Add specular and normal mapping
[opengl.git] / main.cpp
index 727c5ffd8b63a63ab32a604590619b4cb59ca01e..f7b2f85a4644f12ba6df69a5f02363926686afe7 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -23,7 +23,7 @@ using namespace std;
 
 GLuint pyramidVao, lightVao, teapotVao;
 GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId;
-glm::vec3 camPos   = glm::vec3(0.0f, 0.0f,  -10.0f);
+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;
@@ -48,10 +48,10 @@ 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, "viewPos");
+       GLuint viewPosLoc = glGetUniformLocation(progId, "vViewPos");
        glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos));
 }
 
@@ -156,25 +156,12 @@ void display() {
        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(0, 10, 10);
+       /* glm::vec3 lightPos = glm::vec3(sin(d / 10.f) * 10, 0, cos(d / 10.f) * 10); */
+       glm::vec3 lightPos = chestPos;
        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);
@@ -187,34 +174,17 @@ void display() {
        /* 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 *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)));
+       /* 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->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); */
-
-
        glutSwapBuffers();
 }
 
@@ -511,7 +481,7 @@ void init() {
        glUseProgram(solidProgId);
        validateProgram(solidProgId);
 
-       textureProgId = compileShaders((char*)"vertex.glsl", (char*)"texturefrag.glsl");
+       textureProgId = compileShaders((char*)"texturevertex.glsl", (char*)"texturefrag.glsl");
        glUseProgram(textureProgId);
        validateProgram(textureProgId);
 
@@ -557,6 +527,8 @@ void timer(int _) {
        if (keyStates['k']) chestPos.z -= 0.1f;
        if (keyStates['h']) chestPos.x -= 0.1f;
        if (keyStates['l']) chestPos.x += 0.1f;
+       if (keyStates['m']) chestPos.y -= 0.1f;
+       if (keyStates['n']) chestPos.y += 0.1f;
 
        camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
        camPos.y += ySpeed;