Beispiel #1
0
int load_object(const char *path){
   int objectId = glGenLists(1);
   glNewList(objectId, GL_COMPILE);

   ObjLoader obj;
   obj.Load(path);

   vector<Triangle> tr = obj.GetTriangles();
   vector<Vector3f> v = obj.GetVertices();
   vector<Vector3f> n = obj.GetNormals();

   glBegin(GL_TRIANGLES);
   for(int i = 0; i < tr.size(); i++){
      //printf("%i\n", i);
      glNormal3f(n[tr[i].n0].x, n[tr[i].n0].y, n[tr[i].n0].z);
      glVertex3f(v[tr[i].v0].x, v[tr[i].v0].y, v[tr[i].v0].z);
      //printf("%f %f %f\n", n[tr[i].n0].x, n[tr[i].n0].y, n[tr[i].n0].z);
      //printf("%f %f %f\n", v[tr[i].v0].x, v[tr[i].v0].y, v[tr[i].v0].z);

      glNormal3f(n[tr[i].n1].x, n[tr[i].n1].y, n[tr[i].n1].z);
      glVertex3f(v[tr[i].v1].x, v[tr[i].v1].y, v[tr[i].v1].z);
      //printf("%f %f %f\n", n[tr[i].n1].x, n[tr[i].n1].y, n[tr[i].n1].z);

      glNormal3f(n[tr[i].n2].x, n[tr[i].n2].y, n[tr[i].n2].z);
      glVertex3f(v[tr[i].v2].x, v[tr[i].v2].y, v[tr[i].v2].z);
      //printf("%f %f %f\n", n[tr[i].n2].x, n[tr[i].n2].y, n[tr[i].n2].z);
      //cout << tr[i].x << tr[i].y << tr[i].z << endl;
   }
   glEnd();
   glEndList();

   return objectId;
}
//OpenGL initialization function
void OnInit() {

	//generate the pseudorandom noise data
	glm::vec4 pData[64][64];
	for(int j=0;j<64;j++) {
		for(int i=0;i<64;i++) {
			pData[i][j].x = (float)rand() / RAND_MAX;
			pData[i][j].y = (float)rand() / RAND_MAX;
			pData[i][j].z = (float)rand() / RAND_MAX;
			pData[i][j].w = (float)rand() / RAND_MAX;
		}
	}

	//use the pseudorandom noise data to generate a 64x64 nosie texture
	glGenTextures(1, &noiseTexID);
	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, noiseTexID);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 64, 64, 0, GL_BGRA, GL_FLOAT, pData);

	//get the mesh path for loading of textures
	std::string mesh_path = mesh_filename.substr(0, mesh_filename.find_last_of("/")+1);

	//load the obj model
	if(!obj.Load(mesh_filename.c_str(), meshes, vertices, indices, materials)) {
		cout<<"Cannot load the Obj mesh"<<endl;
		exit(EXIT_FAILURE);
	}
	GL_CHECK_ERRORS

	//bind texture 0 as active texture unit
	glActiveTexture(GL_TEXTURE0);
	//load material textures
	for(size_t k=0;k<materials.size();k++) {
		//if the diffuse texture name is not empty
		if(materials[k]->map_Kd != "") {
			GLuint id = 0;

			//generate a new OpenGL texture
			glGenTextures(1, &id);
			glBindTexture(GL_TEXTURE_2D, id);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
			int texture_width = 0, texture_height = 0, channels=0;

			const string& filename =  materials[k]->map_Kd;

			std::string full_filename = mesh_path;
			full_filename.append(filename);

			//use SOIL to load the texture
			GLubyte* pData = SOIL_load_image(full_filename.c_str(), &texture_width, &texture_height, &channels, SOIL_LOAD_AUTO);
			if(pData == NULL) {
				cerr<<"Cannot load image: "<<full_filename.c_str()<<endl;
				exit(EXIT_FAILURE);
			}

