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main.cpp
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main.cpp
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#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#if __GNUG__
# include <GLFW/glfw3.h>
#else
# include <GL/glfw3.h>
#endif
#include "mat.h"
#include "shaders.h"
static double g_framesPerSec = 60.0f;
static double g_distancePerSec = 3.0f;
static double g_timeBetweenFrames = 1.0 / g_framesPerSec;
static double g_distancePerFrame = g_distancePerSec / g_framesPerSec;
GLFWwindow *window;
GLuint vao, vbo;
GLuint shaderProgram;
Vec4 sphere2Pos;
struct Material
{
float ka; // Ambient coefficient
float kd; // Diffuse coefficient
float ks; // Specular/Reflective coefficient
float kt; // Transmission coefficient
float ior; // Index of refraction
Vec3 color;
int matType; // Material type: 0 = Opaque non-reflective, 1 = reflective, 2 = transmissive
};
struct Sphere
{
Vec3 center;
float radius;
Material mat;
};
struct Plane
{
Vec3 point;
Vec3 normal;
Material mat;
};
// Compile the shaders and link the program
void readAndCompileShaders(const char *vs, const char *fs, GLuint *shaderProgram)
{
// Compile shaders
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vs, NULL);
glCompileShader(vertexShader);
GLint status;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if(status != GL_TRUE)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
fprintf(stderr, "Vertex shader compiled incorrectly.\n");
fprintf(stderr, "%s\n", infoLog);
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fs, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if(status != GL_TRUE)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
fprintf(stderr, "Fragment shader compiled incorrectly.\n");
fprintf(stderr, "%s\n", infoLog);
}
// Link the vertex and fragment shader into the shader program
*shaderProgram = glCreateProgram();
glAttachShader(*shaderProgram, vertexShader);
glAttachShader(*shaderProgram, fragmentShader);
glBindFragDataLocation(*shaderProgram, 0, "outColor");
glLinkProgram(*shaderProgram);
glGetProgramiv(*shaderProgram, GL_LINK_STATUS, &status);
if(status != GL_TRUE)
{
glGetProgramInfoLog(fragmentShader, 512, NULL, infoLog);
fprintf(stderr, "Shaders linked incorrectly.\n");
fprintf(stderr, "%s\n", infoLog);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
}
// Specify the values of a light struct uniform in the fragment shader
void setLight(GLuint shaderProgram, const char *lightName, Vec3 position, Vec3 color, float intensity)
{
char lightMember[30];
strcpy(lightMember, lightName);
strcat(lightMember, ".position");
glUniform3f(glGetUniformLocation(shaderProgram, lightMember), position[0], position[1], position[2]);
strcpy(lightMember, lightName);
strcat(lightMember, ".color");
glUniform3f(glGetUniformLocation(shaderProgram, lightMember), color[0], color[1], color[2]);
strcpy(lightMember, lightName);
strcat(lightMember, ".intensity");
glUniform1f(glGetUniformLocation(shaderProgram, lightMember), intensity);
}
// Specify the values of a material struct in the fragment shader
void setMaterial(GLuint shaderProgram, const char *objectName, Material mat)
{
char objMatMember[30];
strcpy(objMatMember, objectName);
strcat(objMatMember, ".mat.ka");
glUniform1f(glGetUniformLocation(shaderProgram, objMatMember), mat.ka);
strcpy(objMatMember, objectName);
strcat(objMatMember, ".mat.kd");
glUniform1f(glGetUniformLocation(shaderProgram, objMatMember), mat.kd);
strcpy(objMatMember, objectName);
strcat(objMatMember, ".mat.ks");
