void load_sphere () {
	float* points = NULL;
	float* tex_coords = NULL;
	float* normals = NULL;
	g_sphere_point_count = 0;
	assert (load_obj_file (
		MESH_FILE,
		points,
		tex_coords,
		normals,
		g_sphere_point_count
	));
	glGenVertexArrays (1, &g_sphere_vao);
	glBindVertexArray (g_sphere_vao);
	GLuint vbo;
	glGenBuffers (1, &vbo);
	glBindBuffer (GL_ARRAY_BUFFER, vbo);
	glBufferData (
		GL_ARRAY_BUFFER,
		sizeof (float) * 3 * g_sphere_point_count,
		points,
		GL_STATIC_DRAW
	);
	glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	glEnableVertexAttribArray (0);
}
Ejemplo n.º 2
0
	Mesh::Mesh(const std::string filename, std::shared_ptr<Texture> tex) :
		vp(NULL), vn(NULL), vt(NULL), point_count(0), model(identity_mat4()), model_uniform(), vao(0), loaded(true), texture(tex)
	{
		load_obj_file(filename.c_str(), vp, vt, vn, point_count);

		build();
	}
/* load spherical mesh used for coverage area of each light */
bool load_sphere () {
	float* sphere_points = NULL;
	float* sphere_tex_coords = NULL;
	float* sphere_normals = NULL;
	if (!load_obj_file (
		SPHERE_FILE,
		sphere_points,
		sphere_tex_coords,
		sphere_normals,
		g_sphere_point_count
	)) {
		fprintf (stderr, "ERROR loading sphere mesh %s\n", SPHERE_FILE);
		return false;
	}
	// create vao
	glGenVertexArrays (1, &g_sphere_vao);
	glBindVertexArray (g_sphere_vao);
	
	GLuint points_vbo;
	glGenBuffers (1, &points_vbo);
	glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
	glBufferData (
		GL_ARRAY_BUFFER,
		g_sphere_point_count * 3 * sizeof (GLfloat),
		sphere_points,
		GL_STATIC_DRAW
	);
	
	glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	glEnableVertexAttribArray (0);
	return true;
}
Ejemplo n.º 4
0
void DepthOfField::setupBuffers() {
  // VAO + VBO for debug.
  glGenVertexArrays(1, &vao);
  glBindVertexArray(vao);
  glGenBuffers(1, &vbo);
  glBindBuffer(GL_ARRAY_BUFFER, vbo);
  
  float* vertices;
  num_vertices = load_obj_file("sphere.obj", &vertices, true);
  glBufferData(GL_ARRAY_BUFFER,  num_vertices * 6 * sizeof(float), vertices, GL_STATIC_DRAW);
  delete[] vertices;
    
  GLint pos = glGetAttribLocation(scene_prog, "a_pos");
  GLint norm = glGetAttribLocation(scene_prog, "a_norm");
  glEnableVertexAttribArray(pos);
  glEnableVertexAttribArray(norm);
  glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (GLvoid*)0);
  glVertexAttribPointer(norm, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (GLvoid*)12);

  // VAO + VBO for image debug drawer
  glGenVertexArrays(1, &image_vao);
  glBindVertexArray(image_vao);
  glGenBuffers(1, &image_vbo);
  glBindBuffer(GL_ARRAY_BUFFER, image_vbo);
  
  float s = 1.0f;
  float img_verts[] = {
    -s, -s, 0.0f, 0.0f,
    s, -s, 1.0f, 0.0f,
    s, s, 1.0f, 1.0f,

    -s, -s, 0.0f, 0.0f,
    s, s, 1.0f, 1.0f,
    -s, s, 0.0f, 1.0f
  };

  glBufferData(GL_ARRAY_BUFFER, sizeof(img_verts), img_verts, GL_STATIC_DRAW);
  pos = glGetAttribLocation(image_prog, "a_pos");
  GLint tex = glGetAttribLocation(image_prog, "a_tex");
  glEnableVertexAttribArray(pos);
  glEnableVertexAttribArray(tex);
  glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (GLvoid*)0);
  glVertexAttribPointer(tex, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (GLvoid*)8);
}
Ejemplo n.º 5
0
void create_vao_from_obj (const char* fn, uint* vao, int* pc) {
	float* v[3];
	assert (load_obj_file (fn, &v[0], &v[1], &v[2], pc));
	uint vbos[3];
	glGenVertexArrays (1, vao);
	glBindVertexArray (*vao);
	glGenBuffers (3, vbos);
	glEnableVertexAttribArray (0);
	glBindBuffer (GL_ARRAY_BUFFER, vbos[0]);
	glBufferData (GL_ARRAY_BUFFER, 4 * 3 * *pc, v[0], GL_STATIC_DRAW);
	glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	glEnableVertexAttribArray (1);
	glBindBuffer (GL_ARRAY_BUFFER, vbos[1]);
	glBufferData (GL_ARRAY_BUFFER, 4 * 2 * *pc, v[1], GL_STATIC_DRAW);
	glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
	glEnableVertexAttribArray (2);
	glBindBuffer (GL_ARRAY_BUFFER, vbos[2]);
	glBufferData (GL_ARRAY_BUFFER, 4 * 3 * *pc, v[2], GL_STATIC_DRAW);
	glVertexAttribPointer (2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
}
Ejemplo n.º 6
0
int main () {
	GLFWwindow* window = NULL;
	const GLubyte* renderer;
	const GLubyte* version;
	GLuint shader_programme;
	GLuint vao;

	//
	// Start OpenGL using helper libraries
	// --------------------------------------------------------------------------
	if (!glfwInit ()) {
		fprintf (stderr, "ERROR: could not start GLFW3\n");
		return 1;
	}

	/* change to 3.2 if on Apple OS X
	glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 0);
	glfwWindowHint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); */

	window = glfwCreateWindow (gl_width, gl_height, "Spinning Cube", NULL, NULL);
	if (!window) {
		fprintf (stderr, "ERROR: opening OS window\n");
		return 1;
	}
	glfwMakeContextCurrent (window);

	glewExperimental = GL_TRUE;
	glewInit ();

	/* get version info */
	renderer = glGetString (GL_RENDERER); /* get renderer string */
	version = glGetString (GL_VERSION); /* version as a string */
	printf ("Renderer: %s\n", renderer);
	printf ("OpenGL version supported %s\n", version);

	int point_count = 0;
	//
	// Set up vertex buffers and vertex array object
	// --------------------------------------------------------------------------
	{
		GLfloat* vp = NULL; // array of vertex points
		GLfloat* vn = NULL; // array of vertex normals (we haven't used these yet)
		GLfloat* vt = NULL; // array of texture coordinates (or these)
		assert (load_obj_file ("cube.obj", vp, vt, vn, point_count));


		GLuint points_vbo, texcoord_vbo;
		glGenBuffers (1, &points_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
		// copy our points from the header file into our VBO on graphics hardware
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 3 * point_count,
			vp, GL_STATIC_DRAW);
		// and grab the normals
		glGenBuffers (1, &texcoord_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, texcoord_vbo);
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 2 * point_count,
			vt, GL_STATIC_DRAW);

		glGenVertexArrays (1, &vao);
		glBindVertexArray (vao);
		glEnableVertexAttribArray (0);
		glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
		glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (1);
		glBindBuffer (GL_ARRAY_BUFFER, texcoord_vbo);
		glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE, 0, NULL);

		free (vp);
		free (vn);
		free (vt);
	}
	//
	// Load shaders from files
	// --------------------------------------------------------------------------
	{
		char* vertex_shader_str;
		char* fragment_shader_str;

