int main(int argc, char* argv[]) { int camerafound = 0; if(argc != 2) { printf("usage: camctl <u,d,l,r>\n"); return 0; } if ((fd = open("/dev/video1",O_RDWR, 0)) != -1) camerafound = 1; else if ((fd = open("/dev/video0",O_RDWR, 0)) != -1) camerafound = 1; else return 0; if (argv[1][0] == 'u'){ camera_tilt(TILTUP, fd); printf("up\n"); } if (argv[1][0] == 'd') { camera_tilt(TILTDOWN, fd); printf("down\n"); } if (argv[1][0] == 'l') { camera_pan(PANLEFT, fd); printf("left\n"); } if (argv[1][0] == 'r') { camera_pan(PANRIGHT, fd); printf("right\n"); } return 0; }
int main( int argc, char **argv ) { int width = 800, height= 600; float widthf = (float) width, heightf = (float) height; double t; float fps = 0.f; // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); exit( EXIT_FAILURE ); } // Force core profile on Mac OSX #ifdef __APPLE__ glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #endif // Open a window and create its OpenGL context if( !glfwOpenWindow( width, height, 0,0,0,0, 24, 0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); exit( EXIT_FAILURE ); } glfwSetWindowTitle( "001_a" ); // Core profile is flagged as experimental in glew #ifdef __APPLE__ glewExperimental = GL_TRUE; #endif GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); exit( EXIT_FAILURE ); } // Ensure we can capture the escape key being pressed below glfwEnable( GLFW_STICKY_KEYS ); // Enable vertical sync (on cards that support it) glfwSwapInterval( 1 ); GLenum glerr = GL_NO_ERROR; glerr = glGetError(); if (!imguiRenderGLInit(DroidSans_ttf, DroidSans_ttf_len)) { fprintf(stderr, "Could not init GUI renderer.\n"); exit(EXIT_FAILURE); } // Init viewer structures Camera camera; camera_defaults(camera); GUIStates guiStates; init_gui_states(guiStates); float dummySlider = 0.f; // Load images and upload textures GLuint textures[2]; glGenTextures(2, textures); int x; int y; int comp; unsigned char * diffuse = stbi_load("textures/spnza_bricks_a_diff.tga", &x, &y, &comp, 3); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, diffuse); 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); fprintf(stderr, "Diffuse %dx%d:%d\n", x, y, comp); unsigned char * spec = stbi_load("textures/spnza_bricks_a_spec.tga", &x, &y, &comp, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, x, y, 0, GL_RED, GL_UNSIGNED_BYTE, spec); 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); fprintf(stderr, "Spec %dx%d:%d\n", x, y, comp); glerr = glGetError(); if(glerr != GL_NO_ERROR) fprintf(stderr, "2nd OpenGL Error : %s\n", gluErrorString(glerr)); // Try to load and compile shader ShaderGLSL shader; const char * shaderFile = "001/3a.glsl"; //const char * shaderFile = "001/4a.glsl"; //const char * shaderFile = "001/5a.glsl"; //const char * shaderFile = "001/5ba.glsl"; //const char * shaderFile = "001/6a.glsl"; //const char * shaderFile = "001/7a.glsl"; //const char * shaderFile = "001/8a.glsl"; //int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER); int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER); if ( status == -1 ) { fprintf(stderr, "Error on loading %s\n", shaderFile); exit( EXIT_FAILURE ); } // Apply shader GLuint program = shader.program; glUseProgram(program); GLuint projectionLocation = glGetUniformLocation(program, "Projection"); GLuint viewLocation = glGetUniformLocation(program, "View"); GLuint objectLocation = glGetUniformLocation(program, "Object"); GLuint timeLocation = glGetUniformLocation(program, "Time"); GLuint diffuseLocation = glGetUniformLocation(program, "Diffuse"); GLuint specLocation = glGetUniformLocation(program, "Spec"); GLuint cameraPositionLocation = glGetUniformLocation(program, "CameraPosition"); glUniform1i(diffuseLocation, 0); glUniform1i(specLocation, 1); // Load geometry int cube_triangleCount = 12; int cube_triangleList[] = {0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 19, 17, 20, 21, 22, 23, 24, 25, 26, }; float cube_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 1.f, 1.f, 0.f, }; float cube_vertices[] = {-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; float