Example #1
0
// Build a GLSL program from source code
Program buildProgram(const GLchar* vsSrc, const GLchar* fsSrc) {
	Shader vs(GL_VERTEX_SHADER);
	vs.setSource(vsSrc);

	if(!vs.compile()) {
		throw std::runtime_error("Compilation error for vertex shader: " + vs.getInfoLog());
	}

	Shader fs(GL_FRAGMENT_SHADER);
	fs.setSource(fsSrc);

	if(!fs.compile()) {
		throw std::runtime_error("Compilation error for fragment shader: " + fs.getInfoLog());
	}

	Program program;
	program.attachShader(vs);
	program.attachShader(fs);

	if(!program.link()) {
		throw std::runtime_error("Link error: " + program.getInfoLog());
	}

	return program;
}
Example #2
0
// Load source code from files and build a GLSL program
Program * loadProgram(const FilePath& vsFile, const FilePath& fsFile) {
	Shader vs = loadShader(GL_VERTEX_SHADER, vsFile);
	Shader fs = loadShader(GL_FRAGMENT_SHADER, fsFile);

	if(!vs.compile()) {
		throw std::runtime_error("Compilation error for vertex shader (from file " + std::string(vsFile) + "): " + vs.getInfoLog());
	}

	if(!fs.compile()) {
		throw std::runtime_error("Compilation error for fragment shader (from file " + std::string(fsFile) + "): " + fs.getInfoLog());
	}

	Program * program = new Program;
	program->attachShader(vs);
	program->attachShader(fs);

	if(!program->link()) {
        throw std::runtime_error("Link error (for files " + vsFile.str() + " and " + fsFile.str() + "): " + program->getInfoLog());
	}

	return program;
}
Example #3
0
int main(int, char**)
{

	int width = 1080;
	int height = 900;
	
	if (!glfwInit()){ std::cout << "ERROR: glfwInit failed\n"; return -1; }

	
	GLFWwindow* window = glfwCreateWindow(width, height, "mesh", NULL, NULL);
	if (!window){ std::cout << "ERROR: window was not created\n"; return -1; }
	glfwMakeContextCurrent(window);

	glewExperimental = GL_TRUE;
	glewInit();

	versionPrint();

	glEnable(GL_DEPTH_TEST); 
	glDepthFunc(GL_LESS);
	//glEnable(GL_CULL_FACE);

	GUI gui;
	gui.Init(window, false);

	float vertices[] = {
		-0.5,  -0.5,	0,
		-0.5,	0.5,	0,
		 0.5,	0.5,	0,
       /////////////////////
	    -0.5,	-0.5,	0,
		 0.5,	0.5,	0,
		 0.5,   -0.5,	0
	};
	
	//////////////////////////////////
	//OBJECT LOADING
	std::string resourcePath = "../../../resources/";
	//std::string inputfile = resourcePath + "teapot/teapot.obj";
	//std::string mtlfile = resourcePath + "teapot/teapot.mtl";
	//std::string inputfile = resourcePath + "sphere/sphere.obj";
	//std::string mtlfile = resourcePath + "sphere/sphere.mtl";
	std::string inputfile = resourcePath + "dragon/dragon.obj";
	//std::string inputfile = resourcePath + "monkey/monkey.obj";
	//std::string mtlfile = resourcePath + "monkey/monkey.mtl";
	std::vector<tinyobj::shape_t> shapes;
	std::vector<tinyobj::material_t> materials;
	std::string err;

	if (!tinyobj::LoadObj(shapes, materials, err, inputfile.c_str()))
		std::cerr << err << std::endl;
		
	std::cout << "# of shapes    : " << shapes.size() << std::endl;
	std::cout << "# of materials : " << materials.size() << std::endl;

	//OBJECT LOADING
	//////////////////////////////////

	glm::vec3 cpos = glm::vec3(0.0f, 0.0f, 10.0f);

	glm::mat4 view;
	view = glm::lookAt(	cpos,
						glm::vec3(0.0f, 0.0f, 0.0f),
						glm::vec3(0.0f, 1.0f, 0.0f));

	glm::mat4 projection = glm::perspective(45.0f, (float)width/(float)height, 0.01f, 1000.0f);

	glm::mat4 model = glm::mat4();
	float s = 1.0f;
	model = glm::scale(model, glm::vec3(s, s, s));

	std::string shaderPath = "../../../source/shaders/";
	Program shaderProgram;
	Shader vshader(shaderPath + "vertexShader.glsl",	GL_VERTEX_SHADER);
	Shader fshader(shaderPath + "fragmentShader.glsl",	GL_FRAGMENT_SHADER);
	shaderProgram.attachShader(&vshader);
	shaderProgram.attachShader(&fshader);
	shaderProgram.linkProgram();

