11 #include <OpenGL/glew.h>
13 #include <GLUT/glut.h>
14 #include <glm/glm.hpp>
15 #include <glm/ext.hpp>
16 #include <glm/gtc/type_ptr.hpp>
20 #pragma clang diagnostic ignored "-Wdeprecated-declarations"
24 GLuint pyramidVao, lightVao, teapotVao;
25 GLuint gradientProgId, plainProgId, normalProgId, solidProgId;
26 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -10.0f);
27 glm::vec3 camFront = glm::vec3(0.0f, 0.0f, 1.0f);
28 glm::vec3 camUp = glm::vec3(0.0f, 1.0f, 0.0f);
29 float yaw = 1.57, pitch = 0;
30 bool doScale, doRotate, doTranslate;
31 Model *monkeyHead, *chest;
33 const int WIDTH = 800, HEIGHT = 600;
34 const float ASPECT = (float)WIDTH / (float)HEIGHT;
36 void setProjectionAndViewUniforms(GLuint progId) {
37 GLuint projLoc = glGetUniformLocation(progId, "projection");
38 glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
39 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
41 GLuint viewLoc = glGetUniformLocation(progId, "view");
42 glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
43 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
46 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
47 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
48 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
50 GLuint lightPosLoc = glGetUniformLocation(progId, "lightPos");
51 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
54 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
55 glUseProgram(plainProgId);
56 glBindVertexArray(lightVao);
57 setProjectionAndViewUniforms(plainProgId);
58 glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
59 model = glm::scale(model, glm::vec3(0.2));
60 GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
61 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
63 GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
64 glm::vec4 color(lightColor);
65 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
67 glDrawArrays(GL_TRIANGLES, 0, 36);
70 void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
71 glUseProgram(gradientProgId);
72 glBindVertexArray(pyramidVao);
73 setProjectionAndViewUniforms(gradientProgId);
75 setLightColorAndPos(gradientProgId, lightPos, lightColor);
77 GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
78 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
80 GLuint modelId = glGetUniformLocation(gradientProgId, "model");
82 for (int i = 0; i < 10; i++) {
84 glm::mat4 model = glm::mat4(1.f);
86 model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
89 model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
90 model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
94 model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
97 model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
100 glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
102 glDrawArrays(GL_TRIANGLES, 0, 18);
107 enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
109 void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
110 glUseProgram(normalProgId);
112 GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
113 GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
116 setProjectionAndViewUniforms(normalProgId);
120 glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
121 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
123 glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
124 glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
125 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
128 case teapotPerspStatic:
129 case teapotPerspAnimated:
131 float fov = glm::radians(45.f);
132 if (proj == teapotPerspAnimated)
133 fov += glm::radians(sin(d) * 30.f);
134 glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
135 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
137 glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
138 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
142 setLightColorAndPos(normalProgId, lightPos, lightColor);
143 glBindVertexArray(teapotVao);
144 GLuint modelId = glGetUniformLocation(normalProgId, "model");
146 model = glm::scale(model, glm::vec3(0.3));
147 if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
148 glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
150 glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
154 glClearColor(0.5, 0.5, 0.5, 1);
155 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
156 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
158 glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, cos(d) * 10);
159 glm::vec4 lightColor(1, 1, 1, 1);
161 glViewport(0, 0, WIDTH, HEIGHT);
162 /* drawPyramids(d, lightPos, lightColor); */
163 drawLight(d, lightPos, lightColor);
165 glUseProgram(solidProgId);