			//Flip the image on Y axis
			int i,j;
			for( j = 0; j*2 < texture_height; ++j )
			{
				int index1 = j * texture_width * channels;
				int index2 = (texture_height - 1 - j) * texture_width * channels;
				for( i = texture_width * channels; i > 0; --i )
				{
					GLubyte temp = pData[index1];
					pData[index1] = pData[index2];
					pData[index2] = temp;
					++index1;
					++index2;
				}
			}
			//get the image format
			GLenum format = GL_RGBA;
			switch(channels) {
				case 2:	format = GL_RG32UI; break;
				case 3: format = GL_RGB;	break;
				case 4: format = GL_RGBA;	break;
			}
			//allocate the texture
			glTexImage2D(GL_TEXTURE_2D, 0, format, texture_width, texture_height, 0, format, GL_UNSIGNED_BYTE, pData);

			//release the SOIL image data
			SOIL_free_image_data(pData);

			//add the texture id to a vector
			textures.push_back(id);
		}
	}
	GL_CHECK_ERRORS

	//setup flat shader
	flatShader.LoadFromFile(GL_VERTEX_SHADER, "shaders/flat.vert");
	flatShader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/flat.frag");
	//compile and link shader
	flatShader.CreateAndLinkProgram();
	flatShader.Use();
		//add attribute and uniform
		flatShader.AddAttribute("vVertex");
		flatShader.AddUniform("MVP");
	flatShader.UnUse();

	//load final shader
	finalShader.LoadFromFile(GL_VERTEX_SHADER, "shaders/Passthrough.vert");
	finalShader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/final.frag");
	//compile and link shader
	finalShader.CreateAndLinkProgram();
	finalShader.Use();
		//add attribute and uniform
		finalShader.AddAttribute("vVertex");
		finalShader.AddUniform("MVP");
		finalShader.AddUniform("textureMap");
		//set values of constant uniforms as initialization
		glUniform1i(finalShader("textureMap"), 4);
	finalShader.UnUse();

	//load the point light rendering shader
	shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/shader.vert");
	shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/shader.frag");
	shader.CreateAndLinkProgram();
	shader.Use();
		//add attribute and uniform
		shader.AddAttribute("vVertex");
		shader.AddAttribute("vNormal");
		shader.AddAttribute("vUV");

		shader.AddUniform("MV");
		shader.AddUniform("N");
		shader.AddUniform("P");
		shader.AddUniform("textureMap");
		shader.AddUniform("useDefault");

		shader.AddUniform("light_position");
		shader.AddUniform("diffuse_color");
		//set values of constant uniforms as initialization
		glUniform1i(shader("textureMap"), 0);
	shader.UnUse();

	//load the horizontal Gaussian blurring shader
	gaussianH_shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/Passthrough.vert");
	gaussianH_shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/GaussH.frag");

	//compile and link shader
	gaussianH_shader.CreateAndLinkProgram();
	gaussianH_shader.Use();
		//add attribute and uniform
		gaussianH_shader.AddAttribute("vVertex");
		gaussianH_shader.AddUniform("textureMap");
		//set values of constant uniforms as initialization
		glUniform1i(gaussianH_shader("textureMap"),5);
	gaussianH_shader.UnUse();

	//load the vertical Gaussian blurring shader
	gaussianV_shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/Passthrough.vert");
	gaussianV_shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/GaussV.frag");

	//compile and link shader
	gaussianV_shader.CreateAndLinkProgram();
	gaussianV_shader.Use();
		//add attribute and uniform
		gaussianV_shader.AddAttribute("vVertex");
		gaussianV_shader.AddUniform("textureMap");
		//set values of constant uniforms as initialization
		glUniform1i(gaussianV_shader("textureMap"),4);
	gaussianV_shader.UnUse();

	//load the first step SSAO shader
	ssaoFirstShader.LoadFromFile(GL_VERTEX_SHADER, "shaders/SSAO_FirstStep.vert");
	ssaoFirstShader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/SSAO_FirstStep.frag");
	//compile and link shader
	ssaoFirstShader.CreateAndLinkProgram();
	ssaoFirstShader.Use();
		//add attribute and uniform
		ssaoFirstShader.AddAttribute("vVertex");
		ssaoFirstShader.AddAttribute("vNormal");
		ssaoFirstShader.AddUniform("MVP");
		ssaoFirstShader.AddUniform("N");
	ssaoFirstShader.UnUse();

