#include <stdio.h>
#include <stdlib.h>
#include <iostream>
-#include <fstream>
-#include <sstream>
#include <array>
#include <vector>
#ifdef __APPLE__
#include <OpenGL/glew.h>
#endif
#include <GLUT/glut.h>
+#include "shapes.hpp"
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
+#include "model.hpp"
+#include "program.hpp"
+#include "skybox.hpp"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint* vaos;
-GLuint progId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f);
+GLuint lightVao;
+
+Program *textureProg, *plainProg, *reflectProg;
+Skybox *skybox;
+
+glm::vec3 camPos = glm::vec3(0.0f, 0.0f, 0.0f);
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 *chest, *mirrorCube;
+glm::vec3 lightPos(3);
-void display() {
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
- glUseProgram(progId);
- glBindVertexArray(vaos[0]);
- for (int i = 0; i < 100; i++) {
-
- 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));
-
- GLuint viewId = glGetUniformLocation(progId, "view");
- glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+const int WIDTH = 800, HEIGHT = 600;
+const float ASPECT = (float)WIDTH / (float)HEIGHT;
- 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));
-
- if (doRotate) {
- model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
- model = glm::rotate(model, d * glm::radians(20.f), glm::vec3(1.f, 0.f, 0.f));
+glm::mat4 projMat() {
+ return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
}
- if (doScale)
- model = glm::scale(model, glm::vec3(1.f, 0.7f + 0.7f * (1 + sin(d + (i + 3))), 1.f));
-
- if (doTranslate)
- model = glm::translate(model, glm::vec3(sin(d + (i + 1)), cos(d + (i + -3)), sin(d + (i + 4))));
-
-
- glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
-
- glDrawArrays(GL_TRIANGLES, 0, 12);
+glm::mat4 viewMat() {
+ return glm::lookAt(camPos, camPos + camFront, camUp);
}
- glutSwapBuffers();
-}
-
-void attachShader(GLuint progId, const char* filePath, GLenum type) {
- GLuint shader = glCreateShader(type);
- if (!shader) {
- fprintf(stderr, "error creating shader\n");
- exit(1);
- }
+void setProjectionAndViewUniforms(GLuint progId) {
+ GLuint projLoc = glGetUniformLocation(progId, "projection");
+ glm::mat4 proj = projMat();
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
- ifstream file(filePath);
- stringstream buffer;
- buffer << file.rdbuf();
- string str = buffer.str();
- const char* contents = str.c_str();
-
- glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
- glCompileShader(shader);
- GLint success;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetShaderInfoLog(shader, 1024, NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
- glAttachShader(progId, shader);
+ GLuint viewLoc = glGetUniformLocation(progId, "view");
+ glm::mat4 view = viewMat();
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
}
-GLuint compileShaders(char* vertexShader, char* fragmentShader) {
- GLuint progId = glCreateProgram();
+void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
+ GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
+ glUniform4fv(lightColorLoc, 1, glm::value_ptr(lightColor));
- attachShader(progId, vertexShader, GL_VERTEX_SHADER);
- attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
+ GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
+ glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
- glLinkProgram(progId);
- GLint success = 0;
- glGetProgramiv(progId, GL_LINK_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error linking: %s\n", log);
- exit(1);
+ GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
+ glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
}
- return progId;
-}
+void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+ glUseProgram(plainProg->progId);
+ glBindVertexArray(lightVao);
+ setProjectionAndViewUniforms(plainProg->progId);
+ glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos);
+ model = glm::scale(model, glm::vec3(0.2));
+ GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model");
+ glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+ GLuint colorLoc = glGetUniformLocation(plainProg->progId, "color");
+ glm::vec4 color(lightColor);
