Allow upside-down(ish) camera angles
[opengl.git] / main.cpp
index 503f469bba97524bf92b10a64164a8d4bdbed39d..4c9171ab71a63c726e19996252e402b4e24949e1 100644 (file)
--- a/main.cpp
+++ b/main.cpp
 #include <glm/glm.hpp>
 #include <glm/ext.hpp>
 #include <glm/gtc/type_ptr.hpp>
+#include "teapot.h"
 
 #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 pyramidVao, lightVao, teapotVao;
+GLuint gradientProgId, solidProgId, normalProgId;
+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;
 
-void display() {
-       glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
-       glUseProgram(progId);
-       glBindVertexArray(vaos[0]);
-       for (int i = 0; i < 100; i++) {
+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);
+       glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 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));
+}
+
+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));
+}
+
+void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+       glUseProgram(solidProgId);
+       glBindVertexArray(lightVao);
+       setProjectionAndViewUniforms(solidProgId);
+       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 colorLoc = glGetUniformLocation(solidProgId, "color");
+       glm::vec4 color(lightColor);
+       glUniform4fv(colorLoc, 1, glm::value_ptr(color));
+               
+       glDrawArrays(GL_TRIANGLES, 0, 36);
+};
+
+void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+       glUseProgram(gradientProgId);
+       glBindVertexArray(pyramidVao);
+       setProjectionAndViewUniforms(gradientProgId);
+
+       setLightColorAndPos(gradientProgId, lightPos, lightColor);
+
+       GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos");
+       glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
+
+       GLuint modelId = glGetUniformLocation(gradientProgId, "model");
+
+       for (int i = 0; i < 10; i++) {
 
-               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) * 10, cos(i * 30) * 10, i * 2));
+               model = glm::translate(model, glm::vec3(sin(i * 30) * 10, 0, i * 2 - 10));
                
                if (doRotate) {
                        model = glm::rotate(model, d * glm::radians(30.f), glm::vec3(0.f, 1.f, 0.f));
@@ -61,8 +97,84 @@ void display() {
 
                glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(model));
                
-               glDrawArrays(GL_TRIANGLES, 0, 12);
+               glDrawArrays(GL_TRIANGLES, 0, 18);
+       }
+
+};
+
+enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated };
+
+void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) {
+       glUseProgram(normalProgId);
+       
+       GLuint projId = glGetUniformLocation(normalProgId, "projection");
+       GLuint viewId = 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(projId, 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(viewId, 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(projId, 1, GL_FALSE, glm::value_ptr(proj));
+
+                       glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp);
+                       glUniformMatrix4fv(viewId, 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::vec4 lightColor(1, 1, 1, 1);
+
+       glViewport(0, 0, WIDTH, HEIGHT);
+       drawPyramids(d, lightPos, lightColor);
+       drawLight(d, lightPos, lightColor);
+       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);
+
        glutSwapBuffers();
 }
 
@@ -114,7 +226,7 @@ GLuint compileShaders(char* vertexShader, char* fragmentShader) {
 
 #define BUFFER_OFFSET(i) ((char *)NULL + (i))
 
-GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
+GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) {
 
        GLfloat colors[] = {
                0, 1, 0, 1,
@@ -129,12 +241,20 @@ GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
                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 = 12;
+       GLuint numVerts = 18;
 
        GLuint vbo;
        glGenBuffers(1, &vbo);
@@ -144,26 +264,141 @@ GLuint setupBuffers(GLfloat* vertices, GLuint progId) {
 
        GLuint posId = glGetAttribLocation(progId, "vPosition");
        GLuint colorId = glGetAttribLocation(progId, "vColor");
+       GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
 
        GLuint vertsLen = numVerts * 3 * sizeof(GLfloat);
        GLuint colorsLen = numVerts * 4 * sizeof(GLfloat);
+       GLuint normalLen = numVerts * 3 * sizeof(GLfloat);
 
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
-       glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen, NULL, GL_STATIC_DRAW);
+       glBufferData(GL_ARRAY_BUFFER, vertsLen + colorsLen + normalLen, NULL, GL_STATIC_DRAW);
 
-       glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, vertices);
+       glBufferSubData(GL_ARRAY_BUFFER, 0, vertsLen, glm::value_ptr(vertices[0]));
        glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors);
+       glBufferSubData(GL_ARRAY_BUFFER, vertsLen + colorsLen, normalLen, glm::value_ptr(normals[0]));
        
        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)));
+       glVertexAttribPointer(colorId, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen));
+
+       glEnableVertexAttribArray(normalLoc);
+       glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen));
 