		// allocate some memory to store shader strings
		vertex_shader_str = (char*)malloc (81920);
		fragment_shader_str = (char*)malloc (81920);
		// load shader strings from text files
		assert (parse_file_into_str ("teapot.vert", vertex_shader_str, 81920));
		assert (parse_file_into_str ("teapot.frag", fragment_shader_str, 81920));
		GLuint vs, fs;
		vs = glCreateShader (GL_VERTEX_SHADER);
		fs = glCreateShader (GL_FRAGMENT_SHADER);
		glShaderSource (vs, 1, (const char**)&vertex_shader_str, NULL);
		glShaderSource (fs, 1, (const char**)&fragment_shader_str, NULL);
		// free memory
		free (vertex_shader_str);
		free (fragment_shader_str);
		glCompileShader (vs);
		glCompileShader (fs);
		shader_programme = glCreateProgram ();
		glAttachShader (shader_programme, fs);
		glAttachShader (shader_programme, vs);
		glLinkProgram (shader_programme);
		/* TODO NOTE: you should check for errors and print logs after compiling and also linking shaders */
	}

	//
	// Create some matrices
	// --------------------------------------------------------------------------

	mat4 M, V, P;
	M = identity_mat4 ();//scale (identity_mat4 (), vec3 (0.05, 0.05, 0.05));
	vec3 cam_pos (0.0, 0.0, 5.0);
	vec3 targ_pos (0.0, 0.0, 0.0);
	vec3 up (0.0, 1.0, 0.0);
	V = look_at (cam_pos, targ_pos, up);
	P = perspective (67.0f, (float)gl_width / (float)gl_height, 0.1, 1000.0);

	int M_loc = glGetUniformLocation (shader_programme, "M");
	int V_loc = glGetUniformLocation (shader_programme, "V");
	int P_loc = glGetUniformLocation (shader_programme, "P");
	// send matrix values to shader immediately
	glUseProgram (shader_programme);
	glUniformMatrix4fv (M_loc, 1, GL_FALSE, M.m);
	glUniformMatrix4fv (V_loc, 1, GL_FALSE, V.m);
	glUniformMatrix4fv (P_loc, 1, GL_FALSE, P.m);

	int dt_pixel_c = 16 * 16;
	char* dt_data = (char*)malloc (4 * dt_pixel_c);
	if (!dt_data) {
		fprintf (stderr, "ERROR: out of memory. malloc default texture\n");
		return 1;
	}

	for (int i = 0; i < dt_pixel_c * 4; i += 4) {
		int sq_ac = i / 16;
		if ((sq_ac / 2) * 2 == sq_ac) {
			dt_data[i] = 0;
			dt_data[i + 1] = 0;
			dt_data[i + 2] = 0;
			dt_data[i + 3] = (char)255;
		} else {
			dt_data[i] = (char)255;
			dt_data[i + 1] = 0;
			dt_data[i + 2] = (char)255;
			dt_data[i + 3] = (char)255;
		}
		int sq_dn = i / (16 * 16);
		if ((sq_dn / 2) * 2 == sq_dn) {
			dt_data[i] = (char)255 - dt_data[i];
			dt_data[i + 2] = (char)255 - dt_data[i + 2];
		}
	}

	GLuint tex;
	glGenTextures (1, &tex);
	glActiveTexture (GL_TEXTURE0);
	glBindTexture (GL_TEXTURE_2D, tex);

	int x,y,n;
	unsigned char *data = stbi_load ("move_me.png", &x, &y, &n, 4);
	if (!data) {
		fprintf (stderr, "ERROR: could not load image 'move_me.png'. using default texture\n");
		glTexImage2D (
			GL_TEXTURE_2D,
			0,
			GL_RGBA,
			16,
			16,
			0,
			GL_RGBA,
			GL_UNSIGNED_BYTE,
			dt_data
		);
	} else {
		glTexImage2D (
			GL_TEXTURE_2D,
			0,
			GL_RGBA,
			x,
			y,
			0,
			GL_RGBA,
			GL_UNSIGNED_BYTE,
			data
		);
		stbi_image_free(data);
		data = NULL;
		printf ("loaded image with [%i,%i] res and %i chans\n", x, y, n);
	}
	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);


	free (dt_data);
	dt_data = NULL;


//	*/

	//
	// Start rendering
	// --------------------------------------------------------------------------
	// tell GL to only draw onto a pixel if the fragment is closer to the viewer
	glEnable (GL_DEPTH_TEST); // enable depth-testing
	glDepthFunc (GL_LESS); // depth-testing interprets a smaller value as "closer"
	glClearColor (0.01, 0.01, 0.25, 1.0);

	float a = 0.0f;
	double prev = glfwGetTime ();
	while (!glfwWindowShouldClose (window)) {
		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		// just the default viewport, covering the whole render area
		glViewport (0, 0, gl_width, gl_height);

		double curr = glfwGetTime ();
		double elapsed = curr - prev;
		prev = curr;

		glUseProgram (shader_programme);
		glBindVertexArray (vao);

		a += sinf (elapsed * 50.0f);
		M = rotate_y_deg (identity_mat4 (), a);
		glUniformMatrix4fv (M_loc, 1, GL_FALSE, M.m);

		glDrawArrays (GL_TRIANGLES, 0, point_count);

		/* this just updates window events and keyboard input events (not used yet) */
		glfwPollEvents ();
		glfwSwapBuffers (window);
	}

	return 0;
}
Ejemplo n.º 7
0
int _tmain(int argc, _TCHAR* argv[])
{
	cout << "Zhou's obj -> objx Converter, Mar.2016." << endl << endl;
	if(argc < 2)
	{
		cout << "Usage:" << endl << endl 
			 << "objcvt.exe [-a] [-c] [-p] \"input file path name\"" << endl<< endl 
			 << "-a: amalgamate groups as much as possible. Groups using different materials, or belonging to different objects, cannot be merged together." << endl 
			 << "-c: move geometry centre to the origin. Use it only when the source file contains one mesh" << endl 
			 << "-p: remove path from texture file name." << endl << endl;
		system("pause");
		return E_INVALIDARG;
	}

	TCHAR infile[MAX_PATH], outfile[MAX_PATH];
	bool amalgamation = false, centralization = false, removepath = false;
	for(int i = 1; i < argc; i++)
	{
		if(0 == StrCmpI(_T("-a"), argv[i]))
			amalgamation = true;
		else if(0 == StrCmpI(_T("-c"), argv[i]))
			centralization = true;
		else if(0 == StrCmpI(_T("-p"), argv[i]))
			removepath = true;
		else
			_tcscpy_s(infile, MAX_PATH, argv[i]);
	}
	_tcscpy_s(outfile, MAX_PATH, infile);
	PathRenameExtension(outfile, _T(".objx"));

	obj_mesh_data data;
	objects objs;
	mtllib mtlib;
	scene scn;
	if(!load_obj_file(infile, data, objs, mtlib, scn, amalgamation, removepath, disp_propress))
	{
		int err = GetLastError();
		printf("Failed to open input file, error code: %X.\n\n", err);
		system("pause");
		return err;
	}

	if(centralization)
		centralize(data.vertices);

	disp_statistics(data, objs, mtlib);

	scene_desc sd;
	sd.camera_pos = scn.cameraPosition;
	sd.camera_ypr = scn.cameraYPR;
	for(int i = 0; i < MAXLIGHTS; i++)
	{
		sd.light_pos[i] = scn.lightPositions[i];
		sd.light_dir[i] = scn.lightDirections[i];
	}
	HOBJXIO hobjxio = create_objx(outfile, sd);
	if(!hobjxio)
	{
		int err = GetLastError();
		printf("Failed to open input file, error code: %X.\n\n", err);
		system("pause");
		return err;
	}

	mesh_info mesh;
	for(int o = 0; o < (int)objs.size(); o++)
	{
		groups& grps = objs[o];
		for(groups::iterator g = grps.begin(); g != grps.end(); g++)
		{
			group& grp = g->second;
			for(group::iterator it = grp.begin(); it != grp.end(); it++)
			{
				material mtl;
				mtllib::iterator it_mtl = mtlib.find(it->first);
				if(mtlib.end() == it_mtl)
					mtl = DEF_MATERIAL;
				else
					mtl = it_mtl->second;

				faces& fs = it->second;
				if(!write_face(hobjxio, g->first, fs, data, mtl))
				{
					int err = GetLastError();
					printf("Failed to write output file, error code: %X.\n\n", err);
					break;
				}
			}
		}
	}

	close_objx(hobjxio);
	cout << endl << endl << "Succeeded." << endl << "Output file: \"" << CT2CA(outfile) << "\"" << endl << endl;
	system("pause");
	return 0;
}
Ejemplo n.º 8
0
int main () {
	GLFWwindow* window = NULL;
	const GLubyte* renderer;
	const GLubyte* version;
	GLuint cube_sp, knot_sp;
	GLuint vao;