glUniform1f(glGetUniformLocation(shaderProgram, objMatMember), mat.ks);
strcpy(objMatMember, objectName);
strcat(objMatMember, ".mat.color");
glUniform3f(glGetUniformLocation(shaderProgram, objMatMember), mat.color[0], mat.color[1], mat.color[2]);
strcpy(objMatMember, objectName);
strcat(objMatMember, ".mat.matType");
glUniform1i(glGetUniformLocation(shaderProgram, objMatMember), mat.matType);
strcpy(objMatMember, objectName);
strcat(objMatMember, ".mat.ior");
glUniform1f(glGetUniformLocation(shaderProgram, objMatMember), mat.ior);
strcpy(objMatMember, objectName);
strcat(objMatMember, ".mat.kt");
glUniform1f(glGetUniformLocation(shaderProgram, objMatMember), mat.kt);
}
// Specify the values of a plane struct in the fragment shader
void setPlane(GLuint shaderProgram, const char *planeName, Vec3 point, Vec3 normal, Material mat, bool checkered)
{
char planeMember[30];
strcpy(planeMember, planeName);
strcat(planeMember, ".point");
glUniform3f(glGetUniformLocation(shaderProgram, planeMember), point[0], point[1], point[2]);
strcpy(planeMember, planeName);
strcat(planeMember, ".normal");
glUniform3f(glGetUniformLocation(shaderProgram, planeMember), normal[0], normal[1], normal[2]);
strcpy(planeMember, planeName);
strcat(planeMember, ".checkered");
glUniform1i(glGetUniformLocation(shaderProgram, planeMember), checkered);
setMaterial(shaderProgram, planeName, mat);
}
// Specify the values of a sphere struct in the fragment shader
void setSphere(GLuint shaderProgram, const char *sphereName, Vec3 point, float radius, Material mat)
{
char sphereMember[30];
strcpy(sphereMember, sphereName);
strcat(sphereMember, ".center");
glUniform3f(glGetUniformLocation(shaderProgram, sphereMember), point[0], point[1], point[2]);
strcpy(sphereMember, sphereName);
strcat(sphereMember, ".radius");
glUniform1f(glGetUniformLocation(shaderProgram, sphereMember), radius);
setMaterial(shaderProgram, sphereName, mat);
}
// Sets up the scene
void initScene()
{
// Set the number of ray bounces
glUniform1i(glGetUniformLocation(shaderProgram, "MAX_BOUNCE"), 4);
//--------------------- Lights
// Light1
Vec3 point(-1.0f, 1.0f, 1.0f);
Vec3 color(1.0f, 1.0f, 1.0f);
float intensity = 2.0f;
setLight(shaderProgram, "uLight1", point, color, intensity);
// Light2
point = Vec3(1.0f, 2.0f, 0.0f);
color = Vec3(1.0f, 1.0f, 1.0f);
intensity = 0.5f;
setLight(shaderProgram, "uLight2", point, color, intensity);
//--------------------- Spheres
// Sphere1
point = Vec3(0.0f, 0.0f, 0.0f);
//color = Vec3(0.5f, 0.0f, 0.0f);
color = Vec3(0.0f, 0.0f, 0.0f);
float radius = 0.3f;
Material mat;
mat.ka = 0.0f;
mat.kd = 0.0f;
//mat.ks = 1.0f;
mat.kt = 0.9f;
mat.color = color;
mat.matType = 2;
mat.ior = 1.5;
setSphere(shaderProgram, "uSphere1", point, radius, mat);
// Sphere2
point = Vec3(0.6f, 0.0f, 0.0f);
sphere2Pos = Vec4(point[0], point[1], point[2], 1.0f);
color = Vec3(0.35f, 0.3f, 0.2f);
radius = 0.2f;
mat.ka = 0.1f;
mat.kd = 0.8f;
mat.ks = 0.2f;
mat.color = color;
mat.matType = 1;
setSphere(shaderProgram, "uSphere2", point, radius, mat);
// Sphere3
point = Vec3(0.0f, 0.61f, 0.0f);
//color = Vec3(0.5f, 0.0f, 0.0f);
color = Vec3(0.0f, 0.0f, 0.0f);
radius = 0.3f;
mat.ka = 0.0f;
mat.kd = 0.0f;
mat.ks = 0.9f;
mat.color = color;
mat.matType = 1;
setSphere(shaderProgram, "uSphere3", point, radius, mat);
//--------------------- Planes
// Plane1
point = Vec3(0.0f, 0.0f, -10.0f);
Vec3 normal(0.0f, 0.0f, 1.0f);
color = Vec3(1.0f, 1.0f, 1.0f);
mat.ka = 0.1f;
mat.kd = 0.6f;
mat.ks = 0.4f;
mat.color = color;
mat.matType = 0;
bool checkered = false;