	GLuint elems;
	glGenBuffers(1, &elems);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elems);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, shapes[0].mesh.indices.size() * sizeof(unsigned int), &(shapes[0].mesh.indices[0]), GL_STATIC_DRAW);

	GLuint vbo;
	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, shapes[0].mesh.positions.size() * sizeof(float), &(shapes[0].mesh.positions[0]), GL_STATIC_DRAW);

	GLuint nbo;
	glGenBuffers(1, &nbo);
	glBindBuffer(GL_ARRAY_BUFFER, nbo);
	glBufferData(GL_ARRAY_BUFFER, shapes[0].mesh.normals.size() * sizeof(float), &(shapes[0].mesh.normals[0]), GL_STATIC_DRAW);

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

	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);

	glEnableVertexAttribArray(1);
	glBindBuffer(GL_ARRAY_BUFFER, nbo);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);

	GLuint ModelMatrixHandle = glGetUniformLocation(shaderProgram.getID(), "ModelMatrix");
	GLuint ViewMatrixHandle = glGetUniformLocation(shaderProgram.getID(), "ViewMatrix");
	GLuint ProjectionMatrixHandle = glGetUniformLocation(shaderProgram.getID(), "ProjectionMatrix");
	
	glUniformMatrix4fv(ModelMatrixHandle, 1, GL_FALSE, glm::value_ptr(model));
	glUniformMatrix4fv(ViewMatrixHandle, 1, GL_FALSE, glm::value_ptr(view));
	glUniformMatrix4fv(ProjectionMatrixHandle, 1, GL_FALSE, glm::value_ptr(projection));

	glClearColor(0.3, 0.3, 0.3, 1.0);

	while (!glfwWindowShouldClose(window)){

		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
		shaderProgram.use();
		glBindVertexArray(vao);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elems);

		model = glm::rotate(model, 0.0001f, glm::vec3(0, 1, 0));
		
		glUniformMatrix4fv(ModelMatrixHandle, 1, GL_FALSE, glm::value_ptr(model));
		glUniformMatrix4fv(ViewMatrixHandle, 1, GL_FALSE, glm::value_ptr(view));
		glUniformMatrix4fv(ProjectionMatrixHandle, 1, GL_FALSE, glm::value_ptr(projection));
		
		glDrawElements(GL_TRIANGLES, shapes[0].mesh.indices.size(),GL_UNSIGNED_INT,(void*)0);
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
		
		gui.Render(&shapes);

		glfwSwapBuffers(window);
		glfwPollEvents();
	}

	return 0;
}
Example #4
0
int main() {
	Graphics::Window window("title", Vector2<int>(1800, 960));

	FileSystem fs;
   
	this_thread::sleep_for(std::chrono::seconds(1));
 	auto cube = MeshLoader::loadOBJ(&fs.getFile("scene/monkey.obj"));
  
	Transformation camera;
	Projection projection(0.01f, 1000.0f, 45, window.getAspect());
	Transformation model;
	Transformation light_t;
	   
	camera.setPosition({0 , 0 , .7f});

	GLenum err;
	// TEST 
	// cbuffer is deleted after being passed as rvalue
	auto tex = TextureLoader::loadTexture(fs.getFile("textures/box.bmp"));

	if (tex == nullptr || cube == nullptr) {
		return 1;
	}

	GLuint vbo = 0; 
	GLuint sampler = 0; 

	cube->bind(); 

	Shader vert(fs.getFile("shaders/shader.vert"), GL_VERTEX_SHADER);
	Shader frag(fs.getFile("shaders/shader.frag"), GL_FRAGMENT_SHADER);
	if ((err = glGetError()) != GL_NO_ERROR)
		return err;
	Program program;
	program.attachShader(vert);
	program.attachShader(frag);
	program.link();
	program.use();

	VertexArray vao;
	vao.bind(); 

	vao.setVertexAttribute(program, "in_normal", cube->getObjects().at(0).normalSize(), GL_FLOAT, GL_FALSE, cube->getObjects().at(0).stride(), cube->getObjects().at(0).normalOffset());
	vao.setVertexAttribute(program, "position", cube->getObjects().at(0).vertexSize(), GL_FLOAT, GL_FALSE, cube->getObjects().at(0).stride(), cube->getObjects().at(0).vertexOffset());
	vao.setVertexAttribute(program, "in_tex", cube->getObjects().at(0).texCoordSize(), GL_FLOAT, GL_FALSE, cube->getObjects().at(0).stride(), cube->getObjects().at(0).texCoordOffset());

	vao.unbind(); 

	program.setUniform("world_pos", Vector3<float>(.5, 0, 0));

	glActiveTexture(GL_TEXTURE0);
	tex->bind();
	  