	//
	// Start OpenGL using helper libraries
	// --------------------------------------------------------------------------
	if (!glfwInit ()) {
		fprintf (stderr, "ERROR: could not start GLFW3\n");
		return 1;
	} 

	/* change to 3.2 if on Apple OS X
	glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 0);
	glfwWindowHint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); */
	glfwWindowHint (GLFW_SAMPLES, msaa);
	window = glfwCreateWindow (gl_width, gl_height, "{quadratic bezier}", NULL, NULL);
	if (!window) {
		fprintf (stderr, "ERROR: opening OS window\n");
		return 1;
	}
	glfwMakeContextCurrent (window);
	
	

	glewExperimental = GL_TRUE;
	glewInit ();

	/* get version info */
	renderer = glGetString (GL_RENDERER); /* get renderer string */
	version = glGetString (GL_VERSION); /* version as a string */
	printf ("Renderer: %s\n", renderer);
	printf ("OpenGL version supported %s\n", version);

	int point_count = 0;
	//
	// Set up vertex buffers and vertex array object
	// --------------------------------------------------------------------------
	{
		GLfloat* vp = NULL; // array of vertex points
		GLfloat* vn = NULL; // array of vertex normals (we haven't used these yet)
		GLfloat* vt = NULL; // array of texture coordinates (or these)
		assert (load_obj_file ("smcube.obj", vp, vt, vn, point_count));
		
	
		GLuint points_vbo, texcoord_vbo, normal_vbo;
		glGenBuffers (1, &points_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 3 * point_count,
			vp, GL_STATIC_DRAW);
		glGenBuffers (1, &texcoord_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, texcoord_vbo);
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 2 * point_count,
			vt, GL_STATIC_DRAW);
		glGenBuffers (1, &normal_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, normal_vbo);
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 3 * point_count,
			vn, GL_STATIC_DRAW);
	
		glGenVertexArrays (1, &vao);
		glBindVertexArray (vao);
		glEnableVertexAttribArray (0);
		glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
		glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (1);
		glBindBuffer (GL_ARRAY_BUFFER, texcoord_vbo);
		glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (2);
		glBindBuffer (GL_ARRAY_BUFFER, normal_vbo);
		glVertexAttribPointer (2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
		
		free (vp);
		free (vn);
		free (vt);
	}
	//
	// Load shaders from files
	// --------------------------------------------------------------------------
	{
		char* vertex_shader_str;
		char* fragment_shader_str;
		
		// allocate some memory to store shader strings
		vertex_shader_str = (char*)malloc (81920);
		fragment_shader_str = (char*)malloc (81920);
		// load shader strings from text files
		assert (parse_file_into_str ("cube.vert", vertex_shader_str, 81920));
		assert (parse_file_into_str ("cube.frag", fragment_shader_str, 81920));
		GLuint vs, fs;
		vs = glCreateShader (GL_VERTEX_SHADER);
		fs = glCreateShader (GL_FRAGMENT_SHADER);
		glShaderSource (vs, 1, (const char**)&vertex_shader_str, NULL);
		glShaderSource (fs, 1, (const char**)&fragment_shader_str, NULL);
		// free memory
		free (vertex_shader_str);
		free (fragment_shader_str);
		glCompileShader (vs);
		glCompileShader (fs);
		cube_sp = glCreateProgram ();
		glAttachShader (cube_sp, fs);
		glAttachShader (cube_sp, vs);
		glBindAttribLocation (cube_sp, 0, "vp");
		glBindAttribLocation (cube_sp, 1, "vt");
		glBindAttribLocation (cube_sp, 2, "vn");
		glLinkProgram (cube_sp);
	}
	{
		char* vertex_shader_str;
		char* fragment_shader_str;
		
		// allocate some memory to store shader strings
		vertex_shader_str = (char*)malloc (81920);
		fragment_shader_str = (char*)malloc (81920);
		// load shader strings from text files
		assert (parse_file_into_str ("knot.vert", vertex_shader_str, 81920));
		assert (parse_file_into_str ("knot.frag", fragment_shader_str, 81920));
		GLuint vs, fs;
		vs = glCreateShader (GL_VERTEX_SHADER);
		fs = glCreateShader (GL_FRAGMENT_SHADER);
		glShaderSource (vs, 1, (const char**)&vertex_shader_str, NULL);
		glShaderSource (fs, 1, (const char**)&fragment_shader_str, NULL);
		// free memory
		free (vertex_shader_str);
		free (fragment_shader_str);
		glCompileShader (vs);
		glCompileShader (fs);
		
		knot_sp = glCreateProgram ();
		glAttachShader (knot_sp, fs);
		glAttachShader (knot_sp, vs);
		glLinkProgram (knot_sp);
	}
	
	//
	// Create some matrices
	// --------------------------------------------------------------------------
		
	mat4 M, V, P;
	M = identity_mat4 ();//scale (identity_mat4 (), vec3 (0.05, 0.05, 0.05));
	vec3 cam_pos (0.0, 0.0, 15.0);
	vec3 targ_pos (0.0, 0.0, 0.0);
	vec3 up = normalise (vec3 (0.0, 1.0, 0.0));
	V = look_at (cam_pos, targ_pos, up);
	P = perspective (67.0f, (float)gl_width / (float)gl_height, 0.1, 1000.0);
	
	int M_loc = glGetUniformLocation (cube_sp, "M");
	int V_loc = glGetUniformLocation (cube_sp, "V");
	int P_loc = glGetUniformLocation (cube_sp, "P");
	int A_loc = glGetUniformLocation (cube_sp, "A");
	int B_loc = glGetUniformLocation (cube_sp, "B");
	int C_loc = glGetUniformLocation (cube_sp, "C");
	int t_loc = glGetUniformLocation (cube_sp, "t");
	// send matrix values to shader immediately
	glUseProgram (cube_sp);
	glUniformMatrix4fv (M_loc, 1, GL_FALSE, M.m);
	glUniformMatrix4fv (V_loc, 1, GL_FALSE, V.m);
	glUniformMatrix4fv (P_loc, 1, GL_FALSE, P.m);
	
	//
	// specific knots for bezier here A, C are start, end, B is control point
	//
	vec3 A = vec3 (-7.0f, -5.0f, 0.0f);
	vec3 B = vec3 (0.0f, 8.0f, 0.0f);
	vec3 C = vec3 (7.0f, -5.0f, 0.0f);
	glUniform3fv (A_loc, 1, A.v);
	glUniform3fv (B_loc, 1, B.v);
	glUniform3fv (C_loc, 1, C.v);
	
	int knot_loc = glGetUniformLocation (knot_sp, "pos");
	int knotP_loc = glGetUniformLocation (knot_sp, "P");
	int knotV_loc = glGetUniformLocation (knot_sp, "V");
	glUseProgram (knot_sp);
	glUniformMatrix4fv (knotV_loc, 1, GL_FALSE, V.m);
	glUniformMatrix4fv (knotP_loc, 1, GL_FALSE, P.m);
	
