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;
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;
35 glm::vec3 lightPos(0);
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 skybox->draw(projMat(), viewMat());
93 glm::vec4 lightColor(1, 1, 1, 1);
95 drawLight(d, lightPos, lightColor);
97 glUseProgram(textureProg->progId);
98 setProjectionAndViewUniforms(textureProg->progId);
99 setLightColorAndPos(textureProg->progId, lightPos, lightColor);
101 Model::Node *top = chest->find("top");
102 top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
103 top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
104 top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
106 /* Model::Node *jewels = chest->find("jewels"); */
107 /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
109 /* Model::Node *lock = chest->find("lock"); */
110 /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
111 /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
112 /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
114 /* Model::Node *key = chest->find("key"); */
115 /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
117 /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
123 void setupLightBuffers(GLuint progId) {
124 auto vertices = cube();
125 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
127 glGenVertexArrays(1, &lightVao);
129 glBindVertexArray(lightVao);
130 glGenBuffers(1, &vbo);
131 glBindBuffer(GL_ARRAY_BUFFER, vbo);
132 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
133 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
134 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
135 glEnableVertexAttribArray(posLoc);
136 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
139 void validateProgram(GLuint progId) {
140 glValidateProgram(progId);
143 glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
146 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
147 fprintf(stderr, "error: %s\n", log);
153 plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
154 glUseProgram(plainProg->progId);
155 setupLightBuffers(plainProg->progId);
156 validateProgram(plainProg->progId);
158 textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
159 glUseProgram(textureProg->progId);
161 chest = new Model("models/chest.dae", *textureProg);
163 std::vector<std::string> faces = {
164 "models/skybox/right.jpg",
165 "models/skybox/left.jpg",
166 "models/skybox/top.jpg",
167 "models/skybox/bottom.jpg",
168 "models/skybox/front.jpg",
169 "models/skybox/back.jpg"
171 skybox = new Skybox(faces);
173 glEnable(GL_DEPTH_TEST);
174 glEnable(GL_CULL_FACE);
177 bool* keyStates = new bool[256];
179 void keyboard(unsigned char key, int x, int y) {
180 keyStates[key] = true;
184 doRotate = !doRotate;
186 doTranslate = !doTranslate;
189 void keyboardUp(unsigned char key, int x, int y) {
190 keyStates[key] = false;
194 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
208 if (keyStates['j']) lightPos.z += 0.1f;
209 if (keyStates['k']) lightPos.z -= 0.1f;
210 if (keyStates['h']) lightPos.x -= 0.1f;
211 if (keyStates['l']) lightPos.x += 0.1f;
212 if (keyStates['m']) lightPos.y -= 0.1f;
213 if (keyStates['n']) lightPos.y += 0.1f;
215 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
217 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
219 glutTimerFunc(16, timer, 0);
222 int prevMouseX, prevMouseY;
223 bool firstMouse = true;
225 void motion(int x, int y) {
231 int dx = x - prevMouseX, dy = y - prevMouseY;
236 const float sensitivity = 0.005f;
237 yaw += dx * sensitivity;
238 pitch -= dy * sensitivity;
241 front.x = cos(pitch) * cos(yaw);
242 front.y = sin(pitch);
243 front.z = cos(pitch) * sin(yaw);
244 camFront = glm::normalize(front);
246 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
247 camUp = glm::vec3(0, -1, 0);
249 camUp = glm::vec3(0, 1, 0);
253 void mouse(int button, int state, int x, int y) {
254 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
258 int main(int argc, char** argv) {
259 glutInit(&argc, argv);
260 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
261 glutInitWindowSize(WIDTH, HEIGHT);
262 int win = glutCreateWindow("Hello Triangle");
263 glutDisplayFunc(display);
269 glutKeyboardFunc(keyboard);
270 glutKeyboardUpFunc(keyboardUp);
271 glutTimerFunc(16, timer, 0);
272 glutMotionFunc(motion);
273 glutMouseFunc(mouse);