#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
+#include "model.hpp"
+#include "teapot.h"
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
using namespace std;
-GLuint pyramidVao, lightVao;
-GLuint gradientProgId, solidProgId;
-glm::vec3 camPos = glm::vec3(0.0f, 0.0f, -5.0f);
+GLuint pyramidVao, lightVao, teapotVao;
+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;
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));
+ GLuint projLoc = glGetUniformLocation(progId, "projection");
+ glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
- GLuint viewId = glGetUniformLocation(progId, "view");
+ GLuint viewLoc = glGetUniformLocation(progId, "view");
glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
- glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view));
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
}
-void drawLight(float d, glm::vec3 lightPos) {
- glUseProgram(solidProgId);
+void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor) {
+ GLuint lightColorLoc = glGetUniformLocation(progId, "lightColor");
+ glUniform4fv(lightColorLoc, 1, glm::value_ptr(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) {
+ glUseProgram(plainProgId);
glBindVertexArray(lightVao);
- setProjectionAndViewUniforms(solidProgId);
+ setProjectionAndViewUniforms(plainProgId);
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 modelLoc = glGetUniformLocation(plainProgId, "model");
+ glUniformMatrix4fv(modelLoc, 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));
+ GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
+ glm::vec4 color(lightColor);
+ glUniform4fv(colorLoc, 1, glm::value_ptr(color));
glDrawArrays(GL_TRIANGLES, 0, 36);
};
-void drawPyramids(float d, glm::vec3 lightPos) {
+void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
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));
+ setLightColorAndPos(gradientProgId, lightPos, lightColor);
GLuint modelId = glGetUniformLocation(gradientProgId, "model");
};
+enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
+
+void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+ glUseProgram(normalProgId);
+
+ GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
+ GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
+ switch (proj) {
+ case teapotCamera:
+ setProjectionAndViewUniforms(normalProgId);
+ break;
+ case teapotOrtho:
+ {
+ glm::mat4 proj = glm::ortho(-5.f * ASPECT, 5.f * ASPECT, -5.f, 5.f, 0.01f, 1000.f);
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
+
+ glm::vec3 camPos(-5, 5, -5), camFront = glm::vec3(0) - camPos;
+ glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp);
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+ }
+ break;
+ case teapotPerspStatic:
+ case teapotPerspAnimated:
+ {
+ float fov = glm::radians(45.f);
+ if (proj == teapotPerspAnimated)
+ fov += glm::radians(sin(d) * 30.f);
+ glm::mat4 proj = glm::perspective(fov, ASPECT, 0.01f, 10000.f);
+ glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
+
+ glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+ }
+ break;
+ }
+ setLightColorAndPos(normalProgId, lightPos, lightColor);
+ glBindVertexArray(teapotVao);
+ GLuint modelId = glGetUniformLocation(normalProgId, "model");
+ glm::mat4 model(1);
+ model = glm::scale(model, glm::vec3(0.3));
+ if (rotate) model = glm::rotate(model, d, glm::vec3(0, 1, 0));
+ glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+
+ glDrawArrays(GL_TRIANGLES, 0, teapot_vertex_count);
+}
+
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;
- 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);
+ /* drawPyramids(d, lightPos, lightColor); */
+ drawLight(d, lightPos, lightColor);
+
+ glUseProgram(solidProgId);
+ setProjectionAndViewUniforms(solidProgId);
+ setLightColorAndPos(solidProgId, lightPos, lightColor);
+
+ GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
+ glm::vec4 c(1);
+ glUniform4fv(colorLoc, 1, glm::value_ptr(c));
+
+ monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
+ monkeyHead->draw();
+
+ 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); */
+
+ /* glClear(GL_DEPTH_BUFFER_BIT); */
+
+ /* glViewport(0, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotOrtho, false, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotOrtho, true, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor); */
+
+ /* glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4); */
+ /* drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor); */
- drawPyramids(d, lightPos);
- drawLight(d, lightPos);
glutSwapBuffers();
}
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
+void setupTeapotBuffers(GLuint progId) {
+ GLuint vbos[2];
+ glGenBuffers(2, vbos);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
+ glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_vertex_points, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
+ glBufferData(GL_ARRAY_BUFFER, 3 * teapot_vertex_count * sizeof(float), teapot_normals, GL_STATIC_DRAW);
+
+ glGenVertexArrays(1, &teapotVao);
+ glBindVertexArray(teapotVao);
+
+ GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+ GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+
+ glEnableVertexAttribArray(posLoc);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
+ glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
+
+ glEnableVertexAttribArray(normalLoc);
+ glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
+ glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
+}
+
void validateProgram(GLuint progId) {
glValidateProgram(progId);
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);
+ normals[i * 3 + j] = -glm::vec3(norm);
}
}
- gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
+ gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"gradientfrag.glsl");
glUseProgram(gradientProgId);
pyramidVao = setupBuffers(vertices, normals, gradientProgId);
validateProgram(gradientProgId);
- solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl");
+ plainProgId = compileShaders((char*)"plainvertex.glsl", (char*)"plainfrag.glsl");
+ glUseProgram(plainProgId);
+ setupLightBuffers(plainProgId);
+ validateProgram(plainProgId);
+
+ normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
+ glUseProgram(normalProgId);
+ setupTeapotBuffers(normalProgId);
+ validateProgram(normalProgId);
+
+ solidProgId = compileShaders((char*)"vertex.glsl", (char*)"solidfrag.glsl");
glUseProgram(solidProgId);
- setupLightBuffers(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.dae", textureProgId);
+
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
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);
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);