	//load the second step SSAO shader
	ssaoSecondShader.LoadFromFile(GL_VERTEX_SHADER, "shaders/Passthrough.vert");
	ssaoSecondShader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/SSAO_SecondStep.frag");
	//compile and link shader
	ssaoSecondShader.CreateAndLinkProgram();
	ssaoSecondShader.Use();
		//add attribute and uniform
		ssaoSecondShader.AddAttribute("vVertex");
		ssaoSecondShader.AddUniform("samples");
		ssaoSecondShader.AddUniform("invP");
		ssaoSecondShader.AddUniform("normalTex");
		ssaoSecondShader.AddUniform("depthTex");
		ssaoSecondShader.AddUniform("noiseTex");
		ssaoSecondShader.AddUniform("radius");
		ssaoSecondShader.AddUniform("viewportSize");
		ssaoSecondShader.AddUniform("invViewportSize");

		//set values of constant uniforms as initialization
		glUniform2f(ssaoSecondShader("viewportSize"), float(RTT_WIDTH), float(RTT_HEIGHT));
		glUniform2f(ssaoSecondShader("invViewportSize"), 1.0f/float(RTT_WIDTH), 1.0f/float(RTT_HEIGHT));
		glUniform1i(ssaoSecondShader("normalTex"),1);
		glUniform1i(ssaoSecondShader("noiseTex"),2);
		glUniform1i(ssaoSecondShader("depthTex"),3);

		glm::mat4 biasMat;
		biasMat = glm::translate(glm::mat4(1),glm::vec3(0.5,0.5,0.5));
		biasMat = glm::scale(biasMat, glm::vec3(0.5,0.5,0.5));
		glm::mat4 invP = biasMat*glm::inverse(P);
		glUniformMatrix4fv(ssaoSecondShader("invP"), 1, GL_FALSE, glm::value_ptr(invP));

		glm::vec2 samples[16];
		float angle = (float)M_PI_4;
		for(int i=0;i<16;i++) {
			samples[i].x = cos(angle) * (float)(i+1)/16.0f;
			samples[i].y = sin(angle) * (float)(i+1)/16.0f;
			angle += (float)M_PI_2;
			if(((i + 1) % 4) == 0)
				angle += (float)M_PI_4;
		}
		glUniform2fv(ssaoSecondShader("samples"), 16, &(samples[0].x));
	ssaoSecondShader.UnUse();

	GL_CHECK_ERRORS


	//setup the vertex array object and vertex buffer object for the mesh
	//geometry handling 
	glGenVertexArrays(1, &vaoID);
	glGenBuffers(1, &vboVerticesID);
	glGenBuffers(1, &vboIndicesID);

	glBindVertexArray(vaoID);
		glBindBuffer (GL_ARRAY_BUFFER, vboVerticesID);
		//pass mesh vertices
		glBufferData (GL_ARRAY_BUFFER, sizeof(Vertex)*vertices.size(), &(vertices[0].pos.x), GL_STATIC_DRAW);
		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex position
		glEnableVertexAttribArray(shader["vVertex"]);
		glVertexAttribPointer(shader["vVertex"], 3, GL_FLOAT, GL_FALSE,sizeof(Vertex),0);
		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex normal
		glEnableVertexAttribArray(shader["vNormal"]);
		glVertexAttribPointer(shader["vNormal"], 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)(offsetof(Vertex, normal)) );

		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex texture coordinates
		glEnableVertexAttribArray(shader["vUV"]);
		glVertexAttribPointer(shader["vUV"], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)(offsetof(Vertex, uv)) );

		//if we have a single material, it means the 3ds model contains one mesh
		//we therefore load it into an element array buffer
		if(materials.size()==1) {
			//pass indices to the element array buffer if there is a single material
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*indices.size(), &(indices[0]), GL_STATIC_DRAW);
		}
		GL_CHECK_ERRORS

	//setup fullscreen quad vertices
	glm::vec2 quadVerts[4];
	quadVerts[0] = glm::vec2(0,0);
	quadVerts[1] = glm::vec2(1,0);
	quadVerts[2] = glm::vec2(1,1);
	quadVerts[3] = glm::vec2(0,1);

	//setup quad indices
	GLushort quadIndices[]={ 0,1,2,0,2,3};

