From 8248b58325ebd9ab11342030ebc58ab81cdb78b2 Mon Sep 17 00:00:00 2001 From: Luke Lau Date: Fri, 12 Oct 2018 22:48:58 +0100 Subject: [PATCH] Add solid shader and light cube thing --- .gitignore | 1 + main.cpp | 151 +++++++++++++++++++++++++++++++++++++++++------ solidfrag.glsl | 6 ++ solidvertex.glsl | 8 +++ 4 files changed, 148 insertions(+), 18 deletions(-) create mode 100644 solidfrag.glsl create mode 100644 solidvertex.glsl diff --git a/.gitignore b/.gitignore index 409f1a5..2e68889 100644 --- a/.gitignore +++ b/.gitignore @@ -14,3 +14,4 @@ bin *.aux *.log _minted-report +.vim diff --git a/main.cpp b/main.cpp index ef18bf2..1df11ec 100644 --- a/main.cpp +++ b/main.cpp @@ -19,21 +19,15 @@ using namespace std; -GLuint* vaos; -GLuint progId; +GLuint pyramidVao, lightVao; +GLuint gradientProgId, solidProgId; 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|GL_DEPTH_BUFFER_BIT); - glUseProgram(progId); - glBindVertexArray(vaos[0]); - - float d = (float)glutGet(GLUT_ELAPSED_TIME) * 0.001f; - +void setProjectionAndViewUniforms(GLuint progId) { GLuint projId = glGetUniformLocation(progId, "projection"); glm::mat4 proj = glm::perspective(glm::radians(45.f), 1.33f, 0.01f, 10000.f); glUniformMatrix4fv(projId, 1, GL_FALSE, glm::value_ptr(proj)); @@ -41,15 +35,36 @@ void display() { GLuint viewId = glGetUniformLocation(progId, "view"); glm::mat4 view = glm::lookAt(camPos, camPos + camFront, camUp); glUniformMatrix4fv(viewId, 1, GL_FALSE, glm::value_ptr(view)); +} + +void drawLight(float d, glm::vec3 lightPos) { + glUseProgram(solidProgId); + glBindVertexArray(lightVao); + setProjectionAndViewUniforms(solidProgId); + 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 lightPosLoc = glGetUniformLocation(progId, "lightPos"); - glm::vec3 lightPos = glm::vec3(sin(d) * 10, 0, 0);//10 * cos(d)); + GLuint colorLoc = glGetUniformLocation(solidProgId, "color"); + glm::vec3 color = glm::vec3(1, 1, 1); + glUniform3fv(colorLoc, 1, glm::value_ptr(color)); + + glDrawArrays(GL_TRIANGLES, 0, 36); +}; + +void drawPyramids(float d, glm::vec3 lightPos) { + glUseProgram(gradientProgId); + glBindVertexArray(pyramidVao); + setProjectionAndViewUniforms(gradientProgId); + + GLuint lightPosLoc = glGetUniformLocation(gradientProgId, "lightPos"); glUniform3fv(lightPosLoc, 1, glm::value_ptr(lightPos)); - GLuint viewPosLoc = glGetUniformLocation(progId, "viewPos"); + GLuint viewPosLoc = glGetUniformLocation(gradientProgId, "viewPos"); glUniform3fv(viewPosLoc, 1, glm::value_ptr(camPos)); - GLuint modelId = glGetUniformLocation(progId, "model"); + GLuint modelId = glGetUniformLocation(gradientProgId, "model"); for (int i = 0; i < 10; i++) { @@ -73,6 +88,18 @@ void display() { glDrawArrays(GL_TRIANGLES, 0, 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); + + drawPyramids(d, lightPos); + drawLight(d, lightPos); + glutSwapBuffers(); } @@ -181,6 +208,91 @@ GLuint setupBuffers(glm::vec3* vertices, glm::vec3* normals, GLuint progId) { 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); + GLuint verticesSize = 36 * 3 * sizeof(GLfloat); + + glGenVertexArrays(1, &lightVao); + GLuint vbo; + glBindVertexArray(lightVao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, verticesSize, NULL, GL_STATIC_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, verticesSize, glm::value_ptr(vertices[0])); + GLuint posLoc = glGetAttribLocation(progId, "vPosition"); + glEnableVertexAttribArray(posLoc); + glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); +} + void validateProgram(GLuint progId) { glValidateProgram(progId); @@ -227,12 +339,15 @@ void init() { } } - vaos = new GLuint[2]; + gradientProgId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl"); + glUseProgram(gradientProgId); + pyramidVao = setupBuffers(vertices, normals, gradientProgId); + validateProgram(gradientProgId); - progId = compileShaders((char*)"vertex.glsl", (char*)"fragment.glsl"); - glUseProgram(progId); - vaos[0] = setupBuffers(vertices, normals, progId); - validateProgram(progId); + solidProgId = compileShaders((char*)"solidvertex.glsl", (char*)"solidfrag.glsl"); + glUseProgram(solidProgId); + setupLightBuffers(solidProgId); + validateProgram(solidProgId); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); diff --git a/solidfrag.glsl b/solidfrag.glsl new file mode 100644 index 0000000..b729865 --- /dev/null +++ b/solidfrag.glsl @@ -0,0 +1,6 @@ +#version 330 +uniform vec3 color; +out vec4 FragColor; +void main() { + FragColor = vec4(color, 1); +} diff --git a/solidvertex.glsl b/solidvertex.glsl new file mode 100644 index 0000000..c3938de --- /dev/null +++ b/solidvertex.glsl @@ -0,0 +1,8 @@ +#version 330 +in vec3 vPosition; +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; +void main() { + gl_Position = projection * view * model * vec4(vPosition, 1); +} -- 2.30.2