Reflection
[opengl.git] / main.cpp
index 99312d384ed00ea36ff83640f32d5621201704fd..4dd4e605963d7be0cc169e9fbeb92028baa2e30a 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -1,8 +1,6 @@
 #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];
@@ -238,11 +193,18 @@ void timer(int _) {
        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;
@@ -268,6 +230,12 @@ 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 +246,7 @@ 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);