	//setup quad vertex array and vertex buffer objects
	glGenVertexArrays(1, &quadVAOID);
	glGenBuffers(1, &quadVBOID);
	glGenBuffers(1, &quadIndicesID);

	glBindVertexArray(quadVAOID);
		glBindBuffer (GL_ARRAY_BUFFER, quadVBOID);
		//pass quad vertices to vertex buffer object
		glBufferData (GL_ARRAY_BUFFER, sizeof(quadVerts), &quadVerts[0], GL_STATIC_DRAW);

		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex position
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,0,0);
		//pass quad indices to element array buffer
		glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, quadIndicesID);
		glBufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), &quadIndices[0], GL_STATIC_DRAW);


	//glBindVertexArray(0);

	//setup vao and vbo stuff for the light position crosshair
	glm::vec3 crossHairVertices[6];
	crossHairVertices[0] = glm::vec3(-0.5f,0,0);
	crossHairVertices[1] = glm::vec3(0.5f,0,0);
	crossHairVertices[2] = glm::vec3(0, -0.5f,0);
	crossHairVertices[3] = glm::vec3(0, 0.5f,0);
	crossHairVertices[4] = glm::vec3(0,0, -0.5f);
	crossHairVertices[5] = glm::vec3(0,0, 0.5f);

	//setup light gizmo vertex array and vertex buffer object IDs
	glGenVertexArrays(1, &lightVAOID);
	glGenBuffers(1, &lightVerticesVBO);
	glBindVertexArray(lightVAOID);

	glBindBuffer (GL_ARRAY_BUFFER, lightVerticesVBO);
	//pass crosshair vertices to the buffer object
	glBufferData (GL_ARRAY_BUFFER, sizeof(crossHairVertices), &(crossHairVertices[0].x), GL_STATIC_DRAW);
	GL_CHECK_ERRORS
	//enable vertex attribute array for vertex position
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,0);

	GL_CHECK_ERRORS

	//use spherical coordinates to get the light position
	lightPosOS.x = radius * cos(theta)*sin(phi);
	lightPosOS.y = radius * cos(phi);
	lightPosOS.z = radius * sin(theta)*sin(phi);

	//enable depth test and culling
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);

	//set clear colour to corn blue
	glClearColor(0.5,0.5,1,1);

	//initializa FBO
	InitFBO();
	cout<<"Initialization successfull"<<endl;
}
//OpenGL initialization function
void OnInit() { 
	//get the mesh path for loading of textures	
	std::string mesh_path = mesh_filename.substr(0, mesh_filename.find_last_of("/")+1);

	//load the obj model
	if(!obj.Load(mesh_filename.c_str(), meshes, vertices, indices, materials)) { 
		cout<<"Cannot load the 3ds mesh"<<endl;
		exit(EXIT_FAILURE);
	} 
	GL_CHECK_ERRORS

	//load material textures  
	for(size_t k=0;k<materials.size();k++) {
		//if the diffuse texture name is not empty
		if(materials[k]->map_Kd != "") { 
			//generate a new OpenGL array texture
			GLuint id = 0;
			glGenTextures(1, &id);
			glBindTexture(GL_TEXTURE_2D, id);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
			int texture_width = 0, texture_height = 0, channels=0;		 	

			const string& filename =  materials[k]->map_Kd;

			std::string full_filename = mesh_path;
			full_filename.append(filename);
			//use SOIL to load the texture
			GLubyte* pData = SOIL_load_image(full_filename.c_str(), &texture_width, &texture_height, &channels, SOIL_LOAD_AUTO);
			if(pData == NULL) {
				cerr<<"Cannot load image: "<<full_filename.c_str()<<endl;
				exit(EXIT_FAILURE);
			} 

			//Flip the image on Y axis
			int i,j;
			for( j = 0; j*2 < texture_height; ++j )
			{
				int index1 = j * texture_width * channels;
				int index2 = (texture_height - 1 - j) * texture_width * channels;
				for( i = texture_width * channels; i > 0; --i )
				{
					GLubyte temp = pData[index1];
					pData[index1] = pData[index2];
					pData[index2] = temp;
					++index1;
					++index2;
				}
			} 
			//get the image format
			GLenum format = GL_RGBA;
			switch(channels) {
				case 2:	format = GL_RG32UI; break;
				case 3: format = GL_RGB;	break;
				case 4: format = GL_RGBA;	break;
			}
			//allocate texture 
			glTexImage2D(GL_TEXTURE_2D, 0, format, texture_width, texture_height, 0, format, GL_UNSIGNED_BYTE, pData);

