#include <stdio.h>
#include <stdlib.h>
#include <iostream>
-#include <fstream>
-#include <sstream>
#include <array>
#include <vector>
#ifdef __APPLE__
#include <OpenGL/glew.h>
#endif
#include <GLUT/glut.h>
+#include "shapes.hpp"
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "model.hpp"
-#include "teapot.h"
+#include "program.hpp"
+#include "skybox.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
+GLuint lightVao;
+
+Program *textureProg, *plainProg;
+Skybox *skybox;
+
glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
float yaw = 1.57, pitch = 0;
bool doScale, doRotate, doTranslate;
-Model *monkeyHead, *chest;
-glm::vec3 chestPos(0);
+Model *chest;
+glm::vec3 lightPos(0);
const int WIDTH = 800, HEIGHT = 600;
const float ASPECT = (float)WIDTH / (float)HEIGHT;
+glm::mat4 projMat() {
+ return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+}
+
+glm::mat4 viewMat() {
+ return glm::lookAt(camPos, camPos + camFront, camUp);
+}
+
void setProjectionAndViewUniforms(GLuint progId) {
GLuint projLoc = glGetUniformLocation(progId, "projection");
- glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+ glm::mat4 proj = projMat();
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
GLuint viewLoc = glGetUniformLocation(progId, "view");
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
+ glm::mat4 view = viewMat();
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
}
}
void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(plainProgId);
+ glUseProgram(plainProg->progId);
glBindVertexArray(lightVao);
- setProjectionAndViewUniforms(plainProgId);
+ setProjectionAndViewUniforms(plainProg->progId);
glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
model = glm::scale(model, glm::vec3(0.2));
- GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
+ GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
+ GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
glm::vec4 color(lightColor);
glUniform4fv(colorLoc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 36);
-};
-
-void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(gradientProgId);
- glBindVertexArray(pyramidVao);
- setProjectionAndViewUniforms(gradientProgId);
-
- setLightColorAndPos(gradientProgId, lightPos, lightColor);
-
- GLuint modelId = glGetUniformLocation(gradientProgId, "model");
-
- for (int i = 0; i < 10; i++) {
-
- glm::mat4 model = glm::mat4(1.f);
-
- model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
-
- if (doRotate) {
- model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
- model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
}
- if (doScale)
- model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
-
- if (doTranslate)
- model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
-
-
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, 18);
- }
-
-};
-
-enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
-
-void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
- glUseProgram(normalProgId);
-
- GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
- GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
- switch (proj) {
- case teapotCamera:
- setProjectionAndViewUniforms(normalProgId);
- break;
- case teapotOrtho:
- {
- glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
- glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
-
- glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- }
- break;
- case teapotPerspStatic:
- case teapotPerspAnimated:
- {
- float fov = glm::radians(45.f);
- if (proj == teapotPerspAnimated)
- fov += glm::radians(sin(d) * 30.f);
- glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
- glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
-
- glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- }
- break;
- }
- setLightColorAndPos(normalProgId, lightPos, lightColor);
- glBindVertexArray(teapotVao);
- GLuint modelId = glGetUniformLocation(normalProgId, "model");
- glm::mat4 model(1);
- model = glm::scale(model, glm::vec3(0.3));
- if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
-}
void display() {
glClearColor(0.5, 0.5, 0.5, 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- /* glm::vec3 lightPos = glm::vec3(sin(d / 10.f) * 10, 0, cos(d / 10.f) * 10); */
- glm::vec3 lightPos = chestPos;
+ skybox->draw(projMat(), viewMat());
+
glm::vec4 lightColor(1, 1, 1, 1);
drawLight(d, lightPos, lightColor);
- glUseProgram(textureProgId);
- setProjectionAndViewUniforms(textureProgId);
- setLightColorAndPos(textureProgId, lightPos, lightColor);
+ glUseProgram(textureProg->progId);
+ setProjectionAndViewUniforms(textureProg->progId);
+ setLightColorAndPos(textureProg->progId, lightPos, lightColor);
Model::Node *top = chest->find("top");
top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
/* Model::Node *key = chest->find("key"); */
/* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
- /* chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos); */
+ /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
chest->draw();
glutSwapBuffers();
}
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
- GLuint shader = glCreateShader(type);
-
- if (!shader) {
- fprintf(stderr, "error creating shader\n");
- exit(1);
- }
-
- ifstream file(filePath);
- stringstream buffer;
- buffer << file.rdbuf();
- string str = buffer.str();
- const char* contents = str.c_str();
-
- glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
- glCompileShader(shader);
- GLint success;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetShaderInfoLog(shader, 1024, NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
- glAttachShader(progId, shader);
-}
-
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
- GLuint progId = glCreateProgram();
-
- attachShader(progId, vertexShader, GL_VERTEX_SHADER);
- attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
-
- glLinkProgram(progId);
- GLint success = 0;
- glGetProgramiv(progId, GL_LINK_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error linking: %s\n", log);
- exit(1);
- }
-
- return progId;
-}
-
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-
-GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
-
- GLfloat colors[] = {
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
-
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1
- };
-
