X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=assignment1.cpp;h=4676882fe80ec1c061ead0589e7e547714bf3052;hp=b3049f0583f956317d1b38e07ec0914aae1acb1f;hb=616b478aff3a11f38ab379008c43a179718333f8;hpb=6cbf05fce9821efdbbb141c6a0dbff6e6745fbc0 diff --git a/assignment1.cpp b/assignment1.cpp index b3049f0..4676882 100644 --- a/assignment1.cpp +++ b/assignment1.cpp @@ -1,7 +1,9 @@ #include #include +#include #include #include +#include #include #ifdef __APPLE__ #include @@ -9,20 +11,57 @@ #include #endif #include +#include +#include +#include #pragma clang diagnostic ignored "-Wdeprecated-declarations" using namespace std; GLuint* vaos; -GLuint* progIds; +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); - for (int i = 0; i < 2; i++) { - glUseProgram(progIds[i]); - glBindVertexArray(vaos[i]); - glDrawArrays(GL_TRIANGLES, 0, 3); + 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(); } @@ -38,7 +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); @@ -77,12 +117,24 @@ GLuint compileShaders(char* vertexShader, char* fragmentShader) { 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 = 3; + GLuint numVerts = 12; GLuint vbo; glGenBuffers(1, &vbo); @@ -103,11 +155,10 @@ GLuint setupBuffers(GLfloat* vertices, GLuint progId) { glBufferSubData(GL_ARRAY_BUFFER, vertsLen, colorsLen, colors); glBindVertexArray(vao); - glEnableVertexAttribArray(posId); - glEnableVertexAttribArray(colorId); - 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; @@ -127,45 +178,108 @@ void validateProgram(GLuint progId) { } void init() { - GLfloat vertices[2][9] = { - { - 0.0f, -1.0f, 0.0f, - 1.0f, -1.0f, 0.0f, - 0.5f, 1.0f, 0.0f - }, - - { - -1.0f, -1.0f, 0.0f, - 0.0f, -1.0f, 0.0f, - -0.5f, 1.0f, 0.0f - } + 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]; - progIds = new GLuint[2]; - GLuint progId1 = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl"); - vaos[0] = setupBuffers(vertices[0], progId1); - progIds[0] = progId1; - validateProgram(progId1); + 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); +} - GLuint progId2 = compileShaders((char*)"vertex.glsl", (char*)"yellow.glsl"); - vaos[1] = setupBuffers(vertices[1], progId2); - progIds[1] = progId2; - validateProgram(progId2); +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;