        return vao;
 }
 
+vector<glm::vec3> quadToTriangles(glm::vec3 *quads) {
+       vector<glm::vec3> triangles(6);
+       triangles[0] = quads[0];
+       triangles[1] = quads[1];
+       triangles[2] = quads[2];
+       triangles[3] = quads[2];
+       triangles[4] = quads[3];
+       triangles[5] = quads[0];
+       return triangles;
+}
+
+template <typename T>
+void append(vector<T> &a, vector<T> &b) {
+       a.insert(a.end(), b.begin(), b.end());
+};
+
+void setupLightBuffers(GLuint progId) {
+       vector<glm::vec3> vertices;
+       glm::vec3 front[] = {
+               glm::vec3(1, -1, -1),
+               glm::vec3(-1, -1, -1),
+               glm::vec3(-1, 1, -1),
+               glm::vec3(1, 1, -1)
+       };
+       vector<glm::vec3> frontTriangles = quadToTriangles(front);
+       append(vertices, frontTriangles);
+
+       glm::vec3 back[] = {
+               glm::vec3(1, 1, 1),
+               glm::vec3(-1, 1, 1),
+               glm::vec3(-1, -1, 1),
+               glm::vec3(1, -1, 1)
+       };
+       vector<glm::vec3> backQuads = quadToTriangles(back);
+       append(vertices, backQuads);
+
+       glm::vec3 top[] = {
+               glm::vec3(1, 1, -1),
+               glm::vec3(-1, 1, -1),
+               glm::vec3(-1, 1, 1),
+               glm::vec3(1, 1, 1)
+       };
+       vector<glm::vec3> topTriangles = quadToTriangles(top);
+       append(vertices, topTriangles);
+
+       glm::vec3 bottom[] = {
+               glm::vec3(1, -1, 1),
+               glm::vec3(-1, -1, 1),
+               glm::vec3(-1, -1, -1),
+               glm::vec3(1, -1, -1)
+       };
+       vector<glm::vec3> bottomTriangles = quadToTriangles(bottom);
+       append(vertices, bottomTriangles);
+
+       glm::vec3 left[] = {
+               glm::vec3(-1, 1, 1),
+               glm::vec3(-1, 1, -1),
+               glm::vec3(-1, -1, -1),
+               glm::vec3(-1, -1, 1)
+       };
+       vector<glm::vec3> leftTriangles = quadToTriangles(left);
+       append(vertices, leftTriangles);
+
+       glm::vec3 right[] = {
+               glm::vec3(1, 1, -1),
+               glm::vec3(1, 1, 1),
+               glm::vec3(1, -1, 1),
+               glm::vec3(1, -1, -1)
+       };
+       vector<glm::vec3> rightTriangles = quadToTriangles(right);
+       append(vertices, rightTriangles);
+       GLuint verticesSize = 36 * 3 * sizeof(GLfloat);
+
+       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 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);
        
@@ -178,33 +413,62 @@ void validateProgram(GLuint progId) {
 }
 
 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,
+       glm::vec3 vertices[18] = {
+               glm::vec3(0.0f, 1.0f, 0.0f),
+               glm::vec3(1.0f, -1.0f, -1.0f),
+               glm::vec3(-1.0f, -1.0f, -1.0f),
+
+               glm::vec3(0.0f, 1.0f, 0.0f),
+               glm::vec3(-1.0f, -1.0f, 1.0f),
+               glm::vec3(1.0f, -1.0f, 1.0f),
+
+               glm::vec3(0.0f, 1.0f, 0.0f),
+               glm::vec3(-1.0f, -1.0f, -1.0f),
+               glm::vec3(-1.0f, -1.0f, 1.0f),
+
+               glm::vec3(0.0f, 1.0f, 0.0f),
+               glm::vec3(1.0f, -1.0f, 1.0f),
+               glm::vec3(1.0f, -1.0f, -1.0f),
+
+               glm::vec3(1, -1, 1),
+               glm::vec3(-1, -1, 1),
+               glm::vec3(-1, -1, -1),
+               glm::vec3(-1, -1, -1),
+               glm::vec3(1, -1, -1),
+               glm::vec3(1, -1, 1)
+       };
 
-               1.0f, -1.0f, -1.0f,
-               1.0f, -1.0f, 1.0f,
-               0.0f, 1.0f, 0.0f
+       // work out the normals
+       glm::vec3 normals[18];
+       for (int i = 0; i < 6; i++) {
+               glm::vec3 a = vertices[i * 3];
+               glm::vec3 b = vertices[i * 3 + 1];
+               glm::vec3 c = vertices[i * 3 + 2];
+               glm::vec3 u = glm::normalize(a - c);
+               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);
+               }
+       }
 
-       };
+       gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
+       glUseProgram(gradientProgId);
+       pyramidVao = setupBuffers(vertices, normals, gradientProgId);
+       validateProgram(gradientProgId);
 
-       vaos = new GLuint[2];
+       solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl");
+       glUseProgram(solidProgId);
+       setupLightBuffers(solidProgId);
+       validateProgram(solidProgId);
 
-       progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl");
-       glUseProgram(progId);
-       vaos[0] = setupBuffers(vertices, progId);
-       validateProgram(progId);
+       normalProgId = compileShaders((char*)"vertex.glsl", (char*)"normalfrag.glsl");
+       glUseProgram(normalProgId);
+       setupTeapotBuffers(normalProgId);
+       validateProgram(normalProgId);
 
        glEnable(GL_DEPTH_TEST); 
+       glEnable(GL_CULL_FACE); 
 }
 
 bool* keyStates = new bool[256];
@@ -223,7 +487,7 @@ void keyboardUp(unsigned char key, int x, int y) {
        keyStates[key] = false;
 }
 
-void idle(int _) {
+void timer(int _) {
        float xSpeed = 0.f, ySpeed = 0.f, zSpeed = 0.f;
        if (keyStates['w'])
                zSpeed = 0.1f;
@@ -242,7 +506,7 @@ void idle(int _) {
        camPos.y += ySpeed;
        camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
        glutPostRedisplay();
-       glutTimerFunc(16, idle, 0);
+       glutTimerFunc(16, timer, 0);
 }
 
 int prevMouseX, prevMouseY;
@@ -268,6 +532,12 @@ void motion(int x, int y) {
        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) {
@@ -278,7 +548,7 @@ 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);
 
@@ -288,7 +558,7 @@ int main(int argc, char** argv) {
 
        glutKeyboardFunc(keyboard);
        glutKeyboardUpFunc(keyboardUp);
-       glutTimerFunc(16, idle, 0);
+       glutTimerFunc(16, timer, 0);
        glutMotionFunc(motion);
        glutMouseFunc(mouse);