using namespace std;
GLuint pyramidVao, lightVao, teapotVao;
-GLuint gradientProgId, plainProgId, normalProgId, solidProgId;
+GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
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;
+glm::vec3 chestPos(0);
const int WIDTH = 800, HEIGHT = 600;
const float ASPECT = (float)WIDTH / (float)HEIGHT;
GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
+
+ GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos");
+ glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
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++) {
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::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10); */
+ glm::vec3 lightPos = glm::vec3(0, 10, 10);
glm::vec4 lightColor(1, 1, 1, 1);
glViewport(0, 0, WIDTH, HEIGHT);
glUseProgram(solidProgId);
setProjectionAndViewUniforms(solidProgId);
setLightColorAndPos(solidProgId, lightPos, lightColor);
+
GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
- glm::vec4 c(1.f, 0, 1.f, 1.f);
+ glm::vec4 c(1);
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->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
monkeyHead->draw();
- model = glm::translate(model, glm::vec3(3, 0, 0));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+ glUseProgram(textureProgId);
+ setProjectionAndViewUniforms(textureProgId);
+ setLightColorAndPos(textureProgId, lightPos, lightColor);
+
+ Model::Node *top = chest->find("top");
+ top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
+ top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
+ top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
+
+ /* Model::Node *jewels = chest->find("jewels"); */
+ /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
+
+ Model::Node *lock = chest->find("lock");
+ lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649));
+ lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4));
+ lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649));
+
+ Model::Node *key = chest->find("key");
+ key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d)));
+
+ chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos);
chest->draw();
/* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
glUseProgram(solidProgId);
validateProgram(solidProgId);
+ textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl");
+ glUseProgram(textureProgId);
+ validateProgram(textureProgId);
+
monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
- chest = new Model("chest.obj", solidProgId);
+ chest = new Model("chest.dae", textureProgId);
glEnable(GL_DEPTH_TEST);
- /* glEnable(GL_CULL_FACE); */
+ glEnable(GL_CULL_FACE);
}
bool* keyStates = new bool[256];
if (keyStates['e'])
ySpeed = -0.1f;
+ if (keyStates['j']) chestPos.z += 0.1f;
+ if (keyStates['k']) chestPos.z -= 0.1f;
+ if (keyStates['h']) chestPos.x -= 0.1f;
+ if (keyStates['l']) chestPos.x += 0.1f;
+
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);