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, textureProgId;
26 glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
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;
32 glm::vec3 lightPos(0);
34 const int WIDTH = 800, HEIGHT = 600;
35 const float ASPECT = (float)WIDTH / (float)HEIGHT;
37 void setProjectionAndViewUniforms(GLuint progId) {
38 GLuint projLoc = glGetUniformLocation(progId, "projection");
39 glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
40 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
42 GLuint viewLoc = glGetUniformLocation(progId, "view");
43 glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
44 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
47 void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
48 GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
49 glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
51 GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
52 glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
54 GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
55 glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
58 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
59 glUseProgram(plainProgId);
60 glBindVertexArray(lightVao);
61 setProjectionAndViewUniforms(plainProgId);
62 glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
63 model = glm::scale(model, glm::vec3(0.2));
64 GLuint modelLoc = glGetUniformLocation(plainProgId, "model");
65 glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
67 GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
68 glm::vec4 color(lightColor);
69 glUniform4fv(colorLoc, 1, glm::value_ptr(color));
71 glDrawArrays(GL_TRIANGLES, 0, 36);
74 void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
75 glUseProgram(gradientProgId);
76 glBindVertexArray(pyramidVao);
77 setProjectionAndViewUniforms(gradientProgId);
79 setLightColorAndPos(gradientProgId, lightPos, lightColor);
81 GLuint modelId = glGetUniformLocation(gradientProgId, "model");
83 for (int i = 0; i < 10; i++) {
85 glm::mat4 model = glm::mat4(1.f);
87 model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
90 model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
91 model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
95 model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
98 model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
101 glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
103 glDrawArrays(GL_TRIANGLES, 0, 18);
108 enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
110 void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
111 glUseProgram(normalProgId);
113 GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
114 GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
117 setProjectionAndViewUniforms(normalProgId);
121 glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
122 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
124 glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
125 glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
126 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
129 case teapotPerspStatic:
130 case teapotPerspAnimated:
132 float fov = glm::radians(45.f);
133 if (proj == teapotPerspAnimated)
134 fov += glm::radians(sin(d) * 30.f);
135 glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
136 glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
138 glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
139 glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
143 setLightColorAndPos(normalProgId, lightPos, lightColor);
144 glBindVertexArray(teapotVao);
145 GLuint modelId = glGetUniformLocation(normalProgId, "model");
147 model = glm::scale(model, glm::vec3(0.3));
148 if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
149 glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
151 glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
155 glClearColor(0.5, 0.5, 0.5, 1);
156 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
157 float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
159 /* glm::vec3 lightPos = glm::vec3(sin(d / 10.f) * 10, 0, cos(d / 10.f) * 10); */
160 glm::vec3 lightPos = lightPos;
161 glm::vec4 lightColor(1, 1, 1, 1);
163 drawLight(d, lightPos, lightColor);
165 glUseProgram(textureProgId);
166 setProjectionAndViewUniforms(textureProgId);
167 setLightColorAndPos(textureProgId, lightPos, lightColor);
169 Model::Node *top = chest->find("top");
170 top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
171 top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
172 top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