166 setProjectionAndViewUniforms(solidProgId);
167 setLightColorAndPos(solidProgId, lightPos, lightColor);
168 GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
169 glm::vec4 c(1.f, 0, 1.f, 1.f);
170 glUniform4fv(colorLoc, 1, glm::value_ptr(c));
171 GLuint modelLoc = glGetUniformLocation(solidProgId, "model");
173 model = glm::scale(model, glm::vec3(2.0));
174 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
176 model = glm::translate(model, glm::vec3(3, 0, 0));
177 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
180 /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
182 /* glClear(GL_DEPTH_BUFFER_BIT); */
184 /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
185 /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
187 /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
188 /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
190 /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
191 /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
193 /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
194 /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
200 void attachShader(GLuint progId, const char* filePath, GLenum type) {
201 GLuint shader = glCreateShader(type);
204 fprintf(stderr, "error creating shader\n");
208 ifstream file(filePath);
210 buffer << file.rdbuf();
211 string str = buffer.str();
212 const char* contents = str.c_str();
214 glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
215 glCompileShader(shader);
217 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
220 glGetShaderInfoLog(shader, 1024, NULL, log);
221 fprintf(stderr, "error: %s\n", log);
224 glAttachShader(progId, shader);
227 GLuint compileShaders(char* vertexShader, char* fragmentShader) {
228 GLuint progId = glCreateProgram();
230 attachShader(progId, vertexShader, GL_VERTEX_SHADER);
231 attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
233 glLinkProgram(progId);
235 glGetProgramiv(progId, GL_LINK_STATUS, &success);
238 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
239 fprintf(stderr, "error linking: %s\n", log);
246 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
248 GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
276 GLuint numVerts = 18;
279 glGenBuffers(1, &vbo);
282 glGenVertexArrays(1, &vao);
284 GLuint posId = glGetAttribLocation(progId, "vPosition");
285 GLuint colorId = glGetAttribLocation(progId, "vColor");
286 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
288 GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
289 GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
290 GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
292 glBindBuffer(GL_ARRAY_BUFFER, vbo);
293 glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
295 glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
296 glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
297 glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
299 glBindVertexArray(vao);
301 glEnableVertexAttribArray(posId);
302 glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
304 glEnableVertexAttribArray(colorId);
305 glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
307 glEnableVertexAttribArray(normalLoc);
308 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
313 vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
314 vector<glm::vec3> triangles(6);
315 triangles[0] = quads[0];
316 triangles[1] = quads[1];
317 triangles[2] = quads[2];
318 triangles[3] = quads[2];
319 triangles[4] = quads[3];
320 triangles[5] = quads[0];
324 template <typename T>
325 void append(vector<T> &a, vector<T> &b) {
326 a.insert(a.end(), b.begin(), b.end());
329 void setupLightBuffers(GLuint progId) {
330 vector<glm::vec3> vertices;
331 glm::vec3 front[] = {
332 glm::vec3(1, -1, -1),
333 glm::vec3(-1, -1, -1),
334 glm::vec3(-1, 1, -1),
337 vector<glm::vec3> frontTriangles = quadToTriangles(front);
338 append(vertices, frontTriangles);
343 glm::vec3(-1, -1, 1),
346 vector<glm::vec3> backQuads = quadToTriangles(back);
347 append(vertices, backQuads);
351 glm::vec3(-1, 1, -1),
355 vector<glm::vec3> topTriangles = quadToTriangles(top);
356 append(vertices, topTriangles);
358 glm::vec3 bottom[] = {
360 glm::vec3(-1, -1, 1),
361 glm::vec3(-1, -1, -1),
364 vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
365 append(vertices, bottomTriangles);
369 glm::vec3(-1, 1, -1),
370 glm::vec3(-1, -1, -1),
373 vector<glm::vec3> leftTriangles = quadToTriangles(left);
374 append(vertices, leftTriangles);
376 glm::vec3 right[] = {
382 vector<glm::vec3> rightTriangles = quadToTriangles(right);
383 append(vertices, rightTriangles);
384 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
386 glGenVertexArrays(1, &lightVao);