cube_normals[] = {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, }; int plane_triangleCount = 2; int plane_triangleList[] = {0, 1, 2, 2, 1, 3}; float plane_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f}; float plane_vertices[] = {-5.0, -1.0, 5.0, 5.0, -1.0, 5.0, -5.0, -1.0, -5.0, 5.0, -1.0, -5.0}; float plane_normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}; // Vertex Array Object GLuint vao[2]; glGenVertexArrays(2, vao); // Vertex Buffer Objects GLuint vbo[8]; glGenBuffers(8, vbo); // Cube glBindVertexArray(vao[0]); // Bind indices and upload data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_triangleList), cube_triangleList, GL_STATIC_DRAW); // Bind vertices and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); // Bind normals and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW); // Bind uv coords and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[3]); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW); // Plane glBindVertexArray(vao[1]); // Bind indices and upload data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plane_triangleList), plane_triangleList, GL_STATIC_DRAW); // Bind vertices and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[5]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_vertices), plane_vertices, GL_STATIC_DRAW); // Bind normals and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[6]); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_normals), plane_normals, GL_STATIC_DRAW); // Bind uv coords and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[7]); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_uvs), plane_uvs, GL_STATIC_DRAW); // Unbind everything. Potentially illegal on some implementations glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); // Viewport glViewport( 0, 0, width, height ); do { t = glfwGetTime(); // Mouse states int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT ); int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT ); int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE ); if( leftButton == GLFW_PRESS ) guiStates.turnLock = true; else guiStates.turnLock = false; if( rightButton == GLFW_PRESS ) guiStates.zoomLock = true; else guiStates.zoomLock = false; if( middleButton == GLFW_PRESS ) guiStates.panLock = true; else guiStates.panLock = false; // Camera movements int altPressed = glfwGetKey(GLFW_KEY_LSHIFT); if (!altPressed && (leftButton == GLFW_PRESS || rightButton == GLFW_PRESS || middleButton == GLFW_PRESS)) { int x; int y; glfwGetMousePos(&x, &y); guiStates.lockPositionX = x; guiStates.lockPositionY = y; } if (altPressed == GLFW_PRESS) { int mousex; int mousey; glfwGetMousePos(&mousex, &mousey); int diffLockPositionX = mousex - guiStates.lockPositionX; int diffLockPositionY = mousey - guiStates.lockPositionY; if (guiStates.zoomLock) { float zoomDir = 0.0; if (diffLockPositionX > 0) zoomDir = -1.f; else if (diffLockPositionX < 0 ) zoomDir = 1.f; camera_zoom(camera, zoomDir * GUIStates::MOUSE_ZOOM_SPEED); } else if (guiStates.turnLock) { camera_turn(camera, diffLockPositionY * GUIStates::MOUSE_TURN_SPEED, diffLockPositionX * GUIStates::MOUSE_TURN_SPEED); } else if (guiStates.panLock) { camera_pan(camera, diffLockPositionX * GUIStates::MOUSE_PAN_SPEED, diffLockPositionY * GUIStates::MOUSE_PAN_SPEED); } guiStates.lockPositionX = mousex; guiStates.lockPositionY = mousey; } // Default states glEnable(GL_DEPTH_TEST); // Clear the front buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Get camera matrices glm::mat4 projection = glm::perspective(45.0f, widthf / heightf, 0.1f, 100.f); glm::mat4 worldToView = glm::lookAt(camera.eye, camera.o, camera.up); glm::mat4 objectToWorld; // Select textures glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); // Select shader glUseProgram(program); // Upload uniforms glUniformMatrix4fv(projectionLocation, 1, 0, glm::value_ptr(projection)); glUniformMatrix4fv(viewLocation, 1, 0, glm::value_ptr(worldToView)); glUniformMatrix4fv(objectLocation, 1, 