	LightPoint point;
	point.position = { 2, 0, 0 };
	point.color = { 1, 1, 1 };
	point.intensity = 0.4f;
	point.attenuation = 10;

	light_t.setPosition(Vector3<float>(2, 1, 0));

	Lighting lights;

	LightPoint& light = lights.attachLight(point);

	lights.setAmbient(Vector3<float>(1.0f, 1.0f, 1.0f));

	float pos = 0;
	Vector3<float> rotation(0);

	while (false) {
		window.startFrame(); 
		vao.bind();
		//camera.rotate({ 0, 0, 0.01f }); 

		//window.getMouse().getMousePosition<float>(&light.position.x, &light.position.y); 
		light_t.setPosition(light.position);  
		model.setScale({ 0.1f, 0.1f, 0.1f });
		model.setPosition({ 0, -0.5f, 0 });
		std::this_thread::sleep_for(std::chrono::milliseconds(16));
		program.setUniform("model", model.getMatrix());
		program.setUniform("view", camera.getMatrix()); 
		program.setUniform("projection", projection.getPerspective());
		lights.bindLights(program);
		program.setUniform("normal_matrix", model.getNormalMatrix());
		cube->bind();
		 

		for (const auto& obj : cube->getObjects()){
			program.setUniform("has_normal", obj.hasNormals());
			program.setUniform("has_tex_coord", obj.hasTexCoord());
			glDrawElements(obj.getMode(), obj.size, GL_UNSIGNED_INT, obj.p_start); 
		}

		vao.unbind();

		if (window.getKeyboard().isKeyDown(KEY::KEY_W) != KEY_PRESSED::RELEASED)
			rotation.x += 0.1f;
		if (window.getKeyboard().isKeyDown(KEY::KEY_D) != KEY_PRESSED::RELEASED)
			rotation.y += 0.1f;
		  
		model.setRotation(rotation);
		 
		window.endFrame();
	}
}
Example #5
0
int main() {
	Graphics::Window window("scene", { 800, 600 });
	
	Util::FileSystem fs; 
	fs.setRootDir("");

	auto scene = MeshLoader::loadOBJ(&fs.getFile("scene/scene.obj"));
	auto tex = TextureLoader::loadTexture(&fs.getFile("scene/Wall.bmp"));

	Shader vert(fs.getFile("shaders/shader.vert"), GL_VERTEX_SHADER);
	Shader frag(fs.getFile("shaders/shader.frag"), GL_FRAGMENT_SHADER);

	GLuint err = 0;
	if ((err = glGetError()) != GL_NO_ERROR)
		return err;
	Program program;

	program.attachShader(vert);
	program.attachShader(frag);
	program.link();
	program.use();

	// Get a good error if this hasn't been bound.
	scene->bind();

	VertexArray vao;
	vao.bind();

	vao.setVertexAttribute(program, "in_normal", scene->normalSize(), GL_FLOAT, GL_FALSE, scene->stride(), scene->normalOffset());
	vao.setVertexAttribute(program, "position", scene->vertexSize(), GL_FLOAT, GL_FALSE, scene->stride(), scene->vertexOffset());
	vao.setVertexAttribute(program, "in_tex", scene->texCoordSize(), GL_FLOAT, GL_FALSE, scene->stride(), scene->texCoordOffset());

	vao.unbind();

	program.setUniform("has_normal", scene->hasNormals());
	program.setUniform("has_tex_coord", scene->hasTexCoord());
	program.setUniform("world_pos", Vector3<float>(.5, 0, 0));

	
	glActiveTexture(GL_TEXTURE0);
	tex->bind();

	LightPoint point;
	point.position = { 2, 0, 0 };
	point.color = { 1, 1, 1 };
	point.intensity = 10;
	point.attenuation = 10;
	  
	Lighting lights;

	LightPoint& light = lights.attachLight(point); 
	lights.setAmbient(Vector3<float>(1.0f, 1.0f, 1.0f));


	while (true /*window.isExitRequested()*/) {
		window.startFrame();

		for (const auto& obj : scene->getObjects()) {
			glDrawElements(scene->getMode(), obj.size, GL_UNSIGNED_INT, obj.p_start);
		}

		window.endFrame();
	}
	 
}