#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
+#include "teapot.h"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint* vaos;
-GLuint progId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f);
+GLuint pyramidVao, lightVao, teapotVao;
+GLuint gradientProgId, solidProgId, normalProgId;
+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;
-void display() {
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glUseProgram(progId);
- glBindVertexArray(vaos[0]);
- for (int i = 0; i < 100; i++) {
+const int WIDTH = 800, HEIGHT = 600;
+const float ASPECT = (float)WIDTH / (float)HEIGHT;
+void setProjectionAndViewUniforms(GLuint progId) {
GLuint projId = glGetUniformLocation(progId, "projection");
- glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f);
+ glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
GLuint viewId = glGetUniformLocation(progId, "view");
glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+}
+
+void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
+ GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
+ glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
+
+ GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
+ glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
+}
+
+void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+ glUseProgram(solidProgId);
+ glBindVertexArray(lightVao);
+ setProjectionAndViewUniforms(solidProgId);
+ 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 colorLoc = glGetUniformLocation(solidProgId, "color");
+ glm::vec4 color(lightColor);
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+};
+
+void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+ glUseProgram(gradientProgId);
+ glBindVertexArray(pyramidVao);
+ setProjectionAndViewUniforms(gradientProgId);
+
+ setLightColorAndPos(gradientProgId, lightPos, lightColor);
+
+ GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
+ glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
+
+ GLuint modelId = glGetUniformLocation(gradientProgId, "model");
+
+ for (int i = 0; i < 10; i++) {
- GLuint modelId = glGetUniformLocation(progId, "model");
glm::mat4 model = glm::mat4(1.f);
- float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- model = glm::translate(model, glm::vec3(sin(i * 30) * 10, cos(i * 30) * 10, i * 2));
+ model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
if (doRotate) {
model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
- glDrawArrays(GL_TRIANGLES, 0, 12);
+ glDrawArrays(GL_TRIANGLES, 0, 18);
}
+
+};
+
+enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
+
+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");
+ switch (proj) {
+ case teapotCamera:
+ setProjectionAndViewUniforms(normalProgId);
+ break;
+ 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));
+
+ 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));
+ }
+ break;
+ case teapotPerspStatic:
+ case teapotPerspAnimated:
+ {
+ float fov = glm::radians(45.f);
+ 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));
+
+ glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
+ glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+ }
+ break;
+ }
+ setLightColorAndPos(normalProgId, lightPos, lightColor);
+ glBindVertexArray(teapotVao);
+ GLuint modelId = glGetUniformLocation(normalProgId, "model");
+ glm::mat4 model(1);
+ model = glm::scale(model, glm::vec3(0.3));
+ if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
+ glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+
+ glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
+}
+
+void display() {
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+
+ glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10);
+ glm::vec4 lightColor(1, 1, 1, 1);
+
+ glViewport(0, 0, WIDTH, HEIGHT);
+ drawPyramids(d, lightPos, lightColor);
+ drawLight(d, lightPos, lightColor);
+ drawTeapot(teapotCamera, false, d, lightPos, lightColor);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glViewport(0, 0, WIDTH / 4, HEIGHT / 4);
+ drawTeapot(teapotOrtho, 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);
+
glutSwapBuffers();
}
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
-GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
+GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
GLfloat colors[] = {
0, 1, 0, 1,
1, 0, 0, 1,
0, 0, 1, 1,
+ 0, 1, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1, 1,
+
+ 0, 1, 0, 1,
+ 1, 0, 0, 1,
+ 0, 0, 1, 1,
+
0, 1, 0, 1,
1, 0, 0, 1,
0, 0, 1, 1
};
- GLuint numVerts = 12;
+ GLuint numVerts = 18;
GLuint vbo;
glGenBuffers(1, &vbo);
GLuint posId = glGetAttribLocation(progId, "vPosition");
GLuint colorId = glGetAttribLocation(progId, "vColor");
+ GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
+ GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
+ glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
glBindVertexArray(vao);
+
glEnableVertexAttribArray(posId);
glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVerts * 3 * sizeof(GLfloat)));
+ glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
+
+ glEnableVertexAttribArray(normalLoc);
+ glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
return vao;
}
+vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
+ vector<glm::vec3> triangles(6);
+ triangles[0] = quads[0];
+ triangles[1] = quads[1];
+ triangles[2] = quads[2];
+ triangles[3] = quads[2];
+ triangles[4] = quads[3];
+ triangles[5] = quads[0];
+ return triangles;
+}
+
+template <typename T>
+void append(vector<T> &a, vector<T> &b) {
+ a.insert(a.end(), b.begin(), b.end());
+};
+
+void setupLightBuffers(GLuint progId) {
+ vector<glm::vec3> vertices;
+ glm::vec3 front[] = {
+ glm::vec3(1, -1, -1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(-1, 1, -1),
+ glm::vec3(1, 1, -1)
+ };
+ vector<glm::vec3> frontTriangles = quadToTriangles(front);
+ append(vertices, frontTriangles);
+
+ glm::vec3 back[] = {
+ glm::vec3(1, 1, 1),
+ glm::vec3(-1, 1, 1),
+ glm::vec3(-1, -1, 1),
+ glm::vec3(1, -1, 1)
+ };
+ vector<glm::vec3> backQuads = quadToTriangles(back);
+ append(vertices, backQuads);
+
+ glm::vec3 top[] = {
+ glm::vec3(1, 1, -1),
+ glm::vec3(-1, 1, -1),
+ glm::vec3(-1, 1, 1),
+ glm::vec3(1, 1, 1)
+ };
+ vector<glm::vec3> topTriangles = quadToTriangles(top);
+ append(vertices, topTriangles);
+
+ glm::vec3 bottom[] = {
+ glm::vec3(1, -1, 1),
+ glm::vec3(-1, -1, 1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(1, -1, -1)
+ };
+ vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
+ append(vertices, bottomTriangles);
+
+ glm::vec3 left[] = {
+ glm::vec3(-1, 1, 1),
+ glm::vec3(-1, 1, -1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(-1, -1, 1)
+ };
+ vector<glm::vec3> leftTriangles = quadToTriangles(left);
+ append(vertices, leftTriangles);
+
+ glm::vec3 right[] = {
+ glm::vec3(1, 1, -1),
+ glm::vec3(1, 1, 1),
+ glm::vec3(1, -1, 1),
+ glm::vec3(1, -1, -1)
+ };
+ vector<glm::vec3> rightTriangles = quadToTriangles(right);
+ append(vertices, rightTriangles);
+ GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
+
+ glGenVertexArrays(1, &lightVao);
+ GLuint vbo;
+ glBindVertexArray(lightVao);
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
+ GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+ glEnableVertexAttribArray(posLoc);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+}
+
+void setupTeapotBuffers(GLuint progId) {
+ GLuint vbos[2];
+ glGenBuffers(2, vbos);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
+ glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
+ glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &teapotVao);
+ glBindVertexArray(teapotVao);
+
+ GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+ GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+
+ glEnableVertexAttribArray(posLoc);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
+
+ glEnableVertexAttribArray(normalLoc);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
+ glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
+}
+
void validateProgram(GLuint progId) {
glValidateProgram(progId);
}
void init() {
- GLfloat vertices[9*4] = {
- -1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, -1.0f,
- 0.0f, 1.0f, 0.0f,
-
- -1.0f, -1.0f, 1.0f,
- 1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f,
-
- -1.0f, -1.0f, -1.0f,
- -1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f,
+ glm::vec3 vertices[18] = {
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(1.0f, -1.0f, -1.0f),
+ glm::vec3(-1.0f, -1.0f, -1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(-1.0f, -1.0f, 1.0f),
+ glm::vec3(1.0f, -1.0f, 1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(-1.0f, -1.0f, -1.0f),
+ glm::vec3(-1.0f, -1.0f, 1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(1.0f, -1.0f, 1.0f),
+ glm::vec3(1.0f, -1.0f, -1.0f),
+
+ glm::vec3(1, -1, 1),
+ glm::vec3(-1, -1, 1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(1, -1, -1),
+ glm::vec3(1, -1, 1)
+ };
- 1.0f, -1.0f, -1.0f,
- 1.0f, -1.0f, 1.0f,
- 0.0f, 1.0f, 0.0f
+ // work out the normals
+ glm::vec3 normals[18];
+ for (int i = 0; i < 6; i++) {
+ glm::vec3 a = vertices[i * 3];
+ glm::vec3 b = vertices[i * 3 + 1];
+ glm::vec3 c = vertices[i * 3 + 2];
+ glm::vec3 u = glm::normalize(a - c);
+ glm::vec3 v = glm::normalize(b - c);
+ glm::vec3 norm = glm::normalize(glm::cross(v, u));
+ for(int j = 0; j < 3; j++) {
+ normals[i * 3 + j] = -glm::vec3(norm);
+ }
+ }
- };
+ gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
+ glUseProgram(gradientProgId);
+ pyramidVao = setupBuffers(vertices, normals, gradientProgId);
+ validateProgram(gradientProgId);
- vaos = new GLuint[2];
+ solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl");
+ glUseProgram(solidProgId);
+ setupLightBuffers(solidProgId);
+ validateProgram(solidProgId);
- progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
- glUseProgram(progId);
- vaos[0] = setupBuffers(vertices, progId);
- validateProgram(progId);
+ normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
+ glUseProgram(normalProgId);
+ setupTeapotBuffers(normalProgId);
+ validateProgram(normalProgId);
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
}
bool* keyStates = new bool[256];
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
- glutInitWindowSize(800, 600);
+ glutInitWindowSize(WIDTH, HEIGHT);
int win = glutCreateWindow("Hello Triangle");
glutDisplayFunc(display);