	//
	// Start rendering
	// --------------------------------------------------------------------------
	// tell GL to only draw onto a pixel if the fragment is closer to the viewer
	glEnable (GL_DEPTH_TEST); // enable depth-testing
	glDepthFunc (GL_LESS); // depth-testing interprets a smaller value as "closer"
	glDepthFunc (GL_LESS); // depth-testing is to use a "less than" function
	glEnable (GL_CULL_FACE); // enable culling of faces
	glCullFace (GL_BACK);
	glFrontFace (GL_CCW);
	glClearColor (0.04, 0.04, 0.75, 1.0);
	
	/* Render Points, allow resize in vertex shader */
	glEnable (GL_PROGRAM_POINT_SIZE);
	glPointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);

	float t = 0.0f;
	float speed = 0.5f;
	double prev = glfwGetTime ();
	while (!glfwWindowShouldClose (window)) {
		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		// just the default viewport, covering the whole render area
		glViewport (0, 0, gl_width, gl_height);
		
		double curr = glfwGetTime ();
		double elapsed = curr - prev;
		prev = curr;
		
		//
		// move along spline
		if (GLFW_PRESS == glfwGetKey (window, GLFW_KEY_LEFT)) {
			t -= elapsed * speed;
			if (t < 0.0f) {
				t = 0.0f;
			}
		}
		if (GLFW_PRESS == glfwGetKey (window, GLFW_KEY_RIGHT)) {
			t += elapsed * speed;
			if (t > 1.0f) {
				t = 1.0f;
			}
		}
		
		//
		// render 3 knots
		glEnable (GL_PROGRAM_POINT_SIZE);
		glUseProgram (knot_sp);
		glUniform3fv (knot_loc, 1, A.v);
		glDrawArrays (GL_POINTS, 0, 1);
		glUseProgram (knot_sp);
		glUniform3fv (knot_loc, 1, B.v);
		glDrawArrays (GL_POINTS, 0, 1);
		glUseProgram (knot_sp);
		glUniform3fv (knot_loc, 1, C.v);
		glDrawArrays (GL_POINTS, 0, 1);
		glDisable (GL_PROGRAM_POINT_SIZE);
		
		glUseProgram (cube_sp);
		glBindVertexArray (vao);
		
		M = identity_mat4 ();//rotate_y_deg (identity_mat4 (), a);
		glUniformMatrix4fv (M_loc, 1, GL_FALSE, M.m);
		glUniform1f (t_loc, t);
		
		glDrawArrays (GL_TRIANGLES, 0, point_count);

		/* this just updates window events and keyboard input events (not used yet) */
		glfwPollEvents ();
		glfwSwapBuffers (window);
	}

	return 0;
}
Ejemplo n.º 9
0
/**
*	Set OpenGL initial state
*/
void tree_renderer::init()
{
	/* Set clear color */
	glClearColor(0.0, 0.0, 0.0, 1.0);

	/* Set 2D orthogonal projection */

	//gluOrtho2D(0.0,800,600, 0.0);
	std::ifstream ifs; std::string line = "", text = "";

	/* Initialize the vertex shader (generate, load, compile and check errors) */	
	ifs.open("tree_vertex.glsl", std::ios::in);

	while (ifs.good()) {
		getline(ifs, line);
		text += line + "\n";
	}
	
	vertexSource = text.c_str();
	vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexSource, NULL);
	glCompileShader(vertexShader);
	GLint status = 0;
	glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
	if (status != GL_TRUE)
	{
		char buffer[512];
		glGetShaderInfoLog(vertexShader, 512, NULL, buffer);
		std::cout << "Error while compiling the vertex shader: " << std::endl << buffer << std::endl;
	}
	

	/* Initialize the fragment shader (generate, load, compile and check errors) */
	ifs.open("tree_fragment.glsl", std::ios::in);
	line = "", text = "";
	while (ifs.good()) {
		getline(ifs, line);
		text += line + "\n";
	}

	fragmentSource = text.c_str();
	fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
	glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
	glCompileShader(fragmentShader);
	status = 0;
	glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
	if (status != GL_TRUE)
	{
		char buffer[512];
		glGetShaderInfoLog(fragmentShader, 512, NULL, buffer);
		std::cout << "Error while compiling the fragment shader: " << std::endl << buffer << std::endl;
	}
	
	/* Load the information of the cylinder */
	load_obj_file("cylinder.obj", cylinderVertices, cylinderCoords, cylinderNormals, cylinderVertexCount);

	/* Load the information of the 3D cone */
	load_obj_file("cone.obj", coneVertices, coneCoords, coneNormals, coneVertexCount);

	/* Initialize the Vertex Buffer Object for the vertices */
	glGenBuffers(1, &cylinderVerticesVbo);
	glBindBuffer(GL_ARRAY_BUFFER, cylinderVerticesVbo);
	glBufferData(GL_ARRAY_BUFFER, 3 * cylinderVertexCount * sizeof(GLfloat), cylinderVertices, GL_STATIC_DRAW);

	glGenBuffers(1, &coneVerticesVbo);
	glBindBuffer(GL_ARRAY_BUFFER, coneVerticesVbo);
	glBufferData(GL_ARRAY_BUFFER, 3 * coneVertexCount * sizeof(GLfloat), coneVertices, GL_STATIC_DRAW);

	glGenBuffers(1, &lineVerticesVbo);
	glBindBuffer(GL_ARRAY_BUFFER, lineVerticesVbo);
	glBufferData(GL_ARRAY_BUFFER, 3 * lineVerticesCount * sizeof(GLfloat), lineVertices, GL_STATIC_DRAW);

	glGenBuffers(1, &colorVbo);
	glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	glBufferData(GL_ARRAY_BUFFER, 3 * lineVerticesCount * sizeof(GLfloat), colors, GL_STATIC_DRAW);

	/* Define the Vertex Array Object of the 3D model */
/*	glGenVertexArrays(1, &lineVao);
	glBindVertexArray(lineVao);
	glBindBuffer(GL_ARRAY_BUFFER, lineVerticesVbo);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	glEnableVertexAttribArray(0);
	glEnableVertexAttribArray(1);
*/
	glGenVertexArrays(1, &cylinderVao);
	glBindVertexArray(cylinderVao);
	glBindBuffer(GL_ARRAY_BUFFER, cylinderVerticesVbo);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	//glBindBuffer(GL_ARRAY_BUFFER, colorVbo);
	//glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	glEnableVertexAttribArray(0);
	//glEnableVertexAttribArray(1);

	/* Initialize the shader program */
	shaderProgram = glCreateProgram();
	glAttachShader(shaderProgram, vertexShader);
	glAttachShader(shaderProgram, fragmentShader);
	glBindAttribLocation(shaderProgram, 0, "inPoint");
	glBindAttribLocation(shaderProgram, 1, "inColor");
	glLinkProgram(shaderProgram);

	/* Get the location of the uniform variables */
	modelMatrixLocation = glGetUniformLocation(shaderProgram, "modelMatrix");
	viewMatrixLocation = glGetUniformLocation(shaderProgram, "viewMatrix");
	projMatrixLocation = glGetUniformLocation(shaderProgram, "projMatrix");
	colorLocation = glGetUniformLocation(shaderProgram, "inColor");
	/* Set the shader program in the pipeline */
	glUseProgram(shaderProgram);

}
Ejemplo n.º 10
0
int main () {
	GLFWwindow* window = NULL;
	const GLubyte* renderer;
	const GLubyte* version;
	GLuint shader_programme;
	GLuint vao;

	//
	// Start OpenGL using helper libraries
	// --------------------------------------------------------------------------
	if (!glfwInit ()) {
		fprintf (stderr, "ERROR: could not start GLFW3\n");
		return 1;
	} 