174 /* Model::Node *jewels = chest->find("jewels"); */
175 /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
177 /* Model::Node *lock = chest->find("lock"); */
178 /* lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649)); */
179 /* lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4)); */
180 /* lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649)); */
182 /* Model::Node *key = chest->find("key"); */
183 /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
185 /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
191 void attachShader(GLuint progId, const char* filePath, GLenum type) {
192 GLuint shader = glCreateShader(type);
195 fprintf(stderr, "error creating shader\n");
199 ifstream file(filePath);
201 buffer << file.rdbuf();
202 string str = buffer.str();
203 const char* contents = str.c_str();
205 glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
206 glCompileShader(shader);
208 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
211 glGetShaderInfoLog(shader, 1024, NULL, log);
212 fprintf(stderr, "error: %s\n", log);
215 glAttachShader(progId, shader);
218 GLuint compileShaders(char* vertexShader, char* fragmentShader) {
219 GLuint progId = glCreateProgram();
221 attachShader(progId, vertexShader, GL_VERTEX_SHADER);
222 attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
224 glLinkProgram(progId);
226 glGetProgramiv(progId, GL_LINK_STATUS, &success);
229 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
230 fprintf(stderr, "error linking: %s\n", log);
237 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
239 GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
267 GLuint numVerts = 18;
270 glGenBuffers(1, &vbo);
273 glGenVertexArrays(1, &vao);
275 GLuint posId = glGetAttribLocation(progId, "vPosition");
276 GLuint colorId = glGetAttribLocation(progId, "vColor");
277 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
279 GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
280 GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
281 GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
283 glBindBuffer(GL_ARRAY_BUFFER, vbo);
284 glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
286 glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
287 glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
288 glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
290 glBindVertexArray(vao);
292 glEnableVertexAttribArray(posId);
293 glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
295 glEnableVertexAttribArray(colorId);
296 glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
298 glEnableVertexAttribArray(normalLoc);
299 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
304 vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
305 vector<glm::vec3> triangles(6);
306 triangles[0] = quads[0];
307 triangles[1] = quads[1];
308 triangles[2] = quads[2];
309 triangles[3] = quads[2];
310 triangles[4] = quads[3];
311 triangles[5] = quads[0];
315 template <typename T>
316 void append(vector<T> &a, vector<T> &b) {
317 a.insert(a.end(), b.begin(), b.end());
320 void setupLightBuffers(GLuint progId) {
321 vector<glm::vec3> vertices;
322 glm::vec3 front[] = {
323 glm::vec3(1, -1, -1),
324 glm::vec3(-1, -1, -1),
325 glm::vec3(-1, 1, -1),
328 vector<glm::vec3> frontTriangles = quadToTriangles(front);
329 append(vertices, frontTriangles);
334 glm::vec3(-1, -1, 1),
337 vector<glm::vec3> backQuads = quadToTriangles(back);
338 append(vertices, backQuads);
342 glm::vec3(-1, 1, -1),
346 vector<glm::vec3> topTriangles = quadToTriangles(top);
347 append(vertices, topTriangles);
349 glm::vec3 bottom[] = {
351 glm::vec3(-1, -1, 1),
352 glm::vec3(-1, -1, -1),
355 vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
356 append(vertices, bottomTriangles);
360 glm::vec3(-1, 1, -1),
361 glm::vec3(-1, -1, -1),
364 vector<glm::vec3> leftTriangles = quadToTriangles(left);
365 append(vertices, leftTriangles);
367 glm::vec3 right[] = {
373 vector<glm::vec3> rightTriangles = quadToTriangles(right);
374 append(vertices, rightTriangles);
375 GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
377 glGenVertexArrays(1, &lightVao);
379 glBindVertexArray(lightVao);
380 glGenBuffers(1, &vbo);
381 glBindBuffer(GL_ARRAY_BUFFER, vbo);
382 glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW);
383 glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0]));
384 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
385 glEnableVertexAttribArray(posLoc);
386 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
389 void setupTeapotBuffers(GLuint progId) {
391 glGenBuffers(2, vbos);