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
-GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
-
- GLfloat colors[] = {
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+}
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1,
+void display() {
+ glClearColor(0.5, 0.5, 0.5, 1);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
- 0, 1, 0, 1,
- 1, 0, 0, 1,
- 0, 0, 1, 1
- };
+ glm::vec4 lightColor(1, 1, 1, 1);
- GLuint numVerts = 12;
+ drawLight(d, lightPos, lightColor);
- GLuint vbo;
- glGenBuffers(1, &vbo);
+ glUseProgram(textureProg->progId);
+ setProjectionAndViewUniforms(textureProg->progId);
+ setLightColorAndPos(textureProg->progId, lightPos, lightColor);
- GLuint vao;
- glGenVertexArrays(1, &vao);
+ /* 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)); */
- GLuint posId = glGetAttribLocation(progId, "vPosition");
- GLuint colorId = glGetAttribLocation(progId, "vColor");
+ /* Model::Node *jewels = chest->find("jewels"); */
+ /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
- GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
- GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
+ /* 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)); */
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
+ /* Model::Node *key = chest->find("key"); */
+ /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
- glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
- glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
+ /* chest->draw(); */
- glBindVertexArray(vao);
- glEnableVertexAttribArray(posId);
- glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ mirrorCube->draw();
- glEnableVertexAttribArray(colorId);
- glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVerts * 3 * sizeof(GLfloat)));
+ skybox->draw(projMat(), viewMat());
- return vao;
+ glutSwapBuffers();
}
-void validateProgram(GLuint progId) {
- glValidateProgram(progId);
+void setupLightBuffers(GLuint progId) {
+ auto vertices = cube();
+ GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
- GLint success;
- glGetProgramiv(progId, GL_VALIDATE_STATUS, &success);
- if (!success) {
- GLchar log[1024];
- glGetProgramInfoLog(progId, sizeof(log), NULL, log);
- fprintf(stderr, "error: %s\n", log);
- exit(1);
- }
+ 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 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
-
+ plainProg = new Program("plainvertex.glsl", "plainfrag.glsl");
+ glUseProgram(plainProg->progId);
+ setupLightBuffers(plainProg->progId);
+ plainProg->validate();
+
+ std::vector<std::string> faces = {
+ "models/skybox/right.jpg",
+ "models/skybox/left.jpg",
+ "models/skybox/top.jpg",
+ "models/skybox/bottom.jpg",
+ "models/skybox/front.jpg",
+ "models/skybox/back.jpg"
};
+ skybox = new Skybox(faces);
- vaos = new GLuint[2];
+ textureProg = new Program("texturevertex.glsl", "texturefrag.glsl");
+ /* chest = new Model("models/chest.dae", *textureProg, *skybox); */
- progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
- glUseProgram(progId);
- vaos[0] = setupBuffers(vertices, progId);
- validateProgram(progId);
+ mirrorCube = new Model("models/mirrorCube.dae", *textureProg, *skybox);
glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
}
bool* keyStates = new bool[256];
if (keyStates['e'])
ySpeed = -0.1f;
+ if (keyStates['j']) lightPos.z += 0.1f;
+ if (keyStates['k']) lightPos.z -= 0.1f;
+ if (keyStates['h']) lightPos.x -= 0.1f;
+ if (keyStates['l']) lightPos.x += 0.1f;
+ if (keyStates['m']) lightPos.y -= 0.1f;
+ if (keyStates['n']) lightPos.y += 0.1f;
+
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
glutPostRedisplay();
- glutTimerFunc(16, idle, 0);
+ glutTimerFunc(16, timer, 0);
}
int prevMouseX, prevMouseY;
front.y = sin(pitch);
front.z = cos(pitch) * sin(yaw);
camFront = glm::normalize(front);
+
+ if (pitch < -1.57079632679 || pitch >= 1.57079632679) {
+ camUp = glm::vec3(0, -1, 0);
+ } else {
+ camUp = glm::vec3(0, 1, 0);
+ }
}
void mouse(int button, int state, int x, int y) {
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
- glutInitWindowSize(800, 600);
+ glutInitWindowSize(WIDTH, HEIGHT);
int win = glutCreateWindow("Hello Triangle");
glutDisplayFunc(display);