	// change to 3.2 if on Apple OS X
	glfwWindowHint (GLFW_CONTEXT_VERSION_MAJOR, 4);
	glfwWindowHint (GLFW_CONTEXT_VERSION_MINOR, 2);
	glfwWindowHint (GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
	glfwWindowHint (GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); 
	glfwWindowHint (GLFW_SAMPLES, msaa);
	window = glfwCreateWindow (gl_width, gl_height, "Textured Mesh", NULL, NULL);
	if (!window) {
		fprintf (stderr, "ERROR: opening OS window\n");
		return 1;
	}
	glfwMakeContextCurrent (window);
	
	

	glewExperimental = GL_TRUE;
	glewInit ();

	/* get version info */
	renderer = glGetString (GL_RENDERER); /* get renderer string */
	version = glGetString (GL_VERSION); /* version as a string */
	printf ("Renderer: %s\n", renderer);
	printf ("OpenGL version supported %s\n", version);

	int point_count = 0;
	//
	// Set up vertex buffers and vertex array object
	// --------------------------------------------------------------------------
	{
		GLfloat* vp = NULL; // array of vertex points
		GLfloat* vn = NULL; // array of vertex normals (we haven't used these yet)
		GLfloat* vt = NULL; // array of texture coordinates (or these)
		//assert (load_obj_file ("cube.obj", vp, vt, vn, point_count));
		assert (load_obj_file ("monkey.obj", vp, vt, vn, point_count));
		
	
		GLuint points_vbo, texcoord_vbo, normal_vbo;
		glGenBuffers (1, &points_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 3 * point_count,
			vp, GL_STATIC_DRAW);
		glGenBuffers (1, &texcoord_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, texcoord_vbo);
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 2 * point_count,
			vt, GL_STATIC_DRAW);
		glGenBuffers (1, &normal_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, normal_vbo);
		glBufferData (GL_ARRAY_BUFFER, sizeof (float) * 3 * point_count,
			vn, GL_STATIC_DRAW);
	
		glGenVertexArrays (1, &vao);
		glBindVertexArray (vao);
		glEnableVertexAttribArray (0);
		glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
		glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (1);
		glBindBuffer (GL_ARRAY_BUFFER, texcoord_vbo);
		glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (2);
		glBindBuffer (GL_ARRAY_BUFFER, normal_vbo);
		glVertexAttribPointer (2, 3, GL_FLOAT, GL_FALSE, 0, NULL);
		
		free (vp);
		free (vn);
		free (vt);
	}
	//
	// Load shaders from files
	// --------------------------------------------------------------------------
	{
		char* vertex_shader_str;
		char* fragment_shader_str;
		
		// allocate some memory to store shader strings
		vertex_shader_str = (char*)malloc (81920);
		fragment_shader_str = (char*)malloc (81920);
		// load shader strings from text files
		assert (parse_file_into_str ("teapot.vert", vertex_shader_str, 81920));
		assert (parse_file_into_str ("teapot.frag", fragment_shader_str, 81920));
		GLuint vs, fs;
		vs = glCreateShader (GL_VERTEX_SHADER);
		fs = glCreateShader (GL_FRAGMENT_SHADER);
		glShaderSource (vs, 1, (const char**)&vertex_shader_str, NULL);
		glShaderSource (fs, 1, (const char**)&fragment_shader_str, NULL);
		// free memory
		free (vertex_shader_str);
		free (fragment_shader_str);
		int params = -1;
		glCompileShader (vs);
		glGetShaderiv (vs, GL_COMPILE_STATUS, &params);
		if (GL_TRUE != params) {
			printf ("ERROR: GL shader index %i (teapot.vert) did not compile\n", vs);
			int max_length = 2048;
			int actual_length = 0;
			char log[2048];
			glGetShaderInfoLog (vs, max_length, &actual_length, log);
			printf ("shader info log for GL index %u\n%s\n", vs, log);
		}
		glCompileShader (fs);
		glGetShaderiv (fs, GL_COMPILE_STATUS, &params);
		if (GL_TRUE != params) {
			printf ("ERROR: GL shader index %i (teapot.frag) did not compile\n", fs);
			int max_length = 2048;
			int actual_length = 0;
			char log[2048];
			glGetShaderInfoLog (fs, max_length, &actual_length, log);
			printf ("shader info log for GL index %u\n%s\n", vs, log);
		}
		shader_programme = glCreateProgram ();
		glAttachShader (shader_programme, fs);
		glAttachShader (shader_programme, vs);
		glBindAttribLocation (shader_programme, 0, "vp");
		glBindAttribLocation (shader_programme, 1, "vt");
		glBindAttribLocation (shader_programme, 2, "vn");
		glLinkProgram (shader_programme);
		glGetProgramiv (shader_programme, GL_LINK_STATUS, &params);
		if (GL_TRUE != params) {
			printf ("ERROR: could not link shader programme GL index %u\n", shader_programme);
			int max_length = 2048;
		int actual_length = 0;
		char log[2048];
		glGetProgramInfoLog (shader_programme, max_length, &actual_length, log);
		printf ("program info log for GL index %u\n%s\n", shader_programme, log);
		}
		/* TODO NOTE: you should check for errors and print logs after compiling and also linking shaders */
	}
	
	//
	// Create some matrices
	// --------------------------------------------------------------------------
		
	mat4 M, V, P;
	M = identity_mat4 ();//scale (identity_mat4 (), vec3 (0.05, 0.05, 0.05));
	vec3 cam_pos (0.0, 5.0, 5.0);
	vec3 targ_pos (0.0, 0.0, 0.0);
	vec3 up = normalise (vec3 (0.0, 1.0, -1.0));
	V = look_at (cam_pos, targ_pos, up);
	P = perspective (67.0f, (float)gl_width / (float)gl_height, 0.1, 10.0);
	
	int M_loc = glGetUniformLocation (shader_programme, "M");
	int V_loc = glGetUniformLocation (shader_programme, "V");
	int P_loc = glGetUniformLocation (shader_programme, "P");
	int ol_loc = glGetUniformLocation (shader_programme, "ol_mode");
	int sm_loc = glGetUniformLocation (shader_programme, "sm_shaded");
	// send matrix values to shader immediately
	glUseProgram (shader_programme);
	glUniformMatrix4fv (M_loc, 1, GL_FALSE, M.m);
	glUniformMatrix4fv (V_loc, 1, GL_FALSE, V.m);
	glUniformMatrix4fv (P_loc, 1, GL_FALSE, P.m);
	glUniform1f (ol_loc, 0.0f);
	glUniform1f (sm_loc, 0.0f);
	
	//
	// Start rendering
	// --------------------------------------------------------------------------
	// tell GL to only draw onto a pixel if the fragment is closer to the viewer
	glEnable (GL_DEPTH_TEST); // enable depth-testing
	glDepthFunc (GL_LESS); // depth-testing interprets a smaller value as "closer"
	glDepthFunc (GL_LESS); // depth-testing is to use a "less than" function
	glEnable (GL_CULL_FACE); // enable culling of faces
	glCullFace (GL_BACK);
	glFrontFace (GL_CCW);
	glClearColor (0.04, 0.04, 0.75, 1.0);

	bool multi_pass = true;

	GLuint fb, c_tex, d_tex;;
	{
		// fb
		
		glGenFramebuffers (1, &fb);
		glBindFramebuffer (GL_FRAMEBUFFER, fb);
		glGenTextures (1, &c_tex);
		glGenTextures (1, &d_tex);
		glActiveTexture (GL_TEXTURE0);
		glBindTexture (GL_TEXTURE_2D, c_tex);
		glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, gl_width, gl_height, 0, GL_RGBA,
			GL_UNSIGNED_BYTE, NULL);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	  glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
			c_tex, 0);
		glBindTexture (GL_TEXTURE_2D, d_tex);
		glTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, gl_width, gl_height, 0,
			GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	  glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
			d_tex, 0);
		glBindFramebuffer (GL_FRAMEBUFFER, 0);
	}

