X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=67c3ebeeae849482ba27d7ea0f9be79cd76c70f7;hp=4cc4280be0180f5f44d86e7c426a99c8a7d2d771;hb=c5d984e4904ae7b286bf095a1c640cc25cebe9be;hpb=f26de7de42a3d0a52365de79f528fcea808e2bca diff --git a/main.cpp b/main.cpp index 4cc4280..67c3ebe 100644 --- a/main.cpp +++ b/main.cpp @@ -19,20 +19,15 @@ using namespace std; -GLuint* vaos; -GLuint progId; +GLuint pyramidVao, lightVao; +GLuint gradientProgId, solidProgId; glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f); 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++) { - +void setProjectionAndViewUniforms(GLuint progId) { GLuint projId = glGetUniformLocation(progId, "projection"); glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f); glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj)); @@ -40,12 +35,42 @@ void display() { GLuint viewId = glGetUniformLocation(progId, "view"); glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp); glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view)); +} + +void drawLight(float d, glm::vec3 lightPos) { + 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::vec3 color = glm::vec3(1, 1, 1); + glUniform3fv(colorLoc, 1, glm::value_ptr(color)); + + glDrawArrays(GL_TRIANGLES, 0, 36); +}; + +void drawPyramids(float d, glm::vec3 lightPos) { + glUseProgram(gradientProgId); + glBindVertexArray(pyramidVao); + setProjectionAndViewUniforms(gradientProgId); + + GLuint lightPosLoc = glGetUniformLocation(gradientProgId, "lightPos"); + glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); + + 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)); @@ -61,8 +86,20 @@ void display() { glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model)); - glDrawArrays(GL_TRIANGLES, 0, 12); + glDrawArrays(GL_TRIANGLES, 0, 18); } + +}; + +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); + + drawPyramids(d, lightPos); + drawLight(d, lightPos); + glutSwapBuffers(); } @@ -114,7 +151,7 @@ GLuint compileShaders(char* vertexShader, char* fragmentShader) { #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, @@ -129,12 +166,20 @@ GLuint setupBuffers(GLfloat* vertices, GLuint progId) { 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); @@ -144,26 +189,118 @@ GLuint setupBuffers(GLfloat* vertices, GLuint progId) { 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 quadToTriangles(glm::vec3 *quads) { + vector 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 +void append(vector &a, vector &b) { + a.insert(a.end(), b.begin(), b.end()); +}; + +void setupLightBuffers(GLuint progId) { + vector 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 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 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 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 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 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 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 validateProgram(GLuint progId) { glValidateProgram(progId); @@ -178,33 +315,57 @@ void validateProgram(GLuint 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, - - 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) }; - vaos = new GLuint[2]; + // 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); - progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl"); - glUseProgram(progId); - vaos[0] = setupBuffers(vertices, progId); - validateProgram(progId); + solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl"); + glUseProgram(solidProgId); + setupLightBuffers(solidProgId); + validateProgram(solidProgId); glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); } bool* keyStates = new bool[256];