0, glm::value_ptr(objectToWorld)); glUniform1f(timeLocation, t); glUniform3fv(cameraPositionLocation, 1, glm::value_ptr(camera.eye)); // Render vaos glBindVertexArray(vao[0]); glDrawElementsInstanced(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0, 4); //glDrawElements(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); glBindVertexArray(vao[1]); glDrawElements(GL_TRIANGLES, plane_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); #if 1 // Draw UI glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, width, height); unsigned char mbut = 0; int mscroll = 0; int mousex; int mousey; glfwGetMousePos(&mousex, &mousey); mousey = height - mousey; if( leftButton == GLFW_PRESS ) mbut |= IMGUI_MBUT_LEFT; imguiBeginFrame(mousex, mousey, mbut, mscroll); int logScroll = 0; char lineBuffer[512]; imguiBeginScrollArea("001", width - 210, height - 310, 200, 300, &logScroll); sprintf(lineBuffer, "FPS %f", fps); imguiLabel(lineBuffer); imguiSlider("Dummy", &dummySlider, 0.0, 3.0, 0.1); imguiEndScrollArea(); imguiEndFrame(); imguiRenderGLDraw(width, height); glDisable(GL_BLEND); #endif // Check for errors GLenum err = glGetError(); if(err != GL_NO_ERROR) { fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err)); } // Swap buffers glfwSwapBuffers(); double newTime = glfwGetTime(); fps = 1.f/ (newTime - t); } // Check if the ESC key was pressed or the window was closed while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS && glfwGetWindowParam( GLFW_OPENED ) ); // Close OpenGL window and terminate GLFW glfwTerminate(); exit( EXIT_SUCCESS ); }
int main( int argc, char* args[] ) { // this is the last time (SDL_Getticks()) that beasts were evaluated int beastLastEval=0; // this is how many times per second the beasts should be evaluated int beastEvalsPerSec = 30; paused = 0; //get a random seed. sgenrand(time(NULL)); //mouse variables and cell types int x, y, sleepTime = 0, countVar = 0; //mouse is held variables int mouseStatusLeft = 0, mouseStatusRight = 0; // these keep track of the position of the right mouse button when it was clicked down int mouseRDx; int mouseRDy; //make sure the program waits for a quit int quit = false; init_mats(); init_graphics(); init_controls(); //Initialize if( init() == false ) return 1; //Load the files if( load_files() == false ) return 2; //Update the screen if( SDL_Flip( screen ) == -1 ) return 3; gen_world(); // these keep track of the WASD keys. int keyw=0, keya=0, keys=0, keyd=0; int key; // used as a stand-int for the verbose event.key.keysym.sym bool keyF3=true; //these are used to calculating and keeping track of the FPS int ticksSinceLastFPSUpdate = 0; int cumulativeFrames = 0; int currentTicks = 0; SDL_Rect screenRect; screenRect.x = screenRect.y = 0; screenRect.w = SCREEN_WIDTH; screenRect.h = SCREEN_HEIGHT; //While the user hasn't quit while(1){ //While there's an event to handle while( SDL_PollEvent( &event ) ){ //If the user has Xed out the window if( event.type == SDL_QUIT || quit == true ){ //Quit the program clean_up(); return 0; } if( event.type == SDL_MOUSEBUTTONDOWN ){ /// mouse down x = event.motion.x; y = event.motion.y; if( event.button.button == SDL_BUTTON_LEFT ){ mouseStatusLeft = 1; } else if( event.button.button == SDL_BUTTON_RIGHT ){ mouseStatusRight = 1; mouseRDx = x; mouseRDy = y; } else if( event.button.button == SDL_BUTTON_WHEELUP ) ;//zoom_in(x,y); else if( event.button.button == SDL_BUTTON_WHEELDOWN ) ;//zoom_out(x,y); } else if(event.type == SDL_MOUSEBUTTONUP){ /// mouse up x = event.motion.x; y = event.motion.y; if( event.button.button == SDL_BUTTON_LEFT ){ mouseStatusLeft = 0; } else if( event.button.button == SDL_BUTTON_RIGHT ){ mouseStatusRight = 0; } } else if( event.type == SDL_MOUSEMOTION ){ /// mouse motion x = event.motion.x; y = event.motion.y; /* // if the alt key (camera panning key) is down and the coordinates have changed, then let the screen be panned! if(alt && x != mouse_x_when_pan && y != mouse_y_when_pan){ // this adjusts the x-axis camera (this scales with the CELL_SIZE) camera_x += (x-mouse_x_when_pan+remainder_panning_motion_x)/CELL_SIZE; camera_y += (y-mouse_y_when_pan+remainder_panning_motion_y)/CELL_SIZE; //calculate the remainders of the mouse motion. // these values represent the motion of the mouse that is not utilized by the discrete nature of the operation on the camera_x and camera_y values. remainder_panning_motion_x = (x-mouse_x_when_pan+remainder_panning_motion_x) - (int)((x-mouse_x_when_pan+remainder_panning_motion_x)/CELL_SIZE)*CELL_SIZE; remainder_panning_motion_y = (y-mouse_y_when_pan+remainder_panning_motion_y) - (int)((y-mouse_y_when_pan+remainder_panning_motion_y)/CELL_SIZE)*CELL_SIZE; // make sure the camera is not out of bounds. verify_camera(); //reset the user's curcor position to the original position the curcor was in when the user started panning the camera SDL_WarpMouse(mouse_x_when_pan, mouse_y_when_pan); } */ } else if(event.type == SDL_VIDEORESIZE){ /// window resize // don't resize the grid. //float new_cell_size = CELL_SIZE * event.resize.h/((float)SCREEN_HEIGHT); // adjust the pixel size. //if(new_cell_size - ((int)new_cell_size) >= 0.5f) CELL_SIZE = new_cell_size + 1; //else CELL_SIZE = new_cell_size; screenRect.w = SCREEN_WIDTH = event.resize.w; screenRect.h = SCREEN_HEIGHT = event.resize.h; set_window_size(event.resize.w, event.resize.h); // set window to correct dimensions } if( event.type == SDL_KEYDOWN ){ ///keyboard event key = event.key.keysym.sym; if (key == controlsGame.pan[d_up]) camera_pan(d_up); // pan up else if(key == controlsGame.pan[d_down]) camera_pan(d_down); // pan down else if(key == controlsGame.pan[d_left]) camera_pan(d_left); // pan left else if(key == controlsGame.pan[d_right]) camera_pan(d_right); // pan right else if(key == controlsGame.debug) keyF3 ^= 1; // toggle the keyF3 state } if( event.type == SDL_KEYUP ){ ///keyboard event // nothing here yet } } // end while(event) //no more events to handle at the moment. if(mouseStatusLeft==true && beast_find_at_cell(x/CELL_SIZE+cameraX,y/CELL_SIZE+cameraY) == NULL){ // add beast function struct beastData *myBeast; myBeast = beast_create(NULL); if(myBeast != NULL ){ myBeast->x = x/CELL_SIZE + cameraX; myBeast->y = y/CELL_SIZE + cameraY; } } if(SDL_GetTicks()-beastLastEval > 1000/beastEvalsPerSec){ // evaluate all beasts beasts_evaluate(); beastLastEval = SDL_GetTicks(); } // print the grid data print_grid(screen); print_beasts(screen); print_beasts_targets(screen); // print debugging information if(keyF3) print_debugging_information(screen); //updates the screen SDL_Flip( screen ); SDL_FillRect(screen, &screenRect, 0); //---------------------------------------------------- // FPS calculation and variable handling //---------------------------------------------------- currentTicks = SDL_GetTicks(); // it is officially the next second if(currentTicks >= ticksSinceLastFPSUpdate + 1000){ // calculate the FPS FPS = cumulativeFrames;//(cumulativeFrames*1000 ) / (currentTicks-ticksSinceLastFPSUpdate); cumulativeFrames=0; // reset cumulative amount of frames ticksSinceLastFPSUpdate = currentTicks; // reset the last FPS update to the number of ticks now. } cumulativeFrames++; }// end while(quit == false) //Free the surface and quit SDL clean_up(); return 0; }
/// this will make sure that your camera has valid parameters (1/3 < scale < 3, x within (BLOCK_WIDTH/2 - 1), and y within (BLOCK_HEIGHT/2 - 1)). // returns 0 on successful check // returns 1 on null cam pointer short camera_check(struct cameraData *cam){ if(cam == NULL){ // report error error("camera_check() was sent invalid cam. cam = NULL"); // and return an error return 1; } short check; do{ // check is initially set to 0 at the start of each loop. // if a camera action was performed, check will be set to 1. // this will indicate the loop needs to be evaluated one more time. check = 0; //-------------------------------------------------- // check to see if x is out of the bounds of the target block //-------------------------------------------------- if(cam->x < 0){ // pan the camera appropriately camera_pan(cam, CAMERA_PAN_LEFT); // record