			//release the SOIL image data
			SOIL_free_image_data(pData);

			//add loaded texture ID to vector
			textures.push_back(id);
		}
	} 
	GL_CHECK_ERRORS

	//load flat shader
	flatShader.LoadFromFile(GL_VERTEX_SHADER, "shaders/flat.vert");
	flatShader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/flat.frag");
	//compile and link shader
	flatShader.CreateAndLinkProgram();
	flatShader.Use();	
		//add attribute and uniform
		flatShader.AddAttribute("vVertex");
		flatShader.AddUniform("MVP"); 
	flatShader.UnUse();

	//load mesh rendering shader
	shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/shader.vert");
	shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/shader.frag");
	//compile and link shader
	shader.CreateAndLinkProgram();
	shader.Use();	
		//add attribute and uniform
		shader.AddAttribute("vVertex");
		shader.AddAttribute("vNormal");
		shader.AddAttribute("vUV");		
		shader.AddUniform("MV");
		shader.AddUniform("N");
		shader.AddUniform("P");
		shader.AddUniform("textureMap");
		shader.AddUniform("useDefault");		
		shader.AddUniform("light_position");
		shader.AddUniform("diffuse_color");
		//set values of constant uniforms as initialization	
		glUniform1i(shader("textureMap"), 0);
	shader.UnUse();

	GL_CHECK_ERRORS

	//setup the vertex array object and vertex buffer object for the mesh
	//geometry handling 
	glGenVertexArrays(1, &vaoID);
	glGenBuffers(1, &vboVerticesID);
	glGenBuffers(1, &vboIndicesID); 
	 
	//here we are using interleaved attributes so we can just push data to one
	//buffer object and then assign different atribute pointer to identofy the 
	//different attributes
	glBindVertexArray(vaoID);	
		glBindBuffer (GL_ARRAY_BUFFER, vboVerticesID);
		//pass mesh vertices
		glBufferData (GL_ARRAY_BUFFER, sizeof(Vertex)*vertices.size(), &(vertices[0].pos.x), GL_STATIC_DRAW);
		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex position
		glEnableVertexAttribArray(shader["vVertex"]);
		glVertexAttribPointer(shader["vVertex"], 3, GL_FLOAT, GL_FALSE,sizeof(Vertex),0);
		GL_CHECK_ERRORS 
		//enable vertex attribute array for vertex normal
		glEnableVertexAttribArray(shader["vNormal"]);
		glVertexAttribPointer(shader["vNormal"], 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)(offsetof(Vertex, normal)) );
 
		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex texture coordinates
		glEnableVertexAttribArray(shader["vUV"]);
		glVertexAttribPointer(shader["vUV"], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)(offsetof(Vertex, uv)) );
 
		GL_CHECK_ERRORS
			
		//if we have a single material, it means the 3ds model contains one mesh
		//we therefore load it into an element array buffer
		if(materials.size()==1) {
			//pass indices to the element array buffer if there is a single material			
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*indices.size(), &(indices[0]), GL_STATIC_DRAW);
		}
		GL_CHECK_ERRORS
	glBindVertexArray(0); 

	//setup vao and vbo stuff for the light position crosshair
	glm::vec3 crossHairVertices[6];
	crossHairVertices[0] = glm::vec3(-0.5f,0,0);
	crossHairVertices[1] = glm::vec3(0.5f,0,0);
	crossHairVertices[2] = glm::vec3(0, -0.5f,0);
	crossHairVertices[3] = glm::vec3(0, 0.5f,0);
	crossHairVertices[4] = glm::vec3(0,0, -0.5f);
	crossHairVertices[5] = glm::vec3(0,0, 0.5f);

	//setup light gizmo vertex array and vertex buffer object IDs
	glGenVertexArrays(1, &lightVAOID);
	glGenBuffers(1, &lightVerticesVBO);   
	glBindVertexArray(lightVAOID);	

		glBindBuffer (GL_ARRAY_BUFFER, lightVerticesVBO);
		//pass crosshair vertices to the buffer object
		glBufferData (GL_ARRAY_BUFFER, sizeof(crossHairVertices), &(crossHairVertices[0].x), GL_STATIC_DRAW);
		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex position
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,0);
	
