X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=main.cpp;h=742c8983840eff62fbb68652ba0365fe2da0c72b;hp=37033957472fe847bab02902e565abc713283af0;hb=85f8f7278f24fe73fef1a19174376b155319072f;hpb=ba5e08bf25de722d907748ce55b27a45b2b270bf diff --git a/main.cpp b/main.cpp index 3703395..742c898 100644 --- a/main.cpp +++ b/main.cpp @@ -22,14 +22,14 @@ using namespace std; GLuint pyramidVao, lightVao, teapotVao; -GLuint gradientProgId, plainProgId, normalProgId, solidProgId; -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 chestPos(0); +glm::vec3 lightPos(0); const int WIDTH = 800, HEIGHT = 600; const float ASPECT = (float)WIDTH / (float)HEIGHT; @@ -48,8 +48,11 @@ 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) { @@ -75,9 +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++) { @@ -156,60 +156,34 @@ 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(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); - 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); 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)); - Model::Node *jewels = chest->find("jewels"); - jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f)); + /* 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), lightPos); */ 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(); } @@ -506,8 +480,12 @@ void init() { 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("chest.dae", solidProgId); + chest = new Model("models/chest.dae", textureProgId); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); @@ -544,10 +522,12 @@ void timer(int _) { if (keyStates['e']) ySpeed = -0.1f; - if (keyStates['j']) chestPos.z += 0.1f; - if (keyStates['k']) chestPos.z -= 0.1f; - if (keyStates['h']) chestPos.x -= 0.1f; - if (keyStates['l']) chestPos.x += 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;