Assignment 2
[opengl.git] / assignment1.cpp
index 43cd62629d323b3e3bc4cc3cebf6b2087d520d16..4676882fe80ec1c061ead0589e7e547714bf3052 100644 (file)
@@ -1,21 +1,68 @@
 #include <stdio.h>
 #include <stdlib.h>
+#include <iostream>
 #include <fstream>
 #include <sstream>
+#include <array>
+#include <vector>
 #ifdef __APPLE__
 #include <GL/glew.h>
 #else
 #include <OpenGL/glew.h>
 #endif
 #include <GLUT/glut.h>
+#include <glm/glm.hpp>
+#include <glm/ext.hpp>
+#include <glm/gtc/type_ptr.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);
+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;
+
 void display() {
-       glClear(GL_COLOR_BUFFER_BIT);
-       glDrawArrays(GL_TRIANGLES, 0, 6);
+       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, 100.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));
+
+               GLuint modelId = glGetUniformLocation(progId, "model");
+               float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f;
+               glm::mat4 model = glm::mat4(1.f);
+
+               model = glm::translate(model, glm::vec3(sin(i * 30) * 2, cos(i * 30) * 2, 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));
+               }
+               
+               if (doScale)
+                       model = glm::scale(model, glm::vec3(1.f, 0.3f + 0.7f * (1 + sin(d * (i + 3))), 1.f));
+
+               if (doTranslate)
+                       model = glm::translate(model, glm::vec3(sin(d), cos(d), sin(d)));
+       
+
+               glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
+               
+               glDrawArrays(GL_TRIANGLES, 0, 12);
+       }
        glutSwapBuffers();
 }
 
@@ -30,7 +77,8 @@ void attachShader(GLuint progId, const char* filePath, GLenum type) {
        ifstream file(filePath);
        stringstream buffer;
        buffer << file.rdbuf();
-       const char* contents = buffer.str().c_str();
+       string str = buffer.str();
+       const char* contents = str.c_str();
 
        glShaderSource(shader, 1, (const GLchar**)&contents, NULL);
        glCompileShader(shader);
@@ -45,11 +93,11 @@ void attachShader(GLuint progId, const char* filePath, GLenum type) {
        glAttachShader(progId, shader);
 }
 
-GLuint compileShaders() {
+GLuint compileShaders(char* vertexShader, char* fragmentShader) {
        GLuint progId = glCreateProgram();
 
-       attachShader(progId, "vertex.glsl", GL_VERTEX_SHADER);
-       attachShader(progId, "fragment.glsl", GL_FRAGMENT_SHADER);
+       attachShader(progId, vertexShader, GL_VERTEX_SHADER);
+       attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER);
 
        glLinkProgram(progId);
        GLint success = 0;
@@ -61,68 +109,62 @@ GLuint compileShaders() {
                exit(1);
        }
 
-       glUseProgram(progId);
        return progId;
 }
 
-void generateObjectBuffers() {
-       GLfloat vertices[] = {
-               0.0f, -1.0f, 0.0f,
-               1.0f, -1.0f, 0.0f,
-               0.5f, 1.0f, 0.0f,
+#define BUFFER_OFFSET(i) ((char *)NULL + (i))
 
-               -1.0f, -1.0f, 0.0f,
-               0.0f, -1.0f, 0.0f,
-               -0.5f, 1.0f, 0.0f
-       };
+GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
 
        GLfloat colors[] = {
                0, 1, 0, 1,
                1, 0, 0, 1,
                0, 0, 1, 1,
 
+               0, 1, 0, 1,
+               1, 0, 0, 1,
+               0, 0, 1, 1,
+
+               0, 1, 0, 1,
+               1, 0, 0, 1,
+               0, 0, 1, 1,
+
                0, 1, 0, 1,
                1, 0, 0, 1,
                0, 0, 1, 1
        };
 
-       GLuint numVerts = 6;
+       GLuint numVerts = 12;
 
