using namespace std;
-GLuint* vaos;
-GLuint progId;
+GLuint pyramidVao, lightVao;
+GLuint gradientProgId, solidProgId;
glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f);
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;
-void display() {
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glUseProgram(progId);
- glBindVertexArray(vaos[0]);
-
- float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
-
+void setProjectionAndViewUniforms(GLuint progId) {
GLuint projId = glGetUniformLocation(progId, "projection");
glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f);
glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
GLuint viewId = glGetUniformLocation(progId, "view");
glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+}
+
+void drawLight(float d, glm::vec3 lightPos) {
+ glUseProgram(solidProgId);
+ glBindVertexArray(lightVao);
+ setProjectionAndViewUniforms(solidProgId);
+ glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
+ model = glm::scale(model, glm::vec3(0.2));
+ GLuint modelId = glGetUniformLocation(solidProgId, "model");
+ glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
- GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
- glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, 0);//10 * cos(d));
+ GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
+ glm::vec3 color = glm::vec3(1, 1, 1);
+ glUniform3fv(colorLoc, 1, glm::value_ptr(color));
+
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+};
+
+void drawPyramids(float d, glm::vec3 lightPos) {
+ glUseProgram(gradientProgId);
+ glBindVertexArray(pyramidVao);
+ setProjectionAndViewUniforms(gradientProgId);
+
+ GLuint lightPosLoc = glGetUniformLocation(gradientProgId, "lightPos");
glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
- GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos");
+ GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
- GLuint modelId = glGetUniformLocation(progId, "model");
+ GLuint modelId = glGetUniformLocation(gradientProgId, "model");
for (int i = 0; i < 10; i++) {
glDrawArrays(GL_TRIANGLES, 0, 12);
}
+
+};
+
+void display() {
+ 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, 0, cos(d) * 10);
+
+ drawPyramids(d, lightPos);
+ drawLight(d, lightPos);
+
glutSwapBuffers();
}
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);
+ GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
+
+ glGenVertexArrays(1, &lightVao);
+ GLuint vbo;
+ glBindVertexArray(lightVao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
+ GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+
void validateProgram(GLuint progId) {
glValidateProgram(progId);
}
}
- vaos = new GLuint[2];
+ gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
+ glUseProgram(gradientProgId);
+ pyramidVao = setupBuffers(vertices, normals, gradientProgId);
+ validateProgram(gradientProgId);
- progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
- glUseProgram(progId);
- vaos[0] = setupBuffers(vertices, normals, progId);
- validateProgram(progId);
+ solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl");
+ glUseProgram(solidProgId);
+ setupLightBuffers(solidProgId);
+ validateProgram(solidProgId);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);