	GLuint quad_vao;
	{
		float quad_pts[] = {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0};
		GLuint quad_vbo;
		glGenBuffers (1, &quad_vbo);
		glGenVertexArrays (1, &quad_vao);
		glBindVertexArray (quad_vao);
		glEnableVertexAttribArray (0);
		glBindBuffer (GL_ARRAY_BUFFER, quad_vbo);
		glBufferData (GL_ARRAY_BUFFER, 8 * sizeof (float), quad_pts, GL_STATIC_DRAW);
		glVertexAttribPointer (0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
	}

	GLuint post_sp;
	{
		char* vertex_shader_str;
		char* fragment_shader_str;
		
		// allocate some memory to store shader strings
		vertex_shader_str = (char*)malloc (81920);
		fragment_shader_str = (char*)malloc (81920);
		// load shader strings from text files
		assert (parse_file_into_str ("post.vert", vertex_shader_str, 81920));
		assert (parse_file_into_str ("post.frag", fragment_shader_str, 81920));
		GLuint vs, fs;
		vs = glCreateShader (GL_VERTEX_SHADER);
		fs = glCreateShader (GL_FRAGMENT_SHADER);
		glShaderSource (vs, 1, (const char**)&vertex_shader_str, NULL);
		glShaderSource (fs, 1, (const char**)&fragment_shader_str, NULL);
		// free memory
		free (vertex_shader_str);
		free (fragment_shader_str);
		int params = -1;
		glCompileShader (vs);
		glGetShaderiv (vs, GL_COMPILE_STATUS, &params);
		if (GL_TRUE != params) {
			printf ("ERROR: GL shader index %i (post.vert) did not compile\n", vs);
			int max_length = 2048;
			int actual_length = 0;
			char log[2048];
			glGetShaderInfoLog (vs, max_length, &actual_length, log);
			printf ("shader info log for GL index %u\n%s\n", vs, log);
		}
		glCompileShader (fs);
		glGetShaderiv (fs, GL_COMPILE_STATUS, &params);
		if (GL_TRUE != params) {
			printf ("ERROR: GL shader index %i (post.frag) did not compile\n", fs);
			int max_length = 2048;
			int actual_length = 0;
			char log[2048];
			glGetShaderInfoLog (fs, max_length, &actual_length, log);
			printf ("shader info log for GL index %u\n%s\n", vs, log);
		}
		post_sp = glCreateProgram ();
		glAttachShader (post_sp, fs);
		glAttachShader (post_sp, vs);
		glBindAttribLocation (post_sp, 0, "vp");
		glLinkProgram (post_sp);
		glGetProgramiv (post_sp, GL_LINK_STATUS, &params);
		if (GL_TRUE != params) {
			printf ("ERROR: could not link shader programme GL index %u\n", post_sp);
			int max_length = 2048;
		int actual_length = 0;
		char log[2048];
		glGetProgramInfoLog (post_sp, max_length, &actual_length, log);
		printf ("program info log for GL index %u\n%s\n", post_sp, log);
		}
	}

	double a = 0.0f;
	double prev = glfwGetTime ();
	while (!glfwWindowShouldClose (window)) {
		if (multi_pass) {
			glBindFramebuffer (GL_FRAMEBUFFER, fb);
		}
		glViewport (0, 0, gl_width, gl_height);
		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glActiveTexture (GL_TEXTURE0);
		glBindTexture (GL_TEXTURE_2D, 0);

		double curr = glfwGetTime ();
		double elapsed = curr - prev;
		prev = curr;
		
		glUseProgram (shader_programme);
		glBindVertexArray (vao);
		
		a += elapsed  * 50.0f;
		//float ang = (float)sin (a);
		M = rotate_y_deg (identity_mat4 (), a);
		glUniformMatrix4fv (M_loc, 1, GL_FALSE, M.m);
		glUniform1f (sm_loc, 1.0f); // smooth shaded or not (exception is flat-shaded, they might not be great
		// if non-cube anyway due to scaling)

		if (!multi_pass) {
			glFrontFace (GL_CW);
			glUniform1f (ol_loc, 1.0f);
			glDrawArrays (GL_TRIANGLES, 0, point_count);
		}
		glFrontFace (GL_CCW);
		glUniform1f (ol_loc, 0.0f);
		glDrawArrays (GL_TRIANGLES, 0, point_count);
		/* this just updates window events and keyboard input events (not used yet) */

		if (multi_pass) {
			glFlush ();
			glFinish ();
			glBindFramebuffer (GL_FRAMEBUFFER, 0);
			glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			glViewport (0, 0, gl_width, gl_height);
			glUseProgram (post_sp);
			glActiveTexture (GL_TEXTURE0);
			glBindTexture (GL_TEXTURE_2D, d_tex);
			glBindVertexArray (quad_vao);
			glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);
		}
		glfwPollEvents ();
		glfwSwapBuffers (window);
	}

	return 0;
}
int main () {
    /*--------------------------------START OPENGL--------------------------------*/
    assert (restart_gl_log ());
    // start GL context and O/S window using the GLFW helper library
    assert (start_gl ());
    // set a function to be called when the mouse is clicked
    glfwSetMouseButtonCallback (g_window, glfw_mouse_click_callback);
    /*------------------------------CREATE GEOMETRY-------------------------------*/
    GLfloat* vp = NULL; // array of vertex points
    GLfloat* vn = NULL; // array of vertex normals
    GLfloat* vt = NULL; // array of texture coordinates
    int g_point_count = 0;
    assert (load_obj_file (MESH_FILE, vp, vt, vn, g_point_count));

    GLuint vao;
    glGenVertexArrays (1, &vao);
    glBindVertexArray (vao);

    GLuint points_vbo;
    if (NULL != vp) {
        glGenBuffers (1, &points_vbo);
        glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
        glBufferData (
            GL_ARRAY_BUFFER, 3 * g_point_count * sizeof (GLfloat), vp, GL_STATIC_DRAW
        );
        glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
        glEnableVertexAttribArray (0);
    }

    /*-------------------------------CREATE SHADERS-------------------------------*/
    GLuint shader_programme = create_programme_from_files (
                                  VERTEX_SHADER_FILE, FRAGMENT_SHADER_FILE
                              );
    int model_mat_location = glGetUniformLocation (shader_programme, "model");
    int view_mat_location = glGetUniformLocation (shader_programme, "view");
    int proj_mat_location = glGetUniformLocation (shader_programme, "proj");
    int blue_location = glGetUniformLocation (shader_programme, "blue");

    /*-------------------------------CREATE CAMERA--------------------------------*/
#define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
    // input variables
    float near = 0.1f; // clipping plane
    float far = 100.0f; // clipping plane
    float fovy = 67.0f; // 67 degrees
    float aspect = (float)g_gl_width / (float)g_gl_height; // aspect ratio
    proj_mat = perspective (fovy, aspect, near, far);

    float cam_speed = 3.0f; // 1 unit per second
    float cam_heading_speed = 50.0f; // 30 degrees per second
    float cam_heading = 0.0f; // y-rotation in degrees
    mat4 T = translate (
                 identity_mat4 (), vec3 (-cam_pos.v[0], -cam_pos.v[1], -cam_pos.v[2])
             );
    mat4 R = rotate_y_deg (identity_mat4 (), -cam_heading);
    versor q = quat_from_axis_deg (-cam_heading, 0.0f, 1.0f, 0.0f);
    view_mat = R * T;
    // keep track of some useful vectors that can be used for keyboard movement
    vec4 fwd (0.0f, 0.0f, -1.0f, 0.0f);
    vec4 rgt (1.0f, 0.0f, 0.0f, 0.0f);
    vec4 up (0.0f, 1.0f, 0.0f, 0.0f);