-       GLuint VBO;
-       glGenBuffers(1, &VBO);
-       glBindBuffer(GL_ARRAY_BUFFER, VBO);
-       glBufferData(GL_ARRAY_BUFFER, numVerts * 7 * sizeof(GLfloat), NULL, GL_STATIC_DRAW);
+       GLuint vbo;
+       glGenBuffers(1, &vbo);
+
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+
+       GLuint posId = glGetAttribLocation(progId, "vPosition");
+       GLuint colorId = glGetAttribLocation(progId, "vColor");
 
        GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
        GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
-       glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
-       glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
-}
 
-#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);
+       glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
 
-void linkBuffers(GLuint progId) {
-       GLuint numVerts = 6;
-       GLuint posId = glGetAttribLocation(progId, "vPosition");
-       GLuint colorId = glGetAttribLocation(progId, "vColor");
+       glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
+       glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
        
-       GLuint vao = 0;
-       glGenVertexArrays(1, &vao);
        glBindVertexArray(vao);
-
        glEnableVertexAttribArray(posId);
        glVertexAttribPointer(posId, 3, GL_FLOAT, GL_FALSE, 0, 0);
 
        glEnableVertexAttribArray(colorId);
        glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(numVerts * 3 * sizeof(GLfloat)));
 
+       return vao;
 }
 
-void init() {
-       GLuint progId = compileShaders();
-       generateObjectBuffers();
-       linkBuffers(progId);
-       
+void validateProgram(GLuint progId) {
        glValidateProgram(progId);
        
        GLint success;
@@ -135,17 +177,109 @@ void init() {
        }
 }
 
+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
+
+       };
+
+       vaos = new GLuint[2];
+
+       progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
+       glUseProgram(progId);
+       vaos[0] = setupBuffers(vertices, progId);
+       validateProgram(progId);
+
+       glEnable(GL_DEPTH_TEST); 
+}
+
+void keyboard(unsigned char key, int x, int y) {
+       if (key == 'w')
+               camPos.z += 0.1f;
+       if (key == 's')
+               camPos.z -= 0.1f;
+       if (key == 'a')
+               camPos.x += 0.1f;
+       if (key == 'd')
+               camPos.x -= 0.1f;
+       if (key == 'q')
+               camPos.y += 0.1f;
+       if (key == 'e')
+               camPos.y -= 0.1f;
+       if (key == 'z')
+               doScale = !doScale;
+       if (key == 'x')
+               doRotate = !doRotate;
+       if (key == 'c')
+               doTranslate = !doTranslate;
+       glutPostRedisplay();
+}
+
+void idle(int _) {
+       glutPostRedisplay();
+       glutTimerFunc(16, idle, 0);
+}
+
+int prevMouseX, prevMouseY;
+bool firstMouse = true;
+
+void motion(int x, int y) {
+       if (firstMouse) {
+               prevMouseX = x;
+               prevMouseY = y;
+               firstMouse = false;
+       }
+       int dx = x - prevMouseX, dy = y - prevMouseY;
+
+       prevMouseX = x;
+       prevMouseY = y;
+
+       const float sensitivity = 0.005f;
+       yaw += dx * sensitivity;
+       pitch -= dy * sensitivity;
+
+       glm::vec3 front;
+       front.x = cos(pitch) * cos(yaw);
+       front.y = sin(pitch);
+       front.z = cos(pitch) * sin(yaw);
+       camFront = glm::normalize(front);
+}
+
+void mouse(int button, int state, int x, int y) {
+       if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
+               firstMouse = true;
+}
+
 int main(int argc, char** argv) {
        glutInit(&argc, argv);
-       glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
+       glutInitDisplayMode(GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB|GLUT_3_2_CORE_PROFILE);
        glutInitWindowSize(800, 600);
-       glutCreateWindow("Hello Triangle");
+       int win = glutCreateWindow("Hello Triangle");
        glutDisplayFunc(display);
 
        glewInit();
        
        init();
 
+       glutKeyboardFunc(keyboard);
+       glutTimerFunc(16, idle, 0);
+       glutMotionFunc(motion);
+       glutMouseFunc(mouse);
+
        glutMainLoop();
 
        return 0;