeapotBuffers(GLuint progId) {
416 glGenBuffers(2, vbos);
417 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
418 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
419 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
420 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
422 glGenVertexArrays(1, &teapotVao);
423 glBindVertexArray(teapotVao);
425 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
426 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
428 glEnableVertexAttribArray(posLoc);
429 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
430 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
432 glEnableVertexAttribArray(normalLoc);
433 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
434 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
437 void validateProgram(GLuint progId) {
438 glValidateProgram(progId);
441 glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
444 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
445 fprintf(stderr, "error: %s\n", log);
451 glm::vec3 vertices[18] = {
452 glm::vec3(0.0f, 1.0f, 0.0f),
453 glm::vec3(1.0f, -1.0f, -1.0f),
454 glm::vec3(-1.0f, -1.0f, -1.0f),
456 glm::vec3(0.0f, 1.0f, 0.0f),
457 glm::vec3(-1.0f, -1.0f, 1.0f),
458 glm::vec3(1.0f, -1.0f, 1.0f),
460 glm::vec3(0.0f, 1.0f, 0.0f),
461 glm::vec3(-1.0f, -1.0f, -1.0f),
462 glm::vec3(-1.0f, -1.0f, 1.0f),
464 glm::vec3(0.0f, 1.0f, 0.0f),
465 glm::vec3(1.0f, -1.0f, 1.0f),
466 glm::vec3(1.0f, -1.0f, -1.0f),
469 glm::vec3(-1, -1, 1),
470 glm::vec3(-1, -1, -1),
471 glm::vec3(-1, -1, -1),
472 glm::vec3(1, -1, -1),
476 // work out the normals
477 glm::vec3 normals[18];
478 for (int i = 0; i < 6; i++) {
479 glm::vec3 a = vertices[i * 3];
480 glm::vec3 b = vertices[i * 3 + 1];
481 glm::vec3 c = vertices[i * 3 + 2];
482 glm::vec3 u = glm::normalize(a - c);
483 glm::vec3 v = glm::normalize(b - c);
484 glm::vec3 norm = glm::normalize(glm::cross(v, u));
485 for(int j = 0; j < 3; j++) {
486 normals[i * 3 + j] = -glm::vec3(norm);
490 gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
491 glUseProgram(gradientProgId);
492 pyramidVao = setupBuffers(vertices, normals, gradientProgId);
493 validateProgram(gradientProgId);
495 plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
496 glUseProgram(plainProgId);
497 setupLightBuffers(plainProgId);
498 validateProgram(plainProgId);
500 normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
501 glUseProgram(normalProgId);
502 setupTeapotBuffers(normalProgId);
503 validateProgram(normalProgId);
505 solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
506 glUseProgram(solidProgId);
507 validateProgram(solidProgId);
509 monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
510 chest = new Model("chest.dae", solidProgId);
512 glEnable(GL_DEPTH_TEST);
513 glEnable(GL_CULL_FACE);
516 bool* keyStates = new bool[256];
518 void keyboard(unsigned char key, int x, int y) {
519 keyStates[key] = true;
523 doRotate = !doRotate;
525 doTranslate = !doTranslate;
528 void keyboardUp(unsigned char key, int x, int y) {
529 keyStates[key] = false;
533 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
547 if (keyStates['j']) chestPos.z += 0.1f;
548 if (keyStates['k']) chestPos.z -= 0.1f;
549 if (keyStates['h']) chestPos.x -= 0.1f;
550 if (keyStates['l']) chestPos.x += 0.1f;
552 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
554 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
556 glutTimerFunc(16, timer, 0);
559 int prevMouseX, prevMouseY;
560 bool firstMouse = true;
562 void motion(int x, int y) {
568 int dx = x - prevMouseX, dy = y - prevMouseY;
573 const float sensitivity = 0.005f;
574 yaw += dx * sensitivity;
575 pitch -= dy * sensitivity;
578 front.x = cos(pitch) * cos(yaw);
579 front.y = sin(pitch);
580 front.z = cos(pitch) * sin(yaw);
581 camFront = glm::normalize(front);
583 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
584 camUp = glm::vec3(0, -1, 0);
586 camUp = glm::vec3(0, 1, 0);
590 void mouse(int button, int state, int x, int y) {
591 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
595 int main(int argc, char** argv) {
596 glutInit(&argc, argv);
597 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
598 glutInitWindowSize(WIDTH, HEIGHT);
599 int win = glutCreateWindow("Hello Triangle");
600 glutDisplayFunc(display);
606 glutKeyboardFunc(keyboard);
607 glutKeyboardUpFunc(keyboardUp);
608 glutTimerFunc(16, timer, 0);
609 glutMotionFunc(motion);
610 glutMouseFunc(mouse);