Exemplo n.º 1
0
Arquivo: anim.cpp Projeto: 4solo/cs174
// Performs most of the OpenGL intialization -- change these with care, if you must.
void myinit(void)		
{

#ifndef EMSCRIPTEN
    GLuint program = InitShader( "../my code/vshader.glsl", "../my code/fshader.glsl" );		// Load shaders and use the resulting shader program
#else
	GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );								// Load shaders and use the resulting shader program
#endif
    glUseProgram(program);		

    // Generate vertex arrays for geometric shapes
    generateCube(program, &cubeData);
    generateSphere(program, &sphereData);
    generateCone(program, &coneData);
    generateCylinder(program, &cylData);

    uModelView  = glGetUniformLocation( program, "ModelView"  );
    uProjection = glGetUniformLocation( program, "Projection" );
    uView       = glGetUniformLocation( program, "View"       );

    glClearColor( 0.1, 0.1, 0.2, 1.0 ); // dark blue background

    uAmbient   = glGetUniformLocation( program, "AmbientProduct"  );
    uDiffuse   = glGetUniformLocation( program, "DiffuseProduct"  );
    uSpecular  = glGetUniformLocation( program, "SpecularProduct" );
    uLightPos  = glGetUniformLocation( program, "LightPosition"   );
    uShininess = glGetUniformLocation( program, "Shininess"       );
    uTex       = glGetUniformLocation( program, "Tex"             );
    uEnableTex = glGetUniformLocation( program, "EnableTex"       );

    glUniform4f(uAmbient,    0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uDiffuse,    0.6f,  0.6f,  0.6f, 1.0f);
    glUniform4f(uSpecular,   0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uLightPos,  15.0f, 15.0f, 30.0f, 0.0f);
    glUniform1f(uShininess, 100.0f);

    glEnable(GL_DEPTH_TEST);
 
    Arcball = new BallData;
    Ball_Init(Arcball);
    Ball_Place(Arcball,qOne,0.75);
}
Exemplo n.º 2
0
int main(int argc, char * argv[]) {
	int running = GL_TRUE;
	glewExperimental = GL_TRUE;
	glfwInit();
	glfwOpenWindow(1000, 1000, 0,0,0,0,0,0, GLFW_WINDOW);
	glewInit();
	glEnable(GL_DEPTH_TEST);

	//Obj triangle = Obj(triangle_verts, 3, triangle_elements, 3, "v.vert", "t.tessc", "t.tesse", "g.geom", "f.frag");	
	//Obj square =  Obj(square_verts, 4, square_elements, 6, "v.vert", NULL, NULL, "g.geom", "f.frag");
	Obj wireframe_sphere = Obj(tetra_verts, 4, tetra_elements, 12 , "v.vert", "t.tessc", "t.tesse", "g.geom", "f.frag");
	Obj wireframe_cone = *generateCone(20);//Obj(cone_verts, 6, cone_elements, 24 , "v.vert", NULL, NULL, "g.geom", "f.frag");
	Obj hedgehog_sphere = Obj(tetra_verts, 4, tetra_elements, 12, "v.vert", "t.tessc", "t.tesse", "hedgehog.geom", "f.frag");
	Obj lit_sphere = Obj(tetra_verts, 4, tetra_elements, 12, "v.vert", "t.tessc", "t.tesse", "lit.geom", "lit.frag");



	
	switchTo(&wireframe_sphere);
	while(running) {
		glClearColor(0.0,0.0, 0.0, 1.0);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

		render(drawing, glfwGetTime()*30);
		glfwSwapBuffers();
		running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
		if(glfwGetKey('A')){switchTo(&wireframe_sphere);}
		if(glfwGetKey('B')){switchTo(&wireframe_cone);}
		if(glfwGetKey('C')){switchTo(&hedgehog_sphere);}
		if(glfwGetKey('D')){switchTo(&lit_sphere);}
		if(glfwGetKey('E')){}

	}

	glfwTerminate();
}
Exemplo n.º 3
0
void myinit(void)
{
    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );
    glUseProgram(program);

