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main.cpp
231 lines (181 loc) · 6.65 KB
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main.cpp
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#include "GlobalVariables.h"
void keypressWrapper(unsigned char c, int x, int y) {
globalCamera->action(c, x, y);
}
void keypressWrapper(int c, int x, int y) {
globalEngine->actionDown(c, x, y);
}
void keypressUpWrapper(int c, int x, int y) {
//lPos=vec4(0.0f,20.0f,-5.0f,1.0f);
globalEngine->actionUp(c, x, y);
}
void changeSize(int w, int h) {
glViewport(0, 0, w, h);
WINDOW_WIDTH = w;
WINDOW_HEIGHT = h;
}
void assignVBOtoAttribute(char* attributeName, GLuint bufVBO,
int variableSize) {
GLuint location = shaderProgram->getAttribLocation(attributeName);
glBindBuffer(GL_ARRAY_BUFFER, bufVBO);
glEnableVertexAttribArray(location);
glVertexAttribPointer(location, variableSize, GL_FLOAT, GL_FALSE, 0, NULL);
}
void drawMesh(vector<mesh_M> &mesh){
mtl_on=1;
glUniform1f(shaderProgram->getUniformLocation("mtl_on"), mtl_on);
for(int i=0; i<mesh.size(); i++){
assignVBOtoAttribute("vertex", mesh[i].vertices, 4);
assignVBOtoAttribute("normal", mesh[i].normals, 4);
//color
vec3 color_mtl=mesh[i].Kd;//+mesh[i].Ka+mesh[i].Ks;
//cout<<"kd "<<loaded[i].Kd.x<<endl;
glUniform3fv(shaderProgram->getUniformLocation("color_vec"), 1, value_ptr(color_mtl));
//texture
assignVBOtoAttribute("texCoords", mesh[i].texCoords, 2);
tex_on=0;
if(mesh[i].tex){
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,mesh[i].handle);
glUniform1i(shaderProgram->getUniformLocation("textureMap"),0);
tex_on=1;
}
glUniform1f(shaderProgram->getUniformLocation("tex_on"), tex_on);
glDrawArrays(GL_TRIANGLES, 0, mesh[i].count*3);
}
}
void lightsOn(){
//ogolne
glUniform4fv(shaderProgram->getUniformLocation("lPos"), 1, value_ptr(lightPosition));//pozycja zrodla swiatla
vec4 lp=matV*lightPosition;
//cout<<"pozycja "<<lp.x<<" "<<lp.y<<" "<<lp.z<<endl;
for(int i=0; i<5; i++){
//lp.x+=100;
//lp.y=1;
//lp=vec4(-4,2222,300,1);
glUniform4fv(shaderProgram->getUniformLocation("tab[5]"), 1, value_ptr(lp));//pozycja zrodla swiatla
}
//samochodowe
//glUniform3fv(shaderProgram->getUniformLocation("carLightPos"), 1, value_ptr(carLightPosition));
//glUniform3fv(shaderProgram->getUniformLocation("carLightDir"), 1, value_ptr(carLightDirection));
}
void drawObject(){
shaderProgram->use();
glBindVertexArray(vao);
//assignVBOtoAttribute("color", pColors, 4);
lightsOn();
mat4 matM1=scale(matM, vec3(2.0,2.0,2.0));
vecZ=vec3(-globalEngine->X,-globalEngine->Y,-globalEngine->Z);
matM1=translate(matM1, vecZ);
vecZ=vec3(0.42,-0.57,0);//globalEngine->X, globalEngine->Y, globalEngine->Z
matM1=translate(matM1, vecZ);
glUniformMatrix4fv(shaderProgram->getUniformLocation("P"), 1, false, value_ptr(matP));
glUniformMatrix4fv(shaderProgram->getUniformLocation("V"), 1, false, value_ptr(matV));
glUniformMatrix4fv(shaderProgram->getUniformLocation("M"), 1, false, value_ptr(matM1));
//mat4 matV1 = lookAt(vec3(globalCamera->X+globalEngine->X-4, globalCamera->Y+globalEngine->Y+7, -5.0f),
// vec3(0.0f, 0.0f, 60.0f), vec3(0.0f, 1.0f, 0.0f));
//glUniformMatrix4fv(shaderProgram->getUniformLocation("V"), 1, false, value_ptr(matV1));
drawMesh(loaded);
matM = rotate(matM, globalEngine->angle, vec3(0, 1, 0));
matM=scale(matM, vec3(0.08,0.08,0.08));
