#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) {
}
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));
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);
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:
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;
}
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();
}
}
}
- 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];