setPlane(shaderProgram, "uPlane1", point, normal, mat, checkered);
// Plane2 left
point = Vec3(-4.0f, 0.0f, 0.0f);
normal = Vec3(1.0f, 0.0f, 0.0f);
color = Vec3(0.4f, 0.4f, 0.0f);
mat.ka = 0.1f;
mat.kd = 0.6f;
mat.ks = 0.4f;
mat.color = color;
mat.matType = 0;
checkered = false;
setPlane(shaderProgram, "uPlane2", point, normal, mat, checkered);
// Plane3 right
point = Vec3(4.0f, 0.0f, 0.0f);
normal = Vec3(-1.0f, 0.0f, 0.0f);
color = Vec3(0.0f, 0.7f, 0.0f);
mat.ka = 0.1f;
mat.kd = 0.6f;
mat.ks = 0.4f;
mat.color = color;
mat.matType = 0;
checkered = false;
setPlane(shaderProgram, "uPlane3", point, normal, mat, checkered);
// Plane4 back
point = Vec3(0.0f, 0.0f, 10.0f);
normal = Vec3(0.0f, 0.0f, -1.0f);
color = Vec3(0.0f, 0.0f, 0.4f);
mat.ka = 0.1f;
mat.kd = 0.6f;
mat.ks = 0.4f;
mat.color = color;
mat.matType = 0;
checkered = false;
setPlane(shaderProgram, "uPlane4", point, normal, mat, checkered);
// Plane4 top
point = Vec3(0.0f, 4.0f, 0.0f);
normal = Vec3(0.0f, -1.0f, 0.0f);
color = Vec3(0.4f, 0.0f, 0.0f);
mat.ka = 0.1f;
mat.kd = 0.6f;
mat.ks = 0.4f;
mat.color = color;
mat.matType = 0;
checkered = false;
setPlane(shaderProgram, "uPlane5", point, normal, mat, checkered);
// Plane4 bottom
point = Vec3(0.0f, -3.0f, 0.0f);
normal = Vec3(0.0f, 1.0f, 0.0f);
color = Vec3(1.0f, 1.0f, 1.0f);
mat.ka = 0.1f;
mat.kd = 0.6f;
mat.ks = 0.4f;
mat.color = color;
mat.matType = 1;
checkered = true;
setPlane(shaderProgram, "uPlane6", point, normal, mat, checkered);
}
void draw_scene()
{
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(window);
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if(action == GLFW_PRESS)
{
Vec3 point(-0.5f, 0.0f, -1.0f);
glUniform3f(glGetUniformLocation(shaderProgram, "uSphere1.center"), point[0], point[1], point[2]);
}
}
int main()
{
// -------------------------------- INIT ------------------------------- //
// Init GLFW
if (glfwInit() != GL_TRUE) {
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
// Create a rendering window with OpenGL 3.2 context
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 960, "OpenGL", NULL, NULL);
//window = glfwCreateWindow((int)g_windowWidth, (int)g_windowHeight, "OpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
// Init GLEW
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
// Callback functions
//glfwSetMouseButtonCallback(window, mouseButtonCallback);
//glfwSetCursorPosCallback(window, cursorPosCallback);
glfwSetKeyCallback(window, keyCallback);
// Setup shaders
readAndCompileShaders(basicVertSrc, basicFragSrc, &shaderProgram);
glUseProgram(shaderProgram);
// The quad that covers the whole viewport
GLfloat vertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0, -1.0,
-1.0, 1.0,
1.0, 1.0
};
// Generate and bind buffer objects
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
//sizeof works because vertices is an array, not a pointer.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Setup vertex attributes
GLint posAttrib = glGetAttribLocation(shaderProgram, "aPosition");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
initScene();
Mat4 rotation = Mat4::makeYRotation(3);
GLuint uSphere2Pos = glGetUniformLocation(shaderProgram, "uSphere2.center");
double currentTime, timeLastRender = 0;
// Render loop
while(!glfwWindowShouldClose(window))
{
currentTime = glfwGetTime();
if((currentTime - timeLastRender) >= g_timeBetweenFrames)
{
timeLastRender = currentTime;
sphere2Pos = rotation * sphere2Pos;
glUniform3f(uSphere2Pos, sphere2Pos[0], sphere2Pos[1], sphere2Pos[2]);
draw_scene();
}
// Poll window events
glfwPollEvents();
}
}