//vecZ=vec3(-5,8,0);//globalEngine->X, globalEngine->Y, globalEngine->Z
//matM=translate(matM, vecZ);
glUniformMatrix4fv(shaderProgram->getUniformLocation("M"), 1, false, value_ptr(matM));
drawMesh(model);
glBindVertexArray(0);
}
void displayFrame() {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
matP = perspective(CAMERA_ANGLE,
(float) WINDOW_WIDTH / (float) WINDOW_HEIGHT, 1.0f, 20.0f); //kat, stosunek szer/dl, granica dolna odkad widac obraz, granica gorna (odleglosc od kamery)
matV = lookAt(vec3(globalCamera->X, globalCamera->Y+0.7, -2.0f),
vec3(0.0f, 0.0f, 60.0f), vec3(0.0f, 1.0f, 0.0f));
//matM=mat4(1.0f);
matM = rotate(mat4(1.0f), -globalEngine->angle, vec3(0, 1, 0));
//matV=matV+mat4(0.0,0.0,0.0,move_x,0.0,0.0,0.0,move_y,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0);
drawObject();
glutSwapBuffers();
}
void nextFrame(void) {
globalEngine->move();
glutPostRedisplay();
}
GLuint makeBuffer(void* data, int vertexCount, int vertexSize) {
GLuint handle;
glGenBuffers(1, &handle);
glBindBuffer(GL_ARRAY_BUFFER, handle);
glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, data,
GL_STATIC_DRAW);
return handle;
}
//float color [] = {1.0f, 0.0f, 0.0f, 1.0f};
void setupVBO(){
//pVertices=makeBuffer(pvertices, platformVertexCount, sizeof(float)*4);
//pColors=makeBuffer(color, 1, sizeof(float));
for(int i=0; i<loaded.size(); i++){
loaded[i].vertices=makeBuffer(&(loaded[i]).w[0], loaded[i].count*3, sizeof(float)*4);
loaded[i].normals=makeBuffer(&(loaded[i]).n[0], loaded[i].count*3, sizeof(float)*4);
loaded[i].texCoords=makeBuffer(&(loaded[i]).tc[0], loaded[i].count*3, sizeof(float)*2);
}
for(int i=0; i<model.size(); i++){
model[i].vertices=makeBuffer(&(model[i]).w[0], model[i].count*3, sizeof(float)*4);
model[i].normals=makeBuffer(&(model[i]).n[0], model[i].count*3, sizeof(float)*4);
model[i].texCoords=makeBuffer(&(model[i]).tc[0], model[i].count*3, sizeof(float)*2);
}
//cout<<"Size of loaded: "<<loaded.size()<<endl;
}
void setupVAO() {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//assignVBOtoAttribute("vertex", bufVertices, 4);
//assignVBOtoAttribute("color", bufColors, 4);
//assignVBOtoAttribute("normal", bufNormals, 4);
//assignVBOtoAttribute("texCoords", bufTexCoords, 2);
glBindVertexArray(0);
}
void setupShaders() {
shaderProgram = new ShaderProgram("shaders/vertex_shader.glsl", NULL,
"shaders/fragment_shader.glsl");
}
void initOpenGL() {
setupShaders();
setupVBO();
setupVAO();
glEnable(GL_DEPTH_TEST);
}
void initGLEW() {
GLenum err = glewInit();
if (GLEW_OK != err) {
fprintf(stderr, "%s\n", glewGetErrorString(err));
exit(1);
}
}
void initGLUT(int* argc, char** argv) {
glutInit(argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(WINDOW_X, WINDOW_Y);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("Test");
glutDisplayFunc(displayFrame);
glutIdleFunc(nextFrame);
glutReshapeFunc(changeSize);
glutSpecialFunc(keypressWrapper);
glutSpecialUpFunc(keypressUpWrapper);
glutKeyboardFunc(keypressWrapper);
glutIgnoreKeyRepeat(1);
}
void loadModels() {
model=loadObj(AUTO_MODEL_DIR, AUTO_MATERIAL_DIR);
loaded=loadObj(TRACK_MODEL_DIR, TRACK_MATERIAL_DIR);
}
int main(int argc, char** argv){
globalEngine = new Engine();
globalCamera = new Camera();
initGLUT(&argc, argv);
initGLEW();
loadModels();
initOpenGL();
glutMainLoop();
return 0;
}