X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=613d67914eb7f943efa4fb50515f774fffbd9d32;hp=742c8983840eff62fbb68652ba0365fe2da0c72b;hb=c44e69ec78367fb2957324026894aef970f2481a;hpb=85f8f7278f24fe73fef1a19174376b155319072f diff --git a/main.cpp b/main.cpp index 742c898..613d679 100644 --- a/main.cpp +++ b/main.cpp @@ -1,8 +1,6 @@ #include #include #include -#include -#include #include #include #ifdef __APPLE__ @@ -11,36 +9,49 @@ #include #endif #include +#include "shapes.hpp" #include #include #include #include "model.hpp" -#include "teapot.h" +#include "program.hpp" +#include "skybox.hpp" #pragma clang diagnostic ignored "-Wdeprecated-declarations" using namespace std; -GLuint pyramidVao, lightVao, teapotVao; -GLuint gradientProgId, plainProgId, normalProgId, solidProgId, textureProgId; +GLuint lightVao; + +Program *textureProg, *plainProg; +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 *monkeyHead, *chest; +Model *chest; glm::vec3 lightPos(0); const int WIDTH = 800, HEIGHT = 600; const float ASPECT = (float)WIDTH / (float)HEIGHT; +glm::mat4 projMat() { + return glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f); +} + +glm::mat4 viewMat() { + return glm::lookAt(camPos, camPos + camFront, camUp); +} + void setProjectionAndViewUniforms(GLuint progId) { GLuint projLoc = glGetUniformLocation(progId, "projection"); - glm::mat4 proj = glm::perspective(glm::radians(45.f), ASPECT, 0.01f, 10000.f); + glm::mat4 proj = projMat(); glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj)); GLuint viewLoc = glGetUniformLocation(progId, "view"); - glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp); + glm::mat4 view = viewMat(); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); } @@ -56,114 +67,36 @@ void setLightColorAndPos(GLuint progId, glm::vec3 lightPos, glm::vec4 lightColor } void drawLight(float d, glm::vec3 lightPos, glm::vec4 lightColor) { - glUseProgram(plainProgId); + glUseProgram(plainProg->progId); glBindVertexArray(lightVao); - setProjectionAndViewUniforms(plainProgId); + setProjectionAndViewUniforms(plainProg->progId); glm::mat4 model = glm::translate(glm::mat4(1.f), lightPos); model = glm::scale(model, glm::vec3(0.2)); - GLuint modelLoc = glGetUniformLocation(plainProgId, "model"); + GLuint modelLoc = glGetUniformLocation(plainProg->progId, "model"); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); - GLuint colorLoc = glGetUniformLocation(plainProgId, "color"); + GLuint colorLoc = glGetUniformLocation(plainProg->progId, "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 modelId = glGetUniformLocation(gradientProgId, "model"); - - for (int i = 0; i < 10; i++) { - - glm::mat4 model = glm::mat4(1.f); - - 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)); - 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, 0.7f + 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, 18); - } - -}; - -enum TeapotProjection { teapotOrtho, teapotCamera, teapotPerspStatic, teapotPerspAnimated }; - -void drawTeapot(TeapotProjection proj, bool rotate, float d, glm::vec3 lightPos, glm::vec4 lightColor) { - glUseProgram(normalProgId); - - GLuint projLoc = glGetUniformLocation(normalProgId, "projection"); - GLuint viewLoc = 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(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(viewLoc, 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(projLoc, 1, GL_FALSE, glm::value_ptr(proj)); - - glm::mat4 view = glm::lookAt(glm::vec3(0, 0, -10), glm::vec3(0), camUp); - glUniformMatrix4fv(viewLoc, 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.f) * 10, 0, cos(d / 10.f) * 10); */ + skybox->draw(projMat(), viewMat()); + glm::vec4 lightColor(1, 1, 1, 1); drawLight(d, lightPos, lightColor); - glUseProgram(textureProgId); - setProjectionAndViewUniforms(textureProgId); - setLightColorAndPos(textureProgId, lightPos, lightColor); + glUseProgram(textureProg->progId); + setProjectionAndViewUniforms(textureProg->progId); + setLightColorAndPos(textureProg->progId, lightPos, lightColor); Model::Node *top = chest->find("top"); top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1)); @@ -187,190 +120,8 @@ void display() { glutSwapBuffers(); } -void attachShader(GLuint progId, const char* filePath, GLenum type) { - GLuint shader = glCreateShader(type); - - if (!shader) { - fprintf(stderr, "error creating shader\n"); - exit(1); - } - - 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 compileShaders(char* vertexShader, char* fragmentShader) { - GLuint progId = glCreateProgram(); - - attachShader(progId, vertexShader, GL_VERTEX_SHADER); - attachShader(progId, fragmentShader, GL_FRAGMENT_SHADER); - - 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); - } - - return progId; -} - -#define BUFFER_OFFSET(i) ((char *)NULL + (i)) - -GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, 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, - - 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 = 18; - - GLuint vbo; - glGenBuffers(1, &vbo); - - GLuint vao; - glGenVertexArrays(1, &vao); - - 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 + normalLen, NULL, GL_STATIC_DRAW); - - 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(vertsLen)); - - glEnableVertexAttribArray(normalLoc); - glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(vertsLen + colorsLen)); - - return vao; -} - -vector quadToTriangles(glm::vec3 *quads) { - vector 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 -void append(vector &a, vector &b) { - a.insert(a.end(), b.begin(), b.end()); -}; - void setupLightBuffers(GLuint progId) { - vector 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 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 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 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 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 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 rightTriangles = quadToTriangles(right); - append(vertices, rightTriangles); + auto vertices = cube(); GLuint verticesSize = 36 * 3 * sizeof(GLfloat); glGenVertexArrays(1, &lightVao); @@ -385,29 +136,6 @@ void setupLightBuffers(GLuint progId) { 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); @@ -422,70 +150,25 @@ void validateProgram(GLuint progId) { } void init() { - 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) + plainProg = new Program("plainvertex.glsl", "plainfrag.glsl"); + glUseProgram(plainProg->progId); + setupLightBuffers(plainProg->progId); + validateProgram(plainProg->progId); + + textureProg = new Program("texturevertex.glsl", "texturefrag.glsl"); + glUseProgram(textureProg->progId); + + chest = new Model("models/chest.dae", *textureProg); + + std::vector 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" }; - - // 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*)"gradientfrag.glsl"); - glUseProgram(gradientProgId); - pyramidVao = setupBuffers(vertices, normals, gradientProgId); - validateProgram(gradientProgId); - - 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); + skybox = new Skybox(faces); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE);