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, textureProgId;
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));
54 GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos");
55 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
58 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
59 glUseProgram(plainProgId);
60 glBindVertexArray(lightVao);
61 setProjectionAndViewUniforms(plainProgId);
62 glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
63 model = glm::scale(model, glm::vec3(0.2));
64 GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
65 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
67 GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
68 glm::vec4 color(lightColor);
69 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
71 glDrawArrays(GL_TRIANGLES, 0, 36);
74 void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
75 glUseProgram(gradientProgId);
76 glBindVertexArray(pyramidVao);
77 setProjectionAndViewUniforms(gradientProgId);
79 setLightColorAndPos(gradientProgId, lightPos, lightColor);
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::vec3 lightPos = glm::vec3(0, 10, 10);
161 glm::vec4 lightColor(1, 1, 1, 1);
163 glViewport(0, 0, WIDTH, HEIGHT);
164 /* drawPyramids(d, lightPos, lightColor); */
165 drawLight(d, lightPos, lightColor);
167 glUseProgram(solidProgId);
168 setProjectionAndViewUniforms(solidProgId);
169 setLightColorAndPos(solidProgId, lightPos, lightColor);
171 GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
173 glUniform4fv(colorLoc, 1, glm::value_ptr(c));
175 monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
178 glUseProgram(textureProgId);
179 setProjectionAndViewUniforms(textureProgId);
180 setLightColorAndPos(textureProgId, lightPos, lightColor);
182 Model::Node *top = chest->find("top");
183 top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
184 top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
185 top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
187 /* Model::Node *jewels = chest->find("jewels"); */
188 /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
190 Model::Node *lock = chest->find("lock");
191 lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649));
192 lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4));
193 lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649));
195 Model::Node *key = chest->find("key");
196 key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d)));
198 chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos);
201 /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
203 /* glClear(GL_DEPTH_BUFFER_BIT); */
205 /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
206 /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
208 /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
209 /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
211 /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
212 /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
214 /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
215 /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
221 void attachShader(GLuint progId, const char* filePath, GLenum type) {
222 GLuint shader = glCreateShader(type);
225 fprintf(stderr, "error creating shader\n");
229 ifstream file(filePath);
231 buffer << file.rdbuf();
232 string str = buffer.str();
233 const char* contents = str.c_str();
235 glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
236 glCompileShader(shader);
238 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
241 glGetShaderInfoLog(shader, 1024, NULL, log);
242 fprintf(stderr, "error: %s\n", log);
245 glAttachShader(progId, shader);
248 GLuint compileShaders(char* vertexShader, char* fragmentShader) {
249 GLuint progId = glCreateProgram();
251 attachShader(progId, vertexShader, GL_VERTEX_SHADER);
252 attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
254 glLinkProgram(progId);
256 glGetProgramiv(progId, GL_LINK_STATUS, &success);
259 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
260 fprintf(stderr, "error linking: %s\n", log);
267 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
269 GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
297 GLuint numVerts = 18;
300 glGenBuffers(1, &vbo);
303 glGenVertexArrays(1, &vao);
305 GLuint posId = glGetAttribLocation(progId, "vPosition");
306 GLuint colorId = glGetAttribLocation(progId, "vColor");
307 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
309 GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
310 GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
311 GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
313 glBindBuffer(GL_ARRAY_BUFFER, vbo);
314 glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
316 glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
317 glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
318 glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
320 glBindVertexArray(vao);
322 glEnableVertexAttribArray(posId);
323 glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
325 glEnableVertexAttribArray(colorId);
326 glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
328 glEnableVertexAttribArray(normalLoc);
329 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
334 vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
335 vector<glm::vec3> triangles(6);
336 triangles[0] = quads[0];
337 triangles[1] = quads[1];
338 triangles[2] = quads[2];
339 triangles[3] = quads[2];
340 triangles[4] = quads[3];
341 triangles[5] = quads[0];
345 template <typename T>
346 void append(vector<T> &a, vector<T> &b) {
347 a.insert(a.end(), b.begin(), b.end());
350 void setupLightBuffers(GLuint progId) {
351 vector<glm::vec3> vertices;
352 glm::vec3 front[] = {
353 glm::vec3(1, -1, -1),
354 glm::vec3(-1, -1, -1),
355 glm::vec3(-1, 1, -1),
358 vector<glm::vec3> frontTriangles = quadToTriangles(front);
