Stuff
[opengl.git] / main.cpp
index 0b53eee3aace592eb49e2a730b21f9c77c8c4faa..742c8983840eff62fbb68652ba0365fe2da0c72b 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -14,6 +14,7 @@
 #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, teapotVao;
-GLuint gradientProgId, solidProgId, normalProgId;
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -10.0f);
+GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
+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 *monkeyHead, *chest;
+glm::vec3 lightPos(0);
 
 const int WIDTH = 800, HEIGHT = 600;
 const float ASPECT = (float)WIDTH / (float)HEIGHT;
 
 void setProjectionAndViewUniforms(GLuint progId) {
-       GLuint projId = glGetUniformLocation(progId, "projection");
+       GLuint projLoc = glGetUniformLocation(progId, "projection");
        glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f);
-       glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj));
+       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 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");
+       GLuint lightPosLoc = glGetUniformLocation(progId, "vLightPos");
        glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos));
+
+       GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
+       glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
 void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
-       glUseProgram(solidProgId);
+       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");
+       GLuint colorLoc = glGetUniformLocation(plainProgId, "color");
        glm::vec4 color(lightColor);
        glUniform4fv(colorLoc, 1, glm::value_ptr(color));
                
@@ -72,9 +78,6 @@ void drawPyramids(float d, glm::vec3 lightPos, glm::vec4 lightColor) {
 
        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++) {
@@ -107,8 +110,8 @@ enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPers
 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");
+       GLuint projLoc = glGetUniformLocation(normalProgId, "projection");
+       GLuint viewLoc = glGetUniformLocation(normalProgId, "view");
        switch (proj) {
        case teapotCamera:
                setProjectionAndViewUniforms(normalProgId);
@@ -116,11 +119,11 @@ void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos,
        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));
+                       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(viewId, 1, GL_FALSE, glm::value_ptr(view));
+                       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
                }
                break;
        case teapotPerspStatic:
@@ -130,10 +133,10 @@ void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos,
                        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));
+                       glUniformMatrix4fv(projLoc, 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));
+                       glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
                }
                break;
        }
@@ -149,30 +152,37 @@ void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos,
 }
 
 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.f) * 10, 0, cos(d / 10.f) * 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);
+       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));
        
-       glViewport(0, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotOrtho, false, d, lightPos, lightColor);
+       /* Model::Node *jewels = chest->find("jewels"); */
+       /* jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); */
 
-       glViewport(WIDTH / 4, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotOrtho, true, d, lightPos, lightColor);
+       /* 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)); */
 
-       glViewport(WIDTH / 4 * 2, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotPerspStatic, false, d, lightPos, lightColor);
+       /* Model::Node *key = chest->find("key"); */
+       /* key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d))); */
        
-       glViewport(WIDTH / 4 * 3, 0, WIDTH / 4, HEIGHT / 4);
-       drawTeapot(teapotPerspAnimated, false, d, lightPos, lightColor);
+       /* chest->getRoot()->model = glm::translate(glm::mat4(1), lightPos); */
+       chest->draw();
 
        glutSwapBuffers();
 }
@@ -451,21 +461,32 @@ void init() {
                }
        }
 
-       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");
-       glUseProgram(solidProgId);
-       setupLightBuffers(solidProgId);
-       validateProgram(solidProgId);
+       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);
+       validateProgram(solidProgId);
+
+       textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl");
+       glUseProgram(textureProgId);
+       validateProgram(textureProgId);
+
+       monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
+       chest = new Model("models/chest.dae", textureProgId);
+
        glEnable(GL_DEPTH_TEST); 
        glEnable(GL_CULL_FACE); 
 }
@@ -501,6 +522,13 @@ 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);
@@ -531,6 +559,12 @@ 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) {