X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=727c5ffd8b63a63ab32a604590619b4cb59ca01e;hp=003723704f39485a8f84184292a45634ffba1aad;hb=37cba564a96018a5500e942498d4e48c0ebe73ed;hpb=b64cd5a5ec09e6f051583371045ef7080c69b776 diff --git a/main.cpp b/main.cpp index 0037237..727c5ff 100644 --- a/main.cpp +++ b/main.cpp @@ -22,13 +22,14 @@ 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; @@ -49,6 +50,9 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor 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) { @@ -74,9 +78,6 @@ void drawPyramids(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++) { @@ -155,7 +156,8 @@ 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::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); @@ -165,16 +167,35 @@ void display() { 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); */ @@ -490,11 +511,15 @@ void init() { 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]; @@ -528,6 +553,11 @@ void timer(int _) { 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);