	GL_CHECK_ERRORS 
	
	//use spherical coordinates to get the light position
	lightPosOS.x = radius * cos(theta)*sin(phi);
	lightPosOS.y = radius * cos(phi);
	lightPosOS.z = radius * sin(theta)*sin(phi);

	//enable depth test and culling
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE); 

	//set the background colour to corn blue 
	glClearColor(0.5,0.5,1,1);
	cout<<"Initialization successfull"<<endl;
}
Beispiel #4
0
//OpenGL initialization function
void OnInit() {
	//setup fullscreen quad geometry
	glm::vec2 quadVerts[4];
	quadVerts[0] = glm::vec2(-1,-1);
	quadVerts[1] = glm::vec2(1,-1);
	quadVerts[2] = glm::vec2(1,1);
	quadVerts[3] = glm::vec2(-1,1);
	//setup quad indices
	GLushort quadIndices[]={ 0,1,2,0,2,3};
	//setup quad vertex array and vertex buffer objects
	glGenVertexArrays(1, &quadVAOID);
	glGenBuffers(1, &quadVBOID);
	glGenBuffers(1, &quadIndicesID);

	glBindVertexArray(quadVAOID);
		glBindBuffer (GL_ARRAY_BUFFER, quadVBOID);
		//pass quad vertices to vertex buffer object
		glBufferData (GL_ARRAY_BUFFER, sizeof(quadVerts), &quadVerts[0], GL_STATIC_DRAW);

		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex position
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,0,0);

		//pass quad indices to element array buffer
		glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, quadIndicesID);
		glBufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), &quadIndices[0], GL_STATIC_DRAW);

	//get the mesh path for loading of textures	
	std::string mesh_path = mesh_filename.substr(0, mesh_filename.find_last_of("/")+1);

	//load the obj model
	vector<unsigned short> indices2;
	vector<glm::vec3> vertices2;
	if(!obj.Load(mesh_filename.c_str(), meshes, vertices, indices, materials, aabb, vertices2, indices2)) {
		cout<<"Cannot load the 3ds mesh"<<endl;
		exit(EXIT_FAILURE);
	}
	
	GL_CHECK_ERRORS

	int total =0;
	//check the total number of non empty textures since we will use this
	//information to creare a single array texture to store all textures 
	for(size_t k=0;k<materials.size();k++) {
		if(materials[k]->map_Kd != "") {
			total++;
		}
	}

	//load material textures
	for(size_t k=0;k<materials.size();k++) {
		//if the diffuse texture name is not empty
		if(materials[k]->map_Kd != "") {
			if(k==0) {
				//generate a new OpenGL array texture
				glGenTextures(1, &textureID);
				glBindTexture(GL_TEXTURE_2D_ARRAY, textureID);
				glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
				glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
				glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP);
				glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP);
			}
			int texture_width = 0, texture_height = 0, channels=0;

			const string& filename =  materials[k]->map_Kd;

			std::string full_filename = mesh_path;
			full_filename.append(filename);

			//use SOIL to load the texture
			GLubyte* pData = SOIL_load_image(full_filename.c_str(), &texture_width, &texture_height, &channels, SOIL_LOAD_AUTO);
			if(pData == NULL) {
				cerr<<"Cannot load image: "<<full_filename.c_str()<<endl;
				exit(EXIT_FAILURE);
			}

			//Flip the image on Y axis
			int i,j;
			for( j = 0; j*2 < texture_height; ++j )
			{
				int index1 = j * texture_width * channels;
				int index2 = (texture_height - 1 - j) * texture_width * channels;
				for( i = texture_width * channels; i > 0; --i )
				{
					GLubyte temp = pData[index1];
					pData[index1] = pData[index2];
					pData[index2] = temp;
					++index1;
					++index2;
				}
			}
			//get the image format
			GLenum format = GL_RGBA;
			switch(channels) {
				case 2:	format = GL_RG32UI; break;
				case 3: format = GL_RGB;	break;
				case 4: format = GL_RGBA;	break;
			}