359 append(vertices, frontTriangles);
364 glm::vec3(-1, -1, 1),
367 vector<glm::vec3> backQuads = quadToTriangles(back);
368 append(vertices, backQuads);
372 glm::vec3(-1, 1, -1),
376 vector<glm::vec3> topTriangles = quadToTriangles(top);
377 append(vertices, topTriangles);
379 glm::vec3 bottom[] = {
381 glm::vec3(-1, -1, 1),
382 glm::vec3(-1, -1, -1),
385 vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
386 append(vertices, bottomTriangles);
390 glm::vec3(-1, 1, -1),
391 glm::vec3(-1, -1, -1),
394 vector<glm::vec3> leftTriangles = quadToTriangles(left);
395 append(vertices, leftTriangles);
397 glm::vec3 right[] = {
403 vector<glm::vec3> rightTriangles = quadToTriangles(right);
404 append(vertices, rightTriangles);
405 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
407 glGenVertexArrays(1, &lightVao);
409 glBindVertexArray(lightVao);
410 glGenBuffers(1, &vbo);
411 glBindBuffer(GL_ARRAY_BUFFER, vbo);
412 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
413 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
414 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
415 glEnableVertexAttribArray(posLoc);
416 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
419 void setupTeapotBuffers(GLuint progId) {
421 glGenBuffers(2, vbos);
422 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
423 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
424 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
425 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
427 glGenVertexArrays(1, &teapotVao);
428 glBindVertexArray(teapotVao);
430 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
431 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
433 glEnableVertexAttribArray(posLoc);
434 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
435 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
437 glEnableVertexAttribArray(normalLoc);
438 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
439 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
442 void validateProgram(GLuint progId) {
443 glValidateProgram(progId);
446 glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
449 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
450 fprintf(stderr, "error: %s\n", log);
456 glm::vec3 vertices[18] = {
457 glm::vec3(0.0f, 1.0f, 0.0f),
458 glm::vec3(1.0f, -1.0f, -1.0f),
459 glm::vec3(-1.0f, -1.0f, -1.0f),
461 glm::vec3(0.0f, 1.0f, 0.0f),
462 glm::vec3(-1.0f, -1.0f, 1.0f),
463 glm::vec3(1.0f, -1.0f, 1.0f),
465 glm::vec3(0.0f, 1.0f, 0.0f),
466 glm::vec3(-1.0f, -1.0f, -1.0f),
467 glm::vec3(-1.0f, -1.0f, 1.0f),
469 glm::vec3(0.0f, 1.0f, 0.0f),
470 glm::vec3(1.0f, -1.0f, 1.0f),
471 glm::vec3(1.0f, -1.0f, -1.0f),
474 glm::vec3(-1, -1, 1),
475 glm::vec3(-1, -1, -1),
476 glm::vec3(-1, -1, -1),
477 glm::vec3(1, -1, -1),
481 // work out the normals
482 glm::vec3 normals[18];
483 for (int i = 0; i < 6; i++) {
484 glm::vec3 a = vertices[i * 3];
485 glm::vec3 b = vertices[i * 3 + 1];
486 glm::vec3 c = vertices[i * 3 + 2];
487 glm::vec3 u = glm::normalize(a - c);
488 glm::vec3 v = glm::normalize(b - c);
489 glm::vec3 norm = glm::normalize(glm::cross(v, u));
490 for(int j = 0; j < 3; j++) {
491 normals[i * 3 + j] = -glm::vec3(norm);
495 gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
496 glUseProgram(gradientProgId);
497 pyramidVao = setupBuffers(vertices, normals, gradientProgId);
498 validateProgram(gradientProgId);
500 plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
501 glUseProgram(plainProgId);
502 setupLightBuffers(plainProgId);
503 validateProgram(plainProgId);
505 normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
506 glUseProgram(normalProgId);
507 setupTeapotBuffers(normalProgId);
508 validateProgram(normalProgId);
510 solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
511 glUseProgram(solidProgId);
512 validateProgram(solidProgId);
514 textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl");
515 glUseProgram(textureProgId);
516 validateProgram(textureProgId);
518 monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
519 chest = new Model("chest.dae", textureProgId);
521 glEnable(GL_DEPTH_TEST);
522 glEnable(GL_CULL_FACE);
525 bool* keyStates = new bool[256];
527 void keyboard(unsigned char key, int x, int y) {
528 keyStates[key] = true;
532 doRotate = !doRotate;
534 doTranslate = !doTranslate;
537 void keyboardUp(unsigned char key, int x, int y) {
538 keyStates[key] = false;
542 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
556 if (keyStates['j']) chestPos.z += 0.1f;
557 if (keyStates['k']) chestPos.z -= 0.1f;
558 if (keyStates['h']) chestPos.x -= 0.1f;
559 if (keyStates['l']) chestPos.x += 0.1f;
561 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
563 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
565 glutTimerFunc(16, timer, 0);
568 int prevMouseX, prevMouseY;
569 bool firstMouse = true;
571 void motion(int x, int y) {
577 int dx = x - prevMouseX, dy = y - prevMouseY;
582 const float sensitivity = 0.005f;
583 yaw += dx * sensitivity;
584 pitch -= dy * sensitivity;
587 front.x = cos(pitch) * cos(yaw);
588 front.y = sin(pitch);
589 front.z = cos(pitch) * sin(yaw);
590 camFront = glm::normalize(front);
592 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
593 camUp = glm::vec3(0, -1, 0);
595 camUp = glm::vec3(0, 1, 0);
599 void mouse(int button, int state, int x, int y) {
600 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
604 int main(int argc, char** argv) {
605 glutInit(&argc, argv);
606 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
607 glutInitWindowSize(WIDTH, HEIGHT);
608 int win = glutCreateWindow("Hello Triangle");
609 glutDisplayFunc(display);
615 glutKeyboardFunc(keyboard);
616 glutKeyboardUpFunc(keyboardUp);
617 glutTimerFunc(16, timer, 0);
618 glutMotionFunc(motion);
619 glutMouseFunc(mouse);