    /*---------------------------SET RENDERING DEFAULTS---------------------------*/
    glUseProgram (shader_programme);
    glUniformMatrix4fv (view_mat_location, 1, GL_FALSE, view_mat.m);
    glUniformMatrix4fv (proj_mat_location, 1, GL_FALSE, proj_mat.m);
    // unique model matrix for each sphere
    mat4 model_mats[NUM_SPHERES];
    for (int i = 0; i < NUM_SPHERES; i++) {
        model_mats[i] = translate (identity_mat4 (), sphere_pos_wor[i]);
    }

    glEnable (GL_DEPTH_TEST); // enable depth-testing
    glDepthFunc (GL_LESS); // depth-testing interprets a smaller value as "closer"
    glEnable (GL_CULL_FACE); // cull face
    glCullFace (GL_BACK); // cull back face
    glFrontFace (GL_CCW); // set counter-clock-wise vertex order to mean the front
    glClearColor (0.2, 0.2, 0.2, 1.0); // grey background to help spot mistakes
    glViewport (0, 0, g_gl_width, g_gl_height);

    /*-------------------------------RENDERING LOOP-------------------------------*/
    while (!glfwWindowShouldClose (g_window)) {
        // update timers
        static double previous_seconds = glfwGetTime ();
        double current_seconds = glfwGetTime ();
        double elapsed_seconds = current_seconds - previous_seconds;
        previous_seconds = current_seconds;
        _update_fps_counter (g_window);

        // wipe the drawing surface clear
        glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glUseProgram (shader_programme);
        glBindVertexArray (vao);

        for (int i = 0; i < NUM_SPHERES; i++) {
            if (g_selected_sphere == i) {
                glUniform1f (blue_location, 1.0f);
            } else {
                glUniform1f (blue_location, 0.0f);
            }
            glUniformMatrix4fv (model_mat_location, 1, GL_FALSE, model_mats[i].m);
            glDrawArrays (GL_TRIANGLES, 0, g_point_count);
        }
        // update other events like input handling
        glfwPollEvents ();

        // control keys
        bool cam_moved = false;
        vec3 move (0.0, 0.0, 0.0);
        float cam_yaw = 0.0f; // y-rotation in degrees
        float cam_pitch = 0.0f;
        float cam_roll = 0.0;
        if (glfwGetKey (g_window, GLFW_KEY_A)) {
            move.v[0] -= cam_speed * elapsed_seconds;
            cam_moved = true;
        }
        if (glfwGetKey (g_window, GLFW_KEY_D)) {
            move.v[0] += cam_speed * elapsed_seconds;
            cam_moved = true;
        }
        if (glfwGetKey (g_window, GLFW_KEY_Q)) {
            move.v[1] += cam_speed * elapsed_seconds;
            cam_moved = true;
        }
        if (glfwGetKey (g_window, GLFW_KEY_E)) {
            move.v[1] -= cam_speed * elapsed_seconds;
            cam_moved = true;
        }
        if (glfwGetKey (g_window, GLFW_KEY_W)) {
            move.v[2] -= cam_speed * elapsed_seconds;
            cam_moved = true;
        }
        if (glfwGetKey (g_window, GLFW_KEY_S)) {
            move.v[2] += cam_speed * elapsed_seconds;
            cam_moved = true;
        }
        if (glfwGetKey (g_window, GLFW_KEY_LEFT)) {
            cam_yaw += cam_heading_speed * elapsed_seconds;
            cam_moved = true;
            versor q_yaw = quat_from_axis_deg (
                               cam_yaw, up.v[0], up.v[1], up.v[2]
                           );
            q = q_yaw * q;
        }
        if (glfwGetKey (g_window, GLFW_KEY_RIGHT)) {
            cam_yaw -= cam_heading_speed * elapsed_seconds;
            cam_moved = true;
            versor q_yaw = quat_from_axis_deg (
                               cam_yaw, up.v[0], up.v[1], up.v[2]
                           );
            q = q_yaw * q;
        }
        if (glfwGetKey (g_window, GLFW_KEY_UP)) {
            cam_pitch += cam_heading_speed * elapsed_seconds;
            cam_moved = true;
            versor q_pitch = quat_from_axis_deg (
                                 cam_pitch, rgt.v[0], rgt.v[1], rgt.v[2]
                             );
            q = q_pitch * q;
        }
        if (glfwGetKey (g_window, GLFW_KEY_DOWN)) {
            cam_pitch -= cam_heading_speed * elapsed_seconds;
            cam_moved = true;
            versor q_pitch = quat_from_axis_deg (
                                 cam_pitch, rgt.v[0], rgt.v[1], rgt.v[2]
                             );
            q = q_pitch * q;
        }
        if (glfwGetKey (g_window, GLFW_KEY_Z)) {
            cam_roll -= cam_heading_speed * elapsed_seconds;
            cam_moved = true;
            versor q_roll = quat_from_axis_deg (
                                cam_roll, fwd.v[0], fwd.v[1], fwd.v[2]
                            );
            q = q_roll * q;
        }
        if (glfwGetKey (g_window, GLFW_KEY_C)) {
            cam_roll += cam_heading_speed * elapsed_seconds;
            cam_moved = true;
            versor q_roll = quat_from_axis_deg (
                                cam_roll, fwd.v[0], fwd.v[1], fwd.v[2]
                            );
            q = q_roll * q;
        }
        // update view matrix
        if (cam_moved) {
            // re-calculate local axes so can move fwd in dir cam is pointing
            R = quat_to_mat4 (q);
            fwd = R * vec4 (0.0, 0.0, -1.0, 0.0);
            rgt = R * vec4 (1.0, 0.0, 0.0, 0.0);
            up = R * vec4 (0.0, 1.0, 0.0, 0.0);

            cam_pos = cam_pos + vec3 (fwd) * -move.v[2];
            cam_pos = cam_pos + vec3 (up) * move.v[1];
            cam_pos = cam_pos + vec3 (rgt) * move.v[0];
            mat4 T = translate (identity_mat4 (), vec3 (cam_pos));

            view_mat = inverse (R) * inverse (T);
            glUniformMatrix4fv (view_mat_location, 1, GL_FALSE, view_mat.m);
        }


        if (GLFW_PRESS == glfwGetKey (g_window, GLFW_KEY_ESCAPE)) {
            glfwSetWindowShouldClose (g_window, 1);
        }
        // put the stuff we've been drawing onto the display
        glfwSwapBuffers (g_window);
    }

    // close GL context and any other GLFW resources
    glfwTerminate();
    return 0;
}
Ejemplo n.º 12
0
int main () {
	/*--------------------------------START OPENGL---------------------------*/
	assert (restart_gl_log ());
	// start GL context and O/S window using the GLFW helper library
	assert (start_gl ());
	glEnable (GL_DEPTH_TEST); // enable depth-testing
    // depth-testing interprets a smaller value as "closer"
	glDepthFunc (GL_LESS);
    glEnable (GL_CULL_FACE); // cull face
	glCullFace (GL_BACK); // cull back face
    // set counter-clock-wise vertex order to mean the front
	glFrontFace (GL_CCW);
    glClearColor (0.2, 0.2, 0.2, 1.0); // grey background to help spot mistakes
	glViewport (0, 0, g_gl_width, g_gl_height);
	
/*------------------------------CREATE GEOMETRY------------------------------*/
	GLfloat* vp = NULL; // array of vertex points
	GLfloat* vn = NULL; // array of vertex normals
	GLfloat* vt = NULL; // array of texture coordinates
	int g_point_count = 0;
	assert (load_obj_file (MESH_FILE, vp, vt, vn, g_point_count));