- GLuint numVerts = 18;
-
- GLuint vbo;
- glGenBuffers(1, &vbo);
-
- GLuint vao;
- glGenVertexArrays(1, &vao);
-
- GLuint posId = glGetAttribLocation(progId, "vPosition");
- GLuint colorId = glGetAttribLocation(progId, "vColor");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
-
- GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
- GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
- GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
-
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
-
- glBindVertexArray(vao);
-
- glEnableVertexAttribArray(posId);
- glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
- glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
-
- glEnableVertexAttribArray(normalLoc);
- glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
-
- return vao;
-}
-
-vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
- vector<glm::vec3> triangles(6);
- triangles[0] = quads[0];
- triangles[1] = quads[1];
- triangles[2] = quads[2];
- triangles[3] = quads[2];
- triangles[4] = quads[3];
- triangles[5] = quads[0];
- return triangles;
-}
-
-template <typename T>
-void append(vector<T> &a, vector<T> &b) {
- a.insert(a.end(), b.begin(), b.end());
-};
-
void setupLightBuffers(GLuint progId) {
- vector<glm::vec3> vertices;
- glm::vec3 front[] = {
- glm::vec3(1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(1, 1, -1)
- };
- vector<glm::vec3> frontTriangles = quadToTriangles(front);
- append(vertices, frontTriangles);
-
- glm::vec3 back[] = {
- glm::vec3(1, 1, 1),
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(1, -1, 1)
- };
- vector<glm::vec3> backQuads = quadToTriangles(back);
- append(vertices, backQuads);
-
- glm::vec3 top[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, 1, 1),
- glm::vec3(1, 1, 1)
- };
- vector<glm::vec3> topTriangles = quadToTriangles(top);
- append(vertices, topTriangles);
-
- glm::vec3 bottom[] = {
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
- append(vertices, bottomTriangles);
-
- glm::vec3 left[] = {
- glm::vec3(-1, 1, 1),
- glm::vec3(-1, 1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, 1)
- };
- vector<glm::vec3> leftTriangles = quadToTriangles(left);
- append(vertices, leftTriangles);
-
- glm::vec3 right[] = {
- glm::vec3(1, 1, -1),
- glm::vec3(1, 1, 1),
- glm::vec3(1, -1, 1),
- glm::vec3(1, -1, -1)
- };
- vector<glm::vec3> rightTriangles = quadToTriangles(right);
- append(vertices, rightTriangles);
+ auto vertices = cube();
GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
glGenVertexArrays(1, &lightVao);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
-void setupTeapotBuffers(GLuint progId) {
- GLuint vbos[2];
- glGenBuffers(2, vbos);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
- glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
- glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
-
- glGenVertexArrays(1, &teapotVao);
- glBindVertexArray(teapotVao);
-
- GLuint posLoc = glGetAttribLocation(progId, "vPosition");
- GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
-
- glEnableVertexAttribArray(posLoc);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
- glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-
- glEnableVertexAttribArray(normalLoc);
- glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
- glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
-}
-
void validateProgram(GLuint progId) {
glValidateProgram(progId);
}
void init() {
- glm::vec3 vertices[18] = {
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(-1.0f, -1.0f, -1.0f),
- glm::vec3(-1.0f, -1.0f, 1.0f),
-
- glm::vec3(0.0f, 1.0f, 0.0f),
- glm::vec3(1.0f, -1.0f, 1.0f),
- glm::vec3(1.0f, -1.0f, -1.0f),
-
- glm::vec3(1, -1, 1),
- glm::vec3(-1, -1, 1),
- glm::vec3(-1, -1, -1),
- glm::vec3(-1, -1, -1),
- glm::vec3(1, -1, -1),
- glm::vec3(1, -1, 1)
+ plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(plainProg->progId);
+ setupLightBuffers(plainProg->progId);
+ validateProgram(plainProg->progId);
+
+ textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
+ glUseProgram(textureProg->progId);
+
+ chest = new Model("models/chest.dae", *textureProg);
+
+ std::vector<std::string> faces = {
+ "models/skybox/right.jpg",
+ "models/skybox/left.jpg",
+ "models/skybox/top.jpg",
+ "models/skybox/bottom.jpg",
+ "models/skybox/front.jpg",
+ "models/skybox/back.jpg"
};
-
- // work out the normals
- glm::vec3 normals[18];
- for (int i = 0; i < 6; i++) {
- glm::vec3 a = vertices[i * 3];
- glm::vec3 b = vertices[i * 3 + 1];
- glm::vec3 c = vertices[i * 3 + 2];
- glm::vec3 u = glm::normalize(a - c);
- glm::vec3 v = glm::normalize(b - c);
- glm::vec3 norm = glm::normalize(glm::cross(v, u));
- for(int j = 0; j < 3; j++) {
- normals[i * 3 + j] = -glm::vec3(norm);
- }
- }
-
- gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
- glUseProgram(gradientProgId);
- pyramidVao = setupBuffers(vertices, normals, gradientProgId);
- validateProgram(gradientProgId);
-
- plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
- glUseProgram(plainProgId);
- setupLightBuffers(plainProgId);
- validateProgram(plainProgId);
-
- normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
- glUseProgram(normalProgId);
- setupTeapotBuffers(normalProgId);
- validateProgram(normalProgId);
-
- solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
- glUseProgram(solidProgId);
- validateProgram(solidProgId);
-
- textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl");
- glUseProgram(textureProgId);
- validateProgram(textureProgId);
-
- monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
- chest = new Model("chest.dae", textureProgId);
+ skybox = new Skybox(faces);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
if (keyStates['e'])
ySpeed = -0.1f;
- if (keyStates['j']) chestPos.z += 0.1f;
- if (keyStates['k']) chestPos.z -= 0.1f;
- if (keyStates['h']) chestPos.x -= 0.1f;
- if (keyStates['l']) chestPos.x += 0.1f;
- if (keyStates['m']) chestPos.y -= 0.1f;
- if (keyStates['n']) chestPos.y += 0.1f;
+ if (keyStates['j']) lightPos.z += 0.1f;
+ if (keyStates['k']) lightPos.z -= 0.1f;
+ if (keyStates['h']) lightPos.x -= 0.1f;
+ if (keyStates['l']) lightPos.x += 0.1f;
+ if (keyStates['m']) lightPos.y -= 0.1f;
+ if (keyStates['n']) lightPos.y += 0.1f;
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;