that a single check was made. check = 1; } else if(cam->x >= BLOCK_WIDTH){ // pan the camera appropriately camera_pan(cam, CAMERA_PAN_RIGHT); // record that a single check was made. check = 1; } //-------------------------------------------------- // check if y is out of bounds of the target block //-------------------------------------------------- if(cam->y < 0){ // pan the camera appropriately camera_pan(cam, CAMERA_PAN_UP); // record that a single check was made. check = 1; } else if(cam->y >= BLOCK_HEIGHT){ // pan the camera appropriately camera_pan(cam, CAMERA_PAN_DOWN); // record that a single check was made. check = 1; } //-------------------------------------------------- // check for scale being too large //-------------------------------------------------- if(cam->scale >= BLOCK_LINEAR_SCALE_FACTOR){ // zoom out once camera_zoom_out(cam); // record that a single check was made check = 1; } //-------------------------------------------------- // check for scale being too small //-------------------------------------------------- if(cam->scale <= 1/BLOCK_LINEAR_SCALE_FACTOR){ // zoom in once camera_zoom_in(cam); // record that a single check was made. check = 1; } }while(check); // loop again if a modification was made to the camera return 0; }
int main( int argc, char **argv ) { int width = 1024, height=768; float widthf = (float) width, heightf = (float) height; double t; float fps = 0.f; // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); exit( EXIT_FAILURE ); } // Force core profile on Mac OSX #ifdef __APPLE__ glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #endif // Open a window and create its OpenGL context if( !glfwOpenWindow( width, height, 0,0,0,0, 24, 0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); exit( EXIT_FAILURE ); } glfwSetWindowTitle( "002_forward_a" ); // Core profile is flagged as experimental in glew #ifdef __APPLE__ glewExperimental = GL_TRUE; #endif GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); exit( EXIT_FAILURE ); } // Ensure we can capture the escape key being pressed below glfwEnable( GLFW_STICKY_KEYS ); // Enable vertical sync (on cards that support it) glfwSwapInterval( 1 ); GLenum glerr = GL_NO_ERROR; glerr = glGetError(); if (!imguiRenderGLInit(DroidSans_ttf, DroidSans_ttf_len)) { fprintf(stderr, "Could not init GUI renderer.\n"); exit(EXIT_FAILURE); } // Init viewer structures Camera camera; camera_defaults(camera); GUIStates guiStates; init_gui_states(guiStates); // GUI float numLights = 10.f; // Load images and upload textures GLuint textures[3]; glGenTextures(3, textures); int x; int y; int comp; unsigned char * diffuse = stbi_load("textures/spnza_bricks_a_diff.tga", &x, &y, &comp, 3); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, diffuse); 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); fprintf(stderr, "Diffuse %dx%d:%d\n", x, y, comp); unsigned char * spec = stbi_load("textures/spnza_bricks_a_spec.tga", &x, &y, &comp, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, x, y, 0, GL_RED, GL_UNSIGNED_BYTE, spec); 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); fprintf(stderr, "Spec %dx%d:%d\n", x, y, comp); // Try to load and compile shader int status; ShaderGLSL gbuffer_shader; const char * shaderFileGBuffer = "002/2_gbuffera.glsl"; //int status = load_shader_from_file(gbuffer_shader, shaderFileGBuffer, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER); status = load_shader_from_file(gbuffer_shader, shaderFileGBuffer, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER); if ( status == -1 ) { fprintf(stderr, "Error on loading %s\n", shaderFileGBuffer); exit( EXIT_FAILURE ); } // Compute locations for gbuffer_shader GLuint gbuffer_projectionLocation = glGetUniformLocation(gbuffer_shader.program, "Projection"); GLuint gbuffer_viewLocation = glGetUniformLocation(gbuffer_shader.program, "View"); GLuint gbuffer_objectLocation = glGetUniformLocation(gbuffer_shader.program, "Object"); GLuint gbuffer_timeLocation = glGetUniformLocation(gbuffer_shader.program, "Time"); GLuint