    // Generate vertex arrays for geometric shapes
    generateCube(program, &cubeData);
    generateSphere(program, &sphereData);
    generateCone(program, &coneData);
    generateCylinder(program, &cylData);
	generatePyramid(program, &pyramidData);

    uModelView  = glGetUniformLocation( program, "ModelView"  );
    uProjection = glGetUniformLocation( program, "Projection" );
    uView       = glGetUniformLocation( program, "View"       );

    glClearColor( .1, .1, .6, 1.0 ); // dark blue background

    uAmbient   = glGetUniformLocation( program, "AmbientProduct"  );
    uDiffuse   = glGetUniformLocation( program, "DiffuseProduct"  );
    uSpecular  = glGetUniformLocation( program, "SpecularProduct" );
    uLightPos  = glGetUniformLocation( program, "LightPosition"   );
    uShininess = glGetUniformLocation( program, "Shininess"       );
    uTex       = glGetUniformLocation( program, "Tex"             );
    uEnableTex = glGetUniformLocation( program, "EnableTex"       );

    glUniform4f(uAmbient,    0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uDiffuse,    0.6f,  0.6f,  0.6f, 1.0f);
    glUniform4f(uSpecular,   0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uLightPos,  15.0f, 15.0f, 30.0f, 0.0f);
    glUniform1f(uShininess, 100.0f);

    glEnable(GL_DEPTH_TEST);

    TgaImage coolImage;
    if (!coolImage.loadTGA("dirt.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }
    
    TgaImage earthImage;
    if (!earthImage.loadTGA("earth.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	 TgaImage roofImage;
    if (!roofImage.loadTGA("roof.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage treeImage;
    if (!treeImage.loadTGA("tree.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage skyImage;
    if (!skyImage.loadTGA("sky.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage stoneImage;
    if (!stoneImage.loadTGA("stone.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

	TgaImage leafImage;
    if (!leafImage.loadTGA("leaf.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }
    
    glGenTextures( 1, &texture_cube );	
    glBindTexture( GL_TEXTURE_2D, texture_cube );
    
    glTexImage2D(GL_TEXTURE_2D, 0, 4, coolImage.width, coolImage.height, 0,
                 (coolImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, coolImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	
    
    
    glGenTextures( 1, &texture_earth );
    glBindTexture( GL_TEXTURE_2D, texture_earth );
    
    glTexImage2D(GL_TEXTURE_2D, 0, 4, earthImage.width, earthImage.height, 0,
                 (earthImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, earthImage.data );
    
	//roof
	 glGenTextures( 1, &texture_roof );
    glBindTexture( GL_TEXTURE_2D, texture_roof );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, roofImage.width, roofImage.height, 0,
            (roofImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, roofImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

		 glGenTextures( 1, &texture_trees );
    glBindTexture( GL_TEXTURE_2D, texture_trees );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, treeImage.width, treeImage.height, 0,
            (treeImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, treeImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	glGenTextures( 1, &texture_leaf );
    glBindTexture( GL_TEXTURE_2D, texture_leaf );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, leafImage.width, leafImage.height, 0,
            (leafImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, leafImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

		glGenTextures( 1, &texture_stone );
    glBindTexture( GL_TEXTURE_2D, texture_stone );

    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

	 glTexImage2D(GL_TEXTURE_2D, 0, 4, stoneImage.width, stoneImage.height, 0,
            (stoneImage.byteCount == 3) ? GL_BGR : GL_BGRA,
             GL_UNSIGNED_BYTE, stoneImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

    
    // Set texture sampler variable to texture unit 0
    // (set in glActiveTexture(GL_TEXTURE0))
    
    glUniform1i( uTex, 0);
    
    Arcball = new BallData;
    Ball_Init(Arcball);
    Ball_Place(Arcball,qOne,0.75);
}
Exemplo n.º 4
0
// The MAIN function, from here we start the application and run the game loop
int main() {
    
    // start glfw and glew with default settings
    assert(start_gl());
    
    // Build and compile our shader program
    Shader sphereShader("shaders/shader.vs", "shaders/shader.frag");
    
