9 #include <OpenGL/glew.h>
11 #include <GLUT/glut.h>
13 #include <glm/glm.hpp>
14 #include <glm/ext.hpp>
15 #include <glm/gtc/type_ptr.hpp>
17 #include "program.hpp"
20 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
26 Program *textureProg, *plainProg, *reflectProg;
29 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
30 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
31 glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
32 float yaw = 1.57, pitch = 0;
33 bool doScale, doRotate, doTranslate;
34 Model *chest, *mirrorCube;
35 glm::vec3 lightPos(3);
37 const int WIDTH = 800, HEIGHT = 600;
38 const float ASPECT = (float)WIDTH / (float)HEIGHT;
41 return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
45 return glm::lookAt(camPos, camPos + camFront, camUp);
48 void setProjectionAndViewUniforms(GLuint progId) {
49 GLuint projLoc = glGetUniformLocation(progId, "projection");
50 glm::mat4 proj = projMat();
51 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
53 GLuint viewLoc = glGetUniformLocation(progId, "view");
54 glm::mat4 view = viewMat();
55 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
58 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
59 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
60 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
62 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
63 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
65 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
66 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
69 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
70 glUseProgram(plainProg->progId);
71 glBindVertexArray(lightVao);
72 setProjectionAndViewUniforms(plainProg->progId);
73 glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
74 model = glm::scale(model, glm::vec3(0.2));
75 GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
76 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
78 GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
79 glm::vec4 color(lightColor);
80 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
82 glDrawArrays(GL_TRIANGLES, 0, 36);
87 glClearColor(0.5, 0.5, 0.5, 1);
88 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
89 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
91 glm::vec4 lightColor(1, 1, 1, 1);
93 drawLight(d, lightPos, lightColor);
95 glUseProgram(textureProg->progId);
96 setProjectionAndViewUniforms(textureProg->progId);
97 setLightColorAndPos(textureProg->progId, lightPos, lightColor);
99 /* Model::Node *top = chest->find("top"); */
100 /* top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); */
101 /* top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0)); */
102 /* top->model = glm::translate(top->model, glm::vec3(0, -1, 1)); */
104 /* Model::Node *jewels = chest->find("jewels"); */
105 /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
107 /* Model::Node *lock = chest->find("lock"); */
108 /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
109 /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
110 /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
112 /* Model::Node *key = chest->find("key"); */
113 /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
119 skybox->draw(projMat(), viewMat());
124 void setupLightBuffers(GLuint progId) {
125 auto vertices = cube();
126 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
128 glGenVertexArrays(1, &lightVao);
130 glBindVertexArray(lightVao);
131 glGenBuffers(1, &vbo);
132 glBindBuffer(GL_ARRAY_BUFFER, vbo);
133 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
134 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
135 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
136 glEnableVertexAttribArray(posLoc);
137 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
141 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
142 glUseProgram(plainProg->progId);
143 setupLightBuffers(plainProg->progId);
144 plainProg->validate();
146 std::vector<std::string> faces = {
147 "models/skybox/right.jpg",
148 "models/skybox/left.jpg",
149 "models/skybox/top.jpg",
150 "models/skybox/bottom.jpg",
151 "models/skybox/front.jpg",
152 "models/skybox/back.jpg"
154 skybox = new Skybox(faces);
156 textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
157 /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
159 mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox);
161 glEnable(GL_DEPTH_TEST);
162 glEnable(GL_CULL_FACE);
165 bool* keyStates = new bool[256];
167 void keyboard(unsigned char key, int x, int y) {
168 keyStates[key] = true;
172 doRotate = !doRotate;
174 doTranslate = !doTranslate;
177 void keyboardUp(unsigned char key, int x, int y) {
178 keyStates[key] = false;
182 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
196 if (keyStates['j']) lightPos.z += 0.1f;
197 if (keyStates['k']) lightPos.z -= 0.1f;
198 if (keyStates['h']) lightPos.x -= 0.1f;
199 if (keyStates['l']) lightPos.x += 0.1f;
200 if (keyStates['m']) lightPos.y -= 0.1f;
201 if (keyStates['n']) lightPos.y += 0.1f;
203 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
205 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
207 glutTimerFunc(16, timer, 0);
210 int prevMouseX, prevMouseY;
211 bool firstMouse = true;
213 void motion(int x, int y) {
219 int dx = x - prevMouseX, dy = y - prevMouseY;
224 const float sensitivity = 0.005f;
225 yaw += dx * sensitivity;
226 pitch -= dy * sensitivity;
229 front.x = cos(pitch) * cos(yaw);
230 front.y = sin(pitch);
231 front.z = cos(pitch) * sin(yaw);
232 camFront = glm::normalize(front);
234 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
235 camUp = glm::vec3(0, -1, 0);
237 camUp = glm::vec3(0, 1, 0);
241 void mouse(int button, int state, int x, int y) {
242 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
246 int main(int argc, char** argv) {
247 glutInit(&argc, argv);
248 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
249 glutInitWindowSize(WIDTH, HEIGHT);
250 int win = glutCreateWindow("Hello Triangle");
251 glutDisplayFunc(display);
257 glutKeyboardFunc(keyboard);
258 glutKeyboardUpFunc(keyboardUp);
259 glutTimerFunc(16, timer, 0);
260 glutMotionFunc(motion);
261 glutMouseFunc(mouse);