	GLuint vao;
	glGenVertexArrays (1, &vao);
	glBindVertexArray (vao);

	GLuint points_vbo;
	if (NULL != vp) {
		glGenBuffers (1, &points_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, points_vbo);
		glBufferData (GL_ARRAY_BUFFER, 3 * g_point_count * sizeof (GLfloat),
                      vp, GL_STATIC_DRAW);
		glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (0);
	}
	GLuint normals_vbo;
	if (NULL != vn) {
		glGenBuffers (1, &normals_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, normals_vbo);
		glBufferData (GL_ARRAY_BUFFER, 3 * g_point_count * sizeof (GLfloat),
                      vn, GL_STATIC_DRAW);
		glVertexAttribPointer (1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (1);
	}
	GLuint texcoords_vbo;
	if (NULL != vp) {
		glGenBuffers (1, &texcoords_vbo);
		glBindBuffer (GL_ARRAY_BUFFER, texcoords_vbo);
		glBufferData (GL_ARRAY_BUFFER, 2 * g_point_count * sizeof (GLfloat),
                      vp, GL_STATIC_DRAW);
		glVertexAttribPointer (2, 2, GL_FLOAT, GL_FALSE, 0, NULL);
		glEnableVertexAttribArray (2);
	}
	
/*-------------------------------CREATE SHADERS------------------------------*/
	GLuint shader_programme = create_programme_from_files (VERTEX_SHADER_FILE,
		FRAGMENT_SHADER_FILE);
	int view_mat_location = glGetUniformLocation (shader_programme, "view");
	int proj_mat_location = glGetUniformLocation (shader_programme, "proj");
	
	/* if converting to GLSL 410 do this to replace GLSL texture bindings:
	GLint diffuse_map_loc, specular_map_loc, ambient_map_loc, emission_map_loc;
	diffuse_map_loc = glGetUniformLocation (shader_programme, "diffuse_map");
	specular_map_loc = glGetUniformLocation (shader_programme, "specular_map");
	ambient_map_loc = glGetUniformLocation (shader_programme, "ambient_map");
	emission_map_loc = glGetUniformLocation (shader_programme, "emission_map");
	assert (diffuse_map_loc > -1);
	assert (specular_map_loc > -1);
	assert (ambient_map_loc > -1);
	assert (emission_map_loc > -1);
	glUseProgram (shader_programme);
	glUniform1i (diffuse_map_loc, 0);
	glUniform1i (specular_map_loc, 1);
	glUniform1i (ambient_map_loc, 2);
	glUniform1i (emission_map_loc, 3);
	*/
	
	// load texture
	GLuint tex_diff, tex_spec, tex_amb, tex_emiss;
	glActiveTexture (GL_TEXTURE0);
	assert (load_texture ("boulder_diff.png", &tex_diff));
	glActiveTexture (GL_TEXTURE1);
	assert (load_texture ("boulder_spec.png", &tex_spec));
	glActiveTexture (GL_TEXTURE2);
	assert (load_texture ("ao.png", &tex_amb));
	glActiveTexture (GL_TEXTURE3);
	assert (load_texture ("tileable9b_emiss.png", &tex_emiss));
	
	#define ONE_DEG_IN_RAD (2.0 * M_PI) / 360.0 // 0.017444444
	// input variables
	float near = 0.1f; // clipping plane
	float far = 100.0f; // clipping plane
	float fov = 67.0f * ONE_DEG_IN_RAD; // convert 67 degrees to radians
	float aspect = (float)g_gl_width / (float)g_gl_height; // aspect ratio
	// matrix components
	float range = tan (fov * 0.5f) * near;
	float Sx = (2.0f * near) / (range * aspect + range * aspect);
	float Sy = near / range;
	float Sz = -(far + near) / (far - near);
	float Pz = -(2.0f * far * near) / (far - near);
	GLfloat proj_mat[] = {
		Sx, 0.0f, 0.0f, 0.0f,
		0.0f, Sy, 0.0f, 0.0f,
		0.0f, 0.0f, Sz, -1.0f,
		0.0f, 0.0f, Pz, 0.0f
	};
	
		
	float cam_speed = 1.0f; // 1 unit per second
	float cam_yaw_speed = 10.0f; // 10 degrees per second
    // don't start at zero, or we will be too close
	float cam_pos[] = {0.0f, 0.0f, 5.0f};
	float cam_yaw = 0.0f; // y-rotation in degrees
	mat4 T = translate (identity_mat4 (), vec3 (-cam_pos[0], -cam_pos[1],
                                                -cam_pos[2]));
	mat4 R = rotate_y_deg (identity_mat4 (), -cam_yaw);
	mat4 view_mat = R * T;
	
	glUseProgram (shader_programme);
	glUniformMatrix4fv (view_mat_location, 1, GL_FALSE, view_mat.m);
	glUniformMatrix4fv (proj_mat_location, 1, GL_FALSE, proj_mat);
	
	while (!glfwWindowShouldClose (g_window)) {
		static double previous_seconds = glfwGetTime ();
		double current_seconds = glfwGetTime ();
		double elapsed_seconds = current_seconds - previous_seconds;
		previous_seconds = current_seconds;
	
		_update_fps_counter (g_window);
		// wipe the drawing surface clear
		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glViewport (0, 0, g_gl_width, g_gl_height);
		
		glUseProgram (shader_programme);
		glBindVertexArray (vao);
		// draw points 0-3 from the currently bound VAO with current shader
		glDrawArrays (GL_TRIANGLES, 0, g_point_count);
		// update other events like input handling 
		glfwPollEvents ();
		
		// control keys
		bool cam_moved = false;
		if (glfwGetKey (g_window, GLFW_KEY_A)) {
			cam_pos[0] -= cam_speed * elapsed_seconds;
			cam_moved = true;
		}
		if (glfwGetKey (g_window, GLFW_KEY_D)) {
			cam_pos[0] += cam_speed * elapsed_seconds;
			cam_moved = true;
		}
		if (glfwGetKey (g_window, GLFW_KEY_PAGE_UP)) {
			cam_pos[1] += cam_speed * elapsed_seconds;
			cam_moved = true;
		}
		if (glfwGetKey (g_window, GLFW_KEY_PAGE_DOWN)) {
			cam_pos[1] -= cam_speed * elapsed_seconds;
			cam_moved = true;
		}
		if (glfwGetKey (g_window, GLFW_KEY_W)) {
			cam_pos[2] -= cam_speed * elapsed_seconds;
			cam_moved = true;
		}
		if (glfwGetKey (g_window, GLFW_KEY_S)) {
			cam_pos[2] += cam_speed * elapsed_seconds;
			cam_moved = true;
		}
		if (glfwGetKey (g_window, GLFW_KEY_LEFT)) {
			cam_yaw += cam_yaw_speed * elapsed_seconds;
			cam_moved = true;
		}
		if (glfwGetKey (g_window, GLFW_KEY_RIGHT)) {
			cam_yaw -= cam_yaw_speed * elapsed_seconds;
			cam_moved = true;
		}
		// update view matrix
		if (cam_moved) {
			mat4 T = translate (identity_mat4 (), vec3 (-cam_pos[0],
                -cam_pos[1], -cam_pos[2])); // cam translation
			mat4 R = rotate_y_deg (identity_mat4 (), -cam_yaw); // 
			mat4 view_mat = R * T;
			glUniformMatrix4fv (view_mat_location, 1, GL_FALSE, view_mat.m);
		}
		
		
		if (GLFW_PRESS == glfwGetKey (g_window, GLFW_KEY_ESCAPE)) {
			glfwSetWindowShouldClose (g_window, 1);
		}
		// put the stuff we've been drawing onto the display
		glfwSwapBuffers (g_window);
	}
	
	// close GL context and any other GLFW resources
	glfwTerminate();
	return 0;
}