388 glBindVertexArray(lightVao);
389 glGenBuffers(1, &vbo);
390 glBindBuffer(GL_ARRAY_BUFFER, vbo);
391 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
392 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
393 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
394 glEnableVertexAttribArray(posLoc);
395 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
398 void setupTeapotBuffers(GLuint progId) {
400 glGenBuffers(2, vbos);
401 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
402 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
403 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
404 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
406 glGenVertexArrays(1, &teapotVao);
407 glBindVertexArray(teapotVao);
409 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
410 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
412 glEnableVertexAttribArray(posLoc);
413 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
414 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
416 glEnableVertexAttribArray(normalLoc);
417 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
418 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
421 void validateProgram(GLuint progId) {
422 glValidateProgram(progId);
425 glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
428 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
429 fprintf(stderr, "error: %s\n", log);
435 glm::vec3 vertices[18] = {
436 glm::vec3(0.0f, 1.0f, 0.0f),
437 glm::vec3(1.0f, -1.0f, -1.0f),
438 glm::vec3(-1.0f, -1.0f, -1.0f),
440 glm::vec3(0.0f, 1.0f, 0.0f),
441 glm::vec3(-1.0f, -1.0f, 1.0f),
442 glm::vec3(1.0f, -1.0f, 1.0f),
444 glm::vec3(0.0f, 1.0f, 0.0f),
445 glm::vec3(-1.0f, -1.0f, -1.0f),
446 glm::vec3(-1.0f, -1.0f, 1.0f),
448 glm::vec3(0.0f, 1.0f, 0.0f),
449 glm::vec3(1.0f, -1.0f, 1.0f),
450 glm::vec3(1.0f, -1.0f, -1.0f),
453 glm::vec3(-1, -1, 1),
454 glm::vec3(-1, -1, -1),
455 glm::vec3(-1, -1, -1),
456 glm::vec3(1, -1, -1),
460 // work out the normals
461 glm::vec3 normals[18];
462 for (int i = 0; i < 6; i++) {
463 glm::vec3 a = vertices[i * 3];
464 glm::vec3 b = vertices[i * 3 + 1];
465 glm::vec3 c = vertices[i * 3 + 2];
466 glm::vec3 u = glm::normalize(a - c);
467 glm::vec3 v = glm::normalize(b - c);
468 glm::vec3 norm = glm::normalize(glm::cross(v, u));
469 for(int j = 0; j < 3; j++) {
470 normals[i * 3 + j] = -glm::vec3(norm);
474 gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
475 glUseProgram(gradientProgId);
476 pyramidVao = setupBuffers(vertices, normals, gradientProgId);
477 validateProgram(gradientProgId);
479 plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
480 glUseProgram(plainProgId);
481 setupLightBuffers(plainProgId);
482 validateProgram(plainProgId);
484 normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
485 glUseProgram(normalProgId);
486 setupTeapotBuffers(normalProgId);
487 validateProgram(normalProgId);
489 solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
490 glUseProgram(solidProgId);
491 validateProgram(solidProgId);
493 monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
494 chest = new Model("chest.obj", solidProgId);
496 glEnable(GL_DEPTH_TEST);
497 /* glEnable(GL_CULL_FACE); */
500 bool* keyStates = new bool[256];
502 void keyboard(unsigned char key, int x, int y) {
503 keyStates[key] = true;
507 doRotate = !doRotate;
509 doTranslate = !doTranslate;
512 void keyboardUp(unsigned char key, int x, int y) {
513 keyStates[key] = false;
517 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
531 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
533 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
535 glutTimerFunc(16, timer, 0);
538 int prevMouseX, prevMouseY;
539 bool firstMouse = true;
541 void motion(int x, int y) {
547 int dx = x - prevMouseX, dy = y - prevMouseY;
552 const float sensitivity = 0.005f;
553 yaw += dx * sensitivity;
554 pitch -= dy * sensitivity;
557 front.x = cos(pitch) * cos(yaw);
558 front.y = sin(pitch);
559 front.z = cos(pitch) * sin(yaw);
560 camFront = glm::normalize(front);
562 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
563 camUp = glm::vec3(0, -1, 0);
565 camUp = glm::vec3(0, 1, 0);
569 void mouse(int button, int state, int x, int y) {
570 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
574 int main(int argc, char** argv) {
575 glutInit(&argc, argv);
576 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
577 glutInitWindowSize(WIDTH, HEIGHT);
578 int win = glutCreateWindow("Hello Triangle");
579 glutDisplayFunc(display);
585 glutKeyboardFunc(keyboard);
586 glutKeyboardUpFunc(keyboardUp);
587 glutTimerFunc(16, timer, 0);
588 glutMotionFunc(motion);
589 glutMouseFunc(mouse);