			//if this is the first texture, allocate the array texture
			if(k==0) {
				glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, format, texture_width, texture_height, total, 0, format, GL_UNSIGNED_BYTE, NULL);
			}
			//modify the existing texture
			glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,0,0,k, texture_width, texture_height, 1, format, GL_UNSIGNED_BYTE, pData);

			//release the SOIL image data
			SOIL_free_image_data(pData);
		}
	}
	GL_CHECK_ERRORS

	//load flat shader
	flatShader.LoadFromFile(GL_VERTEX_SHADER, "shaders/flat.vert");
	flatShader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/flat.frag");
	//compile and link shader
	flatShader.CreateAndLinkProgram();
	flatShader.Use();
		//add attribute and uniform
		flatShader.AddAttribute("vVertex");
		flatShader.AddUniform("MVP");
	flatShader.UnUse();

	//load raytracing shader
	raytraceShader.LoadFromFile(GL_VERTEX_SHADER, "shaders/raytracer.vert");
	raytraceShader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/raytracer.frag");
	//compile and link shader
	raytraceShader.CreateAndLinkProgram();
	raytraceShader.Use();
		//add attribute and uniform
		raytraceShader.AddAttribute("vVertex");
		raytraceShader.AddUniform("eyePos");
		raytraceShader.AddUniform("invMVP");
		raytraceShader.AddUniform("light_position");
		raytraceShader.AddUniform("backgroundColor");
		raytraceShader.AddUniform("aabb.min");
		raytraceShader.AddUniform("aabb.max");
		raytraceShader.AddUniform("vertex_positions");
		raytraceShader.AddUniform("triangles_list");
		raytraceShader.AddUniform("VERTEX_TEXTURE_SIZE");
		raytraceShader.AddUniform("TRIANGLE_TEXTURE_SIZE");

		//set values of constant uniforms as initialization		
		glUniform1f(raytraceShader("VERTEX_TEXTURE_SIZE"), (float)vertices2.size());
		glUniform1f(raytraceShader("TRIANGLE_TEXTURE_SIZE"), (float)indices2.size()/4);
		glUniform3fv(raytraceShader("aabb.min"),1, glm::value_ptr(aabb.min));
		glUniform3fv(raytraceShader("aabb.max"),1, glm::value_ptr(aabb.max));
		glUniform4fv(raytraceShader("backgroundColor"),1, glm::value_ptr(bg));
		glUniform1i(raytraceShader("vertex_positions"), 1);
		glUniform1i(raytraceShader("triangles_list"), 2);
	raytraceShader.UnUse();

	GL_CHECK_ERRORS

	//load mesh rendering shader
	shader.LoadFromFile(GL_VERTEX_SHADER, "shaders/shader.vert");
	shader.LoadFromFile(GL_FRAGMENT_SHADER, "shaders/shader.frag");
	//compile and link shader
	shader.CreateAndLinkProgram();
	shader.Use();
		//add attribute and uniform
		shader.AddAttribute("vVertex");
		shader.AddAttribute("vNormal");
		shader.AddAttribute("vUV");
		shader.AddUniform("MV");
		shader.AddUniform("N");
		shader.AddUniform("P");
		shader.AddUniform("textureMap");
		shader.AddUniform("textureIndex");
		shader.AddUniform("useDefault");
		shader.AddUniform("diffuse_color");
		shader.AddUniform("light_position");
		//set values of constant uniforms as initialization	
		glUniform1i(shader("textureMap"), 0);
	shader.UnUse();

	GL_CHECK_ERRORS
		
	//setup the vertex array object and vertex buffer object for the mesh
	//geometry handling 
	glGenVertexArrays(1, &vaoID);
	glGenBuffers(1, &vboVerticesID);
	glGenBuffers(1, &vboIndicesID);

	glBindVertexArray(vaoID);
		glBindBuffer (GL_ARRAY_BUFFER, vboVerticesID);
		//pass mesh vertices
		glBufferData (GL_ARRAY_BUFFER, sizeof(Vertex)*vertices.size(), &(vertices[0].pos.x), GL_STATIC_DRAW);
		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex position
		glEnableVertexAttribArray(shader["vVertex"]);
		glVertexAttribPointer(shader["vVertex"], 3, GL_FLOAT, GL_FALSE,sizeof(Vertex),0);
		GL_CHECK_ERRORS
		