gbuffer_diffuseLocation = glGetUniformLocation(gbuffer_shader.program, "Diffuse"); GLuint gbuffer_specLocation = glGetUniformLocation(gbuffer_shader.program, "Spec"); // Load Blit shader ShaderGLSL blit_shader; const char * shaderFileBlit = "002/2_blita.glsl"; //int status = load_shader_from_file(blit_shader, shaderFileBlit, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER); status = load_shader_from_file(blit_shader, shaderFileBlit, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER); if ( status == -1 ) { fprintf(stderr, "Error on loading %s\n", shaderFileBlit); exit( EXIT_FAILURE ); } // Compute locations for blit_shader GLuint blit_tex1Location = glGetUniformLocation(blit_shader.program, "Texture1"); // Load light accumulation shader ShaderGLSL lighting_shader; const char * shaderFileLighting = "002/2_lighta.glsl"; //int status = load_shader_from_file(lighting_shader, shaderFileLighting, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER); status = load_shader_from_file(lighting_shader, shaderFileLighting, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER); if ( status == -1 ) { fprintf(stderr, "Error on loading %s\n", shaderFileLighting); exit( EXIT_FAILURE ); } // Compute locations for lighting_shader GLuint lighting_materialLocation = glGetUniformLocation(lighting_shader.program, "Material"); GLuint lighting_normalLocation = glGetUniformLocation(lighting_shader.program, "Normal"); GLuint lighting_depthLocation = glGetUniformLocation(lighting_shader.program, "Depth"); GLuint lighting_inverseViewProjectionLocation = glGetUniformLocation(lighting_shader.program, "InverseViewProjection"); GLuint lighting_cameraPositionLocation = glGetUniformLocation(lighting_shader.program, "CameraPosition"); GLuint lighting_lightPositionLocation = glGetUniformLocation(lighting_shader.program, "LightPosition"); GLuint lighting_lightColorLocation = glGetUniformLocation(lighting_shader.program, "LightColor"); GLuint lighting_lightIntensityLocation = glGetUniformLocation(lighting_shader.program, "LightIntensity"); // Load geometry int cube_triangleCount = 12; int cube_triangleList[] = {0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 19, 17, 20, 21, 22, 23, 24, 25, 26, }; float cube_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 1.f, 1.f, 0.f, }; float cube_vertices[] = {-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; float cube_normals[] = {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, }; int plane_triangleCount = 2; int plane_triangleList[] = {0, 1, 2, 2, 1, 3}; float plane_uvs[] = {0.f, 0.f, 0.f, 10.f, 10.f, 0.f, 10.f, 10.f}; float plane_vertices[] = {-50.0, -1.0, 50.0, 50.0, -1.0, 50.0, -50.0, -1.0, -50.0, 50.0, -1.0, -50.0}; float plane_normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}; int quad_triangleCount = 2; int quad_triangleList[] = {0, 1, 2, 2, 1, 3}; float quad_vertices[] = {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0}; // Vertex Array Object GLuint vao[3]; glGenVertexArrays(3, vao); // Vertex Buffer Objects GLuint vbo[12]; glGenBuffers(12, vbo); // Cube glBindVertexArray(vao[0]); // Bind indices and upload data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_triangleList), cube_triangleList, GL_STATIC_DRAW); // Bind vertices and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); // Bind normals and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW); // Bind uv coords and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[3]); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW); // Plane glBindVertexArray(vao[1]); // Bind indices and upload data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plane_triangleList), plane_triangleList, GL_STATIC_DRAW); // Bind vertices and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[5]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_vertices), plane_vertices, GL_STATIC_DRAW); // Bind normals and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[6]); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_normals), plane_normals, GL_STATIC_DRAW); // Bind uv coords and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[7]); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_uvs), plane_uvs, GL_STATIC_DRAW); // Quad glBindVertexArray(vao[2]); // Bind indices and upload data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[8]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_triangleList), quad_triangleList, GL_STATIC_DRAW); // Bind vertices and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[9]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); // Unbind everything. Potentially illegal on some implementations glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); // Init frame buffers GLuint gbufferFbo; GLuint gbufferTextures[3]; GLuint gbufferDrawBuffers[2]; glGenTextures(3, gbufferTextures); // Create color texture glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, 0); //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create normal texture glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, 0); //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create depth texture glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Create Framebuffer Object glGenFramebuffers(1, &gbufferFbo); glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo); // Attach textures to framebuffer glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D, gbufferTextures[0], 0); gbufferDrawBuffers[0] = GL_COLOR_ATTACHMENT0; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_TEXTURE_2D, gbufferTextures[1], 0); gbufferDrawBuffers[1] = GL_COLOR_ATTACHMENT1; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, gbufferTextures[2], 0); if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { fprintf(stderr, "Error on building framebuffer\n"); exit( EXIT_FAILURE ); } glBindFramebuffer(GL_FRAMEBUFFER, 0); do { t = glfwGetTime(); // Mouse states int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT ); int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT ); int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE ); if( leftButton == GLFW_PRESS ) guiStates.turnLock = true; else guiStates.turnLock = false; if( rightButton == GLFW_PRESS ) guiStates.zoomLock = true; else guiStates.zoomLock = false; if( middleButton == GLFW_PRESS ) guiStates.panLock = true; else guiStates.panLock = false; // Camera movements int altPressed = glfwGetKey(GLFW_KEY_LSHIFT); if (!altPressed && (leftButton == GLFW_PRESS || rightButton == GLFW_PRESS || middleButton == GLFW_PRESS)) { int x; int y; glfwGetMousePos(&x, &y); guiStates.lockPositionX = x; guiStates.lockPositionY = y; } if (altPressed == GLFW_PRESS) { int mousex; int mousey; glfwGetMousePos(&mousex, &mousey); int diffLockPositionX = mousex - guiStates.lockPositionX; int diffLockPositionY = mousey - guiStates.lockPositionY; if (guiStates.zoomLock) { float zoomDir = 0.0; if (diffLockPositionX > 0) zoomDir = -1.f; else if (diffLockPositionX < 0 ) zoomDir = 1.f; camera_zoom(camera, zoomDir * GUIStates::MOUSE_ZOOM_SPEED); } else if (guiStates.turnLock) { camera_turn(camera, diffLockPositionY * GUIStates::MOUSE_TURN_SPEED, diffLockPositionX * GUIStates::MOUSE_TURN_SPEED); } else if (guiStates.panLock) { camera_pan(camera, diffLockPositionX * GUIStates::MOUSE_PAN_SPEED, diffLockPositionY * GUIStates::MOUSE_PAN_SPEED); } guiStates.lockPositionX = mousex; guiStates.lockPositionY = mousey; } // Get camera matrices glm::mat4 projection = glm::perspective(45.0f, widthf / heightf, 0.1f, 100.f); glm::mat4 worldToView = glm::lookAt(camera.eye, camera.o, camera.up); glm::mat4 objectToWorld; glm::mat4 worldToScreen = projection * worldToView; glm::mat4 screenToWorld = glm::transpose(glm::inverse(worldToScreen)); glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo); glDrawBuffers(2, gbufferDrawBuffers); // Viewport glViewport( 0, 0, width, height ); // Default states glEnable(GL_DEPTH_TEST); // Clear the front buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Bind gbuffer shader glUseProgram(gbuffer_shader.program); // Upload uniforms glUniformMatrix4fv(gbuffer_projectionLocation, 1, 0, glm::value_ptr(projection)); glUniformMatrix4fv(gbuffer_viewLocation, 1, 0, glm::value_ptr(worldToView)); glUniformMatrix4fv(gbuffer_objectLocation, 1, 0, glm::value_ptr(objectToWorld)); glUniform1f(gbuffer_timeLocation, t); glUniform1i(gbuffer_diffuseLocation, 0); glUniform1i(gbuffer_specLocation, 1); // Bind textures glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); // Render vaos glBindVertexArray(vao[0]); glDrawElementsInstanced(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0, 4); glBindVertexArray(vao[1]); glDrawElements(GL_TRIANGLES, plane_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); // Unbind framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); // Viewport glViewport( 0, 0, width, height ); // Clear the front buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Bind lighting shader glUseProgram(lighting_shader.program); // Upload uniforms glUniform1i(lighting_materialLocation, 0); glUniform1i(lighting_normalLocation, 1); glUniform1i(lighting_depthLocation, 2); glUniform3fv(lighting_cameraPositionLocation, 1, glm::value_ptr(camera.eye)); glUniformMatrix4fv(lighting_inverseViewProjectionLocation, 1, 0, glm::value_ptr(screenToWorld)); // Bind color to unit 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]); // Bind normal to unit 1 glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]); // Bind depth to unit 2 glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]); // Blit above the rest glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); for (int i = 0; i < (int) numLights; ++i) { float tl = t * i; //Update light uniforms float lightPosition[3] = { sinf(tl) * 10.f, -0.5f, cosf(tl) * 10.f}; float lightColor[3] = {sinf(tl) * 1.f, 1.f - cosf(tl), -sinf(tl)}; float lightIntensity = 10.0; glUniform3fv(lighting_lightPositionLocation, 1, lightPosition); glUniform3fv(lighting_lightColorLocation, 1, lightColor); glUniform1f(lighting_lightIntensityLocation, lightIntensity); // Draw quad glBindVertexArray(vao[2]); glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); } glDisable(GL_BLEND); // Bind blit shader glUseProgram(blit_shader.program); // Upload uniforms glUniform1i(blit_tex1Location, 0); // use only unit 0 glActiveTexture(GL_TEXTURE0); // Viewport glViewport( 0, 0, width/3, height/4 ); // Bind texture glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]); // Draw quad glBindVertexArray(vao[2]); glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); // Viewport glViewport( width/3, 0, width/3, height/4 ); // Bind texture glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]); // Draw quad glBindVertexArray(vao[2]); glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); // Viewport glViewport( width/3 * 2, 0, width/3, height/4 ); // Bind texture glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]); // Draw quad glBindVertexArray(vao[2]); glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); #if 1 // Draw UI glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, width, height); unsigned char mbut = 0; int mscroll = 0; int mousex; int mousey; glfwGetMousePos(&mousex, &mousey); mousey = height - mousey; if( leftButton == GLFW_PRESS ) mbut |= IMGUI_MBUT_LEFT; imguiBeginFrame(mousex, mousey, mbut, mscroll); int logScroll = 0; char lineBuffer[512]; imguiBeginScrollArea("001", width - 210, height - 310, 200, 300, &logScroll); sprintf(lineBuffer, "FPS %f", fps); imguiLabel(lineBuffer); imguiSlider("Lights", &numLights, 0.0, 100.0, 1.0); imguiEndScrollArea(); imguiEndFrame(); imguiRenderGLDraw(width, height); glDisable(GL_BLEND); #endif // Check for errors GLenum err = glGetError(); if(err != GL_NO_ERROR) { fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err)); } // Swap buffers glfwSwapBuffers(); } // Check if the ESC key was pressed or the window was closed while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS && glfwGetWindowParam( GLFW_OPENED ) ); // Clean UI imguiRenderGLDestroy(); // Close OpenGL window and terminate GLFW glfwTerminate(); exit( EXIT_SUCCESS ); }