    Shader lampShader("shaders/shader.vs", "shaders/lamp.frag");
    
    /////// Sphere vertices, normals and indices generation  //////////////////////////////////////////
    
    std::vector<GLfloat> sphere_verts, q2Verts, cone_verts;
    std::vector<GLint> sphere_idx;
    
    generateCone(&cone_verts, stacks, slices);
    generateSphere( &sphere_verts, &q2Verts, &sphere_idx, stacks, slices, radius);
    
    std::vector<GLint> cone_idx(sphere_idx);
    
    /////////////////  DECLARATIONS  ////////////////////////
    
    GLuint sphere_VBO, sphere_VAO, sphere_EBO, normal_VAO, normal_VBO, cone_VAO, cone_VBO, cone_EBO;
    
    /////////////////  GET VAO READY FOR CONE  ////////////////////////////////////////////////////////
    GLuint aLoc[3] = {0};
    GLint size[3] = {3};
    GLsizei vStride[3] = {3 * sizeof(GLfloat)};
    const void* vOffset[3] = {(GLvoid*)0};
    
    prepareVAO(&cone_VAO, &cone_VBO, &cone_EBO, cone_verts, cone_idx, 1, aLoc, size, vStride, vOffset);

    /////////////////  GET VAO READY FOR SPHERE  //////////////////////////////////////////////////////
    aLoc[0] = 0; aLoc[1] = 1; aLoc[2] = 2;
    size[0] = size[1] = 3; size[2] = 2;
    vStride[0] = vStride[1] = vStride[2] = 8 * sizeof(GLfloat);
    vOffset[0] = (GLvoid*)0; vOffset[1] = (GLvoid*)(3 * sizeof(GLfloat)); vOffset[2] = (GLvoid*)(6 * sizeof(GLfloat));
    
    prepareVAO(&sphere_VAO, &sphere_VBO, &sphere_EBO, sphere_verts, sphere_idx, 3, aLoc, size, vStride, vOffset);
    
    /////////////////  GET VAO READY FOR NORMALS (Q2)  ////////////////////////////////////////////////
    
    aLoc[0] = 0;
    size[0] = 3;
    vStride[0] = 3 * sizeof(GLfloat);
    vOffset[0] = (GLvoid*)0;
    
    prepareVAO(&normal_VAO, &normal_VBO, nullptr, q2Verts, std::vector<GLint>() , 1, aLoc, size, vStride, vOffset);
    
    /////////////////  GET Textures ready  ////////////////////////////////////////////////////////////
    
    GLuint texture1;
    int width, height, comp;
    
    prepareTexture(&texture1, "images/earth.jpg", &width, &height, &comp);

    /////////////////  The positions for the spheres in q4  ////////////////////////////////////////////
    // where the cubes will appear in the world space
    glm::vec3 cubePositions[] = {
        glm::vec3(1.5f, 0.0f, 0.0f),
        glm::vec3(1.0f, 0.0f, 0.0f)
    };
    
    /////////////////  Uniform variables for MVP in VS  /////////////////////////////////////////////////
    
    GLint modelLoc = glGetUniformLocation(sphereShader.Program, "model");
    GLint viewLoc = glGetUniformLocation(sphereShader.Program, "view");
    GLint projLoc = glGetUniformLocation(sphereShader.Program, "projection");
    
    // The question number to switch
    GLint q = glGetUniformLocation(sphereShader.Program, "q");
    
    // uniforms for lighting
    GLint objectColorLoc = glGetUniformLocation(sphereShader.Program, "objectColor");
    GLint lightColorLoc  = glGetUniformLocation(sphereShader.Program, "lightColor");
    GLint lightPosLoc = glGetUniformLocation(sphereShader.Program, "lightPos");
    GLint viewPosLoc = glGetUniformLocation(sphereShader.Program, "viewPos");
    
    // Main loop
    while (!glfwWindowShouldClose(window)) {
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;
        
        // Check if any events have been activated (key pressed, mouse moved)
        glfwPollEvents();
        do_movement();
        
