Work on assignment 4
[opengl.git] / main.cpp
index 4c9171ab71a63c726e19996252e402b4e24949e1..003723704f39485a8f84184292a45634ffba1aad 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -14,6 +14,7 @@
 #include <glm/glm.hpp>
 #include <glm/ext.hpp>
 #include <glm/gtc/type_ptr.hpp>
+#include "model.hpp"
 #include "teapot.h"
 
 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
 using namespace std;
 
 GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, solidProgId, normalProgId;
+GLuint gradientProgId, plainProgId, normalProgId, solidProgId;
 glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -10.0f);
 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;
 
 const int WIDTH = 800, HEIGHT = 600;
 const float ASPECT = (float)WIDTH / (float)HEIGHT;
 
 void setProjectionAndViewUniforms(GLuint progId) {
-       GLuint projId = glGetUniformLocation(progId, "projection");
+       GLuint projLoc = glGetUniformLocation(progId, "projection");
        glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
-       glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
+       glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
 
-       GLuint viewId = glGetUniformLocation(progId, "view");
+       GLuint viewLoc = glGetUniformLocation(progId, "view");
        glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
-       glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
 }
 
 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
@@ -50,15 +52,15 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor
 }
 
 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
-       glUseProgram(solidProgId);
+       glUseProgram(plainProgId);
        glBindVertexArray(lightVao);
-       setProjectionAndViewUniforms(solidProgId);
+       setProjectionAndViewUniforms(plainProgId);
        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 modelLoc = glGetUniformLocation(plainProgId, "model");
+       glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
 
-       GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
+       GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
        glm::vec4 color(lightColor);
        glUniform4fv(colorLoc, 1, glm::value_ptr(color));
                
@@ -107,8 +109,8 @@ enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPers
 void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
        glUseProgram(normalProgId);
        
-       GLuint projId = glGetUniformLocation(normalProgId, "projection");
-       GLuint viewId = glGetUniformLocation(normalProgId, "view");
+       GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
+       GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
        switch (proj) {
        case teapotCamera:
                setProjectionAndViewUniforms(normalProgId);
@@ -116,11 +118,11 @@ void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos,
        case teapotOrtho:
                {
                        glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
-                       glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
+                       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(viewId, 1, GL_FALSE, glm::value_ptr(view));
+                       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
                }
                break;
        case teapotPerspStatic:
@@ -130,10 +132,10 @@ void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos,
                        if (proj == teapotPerspAnimated)
                                fov += glm::radians(sin(d) * 30.f);
                        glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
-                       glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
+                       glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
 
                        glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
-                       glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+                       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
                }
                break;
        }
@@ -157,23 +159,40 @@ void display() {
        glm::vec4 lightColor(1, 1, 1, 1);
 
        glViewport(0, 0, WIDTH, HEIGHT);
-       drawPyramids(d, lightPos, lightColor);
+       /* drawPyramids(d, lightPos, lightColor); */
        drawLight(d, lightPos, lightColor);
-       drawTeapot(teapotCamera, false, d, lightPos, lightColor);
 
-       glClear(GL_DEPTH_BUFFER_BIT);
+       glUseProgram(solidProgId);
+       setProjectionAndViewUniforms(solidProgId);
+       setLightColorAndPos(solidProgId, lightPos, lightColor);
+       GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
+       glm::vec4 c(1.f, 0, 1.f, 1.f);
+       glUniform4fv(colorLoc, 1, glm::value_ptr(c));
+       GLuint modelLoc = glGetUniformLocation(solidProgId, "model");
+       glm::mat4 model(1);
+       model = glm::scale(model, glm::vec3(2.0));
+       glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+       monkeyHead->draw();
+       model = glm::translate(model, glm::vec3(3, 0, 0));
+       glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+       chest->draw();
+       
+       /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
 
-       glViewport(0, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotOrtho, false, d, lightPos, lightColor);
+       /* glClear(GL_DEPTH_BUFFER_BIT); */
 
-       glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotOrtho, true, d, lightPos, lightColor);
+       /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
+       /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
 
-       glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor);
+       /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
+       /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
+
+       /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
+       /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
+
+       /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
+       /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
 
-       glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor);
 
        glutSwapBuffers();
 }
@@ -452,23 +471,30 @@ void init() {
                }
        }
 
-       gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
+       gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
        glUseProgram(gradientProgId);
        pyramidVao = setupBuffers(vertices, normals, gradientProgId);
        validateProgram(gradientProgId);
 
-       solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl");
-       glUseProgram(solidProgId);
-       setupLightBuffers(solidProgId);
-       validateProgram(solidProgId);
+       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);
+
+       monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
+       chest = new Model("chest.obj", solidProgId);
+
        glEnable(GL_DEPTH_TEST); 
-       glEnable(GL_CULL_FACE); 
+       /* glEnable(GL_CULL_FACE); */ 
 }
 
 bool* keyStates = new bool[256];