		//enable vertex attribute array for vertex normal
		glEnableVertexAttribArray(shader["vNormal"]);
		glVertexAttribPointer(shader["vNormal"], 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)(offsetof(Vertex, normal)) );

		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex texture coordinates
		glEnableVertexAttribArray(shader["vUV"]);
		glVertexAttribPointer(shader["vUV"], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)(offsetof(Vertex, uv)) );

		GL_CHECK_ERRORS

		//if we have a single material, it means the 3ds model contains one mesh
		//we therefore load it into an element array buffer
		if(materials.size()==1) {
			//pass indices to the element array buffer if there is a single material			
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndicesID);
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLushort)*indices.size(), &(indices[0]), GL_STATIC_DRAW);
		}
		GL_CHECK_ERRORS

	glBindVertexArray(0);

	//setup vao and vbo stuff for the light position crosshair
	glm::vec3 crossHairVertices[6];
	crossHairVertices[0] = glm::vec3(-0.5f,0,0);
	crossHairVertices[1] = glm::vec3(0.5f,0,0);
	crossHairVertices[2] = glm::vec3(0, -0.5f,0);
	crossHairVertices[3] = glm::vec3(0, 0.5f,0);
	crossHairVertices[4] = glm::vec3(0,0, -0.5f);
	crossHairVertices[5] = glm::vec3(0,0, 0.5f);
	
	//setup light gizmo vertex array and vertex buffer object IDs
	glGenVertexArrays(1, &lightVAOID);
	glGenBuffers(1, &lightVerticesVBO);
	glBindVertexArray(lightVAOID);

		glBindBuffer (GL_ARRAY_BUFFER, lightVerticesVBO);
		//pass crosshair vertices to the buffer object
		glBufferData (GL_ARRAY_BUFFER, sizeof(crossHairVertices), &(crossHairVertices[0].x), GL_STATIC_DRAW);
		GL_CHECK_ERRORS
		//enable vertex attribute array for vertex position
		glEnableVertexAttribArray(0);
		glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0,0);

	GL_CHECK_ERRORS

	//use spherical coordinates to get the light position
	lightPosOS.x = radius * cos(theta)*sin(phi);
	lightPosOS.y = radius * cos(phi);
	lightPosOS.z = radius * sin(theta)*sin(phi);

	//pass position to 1D texture bound to texture unit 1
	glGenTextures(1, &texVerticesID);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture( GL_TEXTURE_2D, texVerticesID);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	GLfloat* pData = new GLfloat[vertices2.size()*4];
	int count = 0;
	for(size_t i=0;i<vertices2.size();i++) {
		pData[count++] = vertices2[i].x;
		pData[count++] = vertices2[i].y;
		pData[count++] = vertices2[i].z;
		pData[count++] = 0;				
	}
	//allocate a floating point texture
 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, vertices2.size(),1, 0, GL_RGBA, GL_FLOAT, pData);

	//delete the data pointer
	delete [] pData;

	GL_CHECK_ERRORS

	//store the mesh topology in another texture bound to texture unit 2
	glGenTextures(1, &texTrianglesID);
	glActiveTexture(GL_TEXTURE2);
	glBindTexture( GL_TEXTURE_2D, texTrianglesID);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	GLushort* pData2 = new GLushort[indices2.size()];
	count = 0;
	for(size_t i=0;i<indices2.size();i+=4) {
		pData2[count++] = (indices2[i]);
		pData2[count++] = (indices2[i+1]);
		pData2[count++] = (indices2[i+2]);
		pData2[count++] = (indices2[i+3]);
	}
	//allocate an integer format texture
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16I, indices2.size()/4,1, 0, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, pData2);
	
	//delete heap allocated buffer
	delete [] pData2;

	GL_CHECK_ERRORS

	//set texture unit 0 as active texture unit
	glActiveTexture(GL_TEXTURE0);

	//enable depth test and culling
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_CULL_FACE);

	//set the background colour
	glClearColor(bg.x, bg.y, bg.z, bg.w);

	cout<<"Initialization successfull"<<endl;

	//get the initial time
	lastTime = (float)glutGet(GLUT_ELAPSED_TIME);
}