        // Clear the color buffer
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        lightPos.x = sin(glfwGetTime()) * 0.1;
        lightPos.y = cos(glfwGetTime()) * 0.1;
        
        drawSphere(&sphereShader, &sphere_VAO, &sphere_idx,
                   &normal_VAO, &sphere_verts,
                   &cone_VAO, &cone_verts, &cone_idx,
                   &lampShader,
                   &objectColorLoc, &lightColorLoc, &lightPosLoc, &viewPosLoc,
                   &q, &texture1,
                   2, cubePositions, &modelLoc, &viewLoc, &projLoc);
        
        // Swap the screen buffers
        glfwSwapBuffers(window);
    }
    // Deallocate
    glDeleteVertexArrays(1, &sphere_VAO);
    glDeleteBuffers(1, &sphere_VBO);
    glDeleteBuffers(1, &sphere_EBO);
    
    glDeleteVertexArrays(1, &normal_VAO);
    glDeleteVertexArrays(1, &normal_VBO);
    
    glDeleteVertexArrays(1, &cone_VAO);
    glDeleteBuffers(1, &cone_VBO);
    glDeleteBuffers(1, &cone_EBO);
    // Terminate GLFW
    glfwDestroyWindow(window);
    glfwTerminate();
    return EXIT_SUCCESS;
}
Exemplo n.º 5
0
void initPrimitives(GLuint program) {
    generateCube    ( program, &cubeData   );
    generateSphere  ( program, &sphereData );
    generateCone    ( program, &coneData   );
    generateCylinder( program, &cylData    );
}
Exemplo n.º 6
0
void myinit(void)
{
    // Load shaders and use the resulting shader program
    GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );
    glUseProgram(program);

    // Generate vertex arrays for geometric shapes
	generateGrass(program, &grassData);
	generateHeart(program, &heartData);
    generateCube(program, &cubeData);
    generateSphere(program, &sphereData);
    generateCone(program, &coneData);
    generateCylinder(program, &cylData);

    uModelView  = glGetUniformLocation( program, "ModelView"  );
    uProjection = glGetUniformLocation( program, "Projection" );
    uView       = glGetUniformLocation( program, "View"       );

    glClearColor( 0.5, 0.5, 1.0, 1.0 ); // dark blue background

    uAmbient   = glGetUniformLocation( program, "AmbientProduct"  );
    uDiffuse   = glGetUniformLocation( program, "DiffuseProduct"  );
    uSpecular  = glGetUniformLocation( program, "SpecularProduct" );
    uLightPos  = glGetUniformLocation( program, "LightPosition"   );
    uShininess = glGetUniformLocation( program, "Shininess"       );
    uTex       = glGetUniformLocation( program, "Tex"             );
    uEnableTex = glGetUniformLocation( program, "EnableTex"       );

    glUniform4f(uAmbient,    0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uDiffuse,    0.6f,  0.6f,  0.6f, 1.0f);
    glUniform4f(uSpecular,   0.2f,  0.2f,  0.2f, 1.0f);
    glUniform4f(uLightPos,  15.0f, 15.0f, 30.0f, 0.0f);
    glUniform1f(uShininess, 100.0f);

    glEnable(GL_DEPTH_TEST);

    TgaImage coolImage;
    if (!coolImage.loadTGA("challenge.tga"))
    {
        printf("Error loading image file\n");
        exit(1);
    }

    GLuint texture;
    glGenTextures( 1, &texture );
    glBindTexture( GL_TEXTURE_2D, texture );
    
    glTexImage2D(GL_TEXTURE_2D, 0, 4, coolImage.width, coolImage.height, 0,
                 (coolImage.byteCount == 3) ? GL_BGR : GL_BGRA,
                 GL_UNSIGNED_BYTE, coolImage.data );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, texture );
    
    // Set texture sampler variable to texture unit 0
    // (set in glActiveTexture(GL_TEXTURE0))
    glUniform1i( uTex, 0 );
    
    Arcball = new BallData ;
    Ball_Init(Arcball);
    Ball_Place(Arcball,qOne,0.75);
}