392 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
393 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
394 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
395 glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
397 glGenVertexArrays(1, &teapotVao);
398 glBindVertexArray(teapotVao);
400 GLuint posLoc = glGetAttribLocation(progId, "vPosition");
401 GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
403 glEnableVertexAttribArray(posLoc);
404 glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
405 glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
407 glEnableVertexAttribArray(normalLoc);
408 glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
409 glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
412 void validateProgram(GLuint progId) {
413 glValidateProgram(progId);
416 glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
419 glGetProgramInfoLog(progId, sizeof(log), NULL, log);
420 fprintf(stderr, "error: %s\n", log);
426 glm::vec3 vertices[18] = {
427 glm::vec3(0.0f, 1.0f, 0.0f),
428 glm::vec3(1.0f, -1.0f, -1.0f),
429 glm::vec3(-1.0f, -1.0f, -1.0f),
431 glm::vec3(0.0f, 1.0f, 0.0f),
432 glm::vec3(-1.0f, -1.0f, 1.0f),
433 glm::vec3(1.0f, -1.0f, 1.0f),
435 glm::vec3(0.0f, 1.0f, 0.0f),
436 glm::vec3(-1.0f, -1.0f, -1.0f),
437 glm::vec3(-1.0f, -1.0f, 1.0f),
439 glm::vec3(0.0f, 1.0f, 0.0f),
440 glm::vec3(1.0f, -1.0f, 1.0f),
441 glm::vec3(1.0f, -1.0f, -1.0f),
444 glm::vec3(-1, -1, 1),
445 glm::vec3(-1, -1, -1),
446 glm::vec3(-1, -1, -1),
447 glm::vec3(1, -1, -1),
451 // work out the normals
452 glm::vec3 normals[18];
453 for (int i = 0; i < 6; i++) {
454 glm::vec3 a = vertices[i * 3];
455 glm::vec3 b = vertices[i * 3 + 1];
456 glm::vec3 c = vertices[i * 3 + 2];
457 glm::vec3 u = glm::normalize(a - c);
458 glm::vec3 v = glm::normalize(b - c);
459 glm::vec3 norm = glm::normalize(glm::cross(v, u));
460 for(int j = 0; j < 3; j++) {
461 normals[i * 3 + j] = -glm::vec3(norm);
465 gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
466 glUseProgram(gradientProgId);
467 pyramidVao = setupBuffers(vertices, normals, gradientProgId);
468 validateProgram(gradientProgId);
470 plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
471 glUseProgram(plainProgId);
472 setupLightBuffers(plainProgId);
473 validateProgram(plainProgId);
475 normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
476 glUseProgram(normalProgId);
477 setupTeapotBuffers(normalProgId);
478 validateProgram(normalProgId);
480 solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
481 glUseProgram(solidProgId);
482 validateProgram(solidProgId);
484 textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl");
485 glUseProgram(textureProgId);
486 validateProgram(textureProgId);
488 monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
489 chest = new Model("chest.dae", textureProgId);
491 glEnable(GL_DEPTH_TEST);
492 glEnable(GL_CULL_FACE);
495 bool* keyStates = new bool[256];
497 void keyboard(unsigned char key, int x, int y) {
498 keyStates[key] = true;
502 doRotate = !doRotate;
504 doTranslate = !doTranslate;
507 void keyboardUp(unsigned char key, int x, int y) {
508 keyStates[key] = false;
512 float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
526 if (keyStates['j']) lightPos.z += 0.1f;
527 if (keyStates['k']) lightPos.z -= 0.1f;
528 if (keyStates['h']) lightPos.x -= 0.1f;
529 if (keyStates['l']) lightPos.x += 0.1f;
530 if (keyStates['m']) lightPos.y -= 0.1f;
531 if (keyStates['n']) lightPos.y += 0.1f;
533 camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
535 camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
537 glutTimerFunc(16, timer, 0);
540 int prevMouseX, prevMouseY;
541 bool firstMouse = true;
543 void motion(int x, int y) {
549 int dx = x - prevMouseX, dy = y - prevMouseY;
554 const float sensitivity = 0.005f;
555 yaw += dx * sensitivity;
556 pitch -= dy * sensitivity;
559 front.x = cos(pitch) * cos(yaw);
560 front.y = sin(pitch);
561 front.z = cos(pitch) * sin(yaw);
562 camFront = glm::normalize(front);
564 if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
565 camUp = glm::vec3(0, -1, 0);
567 camUp = glm::vec3(0, 1, 0);
571 void mouse(int button, int state, int x, int y) {
572 if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
576 int main(int argc, char** argv) {
577 glutInit(&argc, argv);
578 glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
579 glutInitWindowSize(WIDTH, HEIGHT);
580 int win = glutCreateWindow("Hello Triangle");
581 glutDisplayFunc(display);
587 glutKeyboardFunc(keyboard);
588 glutKeyboardUpFunc(keyboardUp);
589 glutTimerFunc(16, timer, 0);
590 glutMotionFunc(motion);
591 glutMouseFunc(mouse);